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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Feb 03, 2014 6:33 pm Post subject: |
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The era and history are listed in the capsule. As far as getting "pinged", it is theoretically possible; IIRC, Starlog listed a tachyon based sensor for long range detection on X-Wings. I would probably not allow it right away. Use it as an excuse to give your characters a hard time for a bit, then have them discover it by accident, or in some unexpected fashion, like a badly modulated sensor system picking up the tachyon pings at some random moment. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 04, 2014 5:00 pm Post subject: |
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Based on a discussion in a different topic, I'm going to edit the description of the Hyperspace Fluxnet Projector so that it is based on S-Thread technology instead of tachyon streams. The primary reason for the change is that S-Threads, being a fictional concept, can have their behavior dictated by the plot rather than the limitations of real world physics. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Feb 04, 2014 5:28 pm Post subject: |
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Also, garhkal, this changes the answer to your question. Since the Fluxnet is now based off known technology, conceivably any ship with a HSI or a hyper comm unit is capable of detecting the S-Thread hits. However, that is a far cry from being able to identify them for what they are. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Corise Lucerne Lieutenant
Joined: 02 Jan 2014 Posts: 78 Location: USA
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Posted: Tue Feb 04, 2014 10:23 pm Post subject: |
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Just ran across this today while looking for stuff about the Pulsemass mines: Imperial Hyperspace Security Net.
The description actually states that non-mass HoloNet transceivers are used to project "cross-channeled radiation, which registered a hyperspace disturbance whenever a ship passed through it. The transceivers were able to detect these disturbances at cosmically short distances and signal the gravity well projectors to drop incoming ships out of hyperspace.". _________________ A Game of Galactic Conquest: http://rebelfaction.org/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16345 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 05, 2014 12:45 am Post subject: |
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Hmm. I like my version better. I've always been rather iffy about any tech proposed by Dark Horse comics. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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