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FVBonura Lieutenant Commander


Joined: 24 Nov 2005 Posts: 228 Location: Central PA
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Posted: Tue Dec 10, 2024 2:20 am Post subject: |
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Whill wrote: | I'm baffled by those saying going slower shouldn't be any easier. By the existing mechanic, adding more time lowers difficulty and subtracting time adds difficulty. For those saying it shouldn't be easier to go slower, have you house ruled away the RAW about increasing or decreasing the duration of hyperspace journeys? What was your reasoning? |
I agree that any action that’s rushed has a greater potential for error and thus an increased difficulty. As Han Solo made the calculations to jump to Alderaan, he was rushing, but if you will note, all he really did was select his present position the location he was traveling to, and calculating for the amount of Galactic spin and it’s respective distortion to the course. Yes, I know what it says on the rules as written, but I am more prone to allow movie footage to override the rules as written.
Having said that, slower hyper speeds may provide an increase in precision, which technically might reduce the difficulty. This has to be balanced by the fact that a faster hyperdrive will get to its destination with less Galactic spin and thus less compensation necessary to compute the jump. There are many factors that are affecting the Astrogation roll, both positive and negative and I see there are trade-offs. The faster hyperdrive has less galactic spin to compensate for and the slower hyperdrive has a wider window to achieve precision. Ultimately, I think it’s a wash. _________________ Star Wars Deckplans Alliance
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10472 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Dec 15, 2024 8:23 pm Post subject: |
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FVBonura wrote: | Whill wrote: | I'm baffled by those saying going slower shouldn't be any easier. By the existing mechanic, adding more time lowers difficulty and subtracting time adds difficulty. For those saying it shouldn't be easier to go slower, have you house ruled away the RAW about increasing or decreasing the duration of hyperspace journeys? What was your reasoning? |
I agree that any action that’s rushed has a greater potential for error and thus an increased difficulty. As Han Solo made the calculations to jump to Alderaan, he was rushing, but if you will note, all he really did was select his present position the location he was traveling to, and calculating for the amount of Galactic spin and it’s respective distortion to the course. Yes, I know what it says on the rules as written, but I am more prone to allow movie footage to override the rules as written.
Having said that, slower hyper speeds may provide an increase in precision, which technically might reduce the difficulty. This has to be balanced by the fact that a faster hyperdrive will get to its destination with less Galactic spin and thus less compensation necessary to compute the jump. There are many factors that are affecting the Astrogation roll, both positive and negative and I see there are trade-offs. The faster hyperdrive has less galactic spin to compensate for and the slower hyperdrive has a wider window to achieve precision. Ultimately, I think it’s a wash. |
A few things...
(1) In your game, have you house ruled away characters being able to reduce the astrogation difficulty roll by increasing journey duration (for the reasoning provided)?
(2) Galactic spin varies depending on where in the galaxy you are traveling and the path taken. Sometimes you'd be going with the spin and sometimes against. The spin speed depends on how close to or far away from the core you are.
(3) But #2 doesn't matter much anyway because galactic spin is peanuts compared to the FTL speeds of hyperspace travel in Star Wars. Our solar system in our typical spiral galaxy has a galactic spin speed of about 210 km/s. Ships traveling through hyperspace move thousands of times the speed of light. Navicomputers can easily calculate where any system is at any moment. So I feel the speed vectors from galactic spin would be negligible to hyperspace travel, not having any signifiant impact to duration considerations. All systems in a galaxy move very slowly in their galactic orbit compared to hyperspace travel. _________________ *
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14292 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Dec 16, 2024 1:20 am Post subject: |
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I'd say spin would be 'faster' the closer you get to the core, than on the outerrim. _________________ Confucious sayeth, don't wash cat while drunk! |
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FVBonura Lieutenant Commander


