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Month Index: March, 2006
From: David Shepheard <david_shepheard@???????.com> Date: Mon, 6 Mar 2006 13:41:18 +0000 Subject: Re: Spelljamming speed, and invisibility
>From: Alessandro La Vekkia Damiani <LaVecchiacciaSulWeb@??????.it> >Subject: Re: [SPELLJAMMER] Spelljamming speed, and invisibility >Date: Sun, 5 Mar 2006 13:08:28 +0100 > >[CUT] > >>I love to design a helm that would use the concept of >>the Star Wars hyperspace jumps. It would think it >>would be at least twice the normal spelljamming speed >>to reflect why the background move faster than the >>Star Trek system. Yes, dang it, I have too much time >>on my hand. =) > >Well some days ago someone posted the specs of a jump helm that let the >ship travel instantaneously between two fire bodies ( you enter into one >and escape from the other if things go right, if they don't..... well i >hope your protection from fire is good :-D ) Hyperspace jumps??? You seem to be mixing up two seperate sci-fi concepts here: hyperspace and wormholes. Hyperspace is a separate dimension, often described as being above our normal three dimensional space where the speed of light is not a factor limiting speed. Every author has their own pseudo-science to describe hyperspace, but a frequent idea is that the speed of light is the *slowest* speed in hyperspace - everything that normally travels slower than the speed of light travels faster in hyperspace. (Subspace is the opposite of hyperspace, being below normal space instead of above it. Some authors use one, some use the other and some use both for different things. Star Trek, for example, uses subspace for faster than light communication.) Wormholes are immobile objects in space that link two distant points (like the jump helm you mention). They allow instantaneous (or almost insantaneous) jumps between two points in space by sending anything that goes into one wormhole to the other wormhole. I've heard some people theorise that you spinning black holes create wormholes and that you can fly into a black hole (in the correct direction) to use the wormhole. This is very similar to the fire body hopping helm you mentioned. Warpspace in Star Trek is almost identical to Hyperspace. I've heard sci-fi fans complain that it is scientifically unsound in some way, but I can't see any real difference between it and any other version of hyperspace. Both Star Trek's Warpspace and Star Wars's Hyperspace require a ship to be in the vacuum of space before it can jump. Some authors requre ships to be far away from planets (as this allows for space combat to occur in the time it takes a ship to get away from a world! LOL). Stargate is an example of a sci-fi show that uses wormholes to move things from one planet to another. Although they also use faster than light travel that like Star Trek and Star Wars. Babylon 5 was a sci-fi show that seemed to mix both concepts, having gates that put ships into some other dimension. I *really* don't like to mix sci-fi stuff with SJ because SJ is a *fantas*y setting and is not really designed for sci-fi concepts (which usually rely on real scientific concepts that are not compatible with the SJ universe). If you really like the concept of hyperspace, then you should use helms that take you to the fantasy version - an alternate plane. The best plane to use (IMO) would be the astral plane. The astral plane already has the Pirarates of Gith inside it, so SJ can cope with the concept of an Planejamming ship flying through the astral plane without falling over. The astral plane has different rules to the prime material plane, in a similar way to hyperspace having different rules to normal space in sci-fi settings. I suggest you look at the Planewalker website and talk to Planescape fans to see what these rules are. The obvious differences are: There only one prime material plane - wildspace is the part of the prime material plane where you can move in and out of the astral plane (or other planes) - the phlogiston is the part of the prime material plane where it is not possible to move in and out of the astral plane. I believe that in the astral plane people move by "thinking" of moving. So a helmsman would need to think their ship was flying through the astral plane in order to make it move. For astral travel to be useful, but not make SJ fall apart, I would suggest that it should be faster than spelljamming speed (*not* light) but slower than the speed of the flow. This would give ships in the astral plane a local advantage without making spelljamming obsolite. You also need something to control the number of ships that can get into the astral plane (or other planes). I belive that Planewalkers need to use some sort of key to travel to individual planes (where the key can be anything of anysize that the GM desires). Pirates of Giff seem to like stealing the ships of the IEN, so that could be the key for successful travel into the astral plane. (IEN ships are alive so ships like smalljammers could be useful as well.) If living energy was the key to moving faster than spelljamming speed then perhaps the number of crew on a ship could be used to calculate a ship. Imagine if the helmsman could (mentally) push the ship along at spelljammer speed and every crewman (that concentrates) could (mentally) push the ship along even faster. How about this for an equasion: astraljamming speed = spelljamming speed x (helmsman+crew) Where crew is the number of crewmen concentrating on moving the ship and astraljamming speed is a variable speed rather than a fixed one. Obviously crewmen can not do this while they are sleeping, so they would have to work in shifts. A similar concept could be used for tactical speed in the astral plane: astraltactical speed = SR+crew Where SR is the normal ships raiting generated by the helmsman, and any crewmen concentrating on moving the ship can add an extra point of SR. While you might imagine that ships would zip along at astraltactical speed, don't forget that crewmen that can not concentrate on adding SR if they are manning weapons, fighting or concentrating on anything else. I haven't got my books with me, but I think I read somewhere that Pirates of Gith do not need to sleep. This would give them a big advantage over other crews, because they could fly rings around everyone. *If* this is true they would be a major threat to any ships that you allowed into the astral plane. David Shepheard
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Month Index: March, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Spelljamming speed, and invisibility | Paul Westermeyer | |||
| Re: Spelljamming speed, and invisibility | Ariel Sibal | |||
| Re: Spelljamming speed, and invisibility | Alessandro La Vekkia Damiani | |||
| Re: Spelljamming speed, and invisibility | Dreamer | |||
| Re: Spelljamming speed, and invisibility | Rian A. McMurtry | |||
| Re: Spelljamming speed, and invisibility | David Shepheard | |||
| Re: Spelljamming speed, and invisibility | David Shepheard | |||
| Re: Spelljamming speed, and invisibility | jamesriley | |||
| Re: Spelljamming speed, and invisibility | Danton May | |||
| Re: Spelljamming speed, and invisibility | jamesriley | |||
| Re: Spelljamming speed, and invisibility | Danton May |