Secret Writings of the Ash Ock

Aequam memento rebus in arduis servare mentem

Previous Entry Add to Memories Share Next Entry
Science Fiction game brainstorming
scuba
[info]codrus
Yet another game brainstorming post. It'll be a while before I run anything new, with my Four Worlds game expected to take up my time for at least a year or two. Anyway, this post is for a Science Fiction game.

While I'm considering some ideas for a modern era Science Fiction game (e.g. X-files, War of the Worlds, or some other form of odd science), that's for another day. This post is for larger, more space-worthy setting.



In the old days of Traveller, one of the gotchas was much of the game universe was "explored". Player characters rarely opened up new frontiers, and the universe was a very big place. While there's a lot that can be done in the Traveller universe (e.g. set it in a different era, as the next major GURPS Traveller book is going to do), I think I want my own background this time out.

My current thought is that there are one to two dozen human worlds, with very little in the way of extra-terrestrial contact. Where the humans came from and the populations of the worlds are not important at this point. That is, one of the worlds could be earth, or this whole thing could take place in a "galaxy far far away".

In any case, the high concept for the game is that the worlds up to this point have been relatively self contained, but something is suddenly opening up a new frontier for exploration. In many ways, you can think of this as the great gold-rush/migration setting, with other explorers/exploiters being amongst the groups rivals.

Possibilities:

  • Technological: An improvement to existing space drives, or a new drive technology. In this situation, the number of rival groups is probably small, with the backing of larger entities. As the game progresses, the number of rivals would likely increase as the technology spreads.

  • Political: A shift in government from a conservative government to one that has decided to open a previously closed frontier. The frontier has probably already been scouted by government forces (which rich factions may have access to). The frontier itself could be completely open or still under significant control by the government.

  • geographic: There has been a shift in the cosmology of the universe, and routes previously unavailable have been opened. Under this background, the frontier is very open to traffic, but it is still a widely unknown frontier.

Culturally, I'm thinking nothing wildly different from modern culture, save with some additional technological considerations. The idea is to be able to do both adventures in the developed worlds as well as explore the great new frontier.

At the moment, I'm considering the technological/geographic options:


There is a natural topography to the Universe that can best be described as nodes and tunnels. Nodes appear around sizeable gravitational sources, and are connected by tunnels. Nodes are physically large enough that it is difficult to blockade an entire node. In fact, a single 'node' may actually consist of multiple physical volumes within an single area.

A tunnel is defined by a quantum resonance. Humanity has been able to measure three different quantum levels of tunnels, and travel along the first two of them. A particular tunnel can be one-way or two-way. In rare cases, two one-way tunnels at different levels of resonance may connect a pair of nodes (that is, level 1 in one direction, and level 2 in the other). Spacers refer to this as 'climbing the tunnel.'

Jump Travel: Tunnel drives allow a ship to travel along the node. A drive is rated for the highest resonance level it can travel. Jump travel takes advantage of the natural energy inherent in the tunnel itself — it would be almost impossible for a ship to generate enough energy on its own. Instead, a ship's drive is tuned to the resonance of the tunnel and is fired (almost like striking a chime). Surveying an node requires specialized sensors and computers. Survey data is well known for all of the existing jump routes (and is periodically recomputed), but for future exploration, it could be a campaign issue.

Rumors exist of pirate nodes, and nodes that have proved difficult to map out completely. Hidden military bases.

Once you have survey data for a node, you need to plot a final jump profile, essentially taking into account position and velocity of the ship, stellar variables and the current state of the jump tunnel. The closer to the middle of the jump node, the easier it is to plot. Pirates are more likely to plot dangerous jumps at the periphery of a node because it reduces their chance of detection. Jump-1 routes are usually relatively easy to calculate; in an emergency even a simple hand-computer could be slaved to make this computation. Jump-2 routes must be computed by a larger ship's computer. Within a quantum level, there are variations on computational difficulty. That is, there can be easy jump-2 routes and difficult jump-1 routes. A jump transition takes roughly 30 minutes to an hour.

