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Home » Stars! 2.6/7 » The Academy » Capital ships and escort ships
Re: Capital ships and escort ships Fri, 28 September 2007 21:58 Go to previous messageGo to previous message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
Registered: January 2007
Location: Seattle, WA

Well, Stars is first and foremost a game that has gone through considerable testing and evolution to provide balanced *gameplay* so that a player is truly torn between spending money on ships now or research for better ships, or colonization for more money and minerals later... So such gameplay considerations take precedence over any analogies to 20th and 21st century naval combat.

Second, it really is a Space game. We can't know what space combat will really be like. It might not even truly be feasible. But if one takes a few sci-fi concepts, says "ok, we're starting with these as true" and tries to work out what space combat might be like, there is again no reason why those analogies to 20th and 21st century naval combat should hold. For example, in water, ships experience considerable drag, which in turn imposes significant design constraints ... often leading to smaller ships being faster (although that wasn't true in the 19th century - bigger meant faster then). But the physics of how it would all work in space is a work of speculative fiction. So, you can come up with fictional physics where engines "push" against an underlying absolute spatial matrix, or where engines work with reaction mass like our physics, but there are ways of warping space to go FTL and/or manipulating inertia to reduce the amount of reaction mass required ... and depending on your fictional physics, it may make perfectly good sense that there's a maximum speed, or that bigger ships go faster than smaller ships or anything else.

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