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Month Index: November, 2000


From:     "Downer, Chris" <Chris.Downer@?????????.com>
Date:     Wed, 1 Nov 2000 16:53:32 -0600
Subject:  Re: Planet Conquest]]
>
> Actually it is true.  the slightest calculation at those
> speeds and distances
> will cause you to lose ships constantly.  Off by .1 degrees?
> Bye-bye ship.
> Interior ships will drop out clusters of ships on either side
> with them and no
> one will ever match course exactly again with other ships
> they can't even see.

They can however meet at waypoints. Unless you believe them to be too stupid
as to plot a coarse. And if you truly think that then piloting a ship would
be impossible. And if it is impossible then Bye Bye Spelljamming.


>  Even with waypoints being used you'd never manage it.  You'd
> lose a ship here
> and a ship there and in the phlog there's no reference to
> navigate from.
> Phlogiston navigation is a must just to attempt it but then
> you've got the
> problems with the fact that flow travel is much less common
> than wildspace
> travel.

It is true that you may loose a ship here and a ship there, however any
admiral worth his salt would make allowances for this. Now as far as
Phlogiston navigation is concerned, If they have been navigating the flow
(Which the source books imply) then  should be able to navigate with no
problem (other than the occasional lost ship which the Admirals would allow
for.)

 Thus there are many fewer navigators around to teach
> anyone.  The
> elves would be the best at this and even they are smart
> enough to use their
> armada-carriers.  The scro have been hiding in their sphere
> trying to avoid
> notice while rebuilding their fleet and numbers so they don't
> have a whole lot
> of skill at this.

How do you know that they are few in number? From all the sources that I've
seen they have been hopping from sphere to sphere for many years. Which
would indicate that they have a lot of navigators.




 In the end the scro fleet will
> disintegrate enroute and
> maybe (being generous) 1 in 10 ships will make it to the
> sphere.  Maybe
> another 1 in 10 make it but late or at the wrong point of
> entry (it's a
> sphere, it's big!).  Now you've increased the chances of
> discovery by many
> times while your warfleet hasn't even reached the planet!

It is possable that 1-10 would make it, however it is just as possable that
8-10 would make it as well. I could make up any number justas you did.



> And all this
> ignores basic things like what happens when you change shifts
> on the helm and
> have to drop to tactical?  It's going to create havoc with
> your "fleet".  SJ
> was designed to avoid fleets, pure and simple.

It would only create Havoc if it was poorly planned. and I truly doubt that
changing shifts is going to disrupt the invasion fleet. They would take this
into account when planning the invasion in the first place, unless they are
morons. And if they are morons then I doubt they would be in space in the
first place.

SJ was designed to create fantasy adventures in space. It's tool set is
there to help the DM create this atmosphere and to adjust it to the
individuals DM's tastes.


Previous Message: Re: Living sphere project & RPGA
Next Message: Re: Living sphere project & RPGA [Re: Vodoni]
Month Index: November, 2000

SubjectFromDate (UTC)
Re: Planet Conquest]]    ThatOtherGuy    01 Nov 2000 17:44:07
Re: Planet Conquest]]    Ben Wafer    01 Nov 2000 18:31:32
Re: Planet Conquest]]    Lindharin    01 Nov 2000 19:36:24
Re: Planet Conquest]]    Downer, Chris    01 Nov 2000 22:53:32

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