HDMS Tarrasque
#46
Posted 02 June 2005 - 03:00 AM
It leads to a sort of arms race. Who can build the most powerful anti-ship weapon/magic item/creature fastest?
And then you've got the fact that grudges are going to be dealt with between nations and cultures, but now they have much more powerful devices at their disposal.
Or, conversely, said PCs can find themselves on the business end of a ground-based anti-orbital disjunction gun.
"Move the national treasury to this location or we blast your capitol off the face of the Material Plane."
"We don't negotiate with terrorists. You have 5 seconds to break orbit."
"Or what?"
"General, by order of the King, fire."
"Wha?"
<Ship is blasted with Mordenkainen's Disjunction, and the rogue ship finds its crew sucking vacuum>
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#47
Posted 02 June 2005 - 04:27 AM
We still need to decide on an FTL system, remember? Are we going with the limited number of charges stored in a Magicore, or the infinite number of jumps and exhausted pilot system? Or shal we have charges and an exhausted pilot?
Now, I shouldn't think the FTL drive would be safe if you want to go outside the sensor range, so the real question in that regard is how accurate are the sensors? Since the sensor range limits the range of the FTL jumps all we need to know is, how far do we want this thing to be able to travel? Or a better question might be: How fast?
Now, gravity is a good question. Maybe the crew could spend their entire trip in free-fall. You're limited to only a few months in space before you need another few months shore leave. But hey, who could stand more than a few months crammed aboard the Tarrasque, eh?
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#48
Posted 02 June 2005 - 04:55 AM
You are right about the muscles, but isn't there a spell reverse gravity? I am sure we can just hang a mage upside down and have him cast it on the ship
With the exception of getting all the materials into orbit and assembling them, that is a great plan to have most ships unable to land. As for how the first one gets into space, how about the HDMS Tarrasque is unique in that it can fly.
As far as weaponry is concerned, can we get a flying platform first? Yikes, these are some nasty ideas here already. But yeah, lets get her flying first.
I suggest a fly spell on crystal meth. At just 90 ft per round, you'd be talking about taking 19.56 hours until the Tarrasque reached a good orbit.
So to facilitate the stardrive-building process, I will copy/paste my post from interstellar magic.
Quote
As for the spell used, here are the two options we seem to be toying with:
Gate
A gate spell to the Shadow Plane, where speed is limitless, a secondary spell, like a fly-on-meth spell could then blast the ship along at incredible speeds until it is ready to drop back into the Material Plane via a second gate spell.
Cost of a charge (option 1): F(l,w,h) = X * (0.75*pi*l*w*h), where X is an arbitrary coefficient, l = the length of the ship, w = the width of the ship, and h = the height of the ship.
Cost of a charge (option 2): F(w,h) = X * (pi*w*h), where X = an arbitrary coefficient, w = the width of the ship, and h = the height of the ship.
Teleport
A Teleport spell could be used to directly teleport the entire ship to the destination. This would be instantaneous, but would definitely require extensive calculations to accurately "land" where you intend. One could say that over such long distances, these calculations are necessary because the constant motion of all of the celestial bodies makes it nearly impossible to simply picture where you want to go and end up there. Your destination will have changed drastically since the last time you visited it. This is a best case senario; exploration is even more of a headache.
Cost of a charge (option 1): F(m) = X * m, where m is the ship's mass, and X is a coefficient yet to be determined by you all.
As I mentioned earlier, I am willing to mke up a spreadsheet to perform all of the calculations we deem necessary.
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#49
Posted 02 June 2005 - 05:23 AM
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#50
Posted 02 June 2005 - 02:46 PM
I don't see any reason why the Tarrasque can't use its Levitate drive to get into and out of orbit. Sure it wouldn't be the most manueverable thing in the air, but it doesn't need to be.
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#51
Posted 02 June 2005 - 03:27 PM
Also, from a couple pages ago, Mord's Disjunction won't work on a golem because of that little thing called spell immunity.
I have already listed a handful of spells that might be useful in the Interstellar Magic topic. It is like the 5th post. Look at those and then get back to this.
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#52
Posted 02 June 2005 - 06:10 PM
As to the posts I did previously about weaponry, etc: sorry, I thought this thing was a warship, not a survey vessel.
But I have to wonder: would the golem really be immune to disjunction? I mean, this spell is capable of destroying major artifacts otherwise immune to all but one specific effect. I always figured it would be like a sort of death spell against golems.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#53
Posted 02 June 2005 - 06:27 PM
Instead of m for determining the value of the function, perhaps v would be a better idea. After all, it's a heckuva lot easier to figure out how many 5 ft sections there are on a ship than its total mass (and, realistically, if we're talking about teleport in zero-g, the size of the field would be the deciding factor, not what's IN the field). X could be artificial size categories (since the smallest shuttle would be at least huge, its unwieldy-and unrealistic- to assume that that a four hundred foot long vessel is just as difficult to hit as a four thousand foot ship).
I can start working on ship size categories (and their appropriate vessel ACs, since we're probably going to need to work on a subsystem for hitting a ship - honestly, the touch AC would be something like -4 zillion as it stands).
Check out my art!
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#54
Posted 02 June 2005 - 11:45 PM
Now, couldn't levitate be used to provide thrust? All the levitate drive has to do is propel the ship in a chosen direction, I seen no reason you can't use levitate to push it.
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#55
Posted 03 June 2005 - 12:12 AM
You put any weapons on this sucker and the PC's WILL shoot them at something ,But you can't not put any weapons onboard because of the dangers in space(Well in a Fantasy setting anyway) , catch 22
D
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#56
Posted 03 June 2005 - 02:21 AM
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#57
Posted 03 June 2005 - 01:01 PM
They now have a good general use weapon that can shoot at enemies or cut a hole through an asteroid. But not so powerful that they would want to go ravaging the countryside.
The only problem i see with shooting fire elementals in space is that there is no oxygen out there...now golems they don't need oxygen...we can shoot all the golems we want
#58
Posted 03 June 2005 - 01:30 PM
V = 0.75*l*w*h
That simple. That's the volume of a scalene ellipsoid, which is the most reasonable average volume for a ship with lenght l, width w, and height h. Whatever coefficient you shove in front of that is up to you.
I'm going to sleep now. I'll try posting more thoroughly before I leave for work.
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Elyria Campaign Setting
`\ o _,
...)
.< .\.
#59
Posted 03 June 2005 - 05:26 PM
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#60
Posted 03 June 2005 - 08:53 PM
The simplest way to go is to do the same thing that many other RPG space adventure tabletop games using the d20 system have done...Weight classes
just like there are sizes for creatures with certain movement/reach restrictions and such there will be for ships
Fighter/Corvette/Patroll Ship/Scout Ship/Destroyer/Light Cruiser/Cruiser/Heavy Cruiser/Battle Cruiser/Fast Battleship/Battleship/Dreadnaught/Super Dreadnaught/Fortress Ship....and carriers and freighters and gunships an sensor ships and blah blah blah blah
We are not making a space D20 so I say we stick with Super Light, Light, Medium, Heavy, Super Heavy, Behemoth
Each weight class has predetermined restrictions...makes life easy and the dm can easily say this ship is medium or its light saves everyone time

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