Re: Gravitics, aerodynamics etc.
In reply to #623 Gravitics, aerodynamics etc.
[This came to [email removed], looks like it was meant for [email removed]. Watch those automatic reply headers! - -- James] I have dealt with this problem in my game (VERY modified version) by having four kinds of potentially aerodynamic vehicles. The first is a lifting body (i.e. brick-with-wings space shuttle design). The second is a needle (i.e. 1950's rocket w. fins, or something similar). The third is a stealthed hull (kind of like a lifting body in shape). The fourth is a lander (closer to the LEM than anything else, although another good example is the big moon lander in 2001). I don't believe in gravity control, etc., so all of these have to deal with with standard spacecraft dealing with gravity problems. The only one that is a tail-lander is the lander model; the others have to deal with the "coffee mugs fall off the shelves problem." (Actually, my description of the problem is a little more hideous--all the toilets turn 90 degrees; one hopes that landing procedures includes turning off the plumbing for a while, or at least moving modular units into new non-spill positions.) Of course, since about 95% of the population in my game world (200 billion to 500 billion per average solar system, and sometimes a lot more) lives in space habitats, and most inhabited planets have their own elaborate shuttle systems (very useful to keeping out smugglers, terrorists, etc.) this is not a common problem for players. (When it is, they velcro the coffee mugs to the wall and turn off the plumbing for a few hours.) Usually, your spacecraft docks at a habitat's spaceport or sits a few hundred kilometers away if the docking berths are all taken and a space gig comes out to your ship and shuttles you into the habitats. NEW TOPIC. How many people run adventures in large habitats (my typical large habitat is a rotating cylinder affair 15 km. at the base and 60 km. from end to end; at each end is an "endwall complex" of enclosed levels for industries, apartments, etc.--imagine about 700 shopping malls stacked on top of one another and you'll have a rough idea; the endwall levels are about 100 m. wide so you get a huge amount of internal space from them-- plus a "dayside," the landscaped interior of the cylinder. The whole thing supports about one million people; with the endwall complexes included the internal surface area is about 4800 square km., of which roughly three quarters (or two thirds of 3600 square km. if you use narrower endwall levels) is "indoor" or endwall complex, and the remainder "outdoor" or dayside, the latter being used for farms, parks, wilderness preserves, etc.)? Personally, I am satisfied with a set-up that I find plausible, and I have found that while microworlds have some limitations (anyone who specialized in Field Artillery is going to fill a bit left out since using howitzers inside a habitat is generally considered a bad idea), a million-person setting can give you some remarkably complex adventure scenarios, and is a little easier to map out than a billion-person world. When you finish one adventure in one habitat, of course, you can always move on to another. (I assume that in many cases you will get a few hundred to several thousand habitats clustered around a big asteroid or a large moon--the main source of raw materials--and they will form a general political alliance. The result is that my universe is one where most people live in the galactic version of an archipeligo.) Any comments, questions, suggestions? All opinions and material above is the responsibility of the originator. Submissions: [email removed], or [email removed] Administrator: [email removed] (James Perkins) The TML is made possible by facilities provided by Tektronix, Inc.