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What could a scientist in my Star Wars RPG be researching or working on?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 7575762" data-attributes="member: 710"><p>Hypergates are interesting.</p><p></p><p>In my own Star Wars campaign, I settled for "Hypergates" as an ancient, inferior hyperspace technology. Sure, your ship doesn't need a hyperspace engine, but you can only travel between linked Hypergates. Which meant transporting </p><p>ne of the gates the non-FTL way. Later, maybe some tricks allowed "blind" jumps into a gate, and allowed establishing the second gate at wherever you blindly jumped to, but that required considerably trial and error.</p><p></p><p>Once the "modern" hyperdrive was invented, it was vastly superior. It required a certain level of logistics, to chart hyperspace routes, keep ships updated and requires computational resources. But it was vastly more flexible, since neither entrance nor exist point required a per-existing installation. And, also important- they only need power when someone actually uses them, not to maintain the link between the two gates.</p><p>Hence, Hypergates fell out of favor. People stopped maintaining them, or actively scrapped them for raw materials. </p><p></p><p>Maybe your scientist is studying Hypergate technology for new tweaks, say, altering it that it helps a ship using its own hyperdrive engine to travel faster. Or maybe a new Hypergate technology that can switch between multiple linked gates on command, making it more flexible than before. Or maybe he's just repairing a Hypergate that leads to a for some reason still working gate somewhere in the Unknown Region or the Deep Core where hyperspace travel is risky or unreliable due to astrogation hazards or lack of star charts.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 7575762, member: 710"] Hypergates are interesting. In my own Star Wars campaign, I settled for "Hypergates" as an ancient, inferior hyperspace technology. Sure, your ship doesn't need a hyperspace engine, but you can only travel between linked Hypergates. Which meant transporting ne of the gates the non-FTL way. Later, maybe some tricks allowed "blind" jumps into a gate, and allowed establishing the second gate at wherever you blindly jumped to, but that required considerably trial and error. Once the "modern" hyperdrive was invented, it was vastly superior. It required a certain level of logistics, to chart hyperspace routes, keep ships updated and requires computational resources. But it was vastly more flexible, since neither entrance nor exist point required a per-existing installation. And, also important- they only need power when someone actually uses them, not to maintain the link between the two gates. Hence, Hypergates fell out of favor. People stopped maintaining them, or actively scrapped them for raw materials. Maybe your scientist is studying Hypergate technology for new tweaks, say, altering it that it helps a ship using its own hyperdrive engine to travel faster. Or maybe a new Hypergate technology that can switch between multiple linked gates on command, making it more flexible than before. Or maybe he's just repairing a Hypergate that leads to a for some reason still working gate somewhere in the Unknown Region or the Deep Core where hyperspace travel is risky or unreliable due to astrogation hazards or lack of star charts. [/QUOTE]
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