FTL tactical/strategic schema

1 posts ยท Aug 26 1999

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 26 Aug 1999 09:37:18 -0400

Subject: FTL tactical/strategic schema

Here's one way of working FTL to allow the various scenarios we'd all like to
have for FT.

In deep space, a ship exiting FTL must either wait a certain amount of time,
or get a certain minimum distance away from their last exit point to jump
again. Using the 1 turn=20 in/1"=10000 km, time must be say 20 turns,
distance, call it 400 mu, reduced by 40 every turn. (Play with the numbers
however you want, this is just a first cut) If you jump inside the time space
limit, the interference from the last exit point will mess with the next jump
and put you off course in an unknown direction.

FTL emergence sends a detectable FTL signal - travels at say 200AU/hour
(tachyon burst/ultraspace ripple/other PSB), and a group ready to
respond can zero in on the source as an FTL target destination.

As an example an invading thrust 6 fleet can hang around the point for 6 hours
40 minutes, or thrust at amximum burn for 2 hours nad 40 minutes to
clear the interference zone.This gives 0.5-4.5 hours for the defenders
to
jump and intercept. - and by jumping into the region, they create a new
interference zone.

As you get closer in the system, the jumps get smaller, and the time and size
ofthe interference zone shrink, but then, so does defender response time.

The 'interference zone' still allows ships to jump out of battle, But they're
going on a wild ride to parts unknown, which can be downright dangerous near
the various gravity wells of an inner solar system.

Seems like a system like this could allow alot of the strategic and tactical
scenarious people are looking for. 'Bottlenecks' wouldn't really exist traffic
wise. Stations would be for defendfing particular pieces of real estate.
Pirates could zero in on shipping, and frieghter FTL's would have more
limitations than military craft, so ambushes could occur.

2 more quatloos.