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In-Universe Technical Questions

Posted: Tue Mar 04, 2014 1:51 pm
by Moff
Those of you that have RPed with me before or just come from SWGBH know I'm an absolute technophile... and my often-stated goal that, if I was going to do another SWRPG, I'd be putting as much of the underpinnings--in the technical realm--on my terms as possible. :P To that end, I wrote the Essential Guides section for you. However, I realize that they can't be all-encompassing. You might have questions I didn't think of... or, because a lot of them were written late at night when I was quite drowsy but in full tech-nerd mode, they might be unclear in places.

So, if you have any specific technical questions that are either not covered or unclear from the guides, please ask! :D

And I'll even throw in what is likely to be the most frequently asked question as a freebie!
Q: "How much of this stuff do I need to know?!"
A: ALMOST NONE OF IT! :D Obviously, depending on your character, there will be minor exceptions here and there. For example, anyone in command of a ship, whether a freighter pilot or flag captain of a dreadnought, should be roughly aware of where you can and cannot jump in and out of hyperspace at a planet. Anyone in a strategic role should know that too, as it can effect planning the defense of your planets or attacking others'. But do you have to know how a blaster works? Absolutely not. Do you really need to know the history of the hyperdrive? Or the whys and wherefores of how shields operate? No. Hell, you don't even have to read them all the way through. Short version of essential information, whether you're a smuggler, a pirate, a soldier, a pilot, or an admiral:
  • Hyperdrives cannot be engaged within antigrav (repulsor) range of a celestial body; hyperspace can be exited at roughly one planetary diameter out (around 12,000 kilometers). This can make people on the planet angry. If they have lots of guns, you do not want to make them angry... unless you have more guns.
  • Repulsorlift ground vehicles can't pass through ground shields.
  • Ships and fighters have to lower their particle shields to fire torpedoes, missiles, or launch/retrieve fighters, shuttles, transports, or other smaller ships.
Now, while you do not need a college degree in mathematics or hard sciences to play here or do anything fun, you do need to be capable of elementary-school/basic driving mathematics (I am going X speed to cross distance Y, so I will arrive in Z time). And I don't mean that in a demeaning sense; there were quite a few builds where you were gonna get a crash course in calc-based physics to fly spaceships in Newtonian space. As it is, we're using flight-sim game physics for the most part, so the fighter fly like airplanes (but with more yaw authority), the bigger ships like... err, bigger planes. No NBSG/KSP realistic, Second Law stuff. Oh, the sacrifices I make for you guys. :P