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The Fleet Ship designs, strategies, and tactics.

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Old July 25th, 2007, 03:53 PM
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Vargas Vargas is offline
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Default An Alternate Approach To Jump Drives In Ship Design

I was noodling around with how to change Jump drives without impacting already established designs, (concentrating on CT's design sequences), so that they didn't require vast amounts of fuel. (And the problems which go along with somehow using up that much hydrogen on a Jump). My off the head solution was to reverse the tonnage figures used for the drive itself and the Jump fuel. For example, a scout ship would now have 20 dtons worth of drives and carry N dtons of fuel. (N being however big the design sequence says for J-2 drives for a 100 dton ship, I don't remember off the top of my head). And those 20 dtons of J-Drive don't need to be all heavy machinery but could be made up in part of plasma chambers or some other form of handwavium tech so that the scout doesn't wind up being far more massive.

My question is: What does this do to the basic assumptions behind the game and the Imperium setting? I guess rifts would now be far less daunting but what else?
Baron Hudson
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