Hi folks:

With recent news regarding G:Space 4e devastating my hopes that G: Prime 
Directive 4e will have guidelines for Star Trek starhip building in GURPS form, 
I'm revisiting my effort to construct my own system.  I've attempted this in 
the past several times using Space 3e, only to realize that it's a large 
undertaking, resulting in me stopping, and hoping that somebody else will do 
it, notably a game company like SJGames, or whatever the name of the company 
that does Prime Directive...  

Additionally, I'm more interested in ST:TNG era starships and later than I am 
TOS.  OK, call me a false Trekkie-- I liked TNG better.  But I want a system 
that will cover ST:Enterprise through ST:Nemesis and even a little beyond.

Anyway, the first problem you run into is the warp drive and power plant and 
hull size.  In 3eR, you had to throw out the TLs, because in order to use 
G:Space 3e, you were working with effectively TL14 powerplants and TL11 
technology elsewhere.  And huge hull sizes overpowered Space 3e.  That's still 
a big problem now, but the implementation of dtons in Interstellar Wars and 
ctons as in Prime Directive 3e has given me leave to change scales of building 
to accomodate Star Trek-sized ships and that actually helps a lot.  

OK, I'll get to the point.  I'm trying to be sort of true to Star Trek canon, 
and GURPS laws at the same time.  Star Trek canon has warp factors  roughly 
exponentially proportionate with actual velocity.  In addition, power 
requirements
increase exponentially PER "warp thrust factor" equivalent (the cochrane), 
resulting in 10^6 increase in power requirements to increase velocity from the 
200c neighborhood to the 5000c neighborhood (which occurs from Enterprise NX-01 
to Enterprise 1701-E).  When other systems advances utilize power more 
linearly, there is effective disjunction in terms of a starship design system, 
especially the type of balance that G:Space 3e attempted to impose with their 
system.  

One solution is to increase power demands in all systems roughly geometrically. 
 But does that work for weapons and computers and life support and such?  Maybe 
weapons and deflector shields, but if anything, impulse drive should get more 
efficient, not less, as should other systems outside of military... And it's 
messy on the calculator.

Also, ship sizes increase roughly by only one order of magnitude.  Using very 
rough calculations from available reference materials, for example, Enterprise 
NCC-1701 is in the 30,000dton category.  Enterprise 1701-D is in the 600,000 
dton category.  This is converting actual reported statistics for the ships (in 
meters) to volume (in cubic feet) by apportioning a volume modifier derived 
from geometry volume formulas for closest 3-D shape, and then converting to 
dtons.  Actually, this parallels the velocity increase in multiples of c.  But 
even "going linear" will see power requirements increase 400 times (20velocity 
* 20volume) for warp drive.

Here's my tentative solution, and here's where I want some feedback from 
interested parties:

Star Trek warp factors are kind of like the sound barrier.  It's a big deal to 
break Mach 1, but Mach 1.1-1.9 aren't all that big a deal.  Warp factors are 
literally like that in terms of energy.  Per Star Trek canon, it requires more 
energy to break Warp 2, for example, than it does to get from Warp 2 to Warp 
2.4-ish.  According to the graphs in various Star Trek references, once you 
break Warp 5, for example, your ship ought to be able to get to Warp 5.5 
thereafter if energy outputs mean anything.  This is mitigated by the 
increasing energy requirements PER COCHRANE (WTF equivalent).  And since I only 
have a graph to work from in my reference materials, I can't derive any 
equations to predict the "actuals".

So I thought about making warp drive engines effective for a range of masses. 
For example, an Enterprise-D era 100cton warp drive nacelle can output a 
maximum of 5000 cochranes per time unit, *effective to form a warp envelope 
able to encompass a ship of between 500-1000ctons*.  In other words, slapping 
this particular nacelle on any ship between 500-1000ctons will enable that ship 
to travel at 5000c, or roughly warp 9.9.  From a warp physics standpoint, the 
engine simply won't work for ships outside this volume range.  

*Then* I'll make power consumpton of warp drive units linear with median size 
and velocity requirements, but far more energy efficient at higher effective 
TLs.  Enough to normalize power consumption for ship design game balance with 
all the other systems (deflector shields will be a pain, since power usage 
logically increases proportionate to surface area, and how that will correlate 
with other system requirements I haven't figured out yet).

Rationale: the effective mass range for a specific nacelle type (and I wouldn't 
list out all the available units, but rather provide a formula for available 
units and capabilities) in some ways brings in a threshold type effect on 
effective velocity.  For gaming purposes, determining travel times and such 
will be accomplished with a table that translates warp factors to x*c (to the 
best of my ability given reference points provided by ST canon material).

OK, why not make the whole damn thing linear?  Linear cochrane production, 
linear power requirements, also proportionate with hull volume?  With a fudge 
factor for TL differences in terms of energy consumption.  That's an option, 
too.  (I picked hull volume over mass because of the warp field concept-- 
although some ST theory talks about the warp field reducing the mass of the 
enclosed ship, most talk about warping space, and the various TV shows talk 
about straining to enclose a second ship with the original's warp envelope as a 
problem with size, not mass).

Well, for one, ST technology is pretty cool.  Too cool.  Constraints on space 
for equipment on ships (e.g. I want to build a warp 9.999 warp ship-- I'll just 
take out the holodecks and put on massive engines) won't keep game balance.  In 
Interstellar Wars, if you want a 6G M-Drive AND a Hanger Bay AND a boatload of 
weapons AND lots of armor and a J-Drive, it WON'T FIT.  In Star Trek, it can.  
And I want to keep approximate space requirements consistent with ST canon.  If 
the matter/anti-matter reactor on the deck plans for the Enterprise-D looks 
like it only takes up 5% of ship volume at best, including surrounding 
engineering decking/control panels, etc, then that's about how much I want it 
to take up in my ship building system.  Roughly.  Problem is, you can then 
build a supership.  And I mean super relative even to Star Trek.

By limiting available equipment, you can constrain ships to reasonable STrek 
parameters.  I intend to provide a normal (Gaussian-like) distribution on all 
equipment and have overlap for different ship sizes.  Users will still be able 
to optimize performance/energy utilization etc.., but it will be constrained.  
It'll be more "realistic".

Is that preferable to M-Drives that don't change from TL9-11 in any way, shape 
or form (as in Interstellar Wars)?  To me, it is.  To you, well, I'm asking.

Let me know what you think of the concept.  I'll see how far I get.  I 
ultimately hope to generate a PDF which describes the actual ShipBuilding 
System, tables of available equipment at different ST TL-equivalents, as well 
as system-by-system rationale for what I did in trying to merge ST canon with 
GURPS paradigm thinking.  And, of course, examples!  That's the real fun.

-vk
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