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Turning the Gravity "off"

Don't forget that when artificial gravity is eliminated, you MIGHT also eliminate the Interial Dampeners. So, the internal of the ship might be at Zero-G, but it could also be at whatever the ship's acceleration would be. Remember, most ships have their drives at the back, but gravity is down. No inertial Dampeners and now one of the walls is "DOWN". Few ship designs are built on the "tower" concept that would allow the floor to remain the floor without artificial gravity (The High Lightening is an exception).

Evasive maneuvers could generate the "Grav Pong" effect as well.
 
Don't forget that when artificial gravity is eliminated, you MIGHT also eliminate the Interial Dampeners. So, the internal of the ship might be at Zero-G, but it could also be at whatever the ship's acceleration would be. Remember, most ships have their drives at the back, but gravity is down. No inertial Dampeners and now one of the walls is "DOWN". Few ship designs are built on the "tower" concept that would allow the floor to remain the floor without artificial gravity (The High Lightening is an exception).

Evasive maneuvers could generate the "Grav Pong" effect as well.
 
Originally posted by Plankowner:
Don't forget that when artificial gravity is eliminated, you MIGHT also eliminate the Interial Dampeners.
Why am I thinking that the arty grav and the intertial dampeners are two different (but inter-related) systems? That you can have one without the other?

Are you thinking that they're created from one device?
 
Originally posted by Plankowner:
Don't forget that when artificial gravity is eliminated, you MIGHT also eliminate the Interial Dampeners.
Why am I thinking that the arty grav and the intertial dampeners are two different (but inter-related) systems? That you can have one without the other?

Are you thinking that they're created from one device?
 
Originally posted by Bill Cameron:
(Although the term 'grav-pong' had to wait for TNE over a decade in the future.)
Actually, Bill, we were using the term "grav-pong", I believe well before TNE, also. :D Yes, it was a standard anti-hijack technique.

We also came up with two other bits:

1) Ceiling grav-plates. Not to build a prison, but to actually accelerate the poor shmuck when you went switcheroo on the grav. Throw the ceiling plates on at +3, then switch the floor plates to -3 for a cumulative 6G accel into the overhead! If you set it to randomly switch, you could have everything from pulled apart, to smashed into floor/ceiling, to squished in the middle. And, they switched once per turn or so.

Edit: Oh yeah, we also figured it was a good way to have 0G when you were planetside. It wouldn't be complete, but it might allow you to float a heavy suitcase down the passageway. end edit

2) Mono-molecular wires. Tracks in the walls allowed for mono-molec wire to be run up at varying heights if you went to battle conditions. Since everyone on a small ship should be accounted for, anyone running up and down the corridors was going to encounter difficulty. It also made for teleportation problems for Zho troopers (we were worried about that for some reason), as they might pop into the same space as the wire....

We actually never installed that last one (could have been really ugly with even one panicky passenger), but we talked alot about how to refine the idea....
file_23.gif
 
Originally posted by Bill Cameron:
(Although the term 'grav-pong' had to wait for TNE over a decade in the future.)
Actually, Bill, we were using the term "grav-pong", I believe well before TNE, also. :D Yes, it was a standard anti-hijack technique.

We also came up with two other bits:

1) Ceiling grav-plates. Not to build a prison, but to actually accelerate the poor shmuck when you went switcheroo on the grav. Throw the ceiling plates on at +3, then switch the floor plates to -3 for a cumulative 6G accel into the overhead! If you set it to randomly switch, you could have everything from pulled apart, to smashed into floor/ceiling, to squished in the middle. And, they switched once per turn or so.

Edit: Oh yeah, we also figured it was a good way to have 0G when you were planetside. It wouldn't be complete, but it might allow you to float a heavy suitcase down the passageway. end edit

2) Mono-molecular wires. Tracks in the walls allowed for mono-molec wire to be run up at varying heights if you went to battle conditions. Since everyone on a small ship should be accounted for, anyone running up and down the corridors was going to encounter difficulty. It also made for teleportation problems for Zho troopers (we were worried about that for some reason), as they might pop into the same space as the wire....

We actually never installed that last one (could have been really ugly with even one panicky passenger), but we talked alot about how to refine the idea....
file_23.gif
 
I've always assumed AG and ID are in fact the same thing, and part of the costs of the Maneuver drive. At least in CT designs.
 
I've always assumed AG and ID are in fact the same thing, and part of the costs of the Maneuver drive. At least in CT designs.
 
I always thought of them as separate systems because they are listed as such in the Traders and Gunboats ship data blocks or descriptions.

Several adventures which include extended write ups of ships also list them as separate (Kinunir, Traveller Adventure etc.).

Then MT listed them as separate...
 
I always thought of them as separate systems because they are listed as such in the Traders and Gunboats ship data blocks or descriptions.

Several adventures which include extended write ups of ships also list them as separate (Kinunir, Traveller Adventure etc.).

Then MT listed them as separate...
 
Fritz88 and Sigg are correct in what I was thinking. Separate, but interrelated systems that are part of the Maneuver Drive purchase.

Depending on how the players chose to eliminate the AG, it COULD have affected the ID. That was what I meant to say. I would be more worried about eliminating the ID than the AG in a 1G ship.
 
Fritz88 and Sigg are correct in what I was thinking. Separate, but interrelated systems that are part of the Maneuver Drive purchase.

Depending on how the players chose to eliminate the AG, it COULD have affected the ID. That was what I meant to say. I would be more worried about eliminating the ID than the AG in a 1G ship.
 
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