Oy, Roger, I re-read your e-mail...
You think quite literally, don't you?  I guess you must be some sort of 
engineer or scientist...
Yes, 60+% fuel with my parameters in the e-mail, which were illustrative, not 
literal.  But that doesn't work for my 2000 dton design.  Not enough space on 
*my* design for that much fuel (1200 spaces) and everything else I wanted. 
Anyway, I wonder what a realistic size is for such a salvage ship?  The larger 
the ship, the more worthwhile it is salvaging, but...

-vk

 -------------- Original message ----------------------
From: [EMAIL PROTECTED]
> 
> 
>  -------------- Original message ----------------------
> From: Roger Burton West <[EMAIL PROTECTED]>
> > On Mon, Apr 10, 2006 at 02:49:00PM +0000, midnightwind wrote:
> > 
> > >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.
> > 
> > That works for me as a concept. If I were being hard-nosed I suspect I'd
> > want a hyperspace engineer aboard, who'd constantly be doing
> > calculations of the volume profile of the combined ships and working on
> > integrating the jump grids - in House System terms, (Uncertain, Fateful).
> > 
> > Mind you, with anything like the CT fuel consumption rules the salvage
> > ship is going to be 60%+ fuel...
> > 
> > R
> 
> As currently designed, 40% fuel, actually.  That gives it the ability to jump 
> with a ship up to its own mass.  Fuel is another question, tho... if the 
> salvage 
> vessel jumps only itself, does it consume half the fuel? That would be the 
> fairest.
> 
> I agree with your engineer...
> 
> Thanks!
> 
> -vk
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