Onno Meyer wrote:
> Jonathan wrote:
>> Sci-fi vehicles that can manage short-term flight but not sustained
>> flight sometimes refer to fuel restrictions; but more often, they
>> refer to jets that run hot and need a cooling off period.  Since
>> overheating is one of those issues that GURPS Vehicles glosses over, I
>> can see where the difficulty lies.
>
> A way covered by GURPS: lift engines rather than vectored engines.
> They provide only lift, not forward propulsion. GURPS Mecha covers
> jumps with these lift engines.

If you go reactionless, you could also handle this via power cells:
design it so that the suit doesn't generate enough power to keep the
drives going nonstop, but that the suits incorporate power cells
sufficient to the task of powering the jets long-term.

That said, my own preference would be to design the jump jets to work
in conjunction with the battlesuit's legs.

Figure that the jump jets have two settings: low-power and high-power.
At the low-power setting, they generate between 0.5 and 0.75 G of
lift: insufficient for the purpose of flight, but factored into the
suit's jumping calculations for jet-assisted lifts (by subtracting the
jump jets' lift in G's from the local gravity).  The main benefit of
the low-power setting is that the suit can keep it up indefinitely.
Note that this approach incorporates the "hang time" described in the
novels: with jet assistance, not only will a suit have a faster
velocity when he pushes off; but he'll also drift through the air as
if he were in a low-gravity environment.  Plenty of time to make
observations, acquire targets (and be acquired as a target), etc.

At the high-power setting, the jets generate between 1.0 and 1.5 G of
lift, allowing for true flight; but the power requirements outstrip
the suit's capabilities, requiring the use of energy cells and giving
a very limited duration to the flight.  This is what Rico is referring
to in terms of jumping in mid-air: kicking the suit from a low-power
jet-assisted jump to a high-power short-term flight capability long
enough to change the suit's trajectory.  A side benefit of this model
is that the suit can recharge its "jump juice" whenever it isn't using
jet-assisted jumps.

> hal wrote:
>> Maruader & Command suits with basic stealth
>> Scout with advanced...
>
> Done.

On the subject of Marauder vs. Command vs. Scout: the book indicates
that the latter two are twice as fast as the former. This most likely
is taking jump capability into account, since rapid movement is
generally described as being "on the bounce".  As such, you don't
necessarily need a scout to be able to run twice as fast as a
marauder; you just need it to be able to jump twice as fast.

> Jeff wrote:
>> Ground movement has to be at least as fast as normal sprinting or the
>> "you just wear it" aspect is lost, and the suit actually holds the
>> wearer back, deviating from the text.
>
> 15 mph are about 7.5 yards per second. Not quite olympic, but good
> enough for government work.

Sounds good.  BTW, this is one of those areas where 4e's approach to
battlesuits has an edge: they start with the pilot's physical
capabilities, and go from there.

-- 
Jonathan "Dataweaver" Lang
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