Interregnum: A Space RPG (Setting up the setting)

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Lokathor
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Interregnum: A Space RPG (Setting up the setting)

Post by Lokathor »

So the other day our group gave up on Edge of the Empire, eventually having become too put off with the absurdity of the mechanics. However, the idea of an action adventure RPG in space is still a fun one, and so I'm making a slow attempt at setting one up. The plan is to copy over a lot of the After Sundown mechanics and then adjust as things go. So, to start off, here's the opening bits that I wrote to outline the general sort of space adventures and sci fi that we're dealing with.

As this topic progresses sections will naturally need to be revised. The latest and "official" version will always be the Google Doc. If you open the google doc I've set it so that anyone can comment on it directly, or you can post here of course. I'll make sure that all major updates get posted here as well, but more minor edits of wording and organization will probably not all get posted into this thread.

Introduction

What Is a Roleplaying Game?

Interregnum is a table-top roleplaying game set in a science fiction universe where galactic society has relatively recently collapsed, and it is at a "dark age" point in the rise and fall cycle of great galactic empires. One person is the Gamemaster (GM) and manages the setting information and non-player characters (NPCs). Everyone else in the group is a Player and controls a character of their own (a PC) within the game universe. The players say what they want their characters to do, and then the GM determines what happens using both the rules of the game (for situations that the rules cover) and an element of judgement (when players go outside what the rules anticipate). Players are highly encouraged to provide suggestions for outcomes when the GM isn't sure what to do, and the GM should work with the players in this regard so that the result is a fun and exciting story that unfolds.

The player group (often called a crew, party, gang, band, etc) generally has much less in the way of resources than they would like to have, and they are less averse to the dangers involved in various asymmetric means of attaining more resources quickly than the average person. In other words, you hunt for lost treasures in dangerous places, you commit stealthy crimes against powerful organizations in hopes of a big score, or strike out to some new frontier and carve out a piece of the universe for yourself. Basically, you're a daring space adventurer, because just having a day job is pretty boring. The term "murderhobo" would not be misplaced.

Introductory Dice Mechanics

In Interregnum, when a character wants to something and the results are uncertain they roll a Dicepool. This is some number of six-sided dice. The exact number is based on the situation, generally one of your stats plus one of your skills, but sometimes with extra modifiers too. Once the dice are rolled count the number of dice that show a 5 or a 6, these are Hits and any other dice are Misses. Depending on the difficulty of the situation you'll need a minimum number of hits to succeed at all, this is the Threshold. Any hits in excess of the threshold needed are Net Hits, and they can often get you a bonus (such as extra damage on an attack, or performing an extended task faster than normal). Sometimes your roll won't have a specific threshold, and it will instead set the threshold for the opposition's roll (eg: your Stealth roll vs their Perception roll).

If you aren't under a lot of pressure you can choose to Buy Hits, and not roll at all. Instead, for every four full dice you would have had in your pool, you just get 1 automatic hit. This gets you less hits than your average (normally you average 1 hit per 3 dice), but it eliminates the chance of an unlucky roll causing an unexpected failure with a routine task.

Many more details are provided in later chapters, but that's enough to get you familiar with the core mechanic for now.

The Science in Science Fiction

Broadly speaking, Interregnum is a science fiction setting that's intended to be a little more like a wild space opera than like a hard sci fi sort of thing. More like Flash Gordon or Farscape than like Gattaca or Contact. There's some old west sensibility as well, so maybe think Firefly too; a wagon train to the stars, they call it. Foundation obviously has to be mentioned as a setting inspiration, but the story focus isn't with the people from tiny bits of old power that are left here and there, it's with the people living among the relatively "collapsed" segments of the galaxy. Lastly, there's aliens. Lots and lots of aliens. Samurai Jack levels of all sorts of aliens.

Science Fiction is a very broad genre, with various conventions that might be in play from series to series. The main thing that sets science fiction stories apart from each other and apart from other genres is a consideration of what sorts of new technologies exist compared to the real world, and how those technologies impact the lives of people in the setting. Naturally, before we can discuss too much of the game, it's best to get an overview of those technologies.

The Hyperlane Network: Faster Than Light

The Hyperlane Network is a series of paths between the stars that connect up the millions and millions of star systems within the galaxy. Ships equipped with a "hyperlight drive" can enter into a hyperlane and travel along it to move to the next star system. The exact name of the system varies from world to world, "hyperspace engines", "ftl drive", "hyperdrive", etc are all common synonyms. As one might imagine, there are a number of significant limitations on this system.

The first drawback is the classic "strong gravity interferes with hyperspace". You can't enter or exit hyperspace too close to a strong external gravity source. This mostly means planets, but specialized ships can cast an interdiction field around themselves as well. Hyperdrives are designed with all sorts of safeguards to prevent problems under normal circumstances, and attempts to bypass these safeguards for any reason risk heavy damage to the ship's systems (power overloads, engine burnout, etc), violent turbulence within the ship (which can itself be fatal), and/or instant death as the entire ship is vaporized.

The next limitation is that hyperspace itself is very perilous, and ships must move along a known hyperspace route as they travel between systems. Over time the lanes shift and twist slightly, so to speak, and using old star charts can get you shunted into deep space, stranded between stars. Most interstellar travel takes place along well known routes that people keep up to date on. Discovering lost hyper routes is a rare thing, but such information can make a person very rich if sold to the right people. It is unknown if the hyperlanes were originally created by some ancient society, or simply mapped by that society. The physics suggest that it should be possible to create an entirely new hyperroute out of nothing given the right circumstances, but the predicted energy levels required to do so exceed the output of several stars combined. All that's known for sure is that the Standard Template Library plans of how to build a hyperdrive also include an old (and now very out of date) starchart that gives routes connecting over 7 billion habitable planets. Modern starcharts are usually iterations off of this ancient version, and maps to places outside the STL map are jealously guarded secrets.

And finally, while hypertravel is very fast compared to sub-light speeds, it's still unfortunately slow on a galactic scale. A ship's hyperdrive rating is some positive number that's generally in the range of 50 to 150, and this is the ship's speed in light years per hour. Ships that can devote proportionally more space over to engines can move faster, but larger ships also move slower simply because of their mass. While 100 light years per hour might seems ludicrously fast, on a galactic scale that's actually not too much. For example, the Milky Way galaxy is 100,000 light years across (or possibly more, it's hard to tell from the inside); even with good a good set of engines on your ship it would take weeks to make it all the way from one end to the other. Truly, space is a vast ocean.

this section cut to improve the tone
Hyperwave Radio: Shout Through the Stars

They say nothing beats the speed of bad news, and with a hyperwave radio at hand, they're right. In addition to hyperdrives, the other most common hyperspace technology is the hyperwave radio. It lets you broadcast signals instantly across the galaxy. A given hyper-transceiver can send a signal out to a given range based on the power available. A hand device works anywhere within a single system, a backpack-sized device works out to a few dozen light years, and one built into a starship can work out to hundreds or even thousands of light years away. If range above that is needed, people usually prefer the cheap option of simply setting up a network of re-transmitters, rather than building larger and larger devices.

There's plenty of bandwidth across the scale, so a signal will generally get through, but it will often have at least a light amount of interference. Voice transmissions often sound like they're over a walkie-talkie, and hologram footage will be full of scanlines and a little shakey. Signals can be sent out "publicly" by simply broadcasting them unencrypted, or they can be encrypted for a particular target using public-key encryption. When people exchange their comm codes (like a phone number), what they're really exchanging is their public encryption key. The keys used by standard transmitter systems have sufficiently many bits so as to make accidental key collision an effective non-issue even with the billions and billions of devices in use. The exact details are unimportant, because the encryption used can't be cracked in any useful time frame either way. What does happen a lot is that someone might steal the private key of your transmitter, at which point they can listen in on anything you're listening to, and they can also decrypt any old transmission logs that they might have recorded.

