At 10:49 AM 4/10/2006, you wrote:
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.
It's in canon that it's possible; just look at the Modular Cutter
book. Install the drives and fuel and then have at it.
Kurt Feltenberger
[EMAIL PROTECTED]
TEOTWAWKI Fiction And Discussion http://www.teotwawki.net
"To our Country! In her intercourse with foreign nations,
may she always be in the right, but our country, right or wrong!"
~Stephen Decatur
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l