Hello GURPS colleagues:

I continue to play around with ship design in general.  Thinking about Star 
Trek and fiddling with various resources available to me, including those some 
of you kindly pointed out to me on the Net.

I decided that in the Traveller universe, ship salvage (given all the battles 
that took place) would be a good career for a PC/crew.  So I designed a TL10 
2000dton Salvage Vessel that I'm happy with (it's that big to theoretically 
hold all the replacement parts, extra workshops, a hangar bay for fuel skimmer 
and mobile base-variants that would serve as repair platforms... anyway, it's 
just a concept.)

OK, here's my question:

If your players approached you with the need for a ruling on the Jump Drive, 
how would you rule?  Say the players designed this salvage vessel, and they 
wanted to intall a Jump Drive that was large enough to jump a vessel*twice* as 
large as the vessel itself (or any other multiple for that matter-assuming 
there's space).  The idea is, the salvage vessel clamps on to a damaged vessel, 
then jumps it back home as if it were a single unit.

In *reality*, the answer likely depends on the mechanics of jumping.  Any 
physics buffs with a theoretical basis?  My guess is that most of you would say 
"no"-- but I thought I'd ask, anyway.

-vk
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