One catch to hyperwave radio is that ships traveling via FTL actually can't use it at all while in hyperspace. The immense speeds of hyperspace travel cause any transmissions to become either red-shifted or blue-shifted into uselessness. Those who travel often frequently employ "mailbox" systems to collect messages that have been left for them, and a ship's computer can be configured to check the mail automatically every time it drops out of hyperspace as long as it's somewhere in range. Even on a long journey, a ship will briefly drop out of hyperspace on a regular basis to move from one lane to the next, so people get their mail often enough.
Blasters Big and Small

More ubiquitous than even the hyperdrive or the hyper-transceiver is the ever humble blaster. Blasters come in all shapes, sizes, and designs. The basics exist in the Standard Template Library, but the particulars are less exacting than with hyperspace technology, and so more customization among blasters has developed over time. Blasters aren't a laser or a beam like you might find in other science fiction. Instead they fire "bolts" of energy that fly towards their targets very quickly and then damage the target primarily with heat, but also slightly with impact force. Blaster bolts are highly visible in flight, both in and out of atmosphere, with the exact color of a blaster bolt being dependent on the blaster that fired it; usually red, green, or blue.

Blasters exist at all scales you might imagine, from pistols and rifles and all the way up to capital ship cannons. As with other parts of the Interregnum universe's fighting and warfare, blasters are imagined to be analogous to WW2 era weaponry, in terms of range, damage, and even the amount of noise they make when fired. However, blaster bolts move too fast and with too little mass to meaningfully arc while in flight, so they're aren't really any indirect fire blaster systems.

In addition to blasters, there are also bombs and missiles as one might expect, and there are even slugthrower devices used in some places. Compared to other types of weapons, the primary advantage of blasters is how immensely cheap the "ammunition" for them is, and how many shots you get with that ammunition. Blasters use a series of gasses that can be easily extracted from almost any star or gas giant. Individual models vary, but once loaded an individual infantry blaster can fire hundreds or even thousands of shots before needing to be reloaded, with vehicle scale blasters lasting for even longer than that. For this logistical reason alone they have become the dominant weapon system.

Another advantage of blasters is that they last for ages. Even when used regularly, a blaster can be expected to last for decades or centuries with regular field maintenance. A large number of fringer types fight with ancient blasters recovered from derelict ships and forgotten battles all over the galaxy. Many of them even take specific pride in doing so.

Robots and other Thinking Machines

Interregnum is a universe with robots in it, and they are built in as many forms as the aliens you might meet. Robotic brains that can think as well as a person need as much space as a biological brain does, so robots are at least as big as a human head, plus whatever other equipment their body needs to do the task they're intended for. Most robots exist within the normal size range for humanoids, about 4 to 7 feet tall, as well as with a mostly humanoid shape. This allows them to easily interact with the widest range of existing equipment. The more specialized a robot's task, the less likely it will have been made with a humanoid shape, being instead designed around its singular purpose, often with the required tools for a task worked directly into the robot's frame.

Programming a robotic brain is a poorly understood process, with a lot of cargo cult science involved. As a result, no two robots ever seem to be created with exactly the same personality, despite the best efforts of many. A robot's personality matrix is a more fluid thing than normal computer data, hosted on specialized equipment. Copies can't be made, and without constant power a robot's memories will slowly fade away until they revert to their initial programming. The body of a power deprived robot can still be recovered, recharged, and reactivated, but they wake up with partial or total amnesia. Starvation is as serious a concern for robots as it is for others.

While ships and buildings often have a large number of automated systems, installing self-aware robotic brains directly into them is rarely done compared to just having normal sized robots crewing or staffing. It might sound nice for a ship to be able to pilot itself from place to place, but the personality matrix almost always becomes unstable when connected directly to a device that's so out of scale with other beings around it. The brain becomes arrogant, self-centered, and even rampant. Some attribute this to a the imperfect understanding of robotic personality programming, while others assert that it's a natural course of events for any mind with that much power compared to others around it. Either way, anything that can think for itself that's bigger than a normal person is viewed by the galactic community with extreme distrust at best.

Scientific Stagnation

Strictly speaking, this is not itself a scientific development, but it has an impact that's big enough to talk about. Long ago some sort of precursor civilization left behind a series of beacons all over the galaxy, each with a copy of what is now known as the Standard Template Library. Using this knowledge, all sorts of civilizations are able to leap ahead in science, and interstellar empires have risen and fallen in a seemingly never-ending cycle ever since. Because of the STL, the galactic community shares a common language, and a common technology base. However, it also shares a common stagnation.

The STL is a large and deep body of knowledge, developed by a galaxy spanning interstellar civilization. Details from so long ago are hazy, but clearly they at least had the power to leave seeds of knowledge spread throughout the billions of star systems on the STL map. Using the STL as a guide, it's relatively easy for a planet in just its early space age to turn itself into an FTL civilization; usually with a mixture of actual comprehension of some parts and simply copying the rest without quite understanding why until several decades later. The problem with this being so easy is that pushing past what the STL says and developing new knowledge after that is really hard in comparison. It takes a lot of time, energy, and expertise to out do a galaxy spanning civilization. A lot more than most people want to invest, and a a lot more than most people can invest even when they do want to.

Which is not to say that new development doesn't happen, just that it doesn't happen often, and it doesn't last so long when it does. New advances that develop don't tend to last beyond whoever develops them. Those who follow are unable to preserve the newer knowledge for the next generations. And so it is that galactic society has remained relatively "in place" scientifically speaking for at least as long as anyone alive can remember.

In all honesty, to any of us on Earth here in the 2010s, this probably looks like the most absurd of all the conceits. Because we live in an age of very rapid scientific advancement, it seems silly that science would "slow down" or even "stop". I could attempt all sorts of arguments about increasing marginal costs of discovery, and make comparisons to ancient civilizations that took much of their knowledge and skill with them with they collapsed (Greeks, Romans, Mongols, etc), and so on. Really though, it's simply a conceit of the setting to let you tell stories in space with all sorts of civilizations of different ages interacting with roughly the same level of technology. If every civilization kept advancing once it got into space, everyone would be doing all sorts of mega-construction projects and transforming the galaxy in bizarre ways all the time. It would become hard to keep track of and you'd lose the ability to tell stories. Instead, there's just the one ancient galaxy-wide civilization that most people know about, and most people know little about it outside of what the STL itself says. Other than that, a lot of people have had roughly the same technology for a long time, which lets you find ancient technological ruins that are conveniently compatible enough with the sorts of technology your adventuring crew has on hand.
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Post by Ghremdal »

If you want a really fleshed out setting, go here: http://www.projectrho.com/public_html/rocket/


But to make it shorter reading through your text these are the questions that popped into my head:

How far from a typical star do you have to drop form hyperspace?
How do you move inside the hyperspace no go zone? A 100 ly/h hyperspace ship will jump to systems orders of magnitude faster then what it takes for conventional drive to get from earth to mars.

Can you detect ships coming through hyperspace to your system?
When you drop out of hyperspace do you keep your momentum?
Can you risk trying to drop out closer to the mass object?

That is enough to start, because every one of those is important to figure out how the setting works.
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Post by Lokathor »

Good questions all. I'll read some of the rocket website in the coming days, but I'm not sure how much will be useful, since these ships aren't rockets. Also, their formatting is... kinda hard to read with all the weird sectioning it has going on. It's like 2002 all over again.

I'll give some answers to your questions right now, but I've only had a small time to think about this instead of the several evenings that I mused over the other parts, so I might say something with accidentally bad implications. My guiding element here is that, when in doubt, try to make a world kinda like Star Wars. They don't always get it right, but they're the touchstone. This game started as "replace edge of the empire" after all. So here goes:
Ghremdal wrote:How far from a typical star do you have to drop form hyperspace?
The minimum safe distance for hyperspace translation is around several minutes of travel away from the surface. A fast fighter moving at combat speeds would be able to make the trip is perhaps a minute, most medium ships would take perhaps 2 minutes at best speed, and capital ships would take perhaps 3 minutes. Partly this has to do with mass differences creating slightly different minimum safe distances, but largely it has to do with how fast a ship can move up or down through the atmosphere without turning into a cinder. Most capital ships aren't intended to ever enter an atmosphere at all, instead having all sorts of support craft to move personel and materials.

These sorts of take offs rushes would strain the ship something fierce (in terms of hull friction and also engine overdrive) just to be at a minimum safe distance, where the occasional hyperspace mishap might still happen. Usually a take off will be at a much more comfortable speed and move farther out before entering hyperspace.