Joined: 24 Nov 2005 Posts: 228 Location: Central PA
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Posted: Mon Dec 16, 2024 4:05 pm Post subject: |
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Whill wrote: | (1) In your game, have you house ruled away characters being able to reduce the astrogation difficulty roll by increasing journey duration (for the reasoning provided)?
(2) Galactic spin varies depending on where in the galaxy you are traveling and the path taken. Sometimes you'd be going with the spin and sometimes against. The spin speed depends on how close to or far away from the core you are.
(3) But #2 doesn't matter much anyway because galactic spin is peanuts compared to the FTL speeds of hyperspace travel in Star Wars. Our solar system in our typical spiral galaxy has a galactic spin speed of about 210 km/s. Ships traveling through hyperspace move thousands of times the speed of light. Navicomputers can easily calculate where any system is at any moment. So I feel the speed vectors from galactic spin would be negligible to hyperspace travel, not having any signifiant impact to duration considerations. All systems in a galaxy move very slowly in their galactic orbit compared to hyperspace travel. |
1. Yes in my campaign the farther you’re traveling the more difficult the roll.
2. Also if you’re traveling towards the core or are traveling towards the rim, it’s also more difficult due to the change in spin speed predicated on Galactic radius from the core.
3. Because I interpret hyperspace as the ethereal plane, the better you roll, the closer you are plotting your trip down the center and fastest part of the hyperlane. Thus I consider the change in spin speed and the distance traveled to affect the roll. Clearly there are some decisions to be made when calculating hyperspace jumps, that droids are not particularly trusted to perform, as seen in the original trilogy. There needs to be a justification why biological pilots prefer to perform the task.
Remember we’re also harmonizing not just with real space and the obstacles it presents but we are also calculating for hyperspace which has its own gravitic obstacles that may or may not necessarily mirror real space. _________________ Star Wars Deckplans Alliance
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Impaler Cadet


Joined: 25 Jan 2025 Posts: 24
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Posted: Sun Jan 26, 2025 4:19 pm Post subject: |
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Hello, first time posting here. While I don't come from the D6 RPG community, and insted come from tactical wargaming and PC gaming (StarWars Rebellion and Empires at War), I figured my head cannon on this topic might be of interest to some of yall.
In my mind the convoy moves at the speed of the physically largest ship using a common trajectory which any ship could in theory calculate and share with the rest. Generally though largest ship will have the best navicomputer and will provide the trajectory to the fleet.
This means that in that famous convoy jump of the Rebel fleet in RotJ, they moved at the class 2 of the large Mon Cal Cruisers, which ment the starfightes were slowed, but the class 4 GR-75's were actually speed up. That was my primary motivation btw, figuring out why the rebels would willing slow their fleet down with with slow transports, I found an interpretation that lets them have their cake and eat it too.
To explain why this works I'll need to expand on several additional points of headcannon, some of which you may find radical.
1. All ships in hyperspace move at a single universal hyper speed, and it is physically impossible to go any other speed or to stop in hyperspace other then to drop back to realspace. Thus ships that jump together always emerge together, no intentional slowing or adjustment is needed other then a common orientation (easily shared as it is a tiny amount of data), and simultanious timing of the jump also trivial to share.
2. In even a short hop to the next starsystem a ship drops out of and re-enters hyper space several times to reorient using information (data bouys or stellar observation) in real space to make sure it has not drifted too far from it's intended safe course. The preverbial 'calculations' for hyperspace are always just for the next individual jump, not the whole trip, the small drifts that occour on each jump must be taken into account for calculation of the next jump to be done safely or else the accumulated drift would prove fatal.
3. The number and duration of the real-space reorientations is the cause of different hyperdrive classes as low end ships need to spend inordinate amounts of time for slow nav computers to figure out exactly where they are and reorient. We never see this because being at a semi-random point in deep space their is an astomomically low chance of anything being encountered so it is narrativly no different then the 'blue tunnel'. Their may also be limitations of how fast a hyperdrive motivator can physicaly recharge or 'disipate residual phlobotum particle buildup' etc. But this is generally only a consern when the backup hyperdrive is being employed. The Falcons finiky and unreliable nature can be atributed pushing its hyperdrive motivator to recharge far faster then it should so that it can keep up with the nav computers fast cycle time.
4. Physically larger ships have consisntly slower hyperdrive ratings not because they have crapy computers (they actually have the best computers), but because the physical hazards of hyperspace (mass shadows) are more dangerous to them (tidal forces ripping the hull apart due to differential forces). Thus to be safe large ships must follow the plotted course much more presisely and must drop to real space more frequently, in essense they fly a much narrower 'channel'. Think of this as being analagous to a wet ship with a deep draft having to carefully and slowly navigate through shoals, reefs and sandbars while a lighter ship can go at full speed because the hazards are lower.
When you combine all this it makes sense that a small ship with crapy navigation abilities of its own can just follow the preverbial tail-lights of a bigger ship. Anywhere the big ship goes will be safe for the small freight ship and just downloading the nav heading from it is faster then doing their own calculation. The whole course can't just be given out at the start of the jump either, the recalculations on route are vital so the transports must stay with the fleet. The Starfighters tiny size allows them to go even faster then the fleet and they could break away at any real-space reorientation stop but obviously they choose to just loiter until the fleet is ready to jump again, download the common nav solution and jump together to guarantee they emerge together. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14292 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Jan 26, 2025 5:12 pm Post subject: |
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I've also often wondered, when that fleet in ROTJ entered hyperspace, PART Of me thought we saw ONE window being oped by the big ships, but the fighters entered their OWN windows.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10472 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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