rgrove0172
SOC-12
Ive always thought that stutterwarp technology, as it exists in the 2300AD universe, was over powered and tainted what is otherwise a beautiful sci-fi setting by nullifying the effectiveness of so many typical science fiction elements. The supervelocity combats, rediculously long ranged weapons and seeming impervious nature of stutterwarp vessels to conventional weaponry destablizes the entire setting and removes so many interesting possibilities.
My answer is to make a few minor changes in how stutterwarp functions and plugging in a few limitations. I welcome any feedback.
1. Spacecraft may not manuever while in warp. Stutterwarp "runs" are preprogrammed and proceed with only one alteration possible, dropping out early. It is used to move from one place to another, period.
2. Sensors, communications and the weapons tracking equipment cannot function while in warp. Teleporting several thousand times a minute doesnt allow any connection with the universe around a spacecraft. The milliseconds between each jump arent enough time for any interaction. Once has to drop out of stutterwarp to perform any of these operations, or indeed interact with reality.
3. Stutterwarp navigation requires time, hours typically, to plot. Stutterdrives require time, minutes at least, to "warm up" if you will and a like period to "cool down" after disengaging. A spacecraft cannot simply push a button and jet off.
4. Stutterwarp drives suffer increasing difficulty within the .0001G threshold and fail completely within the .1G wall. Conventional thrusters are therefore common place on all vessels.
Weapons Note - space based weapons that fire 600,000 kilometers dont exist. The scale of all weapons is more or less that of vehicle weaponry, increased for the lack of atmophere perhaps. Lasers, rail guns, nuclear detonation lasers and such are all still useful but on a more conventional scale while missiles and other typical weapons systems are now equally useful against spacecraft which must now operate by newtonian physics and thrusters when engaged.
As I dont utilizes any of the Kafer military history, Im not concerned how this would affect any of that but otherwise, do you see this move seriously harming the 2300 setting?
My answer is to make a few minor changes in how stutterwarp functions and plugging in a few limitations. I welcome any feedback.
1. Spacecraft may not manuever while in warp. Stutterwarp "runs" are preprogrammed and proceed with only one alteration possible, dropping out early. It is used to move from one place to another, period.
2. Sensors, communications and the weapons tracking equipment cannot function while in warp. Teleporting several thousand times a minute doesnt allow any connection with the universe around a spacecraft. The milliseconds between each jump arent enough time for any interaction. Once has to drop out of stutterwarp to perform any of these operations, or indeed interact with reality.
3. Stutterwarp navigation requires time, hours typically, to plot. Stutterdrives require time, minutes at least, to "warm up" if you will and a like period to "cool down" after disengaging. A spacecraft cannot simply push a button and jet off.
4. Stutterwarp drives suffer increasing difficulty within the .0001G threshold and fail completely within the .1G wall. Conventional thrusters are therefore common place on all vessels.
Weapons Note - space based weapons that fire 600,000 kilometers dont exist. The scale of all weapons is more or less that of vehicle weaponry, increased for the lack of atmophere perhaps. Lasers, rail guns, nuclear detonation lasers and such are all still useful but on a more conventional scale while missiles and other typical weapons systems are now equally useful against spacecraft which must now operate by newtonian physics and thrusters when engaged.
As I dont utilizes any of the Kafer military history, Im not concerned how this would affect any of that but otherwise, do you see this move seriously harming the 2300 setting?