Consequences for a failed plot: (in order from least significant to most significant)
  • disrupted sensors upon reentry
  • miscalculated exit point (always within the same system)
  • damage to the ship
  • catastrophic failure (ship destroyed)
  • disruption of the tunnel


When a ship travels, the tunnel vibrates, like a string on a musical instrument being plucked. A ship with survey sensors, sitting within the node, can attempt to detect incoming and outgoing jump travel. While a small ship's signature is barely detectable, it is usually clear when larger ships are much easier to detect. If a ship is large enough, the signature can be detected by normal ships sensors; in fact, the vibration of the tunnel impede jump traffic for a period of hours. This puts an upper limit on both ship and fleet sizes. While common and synchronized jumps of multiple ships can be computed, a common solution to this is the dedicated jump ship. Smaller ships attach to the larger jump ship, which computes and executes a single jump.

A ship's jump engines pick up a vibration, similar to that of the tunnel. After a jump, a ship must damp out this signal for a period of time before being able to start another jump. Typically this is a period of 2 to 6 hours. Multistage ships and dedicated jump ships are a partial solution to this problem. After the larger ship jumps, the parasite ship detaches, computes a jump and continues on to a further system. This is generally only done when time is absolutely of the essence.

Communication along a jump line: At a significant expenditure, stations can be emplaced within two connected jump nodes. With huge sensor arrays, they can easily detect any ship travel along the tunnel. A modified engine can transmit a signal through the tunnel to the other station. Size of these transmissions is relatively small; for large transmissions, it is more efficient to configure a dedicated mail ship and send it through to the other system. Traffic is generally kept to urgent messages, since significant message traffic can also cause minor fluctuations making it more challenging to plot a course.

Altering a jump line: As previously discussed, misjumps and communications can disrupt the jump tunnel. Larger disruptions are possible. One common approach is a fire ship. Detonating a ship's engines within a node will cause the complete loss of the ship, but will block travel for 20 or more hours. Military capital ships often carry dedicated ship missiles with calibrated tunnel-drive warheads. These can block travel for days. Disrupting a jump line does not affect ships in transit (another reason why a single jump transit is the most common military tactic.

No one has found a way to permanently disrupt a jump tunnel. Disruptions are self-healing (that is, extraneous signals fade over time). Given time and computing power, smaller disruptions can be compensated for by the jump calculations.

Scientists theorize that a jump tunnel can be permanently altered by the addition of energy to the nodes. In effect, this would allow a jump-2 node to be converted to a jump-1 node. Thus far, no government has allowed such research to be put into production.


The known worlds: The roughly two dozen surveyed systems are connected via jump-1 and jump-2 routes in a closed environment. Two known jump-3 routes out of this closed system have been discovered and mapped, but no one has successfully built a jump-3 capable drive. Some speculate that the prototype drives actually worked, but that all jump-3 routes are one-way trips. (obvious plot possibilities)

Comments? Any pieces of my pseudo-science spark your interest? :)

It's 2am, so I'll need to come back to digest this when my brain is functional, but you know, you could just run fucking Deadwood in Space. :p

1) Think robber barons...

2) Brin's Uplift series talked somewhat about different layers of hyperspace. Some were not heavily used because they were slower. Others were mostly left unused because of safety considerations.

3) If there's no affect on ships in transit, dropped weapons are another possibility, especially if you can get the off before your pursuit can translate. Of course, major intentionl disruptions to trade routes is a quick way to get everyone to hate you.

4) Can one mine the tunnel itself, and make it too dangerous to use?

5) What are the courtesies around non-affiliated smaller ships "hitching a ride"? What about queuing?

6) If it's possible to disrupt a tunnel, and in fact the military has the hardware to do it for an extended period of time, bigger weapons are possible. With something large enough, could a disruption be caused that's long enough that it might as well be permanent (on a human scale)?

7) Quantum tunneling... you might look to other issues with chip design as well. :p

1. Okay. Ommmmmmmm. Ommmmmmmm. Robber Barons. Ommmmmmmmm.

What about Robber Barons?


2. That fits pretty well. The reasons why I introduced the different quantum levels (as well as 'easy' and 'hard' jump routes) was to actually have a bit of terrain. So that someone can say "We'll take the Cygnus III junction and translate to Acheron" "You can't be serious! No ship has survived the Cygnus Jump!" Sort of like the Wing Commander movie, but not as sucky.

3. I hadn't considered dropped weapons on exiting a system, that's a good point. I had definitely considered the other. Essentially, you come into system, drop a tactical into tne node to prevent people from easily escaping. And yeah, intentionally doing this a lot, even in war, likely gets a lot of people upset.

