Sunday, October 6, 2013

Space Opera Part Deux

So I’ve been running this Space Opera campaign idea around a bit more in my head and have a few more random thoughts to add to it.

So this star cluster (a group of stars near each other and grouped together) is a remote region that is not resource rich, it doesn’t have any real strategic value, and isn’t claimed by either major government surrounding it. So why the hell would anyone live there? Well, being not claimed by either government is exactly the type of place people who want to be left alone would go. There are always humans who will flee from civilization to be where they can just be left alone and I’m sure there are species of aliens that would do the same.

There are bound to be enough resources and such in the area to seem at least attractive enough to people to move out to there, so it isn’t going to be devoid of an economy. It’ll just be smaller than other areas. Maybe there’s a nice planet that people will fly to as a tourism destination, possibly on the way to another destination. So one planet in the entire cluster will have a larger economy and population than the rest of it, but it will be more of a tourism/consumer based economy than anywhere else in the cluster. Most of the cluster’s economy would be based around feeding raw materials and supplies to the largest consumer in the area because that’s how economies tend to work.

This means that interstellar shipping will be important. Great time and place to be a trader… or a pirate.

With the lack of a central government, each system is going to be policing their own territory and not caring about what other places are doing. Coupling this with how much shipping is going to the same location you’re going to see a decently large pirate presence throughout the cluster. The area being poorly patrolled by civilized society means that privateers, security companies, and bounty hunter types exist in droves to help provide the law and order. Most of them are even pretty decent folk.

Okay, so let’s talk about technology. Since this is my personal setting it has its own set of tech. Most of it is pretty straightforward.

Let’s start with propulsion and interstellar travel. Keep in mind that we’re going to go with the cinematic approach to speeds similar to how Star Wars or space flight sim games like Wing Commander use. It isn’t realistic and is explained by the “Rule of Awesome” as to why this is even practical. So you have 3 speeds of travel; Local/Combat, In-System Navigation, and Interstellar.

Local/Combat speeds are the slowest and are based upon the speeds required to safely maneuver near gravity wells of certain strength or around other ships. It also enables ships to operate weapons safely and accurately. This propulsion system is based off of Fusion/Plasma Engines generating thrust.

In-System Navigation (I-SN, ISN Drive) is kind of like Warp Speed, but it only works while within a certain distance of a star’s gravity well, the further away it is from the star the slower it goes. Once you pass the Interstellar space threshold the I-SN is about as useful as the engines for Local speeds. This is a separate type of engine that is essentially a field generator that manipulate space-time/gravity around it similar to the familiar warp-drive but interstellar space doesn’t have enough gravity generating matter available to provide the “wave/bubble” effect.

Interstellar navigation was a difficult thing for the various species to master. The true key to making a functioning interstellar drive was to design a system that didn’t interact with the physics of our universe. The Sub-Space Drive (SSD, sub-drive, subspace field generator, SFG) is the interstellar drive of this setting. It basically covers its parent ship with an energy field that allows it to travel into another reality that exists partially within our own. These drives more or less open a shortcut between two points in reality using subspace as the path because subspace doesn’t work the same as our universe and allows for quicker travel. The Navigation of subspace is dangerous and difficult. It must be plotted carefully or else you could end up very off course very quickly. Navigation Computers make it easier but they can take a while to put together a course. Auto-pilots can also help to handle the dangers of subspace, but leaving them entirely in charge without oversight has led to some spectacular disasters over the years. (There’s a lot more about the subspace field generators bouncing around in my head but I’m just going to call this much a good starting point for most people) Oh, one last thing about them, don’t use one that’s broken. It’s bad news. What they find is messy to say the least.

Weapons Technology is based around the classic trio of Projectiles, Missiles/Torpedoes, and Energy Beams. Each has their own strengths and weaknesses. Energy Beams/Weapons are based around Plasma technology. Projectiles are based around rail-guns. Missiles/Torpedoes come in various shapes and sizes and each have a different mission to fulfill. Defensive measures generally are energy shields, but there are anti-missile systems and armor plating as well.

The newest type of torpedo that is driving military planners crazy is the “Skipper” torpedo. Typically attached to a very large warhead and designed to take down the most heavily armored starships, the skipper torpedo has a small subspace field generator on it that allows it to briefly enter subspace. This essentially allows it to increase its speed and range with the same fuel load and makes it harder to target with anti-missile weaponry. The skipper’s targeting system can also time the shifts to subspace to bypass the defenses and come back inside of its target. These systems are extremely limited in distribution, expensive, and heavily controlled by the various governments of the galaxy.

The one time pirates got a hold of a cache of these weapons the cost and damage was catastrophic. The pirates didn’t survive, not a single one. There has been a big push to adapt this technology to fighters and ships, but each time they activate the test ships’ drives all organic matter disappears from the ship within the first few skips through subspace.

Stealth technology is essentially unheard of. Most everything that is able to circumvent a certain type of sensor is easily going to be able to be detected by another type of sensor. Most of the known types of stealth craft are extremely expensive, ridiculously short range, and extremely underpowered. They will usually be deployed by a different ship that acts as their support ship/carrier. Typically they will be used for Spec-Op insertion planetside. Most reconnaissance work is conducted by spies in civilian ships and cheap probes that only escape detection most of the time due to their small size.

One relatively common tactic in full-scale warfare is the use of boarding ships/pods on the target. The targets in these cases are going to be Starships, Space Stations, Planets, etc. There are two types of boarding ships, Breachers and Cutters. Cutters fly their way onto the hull of an enemy ship, using plasma beams it cuts open a section of the hull and allows its occupants to enter into an enemy ship and later be able to escape with ease just by reboarding the ship and flying away. Cutters are great for  Spec-Ops teams with precise missions to accomplish. Breachers on the other hand tend to be more brutal and direct in their approach.

These heavily armored and very fast ships act like missiles filled with troops. They slam through the enemy hull and anchor themselves to it, making it extremely difficult to remove the ship. Once the hull is breached the hull on the Breacher opens to allow all the troops inside to rapidly board the ship. These are typically used in large numbers when the controlling fleet knows it has a good chance of capturing an enemy’s vessel with those troops.

On the ground, limited stealth field generators can give some semblance of cloak to unaided vision, but most security systems and vision enhancement equipment is able to see through these devices. People will carry around man sized versions of the energy/projectile/missile variety and wear armors of various types. Robots, super-medicine, bionic/cybernetic implants, cloned body parts, and other such things will end up existing as well.

After looking through the book for D6 Space I realize I’m going to have to design equipment myself and/or steal it from other settings because the core rulebook has pretty much nothing in it. Same thing goes for ships. At least there are extensive design rules for that. I’ll probably just steal already existing pictures of other settings ships and use them as filler and a template for the time being.

As far as aliens go, I’ve never actually populated this setting with specific species before. I just never got around to actually doing it, I was too busy with the sculpting of the Humans and their struggles to actually give them specific aliens to encounter and deal with. I’ve got ideas about what’s out there, but my sensibilities regarding alien races have changed themselves so many times over the years that nothing has survived a purging of Tropes and silliness. I really need to figure out a few of them now.

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