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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lA question has come
up as my group as we start for our 1st "campaign".
That is was it ever defined how far a ship can jump in 1 jump? Also after a
jump, how long does it take recharge FTL?
Have a Good One, DOC Agren    (Lurker on the Digest)
> That is was it ever defined how far a ship can jump in 1
There's some fluff text in the back of FB1, as I recall, but there are no
rules.
> Also after a jump, how long does it take recharge FTL?
IIRC, 6 hours cycle time for a military ship.
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 12/22/05,
> DOCAgren@aol.com <DOCAgren@aol.com> wrote:
I think that's a universe- or group campaign-specific thing.
I think.
Dangerous, I know.
Mk
It will depend on what sort of campaign you're trying to run.
The rules from the "La'Fayette Incident" is a good rule of thumb if all you
want to do is fight.
Within a system, FTL jumps would be measured in light minutes at most (more
likely light seconds due to the gravity well). Once you get out of the
systems gravity, jumps range from 6-10 light years, the longest official
jump was just over 13 light years from memory (and the ship disappeared after
trying it again the next time).
Brendan 'Neath Southern Skies
[quoted original message omitted]
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lThanks guys..
I also found the great map.. http://www.projectrho.com/ft/FTLinkMap.gif
which shows how far systems are apart. and system I thought would be
"untop of each other are much farther apart".
Thanks for the help.. this will change game set-up...
Have a Good One, DOC Agren    (Lurker on the Digest)
> DOCAgren@aol.com wrote:
http://www.projectrho.com/ft/FTLinkMap.gif
> which shows how far systems are apart. and system I thought would be
Of course, you can make it totally FTL-by-distance, connected node to
connected node only, or some combination of the two, the PSB is surprisingly
easy, and varied. Just look at old board games.
SPI's StarForce series assumed purely by distance, with longer jumps having
greater probability of catastrophic misjumps, and this has been a fairly
common theme in other titles.
Starfire, mentioned previously concering warp points and closed varieties
thereof, was the node-only, if you didn't want to be saddled with
generational ships.
Metagaming's Warp War tended to inbetween, as did, I think, Traveller, with
the jump 'lines' or 'routes' either the fastest or precisely plotted, and
therefore easier/safer. Both WW and Traveller's Imperium were both hex
boards with 'ride the lines or move one hex per turn.'
Add in variations such as distance-rated jump drives, jump 'gates' which
act as being-made nodes, how long between jumps, and you may have most
of
the games AND sci-fi on the shelves. That is, aside from the 'distance
is
meaningless' wave-of-the-magic wand you sometimes see.
Oh, and I don't think this has been firmly established in Tuffleyverse, though
it has been extrapolated from clues.
The_Beast
Winchell the VERY wise wrote on 12/25/2005 08:57:29 AM:
> DOCAgren@aol.com wrote:
[quoted original message omitted]
If you look through the archives, the subject of FTL comes up a lot, and the
usual answer is that Jon hasn't really defined it except for the small section
in the back of FB 1 (pg 44 of the PDF from GZG).
Fertile minds have also expounded upon the joys of Jump Gates, worm holes,
stutter warps, warp drives, et cetera (in fact Nyrath can usually provide a
very good link to a very good site where space travel in science fiction is
given a scientific analysis). All and each have their supporters and it
really comes down to what suits you as a player/games master, and
possibly what science fiction you prefer.
John Brewer recently posted a very interesting discourse on micro-jumps,
or using FTL to move around star systems (because star systems are still very
big bits of real estate) and this got me thinking on the time scale of jumps.
The usual scale, as often quoted on this list, is that a
two-parsec
jump takes about a week (and can include a number of smaller jumps). Coming
from a Traveller background, I've always been a bit unhappy of the Jump=1 week
scale when a Jump could be 1 parsec or six. I actually quite liked the old
Space Opera system of working out the distance between stars and then
comparing this distance to your drive rating to work out how long it was
going to take you to make the run - bit more for the navigator in the
party to do!
So, starting from a position that it takes 1 week to jump 2 parsecs or
412,529.612 AU (as 206,264.806 AU is apparently 1 parsec) I eventually ended
up with a 1 second Jump shifting you about 0.8 AU, or 120 million Kms.
> From these numbers, you should be able to extrapolate Jump time between
Regards
> On Sun, Dec 25, 2005 at 02:29:49PM -0700, Gwarh! wrote:
> Do you have a blank version of that map, one with out the Tunnyverse
Erm... "Tuffleyverse"?
You might find it surprisingly easy to build your own.
http://www.graphviz.org/ has the tools for automatically laying out
graphs (i.e. collections of nodes and the links between them)... and my
Voronoi/Delaunay material suggests one way of building a map of jump
routes given a collection of star coordinates
> David Billinghurst wrote:
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 12/30/05, Nyrath
> the nearly wise <nyrathwiz@comcast.net> wrote:
> The master list of FTL drives in science fiction is at
GURPS Space in it's various editions also gives a good overview of "all the
myriad ways" to go FTL, with the added perspective of their gaming
potential. GURPS was planning on using a revamp of the classic Tri-Tac
as a space combat system, but those plans were altered for mysterious reasons
known only to the Illuminated. I've never played Tri-Tac or even seen
the rules, so I wonder how they compare to Full Thrust, which is my current
favorite for Versatile Space Gaming.
For my current project of simulating the new Battlestar Galactica with Full
Thrust, the insta-jump drives seen on the show gives the Armchair
Admiral in me a real headache. You can't really force battles because anyone
at a disadvantage simply jumps away to safety. The only way to have a real
battle is to strike strategically valuable targets, like an Asteroid rich in
Tylium, or inhabited planets. The rest of the battles would be one or two turn
potshot ambushes that always end with a hasty escape... perfect for a refugee
fleet, but entirely unsatisfactory for a tactical wargame.
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Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lYou can try
incorporating something like the Starmada system for going to FTL.
If you go to FTL and leave the game, your opponent gets 1/2 victory
points for the ship. Not as advantageous as trying to stick around the whole
game unless the ship is really crippled and actually in jeopardy of being
destroyed.
To go FTL, you declare at the end of the turn you wish to jump. You then roll
a die. That amount is added to the ship's running total. At the end of each
turn, you roll for the ship again. When the total gets to 10, the ship
immediately jumps. This is usually going to take atleast 3 turns... only 2 if
you are lucky, sometimes alot more. You can stop the process if you wish, but
the total then goes to zero.
You can attempt to hasten the jump by rolling 2 dice for a ship, but if either
die comes up a six, there is a malfunction and the total goes back to zero,
plus the ship takes a hull hit (there are less hull boxes in Starmada, so that
is pretty devastating. You may want to come up with something pretty
devastating for FT.. perhaps an internal damage check).
FTL fighter groups jump on a straight D6 roll of 5-6.
Fred
[quoted original message omitted]
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http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lOn 12/30/05, Fred
> Schmidt <fcschmidt@prodigy.net> wrote:
Hmm... Intriguing. Mahalo.
If you go to FTL and leave the game, your opponent gets 1/2 victory
points
> for the ship. Not as advantageous as trying to stick around the whole
Hmm... this doesn't model the Reimagined Galactica series very well though...
as the strategic situation is the Battlestar Galactica and a bunch of civilian
ships. (although one ship in the rag tag fleet is armed with missiles somehow,
either jury rigged or an armed merchant, or maybe even a
Pirate...)
> To go FTL, you declare at the end of the turn you wish to jump. You
Hmm... and ships with better astrogation computers can get a bonus...
> You can attempt to hasten the jump by rolling 2 dice for a ship, but