I get a little chuckle
One of the things about science fiction, and by extension science fiction games, is that you start with this thing people call "handwavium", which I love, and then for some reason find the need to start adding bits and pieces of actual science to these simplified explanations.
My favorite one is the concept of "anti-gravity" which sounds great in "handwavium" terminology, but if you look at it too closely it becomes bizarrely impossible.
Your ship is grounded on the surface of the world, near the equator, say. You want to lift off, so you fire up the "gravity nullifiers", when suddenly your ship is imparted with an initial velocity of near 1000 mph. The planet spins below you at near the same speed, and you get sucked into the vortex of the relationship between the air that is being dragged by the planet you just told your ship to ignore the gravity pull of.
There are a lot more things than gravity at work, so I prefer to stop at the handwavium, and call it good.
One of the things about science fiction, and by extension science fiction games, is that you start with this thing people call "handwavium", which I love, and then for some reason find the need to start adding bits and pieces of actual science to these simplified explanations.
My favorite one is the concept of "anti-gravity" which sounds great in "handwavium" terminology, but if you look at it too closely it becomes bizarrely impossible.
Your ship is grounded on the surface of the world, near the equator, say. You want to lift off, so you fire up the "gravity nullifiers", when suddenly your ship is imparted with an initial velocity of near 1000 mph. The planet spins below you at near the same speed, and you get sucked into the vortex of the relationship between the air that is being dragged by the planet you just told your ship to ignore the gravity pull of.
There are a lot more things than gravity at work, so I prefer to stop at the handwavium, and call it good.