[TML] Space Traffic Control (was Re: War rules)
Jerry W Barrington
jerry.barrington at gmail.com
Mon Jun 2 21:35:12 MDT 2008
On 6/2/08 3:35 AM, "Knapp" <magick.crow at gmail.com> wrote:
> You miss the point of 3 weeks. This is with the thinking that there is
> nothing in system that can stop the disaster. Perhaps they were all shot
> down or whatever. So that mean you must jump out of system, get help, return
> and fix or tug the ship out of danger. It is the outside number.
> Obliviously, if we are talking a tanker at a big spaceport that needs help
> they will get in in hours if not minutes.
If you have something that can *make* the out-system trip, you have the fix.
Just nose it up to the dead ship and nudge it's orbit. Even if the dead
ship weighs 1000 times the pusher, and it can only do 1 gee on it's own,
that's still .001 gee. That's .85 km/s of push every day! One day of push
plus the other 20 days drifting is 61,000 km of course change.
On 6/2/08 8:27 AM, "Knapp" <magick.crow at gmail.com> wrote:
> On 6/2/08 7:52 AM, "shadow at shadowgard.com" <shadow at shadowgard.com> wrote:
>
>> Any ship that's close enough to the planet to be defending it against
>> ships attacking after jumping in at the 100 diameter limit *cannot*
>> have a vector that might intercept the planet *and* won't won't do so
>> in less than 3 weeks.
>
> What?
He's saying if you're defending the planet, and you're well inside the 100D
limit (likely as you're defending), any vector pointed towards the planet is
*very* likely to hit it in far less than 3 weeks.
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