Roger Burton West wrote:
> Jon Lang wrote:
> > To be fair, Star Trek wouldn't have gotten off the ground if they hadn't
> > had transporters.
>
> To me they're kin to artificial gravity. We can't do convincing zero-G
> on a TV budget, so we'll say there's gravity; we can't do convincing
> spacecraft-on-planet or shuttles on a TV budget (or, in the case of ST5,
> on a film budget!), so we'll say there's a teleporter. Both of them were
> clearly invented as money-saving devices without any thought as to the
> implications of such technologies' being available.

Absolutely.  But without those money-saving devices, the show would
never have made it on air at all.

Onno Meyer wrote:
> * TL10 has super reactionless thrusters which are marginal for
>  a surface landing. Add the thruster itself, vectored thrust,
>  and the power plant, and you get 0.4 lbs. of engine per lb.
>  of thrust. Some worlds might have a slightly higher gravity
>  than Earth, so we're talking about half the loaded weight
>  for engines and power plants alone. Add grav units (8 tons
>  at this TL) and the FTL drive, and there is little left for
>  payload.
>
>  What you get is a Firefly, where a big ship carries just a
>  little bit of cargo, and the default planetary vehicle is a
>  ground vehicle.
>
> * At TL11, even standard reactionless thrusters allow a surface
>  landing. With vectored thrust and fusion power, 0.085 lbs.
>  per lb. of thrust. A starship could easily get 50% payload or
>  more. Either that, or you can make it faster with a multiple
>  of the normal FTL speed. Still, flyers need either expensive
>  reactors (minimum one ton, too) or expensive power cells, so
>  there will be plenty of heavy-duty ground vehicles and a few
>  light flyers planetside.
>
>  Star Wars, in a way.
>
> * At TL12, contragrav gives a small saving for ships that can
>  pull a few G, as vectored thrust is no longer required. The
>  big difference is that most planetary vehicles will fly, too.
>
> * TL13 gives the VXii force fields for small ships, with all
>  their exciting options. Shaped force screens allow bricks to
>  land, and manipulator fields help to unload.

Personally, I prefer the TL11 option, in terms of power and thrusters.
 I'd rather have a setting where "air cars" tend to be found more on
affluent "core worlds" than on struggling "frontier worlds", and even
then tend toward streamlined and/or winged designs over "flying
bricks".  OTOH, spacecraft as "flying bricks" are perfectly
acceptable.  I prefer cargo ships that can be at least as much cargo
as ship.

> Jon wrote:
>> Warp Drive, sure; but leave out as much of the other
>> Treknobabble as possible.
>
> I find warp extremely difficult to handle, as far as game
> mechanics are concerned. When ships in warp meet each other
> or pass by a planet, one-second turns just don't work.

FTL Drive, then.  The point wasn't the specific nature of the FTL
Drive; it was that some means of FTL travel be possible.  A
Firefly-like "dozens of habitable worlds in one star system" premise
snaps my reality-suspenders something fierce.  More generally, I
prefer to minimize my use of superscience, generally restricting it to
_just_ FTL Drives, Artificial Gravity, and Reactionless Thrusters; I
don't even allow Artificial Gravity to turn into Contragrav, even
though that's a logical extension of the concept.

My own default sci-fi setting uses a mixture of stargates networking
the core worlds together (high "buy-in" cost" to set up a gate, but
with a subsequent economic boom as the world becomes much more
accessible to trade) and hyperspace drives used by ships that intend
to visit worlds outside of the stargate network: generally obsolete
within the network because they're no good for in-system trips (I tend
to assume that stars impose a "blackout zone" of roughly 10 AU for
both hyperdrives and stargates; most travel by all ships takes place
in-system using conventional propulsion) and are slower than stargates
for interstellar trips; but they're the only game in town out among
the frontier worlds that are too far away and/or too poor (or too
isolationist) to hook themselves into the stargate network.

That said, I've played around with several variations on the theme;
one approach that I've especially liked has been an inertial dampening
system that's gravity-inhibited – not so much for reducing the
acceleration felt by the crew (though it does that, too), but mainly
to reduce a spacecraft's inertia so that more traditional thruster
systems (rockets, ion drives, space sails, and so on) can be given
unrealistically high performance characteristics.  Since it's
gravity-inhibited, it only works in space, leaving planetary vehicle
designs unaffected.

For ship design purposes, I co-opted the Artificial Gravity stats (the
exact benefits vary due to the "gravity-inhibited" constraint; IIRC, I
set it up so that in optimal conditions, one "inertial dampening unit"
would reduce the effective mass of anything within it to roughly a
third of its un-dampened mass – but conditions are rarely optimal, and
even in orbit around a planet, the benefits are severely curtailed);
and as a bonus, I threw in the notion that an inertial dampening field
can be configured to also provide artificial gravity at an extra cost
(but without the need for additional hardware or even power
requirements).  This lets me reduce my superscience assumptions from
three (FTL, reactionless drives, and artificial gravity) to two (FTL
and Inertial Dampening).

I even toyed briefly with the idea of reducing it from two to one by
taking something akin to Lensman's assumption that inertialess objects
can bypass the lightspeed barrier; but I found that I needed to push
the inertial dampening to absurd extremes in order to make
interstellar travel practical; and even then, the resulting travel
times were far too slow for my taste.

-- 
Jonathan "Dataweaver" Lang
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