Dear GURPSnet,

for a Traveller world, I'm thinking about sail-powered desert 
vehicles. Still 3E, since 4E Spaceships doesn't help much ...

Explaining why they use such quaint tech rather than imported 
contragrav will be handled by the political/social history of
the world. But what about the nuts and bolts of the rules?

Oh, and I'm thinking about skids rather than wheels to make 
it interesting.

* According to VE, sails can power vehicles with skids. The 
  listed speed factor of skids is rather modest, but it is 
  for non-icy terrain -- there is no further reduction for 
  the lack of snow or ice. 

* On the other hand, the off-road speed divisor will be bad
  unless the skids are truly massive. Even low GP will give
  1/3 off-road speed.

There are no big stumbling blocks in the rules, right?

Next question, I want it to be reasonably hard science, so 
I won't do everything that is allowed by the rules. So how
does it look in reality?

* Ships balance the forces of wind over the sails and water
  under the hull to run in any direction except directly 
  into the wind. Skids on the ground should be able to 
  substitute for keels. Wheels would be even better, of 
  course. 

* Running on broken or rocky/pebbly terrain will be 
  difficult. So the world should include vast 'seas of 
  sand'. 

* Getting over dunes will be really hard. How do you get
  fine sand, strong winds, and no dunes?

* Would fine dust help or hinder?

Regards,
Onno
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