As the main thread starts to go more or less off-topic I decided to gather the questions I saw from page 20 and onwards. They seems not to have been answered. If they have I offer my apologies.
Anyway here they come.
Zparkz:
1a) Gravitics. In MT the TL 12 gravmodules got a minimum volume of 3 liters. In FF&S the minimum is 30 liters. Why this change. It makes gravbelts far more bulky than what we knew them from CT/MT
1b) In MT Why was grav vehicles changed so that they needed a secondary thrust unit to be able to move? Was this a part of the removal of T-plates and redefinement of gravitics so you only could cancel most of the gravity vector from the planet?
2) Nuclear damper. In MT nuclear damers was defined as a permanent field like the meson screen. Why the change? I liked the posibility to produce ND turrets, but I never found it logical that it should have a ROF like lasers. I see it more as a projected field that needs to bath the nuclear warhead over time to be effective.
Badbru:
1) In Path of Tears there were numerous ships other than the first twelve that were listed as MFU (missing fate unknown). Were there any plans afoot to detail in a later product what happened to any of these ships? (especially the most famous one Ashtabula?)
Uxi:
1) Was the full Lancer/Fusilier design completed? Was it to be based on the shorter Group III (Thunderchild) or "stretch" Group IV (Maggart) Clipper spines? This affects the overall tonnage of the finished design, as well as the effectiveness of the spinal mount (particularly for the Lancer's meson).
2) Which of the internal politics of the RC meant to be developed as part of the setting arc and which were just left as color? The Ship Bill and New Worlds were core to the Centrist/Federalist conflict and I imagine these would have had to have been detailed... Eventually the Coalition is facing a Civil War over some of the ad hoc compromises that are not able to compromised over. The New Worlds just smacks of Slave/Free states prior to the US Civil War. Initially they'll be able to play them off each other one for one (Lancer vs Nex, for example) and do dual admissions but eventually, neither side will accept the admission for the other side... And I'm curious on what your ideas and thoughts were regarding this situation.
Dree:
In FF&S, the minimum requirements for jump drives changed. As a result, jump-capable ships of under 100 dtons were now capable of being created.
I for one liked this idea. I used my house rule of only allowing TL16+ societies of being able to create such beasties (economies of scale based on better understanding of prior technology--sorta how you can get an FM tuner in a spec of dust nowadays). This gave credence to why the Regency were the first ones to crank out this design w/the J-Boat and magically hand-waved Leviathian's J-Torpedo as a Naval Skunkworks project.
Other people weren't so gracious w/this "fundamental" change. But, I'm curious, from a designer's point-of-view, why was this change made?
Xavier Onassis:
One thing I wondered about; (apologies if someone asked about this already) Did GDW have any plans for the future of the Islands Clusters in Reft Sector?
Alanb:
My questions:
1. Would it have been likely for further details on the Hiver client states to have provided, say in the adventures that would have taken the PCs into Hiver space?
2. What did you see the Hiver client states as actually being? Were they engaging in significant expansion of their own, besides helping clear the trade routes to the RC? Were they totally dependent on the Hivers?
Antony:
Just a quick question. It's regarding FF&S1 and those dreaded work stations and accomodations. Was there a reason that the sizes were increased so much. For example crew in the Panther tank example in Striker 1, the seated crewmen take up 1.5m3 each with the standing crew taking 2.5m3 split between the turret and chassis. Now in FF&S1 they all require a crewstation requiring 3.5m3 which makes it very hard to get a vehicle anywhere near that of a real vehicle.
Anyway here they come.
Zparkz:
1a) Gravitics. In MT the TL 12 gravmodules got a minimum volume of 3 liters. In FF&S the minimum is 30 liters. Why this change. It makes gravbelts far more bulky than what we knew them from CT/MT
1b) In MT Why was grav vehicles changed so that they needed a secondary thrust unit to be able to move? Was this a part of the removal of T-plates and redefinement of gravitics so you only could cancel most of the gravity vector from the planet?
2) Nuclear damper. In MT nuclear damers was defined as a permanent field like the meson screen. Why the change? I liked the posibility to produce ND turrets, but I never found it logical that it should have a ROF like lasers. I see it more as a projected field that needs to bath the nuclear warhead over time to be effective.
Badbru:
1) In Path of Tears there were numerous ships other than the first twelve that were listed as MFU (missing fate unknown). Were there any plans afoot to detail in a later product what happened to any of these ships? (especially the most famous one Ashtabula?)
Uxi:
1) Was the full Lancer/Fusilier design completed? Was it to be based on the shorter Group III (Thunderchild) or "stretch" Group IV (Maggart) Clipper spines? This affects the overall tonnage of the finished design, as well as the effectiveness of the spinal mount (particularly for the Lancer's meson).
2) Which of the internal politics of the RC meant to be developed as part of the setting arc and which were just left as color? The Ship Bill and New Worlds were core to the Centrist/Federalist conflict and I imagine these would have had to have been detailed... Eventually the Coalition is facing a Civil War over some of the ad hoc compromises that are not able to compromised over. The New Worlds just smacks of Slave/Free states prior to the US Civil War. Initially they'll be able to play them off each other one for one (Lancer vs Nex, for example) and do dual admissions but eventually, neither side will accept the admission for the other side... And I'm curious on what your ideas and thoughts were regarding this situation.
Dree:
In FF&S, the minimum requirements for jump drives changed. As a result, jump-capable ships of under 100 dtons were now capable of being created.
I for one liked this idea. I used my house rule of only allowing TL16+ societies of being able to create such beasties (economies of scale based on better understanding of prior technology--sorta how you can get an FM tuner in a spec of dust nowadays). This gave credence to why the Regency were the first ones to crank out this design w/the J-Boat and magically hand-waved Leviathian's J-Torpedo as a Naval Skunkworks project.
Other people weren't so gracious w/this "fundamental" change. But, I'm curious, from a designer's point-of-view, why was this change made?
Xavier Onassis:
One thing I wondered about; (apologies if someone asked about this already) Did GDW have any plans for the future of the Islands Clusters in Reft Sector?
Alanb:
My questions:
1. Would it have been likely for further details on the Hiver client states to have provided, say in the adventures that would have taken the PCs into Hiver space?
2. What did you see the Hiver client states as actually being? Were they engaging in significant expansion of their own, besides helping clear the trade routes to the RC? Were they totally dependent on the Hivers?
Antony:
Just a quick question. It's regarding FF&S1 and those dreaded work stations and accomodations. Was there a reason that the sizes were increased so much. For example crew in the Panther tank example in Striker 1, the seated crewmen take up 1.5m3 each with the standing crew taking 2.5m3 split between the turret and chassis. Now in FF&S1 they all require a crewstation requiring 3.5m3 which makes it very hard to get a vehicle anywhere near that of a real vehicle.