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Infinite Dark - Design Blog 6 - Logic, Vision and Toys

🕑 Added 2020-05-03 08:33:46 +0000 UTC

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Precinct Omega

I read another article along similar lines which emphasized the "submarines in space" angle to the extent that realistic spaceships wouldn't waste space or mass on things like decorative walls or carpets.

Jonathan Lupton

Interesting article. I like the way he groups the different approaches into "submarines in space", "dreadnoughts in space" and "airplanes in space". I've always felt that the submarines in space felt more realistic than the other two (not sure why), but I prefer the airplanes in space approach. Mostly because of the smaller size of the ships and the ability to focus on individual pilots and specific ship loadouts. Perhaps there is a fourth historical approach that hasn't been widely used before, or even not using naval history as a model?

Noah Doyle

More coherent thoughts after I've read the article (and sorted zillions of GW bits). You've already got two handwave technologies: FTL and antigrav. 'Probably impossible' isn't that big of a deal, and the mechs *are* pretty cool. So are fighters. It might be worth having the trade-off between fighters and drones be like some of the tradeoffs in ZD between synthetic and organic units? I'd stick with the flexibility of PFMAD/d12 resolution/design system being what sets ID apart. Take a peek at the Slag! rules I sent you, they've got some observations on the relationship between low, mid, and high tech levels that *might* be helpful. Era 2, 3, and 4 could have significant jumps in capability, including tactical use of FTL, fuel limits, fighters, etc.


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