On Wed, Dec 14, 2011 at 12:22 AM, Onno Meyer <[email protected]> wrote: > Hello everybody, > > * The standard VE airlock is 50 cf per person. That could be a box > roughly 6'8" by 3' by 2'6" -- not really comfortable. So give it > at least four times the routine capacity, 8' by 5' by 5' per > person. At TL11, forcelocks should be given a similar amount of > empty space. Net result, I take an airlock for the full crew, > even if just a quarter are actually EVA workers.
Something like that makes sense. With high tech space suits, there's not really going to be much to do inside the airlock, except deal with the pressure change. > What do you think? Anything else? So far most of the special EVA > gear is color text in the writeup, not game mechanics. It's probably going to stay that way. I do hard(ish) SF, and not the space fantasy of traveller and the like, so I spend time and effort describing the various sorts of attachments that are in use, and how to deal with them. (For instance, there's a common slot system that's much like the T-slots on machine tool tables. Slide a retainer in sideways, rotate it, and tighten a collar to keep it from rotating out. They can move along the slide, which is handy, until it isn't, or they jam, or break, or you don't have the right fitting at the end of the line you've got, etc. Other places use padeyes and hooks. I've had this be the big puzzle for a game session, which works with the right players. Once a player had the idea of inspecting the rigging equipment in a ships cargo bay, and found evidence that they'd been somewhere the paperwork didn't say, because they had fittings for the other system's cargo container hard points.) magic changes the details, but not the needs, and a whole lot of this is below the scope of something like Vehicles. -- David Scheidt [email protected] _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
