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rules:space [2012/10/07 22:00] samrules:space [2019/08/29 18:11] (current) sam
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-[[/genres/scifi|Yags SciFi]] is a genre specifically designed to allow for space combat, in a way that is interesting for players and suitable for games modelled on science fiction TV, books and films. It is probably slightly //harder// than the sort of space combat often portrayed by Hollywood, but would be suitable for series such as //Babylon 5// or the re-imagined //Battlestar Galactica//. Ultimately, a lot of the terminology has been inspired by //Traveller//.+[[/scifi/|YAGS SciFi]] is a genre specifically designed to allow for space combat, in a way that is interesting for players and suitable for games modelled on science fiction TV, books and films. It is probably slightly //harder// than the sort of space combat often portrayed by Hollywood, but would be suitable for series such as //Babylon 5// or the re-imagined //Battlestar Galactica//. Ultimately, a lot of the terminology has been inspired by //Traveller//.
  
 The full set of rules for space craft isn't yet completed, but will be part of the //SciFi Tech// equipment rules (just as //Vehicles// is part of the //High Tech// article). What follows is an overview and introduction, as well as a set of design requirements. The full set of rules for space craft isn't yet completed, but will be part of the //SciFi Tech// equipment rules (just as //Vehicles// is part of the //High Tech// article). What follows is an overview and introduction, as well as a set of design requirements.
  
-> These rules cover **Yags SciFi**, not **Yags Ultra Tech**. Though there will be many shared features of both, each represents a different view of physics. Ultra Tech is grounded in much harder science fiction, where space battles are long and boring. SciFi is more interested in action orientated science fiction - softer, but not too soft+> These rules cover **YAGS SciFi**, not **YAGS Ultra Tech**. Though there will be many shared features of both, each represents a different view of physics. Ultra Tech is grounded in much harder science fiction, where space battles are long and boring. SciFi is more interested in action orientated science fiction - softer, but not too soft.
- +
-Some example starship designs can be found on my [[http://www.glendale.org.uk/traveller/resources/spaceships/lowtech.xml|Traveller Resources]] pages.+
  
 +Some example starship designs can be found on my [[https://www.notasnark.net/traveller/resources/index|Traveller Resources]] pages.
 ===== Scale ===== ===== Scale =====
  
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-Though the grandfather of science fiction RPGs defines space combat happening at ranges in excess of millions of kilometres, **Yags** prefers something a bit more personal than a game like //Traveller// uses. PCs are often skirting the edge of the law, and generally fly small craft that need to run away from big craft (for example, because they're blasting their way off planet, and need to avoid the patrol cruisers in orbit). If the effective range of ships of the line is much more than thousands of kilometres, then a single patrol cruiser can cover an entire planet. Escape is going to be hard.+Though the grandfather of science fiction RPGs defines space combat happening at ranges in excess of millions of kilometres, **YAGS** prefers something a bit more personal than a game like //Traveller// uses. PCs are often skirting the edge of the law, and generally fly small craft that need to run away from big craft (for example, because they're blasting their way off planet, and need to avoid the patrol cruisers in orbit). If the effective range of ships of the line is much more than thousands of kilometres, then a single patrol cruiser can cover an entire planet. Escape is going to be hard.
  
 With effective combat ranges not more than hundreds of kilometres, it becomes possible to dodge most blockades with some careful timing and fast acceleration. It makes it more friendly to PCs. With effective combat ranges not more than hundreds of kilometres, it becomes possible to dodge most blockades with some careful timing and fast acceleration. It makes it more friendly to PCs.
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-**Yags** uses a logarithmic scale for vehicles, with every 5 points of //Size// being equivalent to a ten fold increase in volume. This actually allows for very large spaceships without requiring the use of very large numbers to keep track of them.+**YAGS** uses a logarithmic scale for vehicles, with every 5 points of //Size// being equivalent to a ten fold increase in volume. This actually allows for very large spaceships without requiring the use of very large numbers to keep track of them.
  
 Since weapons are also scaled, small weapons won't affect large targets and large weapons have difficulty aiming at small targets. There's a trade off to be made in the type of weapons to carry, and also a reason to have smaller ships. Except for point defence, ships of the line will tend to focus on carrying large weapon bays dedicated to destroying other ships of the line. Since weapons are also scaled, small weapons won't affect large targets and large weapons have difficulty aiming at small targets. There's a trade off to be made in the type of weapons to carry, and also a reason to have smaller ships. Except for point defence, ships of the line will tend to focus on carrying large weapon bays dedicated to destroying other ships of the line.
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 ===== Getting Around ===== ===== Getting Around =====
  
-**Yags SciFi** assumes that for the most part, to go forward you need to throw something backwards. Space ship drives at 'low' technology levels will consist of chemical rockets and ion drives, with later technology bringing in fusion torch drives with 'magical' efficiency and damage causing ability. Ships still need to carry reaction mass ('fuel'), so are limited in how far or how fast they can go, but at higher technologies the limit stops becoming a problem.+**YAGS SciFi** assumes that for the most part, to go forward you need to throw something backwards. Space ship drives at 'low' technology levels will consist of chemical rockets and ion drives, with later technology bringing in fusion torch drives with 'magical' efficiency and damage causing ability. Ships still need to carry reaction mass ('fuel'), so are limited in how far or how fast they can go, but at higher technologies the limit stops becoming a problem.
  
 Limited manoeuvring ability will be an important criteria of early space battles however. Travel between worlds will be slow (weeks or months, but not years). Limited manoeuvring ability will be an important criteria of early space battles however. Travel between worlds will be slow (weeks or months, but not years).
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 Most repulsor vehicles, especially at the earlier technology levels, will be limited to a few metres of altitude. Specialist vehicles at high technologies will manage tens of kilometres, but they will be slow and ungainly and often rely on another form of propulsion to actually move around. Most repulsor vehicles, especially at the earlier technology levels, will be limited to a few metres of altitude. Specialist vehicles at high technologies will manage tens of kilometres, but they will be slow and ungainly and often rely on another form of propulsion to actually move around.
  
-> Such limitations allow a split between tanks and space craft. If a space ship can fly along the surface, up in the atmosphere or out in deep space with equal capability, then everything becomes a space ship. This isn't necessarily a bad thing, but **Yags SciFi** prefers to delineate such types of vehicles from each other+> Such limitations allow a split between tanks and space craft. If a space ship can fly along the surface, up in the atmosphere or out in deep space with equal capability, then everything becomes a space ship. This isn't necessarily a bad thing, but **YAGS SciFi** prefers to delineate such types of vehicles from each other
rules/space.1349647237.txt.gz · Last modified: 2015/02/04 22:40 (external edit)

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