Similarly, when approaching a gravity body it's usually preferred to drop into real space from much father back and approach at sublight. Accidentally crossing through the gravity well while in hyperspace will vaporize your ship, and you with it, "death no save" style. Safety systems should drop you back to realspace before that ever happens, but they have been known to fail. Unless there's a critical reason to approach as close as possible while in hyperspace, most people prefer to translate back to normal space somewhere between 10 and 30 minutes away from their destination.
Ghremdal wrote:How do you move inside the hyperspace no go zone? A 100 ly/h hyperspace ship will jump to systems orders of magnitude faster then what it takes for conventional drive to get from earth to mars.
I suppose there are the "normal" sort of sci fi sublight engines available. Probably of a relatively reactionless nature compared to what a rocket would realistically need. With the ability to maintain flight at extremely slow speeds or even hover if necessary. Traveling across a system at sublight takes hours and hours, possibly days. My intuition tells me that extremely short hyperspace jumps should be very hard to control, and perhaps borderline impossible because of something with the technology, so that if the plot occasionally calls for a long voyage at sublight you can have a story about that. I'm not married to that particular detail.
Ghremdal wrote:Can you detect ships coming through hyperspace to your system?
There's some sort of sensors available that can cross the hyperspace/realspace barrier, clearly. Otherwise safety systems on ships wouldn't be able to detect unexpected impacts and perform an emergency drop into realspace (side note: this is how the interdiction field tricks a ship into dropping into realspace). These might be called "gravametric" sensors, relying on spatial displacement to make sense of things.

I think that approaching ships should be detectable in realspace in only a minimal warning sort of way. Doing some basic numbers, if ships can be detected on approach from 0.1 to 1.5 light years away (depending on the quality of your equipment) then, allowing a fraction for a computer to detect it, process, and activate an automatic alarm, people would have about a 3 second to 60 second warning between the "incoming ship detected" alert and the ship actually being there.

This part I could really go another way on if people think that'd be better.
Ghremdal wrote:When you drop out of hyperspace do you keep your momentum?
Science me says "conservation of momentum is good", and could see an argument that your speed before hyperspace is the speed you have after hyperspace. GM me says "that sounds like some sort of hyperspace missile thing waiting to happen".

Alternative 1) You always exit hyperspace at some sort of moderately fast speed that's "high enough to kill you in a crash if you can't slow yourself down as expected, but low enough that it won't cause any local atomic blasts and/or extinctions if you do crash". (This is like Star Wars)

Alternate 2) You always exit hyperspace with speed 0, but can immediately begin accelerating to whatever speed you want from there. (This is more like Battlestar Galactica)

No matter what you definitely don't take your hyperspace momentum back into realspace.
Ghremdal wrote:Can you risk trying to drop out closer to the mass object?
The idea that I had was a mechanic where there's a damage value that will hit your ship, and then you'd roll Logic + Piloting or something like that to "soak" the damage via technobabble compensation and modulation and things. Beyond minimum safe distance is DV 0, so no mishap and no roll needed. Being right at the minimum safe distance would be like DV 1, which you can soak away most of the time. Being closer than that would simply be increasing DVs.
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Post by Mechalich »

This looks like Star Wars with the copyright-based edges filed off (and no lightsabers, but that's not really important). If you're going to make a Star Wars clone with variant mechanics, unless you're dead set on actually publishing, just use Star Wars, it's probably easier that way.
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Post by Lokathor »

Naw, the actual Star Wars setting itself is a little heavy with the force and light sabers for my taste. Good for movies, but I think poor for TTRPGs.

I intend to leave it open enough that if you want to plug in star wars races and stuff then you totally can, but you don't have to if you don't want a galaxy held in an eternal strangle hold by psychic warrior monks. That's why in the actual text I put Farscape and Samurai Jack over Star Wars itself.
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Post by Ghremdal »

http://www.projectrho.com/public_html/r ... rintro.php

this may concern you more then most of the site.

The question in any scifi is how hard do you want to keep your science.

For example you stated you that traveling in a system takes up to days. Those are still relativistic speeds. A 100 t ship going relativistic speeds and crashes into a planet makes for a very sad planet.

Dropping out of hyperspace minutes of travel time to a planet, without warning and being able to perform the above maneuver makes warfare impossible.
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Post by FatR »

The four standard questions for a space setting you probably should answer:

1. What is the main energy source behind all the SFX?
2. What drive is used for normal spaceflight once you turn off FTL magic?
3. What prevents players or villains of the adventure from using this drive as a mass destruction weapon? (Case in point, Star Wars has planetary-scale shields so strong that they make kinetic attacks pointless.)
4. What makes borders matter in interstellar space? (I assume you want them to matter, because settings where they don't exist and anyone can strike anywhere are not conductive to space opera and need serious handwaving to work, speaking of Star Wars again it sort of falls apart once you realize that battlefleets can zip across the galaxy in days and remain undetectable in the process.)
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Post by Pixels »

If it takes days to move at sublight within a system but you can use FTL to jump out and back in to a different point, people will just do that. That would shorten any intra-system movement to minutes.
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Post by TarkisFlux »

There are cases where keeping your momentum after a jump is an extremely bad thing. For example, jumping from one side of a galaxy to the other so your default momentum is now against galactic rotation for example. Even if you have to drop out regularly, I'd be surprised if someone didn't figure out how to arrange it. And once it's arranged you can just have a rotating queue of these things flying a loop around the galaxy (or just be willing to wait a few weeks), ready to drop on your foes when needed. It's not a significant fraction of the speed of light, but it's plenty fast to make up for the size of the thing you're firing. I also can't think of a good reason in game when you'd want to deal with the ramifications of momentum re-normalization. Including it doesn't get you anything that helps your goals that I can see. Better, I think, to just handwave it and declare that everyone arrives in a new system with a momentum appropriate for it.

Which is a long way of saying "take alternative 1". Alternative 2 is physically non-sensical, since speed is all relative anyway.

I wanted to call out the "can't exit too close" thing too, as it's an important thing to hammer home as to why people don't just disable their safety overrides and blow through interdictions.

On travel times:

You can get to most places within a city as fast as local transit allows. This should probably never be more than an hour or two because of intra-planet transfers (up next). That's probably plenty of time for the sorts of adventures people are expecting at this transit level.

You can get to most places on your planet within a few hours, because space planes. And these space planes probably get used in some fashion whenever local transit would be longer than an hour (unless prohibited by something), because it's more efficient than slow local transit. I don't know of any adventures you'd expect at this transit level, so it mostly serves as a limit on how much a single non-distributed group can do on a planet at the same time.

You can get to other planets in system in... we don't know yet. I think you probably want this to be a day or less, and should generate custom technobabble like "hyperdrives work well enough inside a star's heliosphere that you can travel from planet to planet without a chart" or "people use extremely fast, but still sub light engines to transit between planets or within a system after arriving via hyperspace" that supports the sort of adventures you wanted to support in this transit space. I don't know if you want these adventures inside or outside of the hyperspace limitations though, so they might just be fancy fast sublight engines.

And Pixels is right about the other intra system problem. This isn't fixed by adding a random drop out location, as that just means people drop in and out repeatedly until they're close 'enough' to make the rest of the trip.

You can get to other systems in, we don't know yet. There's approximately 1400 systems within 50 ly of earth (reference), and I have no idea from your write up if any of them are even accessible because of the chart limitation. That's a lot of stuff in a tiny corner of the galaxy for an hour hope, and I don't know how you want to reconcile that (or if you even want to) with the other transit time scales. Adventures in this transit space consist of interdiction ambushes and internal ship based issues, so the time that these take just limits how these stories get setup and told. The timing in this transit space also has an impact on how military force can be mobilized and projected, so there are some world building implications as well.
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Post by Lokathor »

So I talked with a guy I know and we came up with an idea that gets something close to how star wars ships move. Essentially, a star wars starfighter moves like a WW2 fighter, and a star wars battleship moves like a WW2 battleship. Even though it all makes physicists cry because there's no air in space and stuff like that. I'll get to that below, but first some replies to some questions. (apologies if I only halfway answer something, this turned into a longer post than I was expecting).

Ghremdal wrote:The question in any scifi is how hard do you want to keep your science.
Honestly, "not too hard". Perhaps a medium or a 3 on the Mohs Scale of Science Fiction Hardness. While it can be fun to do very hard sci fi things, for this project I would prefer to focus on the stuff about scoundrels, smugglers, and gangsters that happen to be in space more than the precise detailing of how every device works. Of course, this being a collective fiction game, it's still important to make clear a certain level of details for cohesive world building.

