[VV} FTL discussion was RE: [VV] Vectorverse

3 posts ยท Jan 28 2005 to Jan 31 2005

From: B Lin <lin@r...>

Date: Fri, 28 Jan 2005 15:25:40 -0700

Subject: [VV} FTL discussion was RE: [VV] Vectorverse

FTL Travel:I like the multiple method of FTL travel for a universe as it adds
more possibilities, rather than being limited to distinct trade
routes (wormholes) or slow travel (small space-fold jumps or hyperspace
travel) and thus you can mix and match as needed.

At the top level should be the "instantaneous" FTL such as wormholes and
artificial wormholes. They would allow instaneous transportation between two
points, but could be limited by size (only a certain mass may pass through),
direction (it only works one way) or have a delay between transits
(gravitational disturbances disrupt the wormhole)

At the next level will be jump gates that "boost" ships faster than their
normal drive rates, so that the inital jump is longer or the transition to
hyperspace is faster, so that short or intermediate ranges are cheaply
accessible. The advantage of jump gates would be that they could be used for a
range of directions for outgoing traffic and it
might be possible to send non-FTL ships through, but would be limited in
that they only help on the inital move outward, and don't necessarily make it
easier for inbound traffic.

The lowest level of FTL is the "plain-vanilla" hyperspace or space-fold
technology. Depending on which you choose, ships may or may not be vulnerable
during transit. You could PSB that ships can be intercepted
in hyperspace or that a space-fold technology causes a measureable
gravitational response at the far-end before the ship transits which can
be used to determine where a ship will appear. Otherwise, ships in FTL
will essentially only be vulnerable when the drop to sub-light or are
in-between jumps.

Colonization: would definitely depend on the FTL technology available. If
travel is instananeous (hours) then colonization would be similar to modern
day air travel where you have a highly mobile population that fluxes around.Or
if FTl takes weeks or months then it will be similar to
ship-borne passenger travel in the 19th century (think Australia).  If
travel takes years, then you are looking at more  of an 15th-16th
century travel model where mass transportation of people was unusual.

Economy - Interstellar trade is completely dependent on travel cost - if
transport is instananeous and practically free, then even shipping cheap bulk
items like food protein is viable. If FTL travel is expensive (1000000 Cr per
LY per ton) then only high value items will be transported. Otherwise commerce
will be mostly financial with money or information being the main commodity
moved between stars.

Expansion: The main drive will economic and/or political - for instance,
governments will want to push the frontiers with new colonies to gain more
resources and a larger tax base (think 19th century colonialism).
Individual mega-coporations will expand for similar reasons (to gain
more control of resources vital to that company). I don't imagine population
will be not be a driving issue for colonization. In previous history most
colonization was a social relief valve that allowed malcontents or social
miscreants to be ejected from society (Think US colonies or Australia). In the
future I think there will be similar situation where some colonization is
caused by social discontents trying to find a place where they are free to
enact their wishes.

Expansion is also limited by the method for claiming a planet/system.
Can a planetary government or mega-corp own a planet?  Or are all
planets the property of the galactic society and planets are "leased" to
governments and corporations. Are there "interstellar space limits" that allow
governments or corporations to control an area of space around their
possessions? Or is all space free to all and anyone can travel wherever they
wish whenever they want.

Automation is solely dependent on the reliability of your automation.
In the early 20th century many multi-engined planes had access to their
engines for in-flight repair by an engineer (Flight engineer) because
the engines were not tremendously reliable enough to make 6 hour flights
without maintenance. Under current standards, passenger planes fly up to 18
hours at a time without maintenance and no one worries about engine failure.
Extrapolating to the future, a large cargo space ship
might only have a crew of 5 - Pilot, Co-pilot, Navigator, Flight
Engineer, and Purser/Cargo master.  Systems will be mostly automated
with redundancy so most minor problems are automatically fixed or a redundant
system kicks in and operates until the ship can make port. Passengers will
increase crew size, since people will always need some type of human service
to be happy and might increase the crew size by one crew member per 100
passengers for regular passage and maybe as high as one cr! ew per 10
passengers for luxury ships.

As for warships, it again comes down to redundancy, backup systems and general
maintenance. It actually doesn't take that many crew to "run" a ship as it
does to keep it maintained to a proper level. One similar case is Russian
MBT's vs. Western tanks. Most Russian MBT's have an
auto-loader and reduce the crew to 3, a commander, gunner and driver
allowing a smaller turret and decreased profile. Most western MBT's have a
crew of 4, commander, gunner, loader, and driver. Although the sole role of
the loader during battle is to load the round requested by the commander into
the main gun, his impact is much larger in terms of the overall efficiency of
the tank as you have 25% more hands to run maintenance on the tank when it is
not in battle, so it is more likely
to "battle-ready" when the time comes.  American naval ships are run in
a similar fashion where you have extra and overlapping crew so that if there
are casualties, you have some backup of skills and hands to step! in and
continue the fight. Different navies will have different views as to the value
and efficiency of crew and that will help determine the
overall crew size.  For instance a high-tech, high-life value military
might only have a crew of 5 in a destroyer with fully automated systems,
while a similar mass destroyer from a lower-life value or lower-tech
military would use 30 crew.

Some thoughts,

--Binhan

[quoted original message omitted]

From: B Lin <lin@r...>

Date: Mon, 31 Jan 2005 14:08:13 -0700

Subject: RE: [VV} FTL discussion was RE: [VV] Vectorverse

Adopting three forms of FTL travel allows a more diverse gaming environment:

Wormholes will be the main transit trunks - fast, cheap, heaviliy
defended
Jump gates will be the intermediate traffic and short routes -
moderately defended, more likely to evacuate the area than defend it as it
only assists ships going outbound.
Plain FTL - the workhorse for the fringe systems and those who don't
want to be regulated. Most piracy and fleet actions would occur using this
mode.

-Binhan

[quoted original message omitted]

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

Date: Mon, 31 Jan 2005 21:09:32 +0000

Subject: Re: [VV} FTL discussion was RE: [VV] Vectorverse

> On Mon, Jan 31, 2005 at 02:08:13PM -0700, B Lin wrote:

One reason to support two different "fixed route" networks is that they
can be _different_ - a really useful planet for the Wormhole People
(lots of minerals, close in wormhole travel time to a population centre) might
be valueless for the Jumpgate People because the jumpgate network leaves it
sixteen transits away from anywhere helpful...

(I'm suggesting that jumpgate construction be somewhat constrained by "natural
features", obviously.)

R