Johannes wrote:
Say the monopolists have limited industrial capacity. They produce hardly
anything but FTL drive modules. For reasons of policy, they don't want to
permananetly sell a module to anyone else. They are happy with the status
quo, and have an overall conservative and risk awerse outlook.

If they are are so risk averse, won't they put their own people
into the stardrive modules, and give them a maneuver-capable
ship to make them safe?


Risk awerse with regards to power and wealth of the group. They want to keep their monopoly, because that way it is very hard to make a move against them for anyone else. And they don't want to expand their power or give other groups the impression, that they are going to be superfluous soon, because that might spook thoose other groups. They might even engeneer a minor ecconomic dependency on other grouops to make them feel secure and content with the status quo. (And there would have been some dependency in the beginning at least, otherwise the other groups would not even be informed of FTL travel)

Thoose other groups will want to have FTL traffic. If you let them have their own ships, with their own crews and rent them FTL units for moderate fees, thoose who are ambitious or adventerous get something to do. The only thing that is barred from them is the technical knowledge of how the FTL drives work.

The more blatant the dominance of the monopolists is, the more effort will be put into toppling them from their throne.


Wouldn't that lead to the Heighliners of Dune, rather than
modules?


I think it can lead to both. I always assumed that in Dune there is some
technical or ecconomic reason to make FTL ships big. Take that away and
you can have an FTL module setup, with the same basic dynamics of power
and ecconomy.

You can have small and large FTL transport. The key thing about
those Guild ships is that a FTL ship carries complete STL ships
inside, sealed from the FTL crew.


If you don't need monopolists as FTL crew, but there is user interface for FTL travel, that does not require knowledge of how the drive works, the guild could rent out FTL modules, rather then having their members travel around with every FTL transport.

If the leasing time of the module expires by a certain margin, it will stop to work. It will contain some communication device, that helps the monoplolists to locate a lost module. If someone starts to tamper with it, it likely explodes, after sending a distress signal.

The drive might also be very sensitive towards getting the wrong amount of
power at critical moments. Which does not really make a case for building
a power source right into the unit, but at least for the ship having a
power source soley dedicated for the drive, rather then plugging it into
general ship power. Power cells most likely. Maybe you can argue, that the
drive needs to be calibrated to it's power source at the shop too, so if
the power source is not particulary large, you can build it in too.

If the STL drive uses power, too, you have two separate power
plants. Doesn't sound economical.


I am thinking about a setup like for a flash for photography. You have 2 batteries there, the proper battery and the capacitor. Needing only one would be preferable, but technical restrictions make it impossible for either to be used alone. You could use some technobabble explaination for having powered FTl modules.

Contemporary ground cars have lead acid batteries too, if built with vehicles, even though with regards to vehicle stats, they are only dead weight. You can have the same with sf scenarios, as long as you are consistent about it.
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to