Transhuman Space AKV's

8 posts ยท Mar 12 2004 to Mar 12 2004

From: Christopher Downes-Ward <Christopher_Downes-Ward@a...>

Date: Fri, 12 Mar 2004 15:43:24 -0000

Subject: Transhuman Space AKV's

One of the weapons systems in Transhuman Space is the Autonomous Kill
Vehicle (AKV) - Think of this as a fighter controlled by an onboard
sapient AI. An AKV is essentially a fighter that can if it wishes convert
itself into a missile if it decides the target is worth it. Given that only
small numbers of AKV's are carried (6 is a lot) and they seem to be deployed
before combat and recovered after it the best way to model them might be as
separate small craft that ram rather than as fighters.

Does anyone have any ideas on a good way to model this or cost it?

Try this page for a look at the space craft of Transhuman space.

http://www.nels.pwp.blueyonder.co.uk/GURPS/THS/THSpacecraft/Index.html

From: damosan@c...

Date: Fri, 12 Mar 2004 15:59:01 +0000

Subject: Re: Transhuman Space AKV's

> One of the weapons systems in Transhuman Space is the Autonomous Kill

Couldn't you just use an unlimited endurance MT missle to model an AKV?

From: Christopher Downes-Ward <Christopher_Downes-Ward@a...>

Date: Fri, 12 Mar 2004 16:07:01 -0000

Subject: RE: Transhuman Space AKV's

AKV's have their own weapons and can engage targets without detonating so some
kind of kamikaze fighter with unlimited endurance might be better.

Chris Downes-Ward

[quoted original message omitted]

From: Doug Evans <devans@n...>

Date: Fri, 12 Mar 2004 10:09:29 -0600

Subject: Re: Transhuman Space AKV's

> Couldn't you just use an unlimited endurance MT missle to model an AKV?

Not really; I think it's a fighter which suicides like a missle. It's the
point cost that's probably the trouble.

The_Beast

From: damosan@c...

Date: Fri, 12 Mar 2004 16:49:22 +0000

Subject: Re: Transhuman Space AKV's

> Not really; I think it's a fighter which suicides like a missle. It's

Sounds like you need a mass 3 or 4 "ship" to model this right.

Add a beam-1 to a hull-1 vessel with a 8 or 12 thrust.  Where did that
ship design spreadsheet go...

From: Roger Burton West <roger@f...>

Date: Fri, 12 Mar 2004 16:55:35 +0000

Subject: Re: Transhuman Space AKV's

> On Fri, Mar 12, 2004 at 04:49:22PM +0000, damosan@comcast.net wrote:

> Sounds like you need a mass 3 or 4 "ship" to model this right.

4 or 5, I think.

Item Mass NPV CPV
	    Spaceframe: mass 4	   4	4    1
	  Hull 1 box in 3 rows	   1	3    3
		  Main Drive 7	   1	2    2
Class 1 beam battery, all arcs	   1	3    3
			   FCS	   1	4    4
			 Total	   4   16   13

or

From: Christopher Downes-Ward <Christopher_Downes-Ward@a...>

Date: Fri, 12 Mar 2004 17:02:07 -0000

Subject: RE: Transhuman Space AKV's

The basic problem is that these don't seem quite "throw away" enough, but
there again I haven't tried modeling a Space Dominance Vessel yet for
comparison.

I'll have to dig out the references an have a go over the weekend.

Chris

[quoted original message omitted]

From: Doug Evans <devans@n...>

Date: Fri, 12 Mar 2004 11:03:50 -0600

Subject: Re: Transhuman Space AKV's

I doubt that the 'ships' will work for these folks. I gather they act, and
interact, like fighters. I guess they should be fighters, and those that
leak through anti-fighter/missle fire get to decide if they shoot or
blow
up.  One could make them something like interceptor/torpedo or std/torp
fighters, except they disappear if they fire torps.

I'm afraid they are probably hugely destructive in the Transhuman game if they
blow, and I have moral trouble designing uber weapons...

The_Beast