drewkitty ~..~ wrote:FTL has the same timing limitation. If the fleet clocks are out of synch then they don't end up in the same end locus. Of course 'slowing down from ludicrous speed' before actual 'stopping' does give ships time to adjust their speed to match each other (and avoids any stashed helmets).....if their sensors worked in FTL flight or near c conditions.
And no...wasn't giving any "house rules". Just some possible 'real world considerations' to expand on the things taalismn said. (If I had house rules I wanted to state I would of giving actual rules. Along with a notification that they were my house rules.)
I agree with you. While I cover a lot of this in my house rules regarding nav space it is definitely something to keep in mind and one of the many problems of using FTL vs something like hyperspace.
drewkitty ~..~ wrote:As far as the Rifts game, their is too little rules about FTL travel to not have house rules to add to the all but barren landscape of rules that PB gave the rifts game.
I say this a lot but Carella created a great setting but he really didn't do much regarding rules. My biggest complaint with Kevin is that when freelancers came along wanting to write books with new spacecraft I would have asked them to really define the rules for all of this. Even if it required some rewrites of the original spacecraft it would have solved a lot of problems going forward.
drewkitty ~..~ wrote:In the HU2 MW setting rules about FTL travel: There are a few. But there are a few contradictory rules within that rules set. As such they too need to have some house rules just the rectify the contradictions. The only house rules I have for these is for one set of acceleration number is for strait line 'run to jump/FTL' acceleration and the other set of acceleration numbers is for maneuvering/combat accelerations. And the other being about overloading a ship's drive; by overloading with cargo or towing another ship; will decrease the hauling/towing ship's top speed.
➢If the example ships were using the HU space setting rules, with my house rules, then the core ship would need drives rated to the total tonnage of all three ships to go its rated max 'speed factor' while loaded down with the pair of parasite ships.
Acceleration, and deceleration, is probably the single biggest thing missing from the FTL and sub light rules. I am OK with there being some sort of limit to sub light speed but it needs to be much higher and acceleration needs to factor in.
drewkitty ~..~ wrote:To answer the question: In the Rifts Rules for FTL travel is there any "real" reason to be able to link up multiple starships as with the example models? No.
Again I largely agreed with you about The Trinity, I always thought the Chimaerus made sense, but I was reminded of something this evening.
DB 12: Dimensional Outbreak, page 160 to 164 has the Naruni Conquistador which can link up with 4 Espandon gunships. When linked together the ship gains sub light speed and improved rate of fire for the main weapon. FTL speed is not affected. The description says that Shields are more powerful but there are no shields in the description and how much more powerful is not stated.
I have a lot of problems with these ships, the biggest is just the power sprint we see with this cruiser on its own being more powerful than anything in its class but it does seem to give an advantage for chimera ships.
SolCannibal wrote:I'd say both types may have merit in a 3Gs setting depending on what ideas one has in mind.
Large ships with parasite craft already have some precedent in our own contemporary tech, so not going to belabor the point of circumstances where such a thing might be useful and adaptable to a Phaseworld's context.
To me externally mounted craft are really no different than say fighters in a hanger. I think about something like the Destiny in Stargate Universe were the shuttles are mounted externally avoiding the need for large hangers. I could see small ships in the Three Galaxies having shuttles or boarding craft in external cradles to save space that might normally have to go to a hangar bay.
SolCannibal wrote:About the second example, where all involved ships do FTL capacity, i'd say the idea can still have merit, such as in a case where not all ships have the same range, speed or autonomy, meaning the different models might cover with their strenghts cover for each others' respectives limitations like a carrier for its aircraft complement & vice-versa, for an example.
I would largely agree with this. Again, if you take the FTL drive prices in DB 6 as covering everything smaller than a Dreadnought regardless of mass then this makes no sense. At those prces anything larger than a destroyer is already so expensive that the price difference between the slowest and fastest drive is barely noticable.
If, however you think mass, not just speed, must affect the cost of the drive then having ships with a slower drive link to a ship with a faster one would make sense.
SolCannibal wrote:Alternatively and now entering into the terrain of technobabble & stuff, it could be that having multiple CG fields synchronized in certain arrangements might allow for some degreee of power multiplication, drag reduction or any of a number of edges where the whole turns out greater than its parts, so to speak.
All of this is pure technobabble so why not. Given how little we know about FTL in PW this is as good as anything else.
Crimson Dynamo wrote:Warshield73 wrote:Trinity is 3 fully functional FTL starships and I am not sure I see a purpose having them attach together and then detach.
I've made that argument so many times about the U.S.S. Prometheus from Voyager's
Message in a Bottle episode, but there are people on the Internet (to no one's surprise) who lose their heads defending it even though it makes no logical sense. So I'm in total agreement there.
Yeah this ship was just ridiculous. I mean we see the Galaxy class being able to separate the saucer section and that made sense. Put civilians in the saucer and the drive section now has better acceleration, maneuverability and stronger shields than the combined ship. The saucer needed a warp drive as a sub light escape ship made no sense, but the advantage was clear. The multi whatever attack system was just horrible so this ship was pointless.
Crimson Dynamo wrote:That said, my whole takeaway from Phase World is that it's the Rifts to the Rifts setting. That is, it's even more ridiculously over-the-top, unbalanced, and unhinged than the base game. So there being a culture or two out there that created ships like that, I honestly have no problem with it. They wouldn't really be much better than proper capital ships tailor-designed to be fortresses (the whole "every new feature introduces even more weaknesses" philosophy), so it'd just be a quirky aspect that would add some color to a scene.
Rifts has problems because it sought to combine so much with magic and tech. The system needs an update true but making any system with realistic tech that doesn't just crush magic is tough. Phase World, as well as any space game, has a problem if it wants to incorporate fighters, power armor, magic and superpowers into a system with realistic speed and weapons ranges.
Crimson Dynamo wrote:Though there could be new tactics created when attacking civilizations unfamiliar with the technology. For example, imagine a massive ship approaching your world. You fire your Big Weapon™ and boom! Success! Radar shows the weapon hit and the ship has been broken up, with different parts floating off in seemingly random directions. But uhoh, wait, what's this? Those parts are coming together in a formation and unleashing hell from multiple directions now? Oh snap, **** just got real. Ground control is losing their minds trying to scramble a new plan to defend themselves...
Something like that, you know?
I think new tactics would be a possibility but for this to make sense I think there has to be an economic and strategic advantage as well.
If you look at a ship like the Trinity I can see where the two smaller ships might have say really limited crew space, supplies, fighters and cargo. Just make them fast attack ships that when seperated from the central ship are really maneuverable and have crazy acceleration. Maybe the central ship would just launch fighters and have all the amenities for long voyages.