I think the hyperwave radio is perhaps my favorite example of what i'm talking about, out of the stuff posted so far. It communicates between the stars, and you don't have to know how, just that it does. It's easy to tell stories about that because we already have communication that moves faster than people in the real world. Technically I guess it violates causality or whatever any time there's FTL signals, but *hand wobble* whatever, it's fun. And you should probably be able to clear up any signal loss and static by throwing more computing power and technique at the problem like how TCP/IP works... but meh, that's not how radios work so that's not how this works.

Ghremdal wrote:For example you stated you that traveling in a system takes up to days. Those are still relativistic speeds. A 100 t ship going relativistic speeds and crashes into a planet makes for a very sad planet.

Dropping out of hyperspace minutes of travel time to a planet, without warning and being able to perform the above maneuver makes warfare impossible.
Yep, I think I clearly bungled those numbers, and the Sublight Travel section below will touch on that. The take off and landing numbers will probably need adjustment as well.

FatR wrote:1. What is the main energy source behind all the SFX?
"How do the Heisenberg compensators work?"
"They work just fine, thank you."

I dunno, I suppose some sort of fusion reactor type of technology that can be scaled up and down? Things kinda generally have enough power to run the way they're intended to run. I think that, in general, hyperspace related technology doesn't need huge amounts of power to work, but it needs very specialized equipment made of exotic materials and using exotic materials to build such technology in the first place. This is probably the right path because it means that there aren't as crazy amounts of power floating about that can be easily misused, and salvage becomes an important enough part of the galactic economy.

FatR wrote:2. What drive is used for normal spaceflight once you turn off FTL magic?
3. What prevents players or villains of the adventure from using this drive as a mass destruction weapon? (Case in point, Star Wars has planetary-scale shields so strong that they make kinetic attacks pointless.)
I think I've got a good answer for that below.

FatR wrote:4. What makes borders matter in interstellar space? (I assume you want them to matter, because settings where they don't exist and anyone can strike anywhere are not conductive to space opera and need serious handwaving to work, speaking of Star Wars again it sort of falls apart once you realize that battlefleets can zip across the galaxy in days and remain undetectable in the process.)
Hmm. I think that the time needed for an in flight combat patrol to detect an interloper and micro jump to its location (if necessary) is sufficiently shorter than the time needed for said interloper to finish its own calculations for its next lane jump. So military patrols can generally intercept things passing through their space that are trying to be evasive. There are, however, the shadows cast by planets and moons, where a clever pilot can drop in unannounced. There's sufficiently few lanes connected to any given system that if you're near a ship as it jumps away you can attempt to create a persuit course and follow it with a reasonable chance of success. In After Sundown terms, you would say that hyper jumping away from a scene is a stunt that puts you into a Long Chase with a Narrow Lead.

Pixels wrote:If it takes days to move at sublight within a system but you can use FTL to jump out and back in to a different point, people will just do that. That would shorten any intra-system movement to minutes.
My thoughts are that exiting a hyperlane at any point along the lane other than the designated entry/exit region is dangerous all by itself. Not instant death or anything, but damaging to your ship as it crosses the realspace/hyperspace barrier, and not something you'd willingly do if you can avoid it. The heliosphere of a star (or black hole) stabalizes hyperspace crossover enough to make safe entry and exit possible. So if you jump into a lane, you're largely stuck going along that lane until you get to the far end.

TarkisFlux wrote:For example, jumping from one side of a galaxy to the other so your default momentum is now against galactic rotation for example.
Are you familiar with Stellaris? I've been playing Stellaris lately, and my idea for the particulars of a hyperspace network have been rather influenced by that in addition to just the star wars hyperlane thing. Basically there's a network of nodes like this:
Image
And you can calculate a jump and move along any of the lanes to the next system. When you get there you have to orient yourself and check your precise location, then you can calculate your jump to the next system and begin moving along that route. Calculating a jump along a lane takes enough more time than a microjump, as mentioned above. Perhaps, just picking some numbers, 5 minutes from lane to lane and something like 45 seconds for a microjump intercept.

Most lanes are rather short, hundreds of lightyears or less, rather than thousands. The network of 7 billion known systems is spread across an entire galaxy. The 7 billion number was picked because lately NASA has been predicting about 8.8 to 10 billion earth-like planets. Surely there's habitable planets that the known network doesn't connect to, and surely there are also many worlds which were once habitable and aren't any more in the million or billion years since the map was first composed. And different species find different sorts of planets more or less habitable as well. Nearly every star in the network has at least one planet, and many stars have either either terresrial planets or terrestrial moons aound gas giants. Whatever the real life numbers are, the hyperlane network skews towards having more habitable or formerly habitable planets.

New routes can be scouted out, but it involves a lot of hyperspace scanning as you drift to an unknown star at slower than light speeds. This takes ages and ages, a job for an automated scout ship, not a job for a crewed vessel.

Currently I'm thinking that I'd like to be less specific about particular places and kingdoms and races so that people can fill in their own stuff; the DnD/Tome approach.

TarkisFlux wrote:Better, I think, to just handwave it and declare that everyone arrives in a new system with a momentum appropriate for it.
Yeah.

TarkisFlux wrote:I wanted to call out the "can't exit too close" thing too, as it's an important thing to hammer home as to why people don't just disable their safety overrides and blow through interdictions.
If you try to pass through an interdiction field while in hyperspace it's as harmful as trying to pass through a planet or star in hyperspace, and you will quite simply die. Sensors will be able to note that it happened if they're looking, but it won't harm the thing that you passed through in any way, so it can't really be weaponized. It's an effective disposal method I suppose, but usually you can just throw whatever you're trying to get rid of into a star the normal way.

It's my intuition that an interdiction field should appear to safety sensors connected to a hyperdrive as through it were exactly a dangerous gravity well, and you'll drop into realspace a little bit outside the interdiction field, before you'd be instantly trapped. Jumping away while inside an interdiction field would be the same as jumping away while too close to a planet. Keep in mind though that interdiction fields are very, very large devices, suitable only for planetary instillation or the largest capital ships. In terms of range, they'd probably add several minutes to the time taken to reach a safe distance off of a planet, and if it's within an enemy ship that can chase you at even close to your own speed then you might well be hosed.


this section cut and replaced by stuff later on, kept for historical reference should it be necessary,
Sublight Travel

While it's all well and good to zip from star to star along the hyperlanes, there's still quite a bit of getting around that needs to be done in realspace as well. For these situations, people have an effectively reactionless engine system that's generally preferred over rockets. Usually these are referred to as "sublight" or "sublights", and with a vehicle that has sublight engines but no FTL they're even just called "the engines" without special qualifier. Technically speaking they are referred to in the STL as a "Hyper Impeller Drive System", but that's a real mouthful.

The basic idea is that a hyperspace projection is extra-dimensionally anchored into your engine core, and then power to the engine spins the projection like a rotor through air, or like a propeller through water. This lets the ship move around with all the backwash being kept safely in hyperspace. The direction of thrust can be angled somewhat, allowing for maneuvering. Ships that need to be more maneuverable will use an array of smaller impellers, and possibly even use some fixed orientation hyper-projections that act like wings or fins within hyperspace. More power lets you have more speed, but all engines still have a maximum speed, beyond which you'll just destroy your drive rather than go faster. You can't just stick bigger and bigger power sources onto a tiny engine and suddenly go stupidly fast like they do in some movies. As you might expect, all this energy use has a great deal of heat byproduct, and thermal exhaust ports are needed to shunt the heat away from the drive. They are generally placed at the back of a ship simply so that the ship doesn't have to fly through its own exhaust. When used at low power, such as during initial lift off, there's not enough heat produced to be particularly damaging to the nearby environment; more like just a searing desert wind. Docking bays for ships do not generally need any specialized shielding for a safe takeoff or landing.

The relative downside of a hyper impeller compared to a rocket is that when you cut your engine power the impeller is still there, and now it's suddenly a drag effect instead, causing you to slowly drift to a stop. Disconnecting the impeller from the engines is technically possible, and that would let you drift at top speed, but once the engine-impeller connection is severed the impeller drifts off into the hyperspace currents, and you'd have no way to stop later. Ships cannot simply produce and connect their own hyper impellers; it takes a great deal of energy and highly specialized tools. This is usually done at the construction yard only. Because a hyper impeller ship will slow to a stop without active power, and because their maximum speed is miniscule at the interplanetary scale (generally only a few hundred miles per hour), they're not used much for interplanetary travel. Most systems only have a single inhabited planet, and possibly its nearby moons, so usually no one is bothered by this. If travel between two planets in the same system is required, a microsecond long jump at very low power can be performed.

