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Space "Submarine"
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Mamatried
Commodore
Commodore


Joined: 16 Dec 2017
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Location: Norway

PostPosted: Tue Sep 17, 2019 5:56 pm    Post subject: Space "Submarine" Reply with quote

Now since all (most) ship in star wars can fly in space a sub operates most of the time in hyperspace.

I am picturing perhaps a slow x20 x30 hyoerdrive, but with an ability to enter and exit hyperspace much faster than other ships.

It jups in and out of hyperspace, with some form of ability to either lay a senor mine or otherwise get real space live information while in hyperspace.

How could this be statted out, if possible?
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Sep 18, 2019 8:39 pm    Post subject: Reply with quote

Well, if this is the route you want to go, you'll have to throw out a lot of what is "known" about hyperspace at this point. But if you're looking at having the "submarine" interact with ships in realspace, forget about hyperdrive multipliers, as there is no conversion formula from Space Units to Hyperdrive Multipliers, or vice versa.

The bigger obstacle is how to have it do anything useful, as sensing and attacking across the hyperspace boundary are pretty much unheard of (and functionally impossible, per at least one source).

Now, there is at least one example of objects jumping to hyperspace and remaining stationary: the stasis probes monitoring N'zoth in Black Fleet Crisis 3: Tyrant's Test. The problem there is that they were effectively blind and immobile in hyperspace. Another theoretical use is for deep space Holo-Net Relays to use this technique to "hover" in hyperspace, where their hyper-comm signals are much more effective.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10274
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Thu Sep 19, 2019 11:12 pm    Post subject: Reply with quote

CRMcNeill wrote:
Well, if this is the route you want to go, you'll have to throw out a lot of what is "known" about hyperspace at this point. But if you're looking at having the "submarine" interact with ships in realspace, forget about hyperdrive multipliers, as there is no conversion formula from Space Units to Hyperdrive Multipliers, or vice versa.

The bigger obstacle is how to have it do anything useful, as sensing and attacking across the hyperspace boundary are pretty much unheard of (and functionally impossible, per at least one source).

Now, there is at least one example of objects jumping to hyperspace and remaining stationary: the stasis probes monitoring N'zoth in Black Fleet Crisis 3: Tyrant's Test. The problem there is that they were effectively blind and immobile in hyperspace. Another theoretical use is for deep space Holo-Net Relays to use this technique to "hover" in hyperspace, where their hyper-comm signals are much more effective.

These things have been discussed extensively here before.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Fri Sep 20, 2019 9:17 am    Post subject: Reply with quote

Whill wrote:
These things have been discussed extensively here before.

I was somewhat pressed for time, and couldn’t recall exactly where we discussed it. Looks like I might have some time this weekend, though.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Whill
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Sep 20, 2019 11:54 pm    Post subject: Reply with quote

CRMcNeill wrote:
I was somewhat pressed for time, and couldn’t recall exactly where we discussed it. Looks like I might have some time this weekend, though.

Cool. I remember discussing the hyperspace sub idea and you citing those stationary hyperspace things in the EU, which didn't sit well with my personal concept for hyperspace requiring realspace objects in hyperspace to always be moving fast, so I didn't have much to contribute to that discussion.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 21, 2019 12:46 pm    Post subject: Reply with quote

Okay, so, it has been discussed in multiple topics, and I couldn't narrow it down to a specific one, so here are a few links...

Hyperspace Pulsemass Generators

Hyperspace

How does Hyperspace work?
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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