Thomas replied to me:
To be honest: if such a minifac can produce chips from Silizium, some Gold, and
traces of some other elements up to its own TL, it can do this also for all TLs
below, given it knows the design/layout. Ok, if for TL10 chips won’t be made
from Si or Ge any longer, but from whatever else, this does not hold true.
If you look at 3e UT83, a TL10 minifac can produce TL9 gear, and it
isn't quite clear if it can produce chips. It can work from packaged
parts or salvaged parts, but that isn't quite the same as working from
sand. OTOH, it is suggested that it might be necessary to feed in "three
ounces of selenium" ...
From UT60, a cybertek can't create parts from scratch.
In 4e UT90, we are told that TL10 fabricators can assemble stuff "one
molecular layer at a time." They are certainly capable of making
computers from raw materials. So with 4e, the adventure setting works
best at TL9 or TL9^.
Unfortunately it requires that you have a minifac already … what if you have to
build the factory first?
The GM would have to judge what one can do with the maintenance
workshop. Probably not much if that wasn't planned in advance.
- Instead of building a station separate from the ship, expand the ship
section by section? That means you can retain the computer system, power
plant, etc.
- A very dystopian adventure. What if the sleepers are desperate
refugees and not bold explorers?
And having a computer mother board does not mean automatically that you have
something useful … you still need the peripherals, what ever this may be.
And before the computers, your colony needs to build other stuff more urgently
- excavators, cranes, generators - can these build from a minifac?
I was assuming that they's stay in space. Building a landing capability
and later a space launch capability will be quite a challenge.
So ...
An exploration mission with a planned return. TL9 or thereabouts. The
ship has to refuel at the destination and must build the refinery to do
that.
Adventure hook: The player characters are the crew of the sleeper ship.
They encounter something (sentient aliens? Alien-style aliens?) and must
deal with it using only the supplies at hand, without compromising their
return.
Adventure hook: The player characters are the crew of a TL10+ FTL ship,
they encounter the sleepers.
An one-way colonization mission. TL10 or TL11. The colonists can't know
the conditions on the planet. They will have to build (orbital or
surface?) habitats before the sleepers are revived.
Adventure hook: The player characters are the organizers of the sleeper
ship. They have to assemble enough cryotubes and supplies for the
colony. Bring more people or bring more gear?
Adventure hook: The player characters are the crew of a scoutship
carried by the expedition. They have to select a site for the colony,
with the added pressure that they must get it 100% right before the
colonists are revived. Mankind's last chance?
Adventure hood: The player characters are colonists. Something goes
wrong. They are revived on a marginally habitable planet with just a few
random supplies.
Regards,
Onno
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