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Amaimon

Ship speed in solar systems

31 posts in this topic

Who were you referring to?

Me, I rather assume.

I wasn't suggesting combat at 0.4c.  Only a cruise speed for getting in and out of a system.

At 0.4 you're likely to miss a planet with your spaceship by quite a bit if you haven't factored in relativistic effects. And by this I mean on the order of 3-4 AU when approaching from Pluto-orbit.

I assume that the Imperium have largely lost the ability to take relativity into account, because that is how I can reconcile rules and fluff reasonably well.

Also: You linked to a three-sentence long post.

My apologies, I was trying to link to the entire thread and obviously failed.

I don't want to be rude, but were you expecting that that would somehow bring this thread to a screeching halt and we'd just cease discussing it?

...and I clearly came across as rude, for which I apologize.

No, I didn't expect the thread to come to a screeching halt, but I did (perhaps vainly) hope that some of the information in that thread might transfer into the current thread.

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I feel sorry for any group who can't find anything to occupy their characters for 5 weeks.

 

[snip]

Good ideas, but to me the focus should be on the characters' interests. Not every cruise needs to have multiple sessions of "transit time" shenanigans. The occasional bit might be fun, as would encouraging players to figure out what their characters might be doing, but playing it out every time would get really stale to me. I had a game die because the players and the GM had different expectations of what happened in transit. The GM wanted to pursue transit adventures, the rest of us pretty much wanted to get on with out main plot and pursue Endeavours in a slice-of-life aspect, not focus on day-to-day stuff. This is a thing to talk to the players about so there's a balance; certainly I'd give the players a few abbreviated transits before zooming in on one, and even then only if the circumstances surrounding the transit scenes had ties to the overarching plot.

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I feel sorry for any group who can't find anything to occupy their characters for 5 weeks.

 

[snip]

Good ideas, but to me the focus should be on the characters' interests. Not every cruise needs to have multiple sessions of "transit time" shenanigans. The occasional bit might be fun, as would encouraging players to figure out what their characters might be doing, but playing it out every time would get really stale to me. I had a game die because the players and the GM had different expectations of what happened in transit. The GM wanted to pursue transit adventures, the rest of us pretty much wanted to get on with out main plot and pursue Endeavours in a slice-of-life aspect, not focus on day-to-day stuff. This is a thing to talk to the players about so there's a balance; certainly I'd give the players a few abbreviated transits before zooming in on one, and even then only if the circumstances surrounding the transit scenes had ties to the overarching plot.

 

I give the option of a "quiet transit" where we just skip the travel and get stuck in with the next mission. Or they can choose to have a little game, series of small games or a mini-campaign.

 

The second option is often picked when the main plot seems to drag on a bit and they want a temporary distraction. Main plot dragging on is the fault of a certain GM who does go for elaborate plots sometimes.

 

Not going to say who that GM is.

 

:ph34r:

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I make my players role for every warp jump.  At this point we've been playing for 4 years now we all know the drill it takes all of 4 seconds and it adds a bit of tension.  

 

Not so much that they could end up in a terrible warp accident (unless their crossing the maw or deep in the expanse which has happened).  The time delay can wreak havoc with their plans and Its important to include that.  Also its been interesting.  We've been keeping track of travel time and the warp effects of travel since we started and the results have been interesting.  In ship time has been about 5 years but compared to "terran standard time" it's closer to 18.

 

I use the travel time to do the same thing as tenebrae and roy as well.  Healing and a good excuse for leveling.

Occaisonlayy something interesting happens.

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Because session time is limited and we don't want to distract ourselves from the main plot with that kind of thing?   I generally ignore the official word on ship combat time and system transitions.  It's very hard to keep cinematic tension if it's two weeks from jumping into eldritch-horror system to getting to eldritch-horror planet of the damned or 30 minutes for time-to-target.   Pacing is just as important in a tabletop RPG as it is in a video game or a movie.

 

Auspex Officer: "Captain! Incoming enemy volley!" 

 

Captain: "Brace for impact!"  

 

(30 minutes later)

 

Captain: ........

 

Captain: ........

 

Captain: .........

 

(shells strike ship) 

 

 

 

Remember that you won't necessarily see them coming for that long. Laser weapons (such as sunsear macrobatteries) move at 1.0C and it's a fair bet that most particle/energy weapons (plasma, melta, non-laser lance) are pretty **** close.

 

That means that no matter how far away the enemy is, you only see the enemy firing their energy broadsides a fraction of a second before the shot arrives. It doesn't matter that it may have been in flight for a quarter of an hour, if you are looking at the enemy's broadside guns through a magnoscope auspex, you see the guns' energy profile spike and then a few seconds later half your lower decks are on fire. Screaming "Brace! Brace!" is a perfectly time-appropriate response.

 

For the sake of simplicity, I tend to handwave that hard rounds move at a similarly extreme speed.

Alasseo, Tenebrae, Radwraith and 1 other like this

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