From: Brian Bell <bkb@b...>
Date: Mon, 25 Mar 2002 08:06:37 -0500
Subject: RE: FTL Smorgasboard
I started to design such a system when I was in late High School/Early College. From memory, it went something like this: 1) Hyperspace. Ships are able to transition into an alternate universe and travel through it. Hyperspace is parallel to Newtonian Space (NS, slower than light space as we know it). Hyperspace has a kind of reverse physics, where nothing can travel _slower_ than the speed of light (i.e. it takes energy to slow down). It is fairly easy to stay near c, but the farther you speed up, the harder it is to slow down toward c. Obviously no combat can take place between Hyperspace and NS. Combat between ships in Hyperspace may take place, but it takes different weapons than in normal space (physics work differently). Not as fast as Jump Drive, but faster than most other means. 2) Warp or Envelope Drive. This creates a pocket of space. The ship does not move, but the pocket of space slides through NS bypassing the limit of c. The faster the envelope goes, the more energy it requires (as the envelope/warp tends to break down). Only FTL energy weapons (tachyon lasers) or weapons with their own envelope drive (very rare) can attack into/out of an envelope drive ship effectively (it is possible to place objects in front of such a ship and have them collide into the weapon, [provides some protection]). Weapons designed to attack envelope drive craft do not work well against craft in NS. 3) Anderson Drive. Using this drive, the ship makes tiny leaps from one location in NS to another without traveling the distance inbetween (like electrons moving from one energy shell to another). This cycle repeats millions/billions of times a second. While the ship does not actually move, the effective movement is FTL. The speed of the craft is limited by the number of drives (set up sequentially), since a drive takes a tiny fraction of a second to recharge/reset. The speed of the computer controlling the drives is also a factor (although the drives autocycle, unless the computer provides a new course, the engines jump on the previous course). The drives can be burnt out by continuous running. Slower than Warp Drive, but much more maneuverable. To hit a AD craft, you must get a lucky shot (hit it inbetween jumps) or match the jump cycle from another AD craft. 4) Jump Gate. Ships transition from one jump gate to another instantly. Jump sickness causes some reduction in efficiency after emerging from jump. No jump engines are required, but you are limited to entry/exit where the jump gates are. 5) Jump Drive. Like Jump Gate, but not limited to entry/exit point. This type of drive takes the greatest energy to accomplish (most mass for engine/fuel). 6) Colony Ships (non-FTL). _H_U_G_E_ ships that travel using ramjets (and sub-warp tinkering) to travel at speeds upto .999c. Very powerful and hard to kill, but most expensive option (you only get 1 to start). Long time to transit between systems. ----- Brian Bell ----- [quoted original message omitted]