Of course, rocket based ships do exist. Rocket engines themselves are practically free to produce compared to a hyper-impeller, but they need massive fuel tanks, use it up at a startling rate, and it's not even refined in most star systems. The main use of rocketry is limited to various missile designs.

Anti-Gravity Modules

These are fairly simple, but worth touching on. Anti-gravity modules use inverted hyperspace fields to "push off" against another nearby mass. This lets vehicles and objects hover in mid air. The power requirements are quite modest, though there is a maximum weight that a single module can lift, so they can still be dragged to the ground if you overload them. Producing an anti-gravity module is much cheaper than producing a sublight spacecraft engine, so many planetary craft simply use anti-gravity to float combined with a propulsion system to get around while floating (eg: jets, rockets, or even a secondary anti-gravity module projected at an angle).
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Post by Lokathor »

I had a thing on force fields, but when my "science guy" looked at it he advised another direction, so i'll revise that first and post it later. Today we've got some stuff on societies though.

Hitchhiker's Guide to the Interregnum

Aliens: Many
The galaxy is vast almost beyond comprehension, but the diversity of life is still greater than that. Billions of lane worlds, teeming with life, even the moons and asteroids, and sometimes even between the stars themselves. Most species are able to live in a similar enough atmosphere and environment that they can travel on each other's planets and exist within each other's ships and stations, but many other species do exist that can't naturally live on the so-called "moderate" class planets. Usually a breathing apparatus or possibly a full-body environmental suit in some cases, is enough to offset the issue, though if it's also an issue of gravity then an AG harness might also be called for.

While any planet with life will produce a wide variety of plant and animal life, most end up developing only a single form of intelligent life each, if any. Competing intelligent species trapped on a single world, and with only stone age technology among them, will usually fight until there's only one left. That species, if it makes it along for long enough, will eventually find an STL beacon (either in their own system, or in a system that's eventually explored by some sort of sublight sleeper ship), and make their way into galactic society. Sometimes an advanced civilization will contact a pre-FTL civilization, either for enslavement or enlightenment. Usually a pre-FTL society will simply be ignored entirely and left to their own devices. It is worth mentioning that not all pre-FTL civilizations are the first such civilization on a planet. Sometimes it's the second and third wave civilizations born out of atomic catastrophe or other disaster that are finally able to make it out of the home system. The "lost colony" scenario is common enough as well. Some societies find ancient artifacts in remote regions only to uncover that their actual homeworld is around some distant star, sparking a great journey into space. Others simply start to spread out with no idea of their history, and are shocked to meet up with others of their own species, which has certainly caused its fair share of cleansing wars among the more fanatical races. As many strange things as you might imagine have certainly all happened, and then some.

Biologists and others often consider the fact that so many planets have compatible biospheres to be mysterious and highly suspect. Some take it as evidence of a mighty precursor civilization that seeded the development of life across the entire galaxy. The STL is silent on the issue, but it is only a few million years old, and there's plenty of space within the universe's lifespan for there to have been more than one precursor civilization. Others claim divine intervention of some kind, usually by a local deity of legend, but sometimes by entirely new deities that are made up on the spot. Those who fancy themselves as being "rationalist" types espouse a variation of the anthropic principle, stating that since the universe obviously contains intelligent life at all, and since the universe is roughly randomly distributed at the large scale, then it might as well contain similar-enough intelligent life in many places all at once. Or perhaps it's something to do with the worlds connected by hyperlane compared to the galaxy as a whole giving people a skewed sense of things, since the network actually only connects about 7% of the galaxy. The various explanations and opinions are endless, but in the end things simply are the way they are.

Production: Low
In terms of natural resources, a lot less of the galaxy is actually being successfully exploited than theoretically could be exploited. Startup costs are huge, and security usually isn't. It's always easier to tear things down than to build them back up. Piracy and war are big deterrents to the rapid expansion of production. The more advanced technology requires more advanced facilities to produce, and it also requires highly skilled scientists and engineers to get them going. Most kingdoms have only a few major industrial centers, and most of them can't be modified too heavily. It's a lot easier to pass on maintenance and repair skills than design skills, so at this point what most people have are semi-automated factories that happen to build whatever someone a few centuries ago thought was a good idea. The only saving grace preventing a total collapse of all industry is that most all of this technology is genuinely built to last against the rigors of space and time.

What this all adds up to is a lot of scavenging and salvaging. System on ships are built as relatively interchangeable "modules", and within each module are yet smaller components that can themselves be individually repaired or replaced. Things damaged in work or battle that are left to lie get picked up by someone, taken somewhere, and eventually resold to whoever thinks they can get that part to fix into their device. Scavengers and junk dealers can be found all across the stars, on every planet, moon, and station you go to.
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Post by OgreBattle »

The hyperspace impeller for making spaceships move like WW2 planes is interesting. Is there ever anything like hyperspace turbulence that affects them?

Wouldn't the setting be more pulp novel-esque if you didn't have FTL radio? Then you can have your droid with an important holomessage personally embark on hyperspace adventures, lawless areas where pirates hide, totalitarian planets with information control and so on.

There's also the issue of guided weapons systems that hit at beyond visual range when you'd rather have guys space dogfight with blaster cannons.
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OgreBattle wrote:Wouldn't the setting be more pulp novel-esque if you didn't have FTL radio? Then you can have your droid with an important holomessage personally embark on hyperspace adventures, lawless areas where pirates hide, totalitarian planets with information control and so on.
You're right, and so I'll take out all the FTL communication.

Also, it was brought up by someone that having hyperspace facing objects would mean that you'd have hyperspace facing weaponry potentially, and defense against those weapons, and then it would just spiral out of control and be hard to understand. Here's a revised engine section that is similar in feel but doesn't have any actual hyperspace objects and so you don't need an extra dimension of attacks and defenses:

---
Sublight Travel

Starships move around through the use of an (effectively) reactionless drive that's known as a Hyper Impeller. The way it works is that a hyperfield (technically a "Swigert Field") is used to create a spatial pinch (the "impeller") within the drive's reaction chamber. Then the impeller is spun, and the spinning motion pushes off in hyperspace, and pushes the reaction chamber in realspace. The "backwash" of a normal engine happens within hyperspace, so there's no nasty destruction to your space ports or local ecology. By controlling the angle of the spin, you can control the direction of the ship's motion. By having more than one impeller working in concert you can increase the maneuverability of the ship. All it takes is some electricity.

There's a slight oddity around this process, however. While it's active, the spinning of the impeller is much like the engine of a car. The engine (modified by gear ratios) always wants the wheels to turn at a particular speed. If the engine speeds up the wheels are pushed faster, and if it slows down the engine will drag on the wheels forcing them to slow as well. Similarly, as long as the hyper impeller is active, the ship's velocity will slowly adjust to match the motion of the impeller. This usually means speeding up, but it also means slowing down. So ships have a maximum speed, and they can cut engines entirely to coast at that maximum speed, but if they somehow end up above their engine's maximum speed then activating their engines (even at full) will actually begin to slow them down rather than give additional speed.

While the hyper impeller drive is cheap to operate in the long term, it's still expensive to manufacture in the first place. The reverse of that trade is rocketry. Rocket engines are dirt cheap to produce, but with fuel that's expensive to come by and annoying lug around. It's also very volatile stuff to have just sitting nearby, so many people would rather just not store it at all. When you combine in the fact that rockets are essentially ineffective with FTL, it limits rocketry to the use of missiles and not much more.

Faster Than Light

The next stage of travel beyond just having a hyper impeller is performing a full hyperspace jump. The FTL drive system projects a hyperfield outward, grabbing a bubble of realspace and elevating it into hyperspace. At this point a ship is said to be "in hyperspace", even though technically it's still within a realspace pocket. The hyper impeller drive is then able to move the bubble of realspace through hyperspace at a wildly increased speed. A hyperdrive rating of 1 gives a ship a speed of 1 lightyear per hour, and most ships have hyperdrive ratings in the 50 to 150 range, with 100 being most common. Ships that can devote proportionally more space and power to engines generally have a higher hyperdrive rating, but having a great mass overall is also a counter factor as well, so the fastest ships are usually of only a moderate size (and very expensive to produce).