4. At the initial level of technology, no. If they figure out how to make more lasting changes to a tunnel, sure, you can probably shift the ease of use of a particular jump line.

5. That starts getting into government/culture, which I haven't thought about much but here goes.

The larger more developed systems will have sophisticated queueing systems, communication systems, and the like. Effectively, all space traffic is supposed to be cleared through them. Larger commercial ships probably pay a "disruption fee".

On the other hand, let's say there's a system with a particularly difficult jump-2 route. Corporation X has thoroughly mapped this jump route. While they hardly can stop ships from using it, in practice, it is difficult enough that people will gladly pay to attach to X's transport ships. I could see "preferred customer" programs, as well as fairly detailed scanning tech on those ships, to try to avoid piracy/sabotage. Almost a Guild monopoly as in Dune.

6. My current assumption is that with known technology, there's a definite upper limit on the amount of time you can close down a node. Keep in mind that the energy in the node is much higher than that being added by ships. Just to throw a random number out there, roughly 13 days. Those node-killer missiles I described, what I'm really thinking of is that those are missiles the size of a small escort ship.

But, brainstorming plots here, there's always the possibility that this entire region had been disrupted but some sort of super weapon in distant past, and that's why it is blocked off to Q3 travel. And those walls are fading.

7. What if Q3 drives have worked successfully, but the electron leaking kills everyone/knocks out all the circuitry, etc. In that sort of system, you might be able to get around it with a Jump-3 cocoon ship around a jump-2 ship. Used once and discarded.

In the basic campaign description, you said that sensors could detect the vibratory signature of ships, by size, coming through the tunnel. Could mines be set for particular signatures? That is, my interest, as a military leader, is not to stop the little ships, but I really want to cause problems for a ferry or the deathstar. Can I mine the node, or drop weapons in the tunnel, keyed to detonate on a range of vibratory size sigatures?

Re: With regard to #4

[info]codrus

2005-07-18 05:41 am (UTC)

my current assumption is collisions/detonations in the tunnel are beyond the means of humanity. That is, you can detect, but actually synchronizing a weapon to detonate inside the tunnel is impossible.

You can probably detect a lot about a ship's drives when you detect a signal. Sorta like sub warfare today, where you might have a good enough signature to recognize a ship's translations in the future.

The only gotcha of mines is that a node is a pretty big place. Mines are more likely some sort of missile platform or missiles on standby, rather than simple detonators. You can mine the obvious places, but someone plotting a risky jump can be at the far edges of a node.

I've always liked captor mines... that and the bomb pumped grazer missiles from 2300AD.

By the way, the main reason disruptions don't affect ships in transit is I think it just makes defense too good. Assume you have 30 to 60 minutes warning of an attack...more if you had a ship on the other side of the jump.

If detonating a ship/nodekiller missile/something would prevent those ships from reentry, then surviving with an attack fleet is near impossible.

Some things I haven't discussed yet: Can you plot "faster jumps" to reduce the 30 minute window? What other stunts can you pull given a legendary navigator and engineer on your ship? This falls into the "gameability" of it — what can a highly skilled crew do that most people can't/don't/won't?

AH well, back to chores.

two more mishaps on a failed plot

[info]codrus

2005-07-18 10:03 pm (UTC)

You simply fail to jump.

Additional vibration in the jump engines. (That is, you may complete the jump, but your next jump will be risky without significant downtime).


Also, I don't necessarily see each of these consequences as independent of the others. That is, you could fail to jump, pick up an ugly harmonic, lose part of the drive core, etc....


Conrad pointed out some interesting ideas around the drive vibrations. In addition to multistage ships, it would make a lot of sense for people to research other ways to reduce the harmonic. (He suggested that bases might have a mechanism to siphon it off).

Random thought:

Just build out the web of nodes and jump lines on the star map. Each node has a DC value to make a jump. Better jump engines and navigation computers just add to the navigator's roll.

Additional thought: Routes with a sufficiently high DC can't be made by anyone who doesn't have an appropriate feat/class ability/piece of technology/psionic gift. Think of this as the moral equivalent to Rogues being the only ones who can detect high level traps.

An alternate version of this would be that jump lines, while temporarily disrupted by a jump, actually end up more stable afterwards. That is, it is like a path people push through brush or grasses...the more people who walk it, the more beaten down and clear the path gets.

You are viewing [info]codrus's journal