Johannes replied to me:
[...]
> 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.

The more complicated the FTL and power setup, the more likely
it seems to me that you'd put it into the main ship. If it is
such a fragile thing, should you couple and un-couple it all
the time?

It would help if you had things like "parts of the FTL drive
must be mounted at the end of a long boom" or "FTL drives 
can't be armored", but that is not covered by the 3E rules.

And Brandon wrote:
> > I'm trying to explore the question Eric raised. No firm
> > goal
> > yet, just a general devil's advocate.
> > 
> > A) The FTL component has just the FTL drive, no STL drive
> > at
> >    all.
> > B) The FTL component has STL maneuvering thrusters, but not
> > 
> >    enough for long STL flights (whatever that
> > is in context).
> > C) The FTL component has proper STL drives as well.
> > 
> > If you argue that it can't be A), why stop at half
> > measures?
> 
> Because the FTL component doesn't need full thrust. It's not going to land
> or takeoff from a world (it really shouldn't even be streamlined). It can
> stay hooked to the STL component until until it reaches a space station.

If you have a station, there is no need to have the STL component
land.

> Then, as I see it, the FTL component unhooks from the STL component (which
> is unloading passengers and cargo, or landing on the planet). The FTL
> component then maneuvers to an FTL component being readied to leave and hooks

Typo?

> on to it, or maneuvers away from the space traffic if one isn't ready or if
> it will attach to a ship that is landed on planet.
 
Wouldn't that be more efficient if a combined FTL/STL ship
drops containers and picks up new ones?

I'm starting to think that from TL11 upwards, separate FTL
modules can't win with the baseline 3E technology. 

A few months ago I brainstormed with some of you how to 
measure the efficiency of a starship. My current formula
is 

(cargo plus occupants) times speed divided by cost 

cargo in tons
speed is pc/day
cost is in million GURPS-$.
occupants counts both passengers and crew

Problems with this formula are that STL speeds and landing
capability are ignored, and that the crew for a freighter 
should really be a minus, not a plus, while it is right to 
count 'science crew' for a scout as payload. 

I can do freighters with an 'efficiency number' well over
50. Is that possible for a modular ship?

Regards,
Onno
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