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General Tabletop Discussion
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Starship Sizes: Changing the Assumptions
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<blockquote data-quote="LordEntrails" data-source="post: 6898989" data-attributes="member: 6804070"><p>First let me say I've never read any of the other WOIN rules/materials. Second, as an aerospace engineer I found this topic intriguing, so I read your download.</p><p></p><p>Comment/question;</p><p>Why does the smaller ship always win initiative? Given that spaceship weapon systems are going to be electronic, response/reaction times will not be size dependent. Even if you consider mass and momentum as a factor, a larger ship might have larger/stronger servos. Same when it comes to maneuvering, Response times here are going to be all about weight to force ratios and presumably larger ships might have larger reaction thrusters. </p><p></p><p>Note, that when I saw this topic and read the thread, I had assumed you were going to talk about how in different game genre's you would use different technologies and assumptions and how it would effect ship size. Things like;</p><p>- artificial gravity allowing non-rotational ship styles</p><p>- self-repairing systems and materials that would allow smaller crew sizes and therefore smaller ships</p><p>- energy systems like; chemical, nuclear, anti-matter, other impacting things like; thrust, usable mass ratios, propulsion systems...</p><p>- FTL technologies and their impacts</p><p></p><p>One of the reasons for my curiosity is current technologies in 2016 make many of the assumptions used to generate sci-fi space ships inaccurate. The easiest one is in terms of crew size. Most fantasy sci-fi assume naval ships to have hundreds of crew members, just because today's water naval ships do. But we can see with modern cargo ships and the Sea Shadow and Sea Slice examples such large crews are not needed, especially if one includes some of the self-healing materials that various labs have announced experimental versions of in the last few years.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6898989, member: 6804070"] First let me say I've never read any of the other WOIN rules/materials. Second, as an aerospace engineer I found this topic intriguing, so I read your download. Comment/question; Why does the smaller ship always win initiative? Given that spaceship weapon systems are going to be electronic, response/reaction times will not be size dependent. Even if you consider mass and momentum as a factor, a larger ship might have larger/stronger servos. Same when it comes to maneuvering, Response times here are going to be all about weight to force ratios and presumably larger ships might have larger reaction thrusters. Note, that when I saw this topic and read the thread, I had assumed you were going to talk about how in different game genre's you would use different technologies and assumptions and how it would effect ship size. Things like; - artificial gravity allowing non-rotational ship styles - self-repairing systems and materials that would allow smaller crew sizes and therefore smaller ships - energy systems like; chemical, nuclear, anti-matter, other impacting things like; thrust, usable mass ratios, propulsion systems... - FTL technologies and their impacts One of the reasons for my curiosity is current technologies in 2016 make many of the assumptions used to generate sci-fi space ships inaccurate. The easiest one is in terms of crew size. Most fantasy sci-fi assume naval ships to have hundreds of crew members, just because today's water naval ships do. But we can see with modern cargo ships and the Sea Shadow and Sea Slice examples such large crews are not needed, especially if one includes some of the self-healing materials that various labs have announced experimental versions of in the last few years. [/QUOTE]
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