I was wondering if anyone had implemented any of the alternate FTL drives found in the core rulebook on pp. 109? They seem interesting.
I like the teleport drive and the warp drive. The former because I always wondered why a 'jump' would take a week, independent of the distance travelled, and the latter because I'm a fan of the original Star Trek series.
The methods that FTL work in any particular setting often give interesting consequences. Traveller has a certain 'flavour' that while is usually argued over (sometimes heatedly) there are a few things that seem to stick out - namely, the slow pace in which news and communication travels. Is this really due to the one-week in jumpspace rule? Or is it more to do with the fact that news can only travel aboard a starship, and that therefore news travels fast or slow depending on the speed of that particular messenger craft.
I am trying to imagine a setting where the teleport drive is in effect. Xboat routes could be updated fairly constantly, or at least every day. But if fuel costs and expenditure remain the same, then xboats still need to refuel before jumping to the next system along the route. This can still limit the pace in which news travels, despite the instantaneous nature of the drive. Not to mention, there are still the little planets off the route that rarely receive visitors anyway. Battlestar had a 'teleport drive' which allowed instantaneous as well as sequential jumps, which seemed to only need power from the powerplant rather than 'jump fuel'. A closer fit might probably be the Mote in God's Eye, with its Alderson jump points, instantaneous FTL but slow-ass sublight acceleration (no such thing as inertial compensation or artificial gravity; 3G acceleration is a son of a bitch).
What about the warp drive? An interesting concept. I like how the rating of the drive actually does equal a faster drive anyway. In the standard jump drive, whether you travel one parsec or six, you will stay in jump space for one week. But with this drive, that week can go down by a couple of days depending on just how much distance you DO travel. However, this has a number of different implications.
In space combat, what's to stop someone from warping away? Although you could ask the same thing about the normal jump drive, the fuel costs can tend to prevent 'jump and run' as a tactic. If you spend all your fuel getting to a target, only to find things aren't as easy as you imagined them to be, you can't simply jump away - not unless there's some gas left in the tank. Would you be able to use warp drive in a tactical sense - ie, can you use it for a 'micro burst' use to get really close to a particular target that might have an advantage in long range firepower as well as faster acceleration than you but wouldn't stand up to close-in bombardment from fusion bays? Can you pursue someone by warping after them? If you could, can you force them out of warp somehow? Also, given that you no longer need to carry huge amounts of fuel, is it even worth having SDBs anymore when all your navy could be outfitted with an FTL drive that only needs to be powered by a fusion reactor?
I'd be interested if anyone has any views on the alternative drives mentioned in the core rulebook, and what other implications for their use that you can think of. For instance, say I wanted to introduce jump gates into my setting, to make it similar to either B5 or Mass Effect, which drive would seem to fit best?
I like the teleport drive and the warp drive. The former because I always wondered why a 'jump' would take a week, independent of the distance travelled, and the latter because I'm a fan of the original Star Trek series.
The methods that FTL work in any particular setting often give interesting consequences. Traveller has a certain 'flavour' that while is usually argued over (sometimes heatedly) there are a few things that seem to stick out - namely, the slow pace in which news and communication travels. Is this really due to the one-week in jumpspace rule? Or is it more to do with the fact that news can only travel aboard a starship, and that therefore news travels fast or slow depending on the speed of that particular messenger craft.
I am trying to imagine a setting where the teleport drive is in effect. Xboat routes could be updated fairly constantly, or at least every day. But if fuel costs and expenditure remain the same, then xboats still need to refuel before jumping to the next system along the route. This can still limit the pace in which news travels, despite the instantaneous nature of the drive. Not to mention, there are still the little planets off the route that rarely receive visitors anyway. Battlestar had a 'teleport drive' which allowed instantaneous as well as sequential jumps, which seemed to only need power from the powerplant rather than 'jump fuel'. A closer fit might probably be the Mote in God's Eye, with its Alderson jump points, instantaneous FTL but slow-ass sublight acceleration (no such thing as inertial compensation or artificial gravity; 3G acceleration is a son of a bitch).
What about the warp drive? An interesting concept. I like how the rating of the drive actually does equal a faster drive anyway. In the standard jump drive, whether you travel one parsec or six, you will stay in jump space for one week. But with this drive, that week can go down by a couple of days depending on just how much distance you DO travel. However, this has a number of different implications.
In space combat, what's to stop someone from warping away? Although you could ask the same thing about the normal jump drive, the fuel costs can tend to prevent 'jump and run' as a tactic. If you spend all your fuel getting to a target, only to find things aren't as easy as you imagined them to be, you can't simply jump away - not unless there's some gas left in the tank. Would you be able to use warp drive in a tactical sense - ie, can you use it for a 'micro burst' use to get really close to a particular target that might have an advantage in long range firepower as well as faster acceleration than you but wouldn't stand up to close-in bombardment from fusion bays? Can you pursue someone by warping after them? If you could, can you force them out of warp somehow? Also, given that you no longer need to carry huge amounts of fuel, is it even worth having SDBs anymore when all your navy could be outfitted with an FTL drive that only needs to be powered by a fusion reactor?
I'd be interested if anyone has any views on the alternative drives mentioned in the core rulebook, and what other implications for their use that you can think of. For instance, say I wanted to introduce jump gates into my setting, to make it similar to either B5 or Mass Effect, which drive would seem to fit best?