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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Jul 16, 2013 6:52 pm Post subject: |
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So 30 seconds per engine... or 6 rounds. I can live with that. _________________ Blasted rules. Why can't they just be perfect? |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4855
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Posted: Tue Jul 16, 2013 8:45 pm Post subject: |
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That depends on how many engines the ship has, and assuming they're no more complicated than a jet warm-up. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Jul 17, 2013 3:04 am Post subject: |
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cheshire wrote: | That depends on how many engines the ship has, and assuming they're no more complicated than a jet warm-up. | Or less... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4855
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Posted: Wed Jul 17, 2013 8:36 am Post subject: |
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True. Something like a TIE fighter deals with shooting fuel through an irradiated core. That would probably require considerably less startup as the core would never cool down to require a warm up. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 17, 2013 4:36 pm Post subject: |
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Fallon Kell wrote: |
Grandpa says commercial pilots went out—or sent their co-pilots out—to do all the preflight checks one hour before scheduled takeoff. Once the scheduled departure time arrived, they would start the engines one at a time. It takes about 30 seconds to get each jet engine rotating fast enough to start. Once the engines are started, they taxi at about 20 mph, and if they're cleared to take off once they get to the ramp, off they go.
In an emergency, if you had to haul immediate posterior, I know lots of military jets have run missions with half their engines out, and I'd think a starship could do the same in Star Wars, but expect penalties to maneuverability and speed, and probably also high-drain energy systems like weapons and shields. |
So what else do we have on ships that make them different from say a modern air plane?
Inertial dampners
Structural fields/shields
Nav computers
Repulsors?
What else?? _________________ Confucious sayeth, don't wash cat while drunk! |
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Darth_Hilarious Lieutenant Commander
Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Wed Jul 17, 2013 5:15 pm Post subject: |
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Dont forget the weapons capacitors and targetting computers |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Jul 17, 2013 5:37 pm Post subject: |
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Artifical gravity generators.
Of course you could probably do without a great many of these if you had to go now.
Perhaps it would be best to make a list of all systems (not just ones that aren't on a plane) and work out which are required to go and which aren't.
I think I've seen that list somewhere... perhaps on Scott's table of starship faults.
Ah here we go. http://www.rancorpit.com/forums/viewtopic.php?t=1672 _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 17, 2013 11:31 pm Post subject: |
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Grav comes under life support.. wouldn't it? _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Jul 18, 2013 12:10 am Post subject: |
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I wouldn't think so as it isn't critical except in long term situations and even then it may not be required at all for some species.
It may be included with inertial dampners but I'd assume the life support system does only the critical jobs and is the most hardened system. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 18, 2013 4:28 pm Post subject: |
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So what systems do we see as being critical?
Life support
Main power
Computers (needed for navigation)
Shields
Engines
Repulsors
what else? _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Jul 18, 2013 4:42 pm Post subject: |
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I'd consider repulsors optional in space and shields to be sensible but optional.
In fact if someone really wants to cut and run they probably don't need life support right away. The ship should still have breathable air for a while.
I would say sensors are required in most ships because the cockpit just isn't always positioned in such a way that a pilot can just look where he is going. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Jul 18, 2013 11:10 pm Post subject: |
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garhkal wrote: | So what systems do we see as being critical?
Life support
Main power
Computers (needed for navigation)
Shields
Engines
Repulsors
what else? | Inertial dampners, like you had previously mentioned. If you subscribe to the 1,000s of Gs acceleration model for Star Wars, it is an absolute essential before you throttle up that sublight drive. Judging by what we see in the movies, you'd even need it for flight under the repulsorlift drive. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Darth_Hilarious Lieutenant Commander
Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Thu Jul 18, 2013 11:13 pm Post subject: |
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I would list it this way.
1 main power
2 life support
3 repulsors
4 inertial dampeners
5 sensors
6 sublight engines
7 shields
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive
main power includes all cockpit controls
repulsors get activated before sensors due to the fact that unless the ship is aerodynamic and has atmospheric flight surfaces you are not going to get lift off in a gravity well |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Fri Jul 19, 2013 12:20 am Post subject: |
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Darth_Hilarious wrote: | I would list it this way.
1 main power
2 life support
3 repulsors
4 inertial dampeners
5 sensors
6 sublight engines
7 shields
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive
main power includes all cockpit controls
repulsors get activated before sensors due to the fact that unless the ship is aerodynamic and has atmospheric flight surfaces you are not going to get lift off in a gravity well |
I'd probably have a space/Zero-G boot sequence and an atmophere boot sequence. If the players had done significant customisations I'd probably allow for an emergency boot sequence too.
For the space boot sequence I'd list the order as:
1 main power
2 life support
3 inertial dampeners
4 sensors
5 sublight engines Can start moving here
6 shields
7 repulsors
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive
For emergencies I'd allow players to hack the system (with a good enough roll) to get this.
1 main power
2 inertial dampeners
3 sensors
4 sublight engines Can start moving here
5 shields
6 life support
7 repulsors
8 weapons
9 navigation computer, unless astromech equipped
10 hyperdrive _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14254 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 19, 2013 1:41 am Post subject: |
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So at 2 rounds per item to bring up (figuring they are always successful), that gives 20 rounds (assuming only one system being worked on at a time) to bring a ship up fully (inc weapons) from cold to where they can fight.. At 5 seconds a round, that equates to 1 minute 40 seconds... seems too fast. _________________ Confucious sayeth, don't wash cat while drunk! |
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