Eric replied to me: > Thinking of the blink/dodging to hypserspace, the GURPS costs must be > prohibitive, perhaps not needing my house rule above (see VE39).
Hello Eric, the energy costs to enter hyperspace every turn or every other turn are indeed prohibitive. But a 3E TL10 ship needs 1% of Lwt in power cells for one minimum-speed hyperspace entry, and ten or fifteen percent of Lwt for power cells are not out of the question. There are other uses for this stored power as well, like beam weapons. So a ship with full power cells, after a lengthy cruise in hyper or a silent patrol in the outer system, can jump in, acquire targets, fire, and jump out several times. A bold skipper will extend the sensor scan and targeting phase for several turns, or even several minutes. If the tactical situation comes apart, and the offensive fire is maintained a few seconds too long, the ship might become unable to jump out. > Other canon hyper-tech includes the Hypersink from VXi26, and the > hypergate (VXi16). > > The hypergate could make for a useful torpedo launcher -- install it at > the end of a launch tube. The torpedoes only need to power the > "maintenance" power of hyper-costs. The hypergate would be 100 times heavier than the missile at 3E TL10, or 50 times heavier at TL11+. With a decent missile size, that makes the launcher prohibitive for small ships. Regards, Onno _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