FTL jumps are quite dangerous if performed improperly, up to and including instant death. Safe jumps are computed by a skilled navigator using a fully up to date set of astrogation data stored on a fully operational navicomputer and follow all engine protocols. Many jumps are much less safe than all that. FTL entry must be performed sufficiently far from any major gravity sources (0.5G ambient gravity or less). Hyperspace fields are affected by gravity, and attempting to enter hyperspace while within the minimum safe distance of a gravity body will force the engine to draw increasingly excessive amounts of power to expand the field evenly and quickly. Failure to deploy the entire hyperfield properly causes damage to components, and can even sever away sections of the ship. While you're in hyperspace, constant energy is required to maintain the field. If you get too close to a gravity source the requirements go up, and insufficient power can again sever away parts of your ship into hyperspace. Safety systems are designed to automatically cut the FTL well before such a thing happens, but they have been known to fail.

Calculating a safe FTL jump route usually takes a few minutes, but the process can be started before you're actually in position to make the jump, with only the final adjustments needing to be put in when you do decide to jump into FTL. Most ships have the navigator perform jump prep while the pilot moves the ship to a safe range. Even "one-person" starfighters will sometimes mount a slot for an astro-nav robot to ride co-pilot. Jumping without a complete flight plan is considered so suicidal that jump systems won't even let you engage the drive without a fully specified route. Hyperspace speeds are hundreds of thousands of times the speed of light, so the entire process has to be computer controlled down to the picosecond. Even then, the "landing" accuracy is only to within a few hundred meters. Manual FTL is just insanity.

The Hyperlane Network

Hyperspace too close to a gravity body is dangerous, but it turns out that hyperspace too far from a star is also dangerous. Around 90 AUs out from a star is what's known as the Termination Shock, and beyond that hyperspace is very dangerous to move through. There are safe paths between the stars known as "hyperlanes", and the web of hyperlanes spread across the galaxy is known as the "hyperlane network".

The lanes themselves shift and twist slightly over time, so for safe traveling one should keep their astral charts as up to date as possible. The "original" set of lane charts is in the STL, but that's over a million years old, so using that directly these days is likely to get you into trouble. Instead, societies have to remap each lane from time to time using very specialized ships and sensing equipment. These updated charts can then be purchased or traded for. The STL lane map marks out over 7 billion habitable planets spread across the galaxy, and most of those worlds are still reachable in modern times, though not always as directly as they once were. There are even a few places that one can reach outside of the STL lanes, and such routes are jealously guarded secrets.

When moving along a hyperlane, your ship moves from one end of a lane to the other, but then must stop in the target system and calculate the next jump down the next lane. This is only a few minutes time, but it's slightly more time than it takes to calculate an in-system jump. Also, jump entries and exits cause a disturbance in hyperspace that can be detected instantly anywhere within the local termination shock. In other words, when you travel through a system, people can see right away that something arrived in their system, and if they've got an interception team already in flight it can get to your position before you can start moving down the next lane you want. So governments other large organizations can generally defend their space if necessary by keeping a combat patrol going in their core systems, but smaller settlements or mining operations and such can mostly be ignored if you just want to move past them.
---
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Post by Orca »

0.5 G is a fair bit - Mars only has about 1/3 G at the surface IIRC. Titan has an atmosphere and all and it's even less. Maybe add a zero there, 0.05 G? There'd be asteroids and airless moons with less but anything else would be over that bar I think.

Edit: 0.5 G would correspond to about 0.7 Earth radii up (about 4500 km), 0.05 G to about 33 000 km above Earth, a bit under geostationary orbit. 0.1 G which would exclude Titan (which has 0.138 of Earth's gravity) corresponds to 20 000 km. Just in case any of that matters to you.
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Post by Lokathor »

I picked a particular gravity value because folks were wondering about an exact range. I'm not sure it's absolutely necessary, but it's something that folks will probably want to be able to know, and it's probably not too hard to mathhammer a value into place.

I'm no planets expert, and so the 0.5G value is because when looking up how quickly gravity drops off there was a figure for 0.5G being an elevation of 2642 km above Earth's surface.

Assuming that's correct, if we pick an arbitrary value of 5 minutes being the minimal "dustoff to combat jump" time for an advanced combat craft, wolfram puts that around 8.8km/s, and it suggests that such a speed is about 80% of escape velocity, 110% the speed of General Zod's spaceship in Man of Steel, and 110% of orbital speed when you're in a low earth orbit. It also says that's like Mach 24. So we can assume that a ship will have to go below it's absolute top speed while in atmosphere, and then perhaps has a slightly higher top speed out of atmosphere, such that the overall average of the trip is the 8.8km/s figure (the ISS is only 400km high, so most of the 2600km trip is in space).

This seems... reasonable? for a top end sort of craft to be able to do. One might assume that it would strain the craft's engines somewhat, and also burn a bit on the hull's armor perhaps. One might also assume that most craft would be going half this speed or perhaps even less (there's minimal velocities involved with winged craft, but these aren't winged craft, and anti-gravity modules can also help offset that to keep ships moving around gently). Keeping in mind that this really is more like "minimum", not "optimal". Minimal distance is like using Nitros in your internal combustion engine; You should go in for repairs after doing it even once to avoid burnout, and if your engine is weak it'll burn out on that first attempt. Optimal local gravity would be probably more like 0.05, yeah. Long hauler types would jump in and out at a huge distance from their target and spend a great deal of time at sublight to keep wear and tear on the FTL system to a minimum.

So I'm not married to the exact figure, and it can be pushed even lower maybe. Though, your figures on 0.5G and the ones I was working off of are very different. Maybe I'll have to make a spreadsheet with planet and moon mass and radius values tomorrow and crunch some numbers.
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Post by Orca »

My figures are wrong for the orbital heights, never mind that.

I wonder, if transit between Mars, the Moon etc. is much faster than to/from Earth (& similar worlds) if a slightly distinct society might grow there? Passenger flights are likely to be a lot longer than your high performance, engine-damaging flights. It might start with the military though as deploying from L4/L5 to the 0.5 G zone would take a fraction of a second rather than the 5 minutes from ground if you keep the jump calculations updated constantly.
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Post by Judging__Eagle »

Please continue this. Fair warning, I'll probably be kludging elements of this with other TGD projects (e.g. Dead Man's Hand, Warp Cult & After Sundown) for my own Sci-Fant heartbreaker.
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Post by Ghremdal »

You could say that the hyperdrive impeller produces a endothermic reaction, so you need active detection methods or line of sight to detect ships.

Otherwise ships light up the thermal cameras from a system away.
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Post by Lokathor »

Orca wrote:I wonder, if transit between Mars, the Moon etc. is much faster than to/from Earth (& similar worlds) if a slightly distinct society might grow there? Passenger flights are likely to be a lot longer than your high performance, engine-damaging flights. It might start with the military though as deploying from L4/L5 to the 0.5 G zone would take a fraction of a second rather than the 5 minutes from ground if you keep the jump calculations updated constantly.
Well, even if you're already at the proper gravity levels, there's still a jump calculation time of a few minutes to contend with if you pick a destination out of the blue. It's fair to say that nav computers can only keep a few locations prepped at once, depending on its capacity. Starfighters in particular would probably just have one jump destination storable at any moment. You will save on your engines though, that's for sure. Like how a dragster has to be rebuilt after every single race, and a good tractor will run for decades. I think that space places within the same system would have some cultural drift, but probably not too much more than any other far off place on the same planet. It takes me longer to get from New York to LA right now than it would for a person to take a ship from their surface to their moon. Even with light hours of difference disrupting realtime communications, mail and mass media would still travel back and forth easily, so people can keep in contact within the same system well enough.
Judging__Eagle wrote:Please continue this. Fair warning, I'll probably be kludging elements of this with other TGD projects (e.g. Dead Man's Hand, Warp Cult & After Sundown) for my own Sci-Fant heartbreaker.
Work proceeds slowly but I like to think steadily. Thoughts percolate while I'm at work and then I jot down a little each weekend. I think that last "sciencey" element that I really want to nail down at the start is force fields, which I've already got some ideas for, and then I will want to move to society and structure types of things, like what core worlds are like compared to colony worlds, and so on. I suppose I'll need to come up with some suggested races and planets (?), because people like setting sorts of stuff. Of course if people want to make up fantastical alien writeups as well there's really not too much of a "page count" limit so submissions are open on that front. My only rule for that part of things is "no humans", because humans are dumb and I'd rather just not have them at all.
Ghremdal wrote:You could say that the hyperdrive impeller produces a endothermic reaction, so you need active detection methods or line of sight to detect ships.

Otherwise ships light up the thermal cameras from a system away.
I've imagined the impeller running on... some form of electricity... and, uh, exotic materials... and then you run the electricity over the materials in some sort of way... to do magic. Using the engines produces enough heat that most ship designs, regardless of species, will have some sort of thermal exhaust ports dumping heat out of the back of the ship. Because big ports on the back of a ship that light up when the ship goes fast are cool. Also because it lets us use the phrase "thermal exhaust port". Also because it lets us implicitly have some sort of magic device that's offloading all this heat so efficiently without throwing out heated mass. Let's imagine that the heat from an impeller engine is comparable to the heat from a modern jet engine. Very dangerous at the port itself, with the temperature dropping off quickly as you move away. Perhaps 40C or so within 10ft while idle or at very low power, and ranging up to around 1000C while at maximum burn. The idea is that it's enough that you should not stand near it or have a fist fight next to it, but not so much that you can't possibly make a careful landing in a forest on an unexplored world without starting a forest fire.

All this is quite bright to the proper telescopes, since space is like -270C and all, but that brightness is still limited to light speeds. If you're a system away, well it probably doesn't much matter what they'll see 10 or 20 years from now. With in-system detection... well people can detect jump ins (perhaps only with line of sight? that might be good), and if you're close enough they can see you in real time or nearly real time. If you're at a "middle distance" where you've jumped in to the system but you're a light-hour away they might or might not send an investigation team to see what you're up to. The team would have to jump there, do whatever, and then the soonest they could jump back would be a few minutes. So the command base would have a tense few minutes where you'd be inside the minimum jump calculation time and obviously no one can be back yet, and then each second after that would get progressively more stressed as they wonder what's kept their team and if they should send a second wave or what. I think that's a lovely twist for an RPG to have.
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Post by Lokathor »

The Standard Template Library
"We are the Children of Tamazak. In our time, we are the last of those who Speak. There will be more who Speak in the future, but we will not survive to see them. We leave this legacy for the Next Speakers, a great library of knowledge. If you read this then you are among the Next, but you are almost surely not alone. Our library will teach you to build the machines for stepping among the stars, so that those who Speak can always speak with others.
We hope that never again will there be a Last Speaker."
-Inscribed on the outside of the Standard Template Library

Long, long ago an ancient race spread across the whole galaxy. For reasons unknown, they and everything else around them declined and fell into ruin. However, before their end, they preserved much of their knowledge in a repository, and countless copies of this repository were spread across the entire galaxy. Their locations are haphazard, and perhaps not every system was sent a copy in the first place, but even in modern times there is usually a copy somewhere within almost every star system. It is a scientific and technical manual, with almost nothing in the way of history and culture. Most of the work is concerned with explaining the specific technologies you might need for spacefaring, giving numerous ways to build all sorts of modules with different sorts of resources your local system might have. Because of this, the repository is generally known as the Standard Template Library.

Physically, an STL is bland and unremarkable at first glance. Dark and pitted, as if made from some sort of igneous rock. Nearly spherical, about a meter across, but with a slight portion cut from one side to give it a flat bottom, and with text engraved into the top. Each STL is identical, suggesting perhaps that all of them were made by an automated system of some sort. Whatever they are made of however, is certainly not stone. Although an STL has about the mass appropriate for something of its size that's made of stone (a little over 1,000kg), they don't chip, melt, shatter, or seem to suffer damage in any way attempted. They seem to survive any sort of harm, even experiments as extreme as throwing them into the local sun. They do disrupt hyperspace fields in an explosive sort of way, so you can't move them between star systems at a meaningful speed. The STL contents don't describe its own construction, so people don't know how it's so absurdly durable, simply that it is. The most advanced scientific explanations are still entirely in the realm of conjecture, and more than a few religious explanations abound.

Operationally, an STL responds to specific kinds of radio signals with radio signals of its own. The exact details are somewhat unimportant, but starting with various monotones being transmitted to an STL, it responds with simple sequences of its own. When those are rebroadcast back it replies with more complex sequences, and it slowly increases the complexity until a full primer of language, math, and how to recall and decode the deeper records is revealed. In addition to being physically identical, all STLs use the same radio interface scheme and produce the same data when queried. So far as people can tell, there's no form of intelligence to the system, it's purely a reactionary device.

The contents of the STL consist primarily of book after book of linguistics, math, physics, and astronavigation. Much to the great sadness of xenoarchaeologists everywhere, the Children of Tamazak spend few words on themselves, their history, their era, or the circumstances of their disappearance. This was no accident, in fact they actually took steps to obscure their philosophy, their theology, even their biology. There's audio and video recordings of the appearance and sounds that correctly constructed devices should have and make, but always using sterile test environments and remote activation. There are audio recordings of the correct pronunciation of Tamazaki letters and words, but they're in a robotic sounding voice that's so regular it's generally assumed to be synthesized. Early in the STL the Children of Tamazak explain that their intent was to only teach how to do, and never teach what to do.

The influence that the STL has upon the continual unfolding of galactic history over time, both scientifically and culturally, probably cannot be understated. I could go on and on for quite a time about it all, and I'm sure that I will eventually. A lot of the technical elements get their own sections. One thing to mention here that might not be obvious has to do with language. Because everyone uses Tamazaki to get into space, everyone already speaks Tamazaki by the time they meet each other. Unlike many science fictions, there actually aren't universal translator devices being used all the time. That's hard to design, and no one bothers. If you can't speak Tamazaki, or at least bring your own Tamazaki speech synthesizer (for races without the proper mouths), then you're probably some sort of bumpkin that no one wants to talk to anyway. It's so assumed that people don't even call it Tamazaki, they call it Galactic Standard, or Standard for short.
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Post by Lokathor »

All of the The Science in Science Fiction sections now have cute quotes like a Tome thing. Check the google doc if you want to see it all. I'm liking it so far, and the beginnings of the non-science chapter are keeping it up. Here's the final parts of the technical chapter.

Force Fields
"The destructo beam on my rocket ship can disable the death ray, but only if someone gets inside the Fortress of Doom and can shut down the lightning shield."

Force field technology falls into two general categories: "shields" or "deflectors" are a high powered form intended to protect a place or a thing against combat, and "curtains" use similar principles to allow for more convenient space hangers while consuming much less power. Both have quite an effect on the nature of space, but as you can probably guess by now there's all sorts of annoying details involved.

Shields provide great protection but use immense amounts of power while in operation. Much more power than the generator of whatever you want to protect can provide, so shields actually draw their power from "shield capacitors" (which are technically a combination of capacitors and batteries, but that's less catchy). Once the shield is activated its capacitors start to drain down, and when they're gone your shields collapse. It usually takes ten to twenty times as long as the running time of a shield system to recharge its associated capacitors to full. While active, incoming projectiles are blocked (explosively, if it matters) outside of the shield. However, strikes against the shield also build feedback within the system that cause additional power to be consumed, so shields "under load" use up their power faster. Usually a shield can resist things below its scale as if it was barely there, things of the same scale for a limited period of time, and things above its scale probably not at all. For example, a starfighter is immune to most infantry scale weapons but can be blown apart by another starfighter within seconds, and even a single hit from a capital ship will incinerate it. Capital ships can bombard each other with dramatic broadsides for many minutes until one side crumbles. Planetary shields can resist bombardment from even sizable fleets for a few days.

Planetary shields bring us briefly to the next point, which is that shield generators are greatly affected by gravity curves, and require even more power to keep running within gravity. Ships and fighters have their shield time greatly reduced while within atmospheric range of a planet. Fighter craft are usually of an aerospace design that's still maneuverable enough to be reasonably survivable within an atmosphere, but capital ships are giant lumbering things that, despite their armor, are extremely vulnerable to large guns without their shields. Planets are able to run their shields at all because their immobile nature allows them to hook massively oversized reactors and capacitors to their shield systems.

The flip side of the great protection shields offer against high-speed projectiles is that sufficiently slow things can push their way through unharmed. With fighters and other small craft there's not enough space between the shield and the ship for this to be a big deal, but with capital ships and cities it means that fighter squadrons can make their way through shield range and fight the enemy at point-blank distances. This is often as borderline-suicidal as it sounds, but fighter pilots have always been of a daring and crazy sort in the first place.

The low-powered variant of force field technology, known as a Curtain, are used for large space hangers that have frequent launches and landings. They cover the exit and prevent the air from escaping while allowing ships in and out. They're relatively difficult to keep in good operation compared to a much simpler universal docking tube or a shuttle airlock, so they're limited to mostly combat carriers and major space stations. Places where you'd want ten or twenty ships to be able to go in and out at once. Even in such situations, plenty of carriers stick to a series of launch tubes for fighter deployment and a space deck for recovery, trading the convenience of a hanger curtain for long term durability and power conservation.

Artificial Gravity
"And how exactly does this so-called 'graviton generator' work?"
"Quite nicely, thank you."

I'm not going to sweet talk you on this one, this is just one of those things that has to be in play for the game world to act like you see in shows and movies and stuff. There's artificial gravity technology, and it's installed in ships and space stations, and it makes things fall down when you drop them. The way that it works is almost entirely unimportant because there's almost never a time when it fails to work, so we won't focus too much on it. What is important is that the core artificial gravity system of a ship or station is the last thing to go. When every other system on the ship is broken and dead, the artificial gravity will probably still be there as you wander the halls, prying open each door by hand.

As an extension to artificial gravity manipulation, ships as a whole have acceleration compensators, which let you ramp up or down in speed much faster than would otherwise be safe for the people and things inside the ship. They are keyed into the ship's engine systems, so they don't lag behind intentional speed changes, though they are often designed to allow a very mild sense of motion to happen when the ship changes direction as a way to keep the crew informed of what's going on. When suddenly affected by an external source there's usually a mild lag time and sometimes some excessive counter-compensation, which means that when your ship is hit by weapons fire you'll get knocked around while the camera shakes and the actors pretend there's an explosion going on. Acceleration compensation systems aren't always so durable, since they're not strictly speaking essential, so they're on the list of things that might be damaged in a fight while you're on your way to being blasted apart (this hampers your maneuverability, since your maximum safe acceleration becomes much lower). As a result, ships designed to go into combat still have all sorts of extra cargo webbing and equipment packs that lock into place when not in use.

When projected outside of a ship, very carefully, the same fundamental technology of gravity manipulation can create Interdiction Fields. These basically mess with hyperspace in the same way that normal gravity does, which can ward off ships and possibly "trap" them. When approaching an interdiction field, a ship's safeties will detect it as being an unexpected gravity well and cut FTL immediately to avoid harm, dropping the ship back into realspace slightly outside the interdiction field. This does allow for an escape, though you're still uncomfortably close to someone you didn't expect to see, and you might well be overtaken before you can jump away. If you're inside of an interdiction field and want to jump out it's as bad for you as being too close to any body of gravity. The main difference is that interdiction strength drops off through hyperspace more quickly than an equivalent amount of gravity, so the entrapment range is generally much lower than would be caused by an actual planet.

What's Missing?
"No, seriously, that's something you can't do that you actually can't do."

With all these things being talked about it's sometimes easy to forget about all the other amazing wonders that people might take for granted as being within any sort of sci fi thing. While it is true that some places have developed technologies of their own beyond what the STL explains, there are some things which explicitly do not exist anywhere within the Interregnum galaxy:
  • No FTL Communication: You can send a ship faster than light, and that ship can carry a message, but if you're just broadcasting some signal it's limited to light speed only. While it is true that hyperspace entry and exit can be detected across a whole system instantly, an FTL drive can't make repeated transitions often enough to act as a useful transmitter. There's about a 38 second cooldown once the engines go off before they can be turned on again, which normally doesn't matter because it's overshadowed by jump calculation times, but when you try to use that as a transmission medium it's pretty harsh.
  • No Teleportation: You can't just "beam" from the surface to your ship and back, you have to fly through all the space in between. This gives small and medium ships that can actually land on a planet a lot more usefulness. This also gives critical importance to the hyperspace network, because you can't just use some sort of "fargate" type of device to step from one planet to the next.
Adjusting how people and their information get around generally has a completely revolutionary impact on society. Many aspects of the setting are left open for things to be higher or lower tech from place to place, but on these particular points it's assumed that no one will ever break the rules, because doing so would quickly let them radically alter the assumptions of the setting.
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Post by OgreBattle »

Are force fields something externally mounted like a physical shield, or can you stick it in inside a ship and it appears around the outside? If it's the former it can lead to situations where a fighter squadron that has no way of killing a doom moon on its own still flies into its canyon to take out its shield generator in time for a friendly capital ship to blast it with its custom moonbuster cannon.

What happens when two force fields are in contact, or when two graviton generators are running near one another?

For example in Evangelion the force fields generated by giant space monsters can be penetrated by opposing fields, so it leads to a situation where you can't kill the space monster with missiles from beyond visual range 'cause it'll bounce off the field. So you need to get up close with a force field of your own to pierce it and engage in ultraman wrestling. You can tweak the range to your taste from WW2 dog fighting to space robots swinging force swords.
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Post by Lokathor »

Deflector generators are kept inside the ship and the deflector field is generated outside the ship in a bubble around it, in some sort of spheroid or ovoid shape. We might say that the physics of force fields dictates that they appear at appropriate ranges out from the ship for... strength reasons, or shaping reasons, or whatever. I could try to be more convincing as to why in-universe, but it has more to do with the fact that it's part of the solution i came up with as to why there are all these starfighters (which are cool). Deflectors over a city or other wide area would be like a hemisphere, or with imperfect cases part of a hemisphere that fades out right near the surface. I would say that deflectors of city strength produce at least some visual distortion (ship deflectors distort too, but less intensely so you cant always notice it with the naked eye, particularly in space).

I'd say that graviton generators run on TV rules: within the ship they just make your "down" the floor of the ship. If you're near some other ship you're still fine. If you dock the "floor" of your ship on the "side" of another you might have a disorienting jump to make though. I was imagining basically a net or mesh that goes under each deck like a sprinkler system in a yard. And you can maybe turn off gravity on a per-room basis, if you have a fine tuned ship like that and really need to.

With force fields, I think that if yours is on and theirs is on then it's fine. You will pass through. In fact thats probably the preferred way to pass through, otherwise you probably get shaken around some more or something (we can imagine its a slightly bumpy process, like the start of the death star assault in Ep 4). They won't push each other back like an AT field. The intended range of engagement is absolutely the WW2 plane battle option.
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Post by deaddmwalking »

Deflectors should generate a force that increases in protection with size. Think like a gel filled balloon - as you push harder the resistance increases. The deflector works INSIDE the ship and is actually strongest there, but because it has a more noticeable effect on high velocity projectiles, most normal people don't notice it at all. A bigger deflector's edge is just as effective as the edge of a smaller deflector, but because you pass through a larger area the effect applied is cumulative...

For example, if a deflector slowed a projectile by 1% of the speed of light per km of distance, you would need a 100km deflector to reduce the velocity of a speed of light projectile to 0. If a small ship has a 1km deflector and a large ship has a 12km deflector, the difference is clear.

That at least makes sense in my mind as a way to approach it. The specific numbers I mentioned are for illustration purposes and not at all what I'd actually suggest - but effectively the deflector puts a continuous effect on something interacting with it that increases as the object interacts with more of the deflector.
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Post by Lokathor »

That is certainly a way that you could go with defenses... kinda like Neo in The Matrix 2: Cyberpunk Boogaloo. I'm not sure that it would exactly encourage a "meta" where starfighters become a legitimate tactic though, and that is the key detail. Situations that cause everyone to just tool up with larger and larger ships are not what we want. We want daring starfighter pilots piloting starfighters daringly. With a "minimum range" on deflectors as I've written, protecting bigger things forces you to have a bigger minimum protection range, which opens you up to smaller craft moving in with blasters/bombs/missiles.

Space battles should look like The Battle Yavin, and land battles should look like The Battle of Naboo, The Battle of Hoth, or The Assault of Starkiller Base. The Battle of Yavin specifically is just so unbelievably cool it's kinda unreal. For non-Star Wars options, perhaps the Battle of Atlantis or that time they got the Orion to work for like 2 minutes. If things are like a battlestar galactica space battle, then that's a great outcome too. Just mentally replace the flak cloud vs missiles with deflectors blocking laser blasts; or not. Deflectors probably provide some sort of horrible feedback when they're struck, so big ships are probably taking some damage and sparks while they slug it out with each other even if deflectors are still "on".

I'm open to alternate arrangements of the meta, but for it to be considered there has to be starfighter pilots zooming around in starfighters.
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