Submitted by William J. Wilson on Sun, 06/13/2010 - 5:37am.
Some of you might remember my History of Earth from the previous FS site. I plan to further develop the setting. I am re-reading the history I have written to try to comply to the latest FS rules. If anyone wants to take a look at my stuff again, feel free to contact me here.
Submitted by Bill Logan on Mon, 06/14/2010 - 2:43am.
I always liked that - I look forward to seeing it. If you have any questions about the FS game, let me know and I'll answer... the player's book's very close to public test now!
Submitted by William J. Wilson on Tue, 06/29/2010 - 1:40am.
Right now, all I really need is the standards for FS technology (EXAMPLE: FTL Travel, gravity manipulation (if any), spacecraft propulsion, medical, powerplants). I want to keep my setting as close to FS standard as possible.
I am in the process of editing my work at this time. I am still focusing on the History section but I won't add more until I work out the bugs in my current writings.
Submitted by Bill Logan on Fri, 07/02/2010 - 5:29am.
William J. Wilson wrote:
Right now, all I really need is the standards for FS technology (EXAMPLE: FTL Travel, gravity manipulation (if any), spacecraft propulsion, medical, powerplants). I want to keep my setting as close to FS standard as possible.
I am in the process of editing my work at this time. I am still focusing on the History section but I won't add more until I work out the bugs in my current writings.
FrontierSpace is sort-of gritty science fiction, walking a delicate line between "hard" sci-fi and more the more fantastic. FTL technology is by use of the Nova Drive - a type of warp-like technology. Typical speeds are around 1LY/day, which is quite fast. FTL communication is possible at about 1LY/hour - by use of accelerated tachyons. there is no artificial gravity - that's the biggest leap of faith we're taking to keep a hard-science feel to the game... the only "gravity" is caused by inertial reaction by use of perpendicular deck plans and accelerating at 1g until you enable the Nova Drive, which locks in inertial forces until the Nova Drive is turned off. Conventional acceleration in space is accomplished by use of rocket thrusters burning complex compounds of hydrogen, which they can replenish while in space. Power plants are by use of large parabatteries, generators (solar, turbine, geothermal, etc.), or on very large things Reactor Cores. Medical technology seems a bit frontiersy... a doctor carries around his medkit and uses it applying his trade (diagnosing, treating, or curing disease, toxins, injuries, or even radiation poison). With enough time and proper supplies, a medic can typically heal just about any malady. Also, although cutting-edge technology exists, most tech looks quite industrial, with rivets and plates and plumbing and ductwork and sensors and emitters jutting out here and there, etc.
All of what I just said, however, can and should be overruled in individual setting books where a different approach is desired. These are just the default setting characteristics from which to tweak, to set your own setting apart. For instance, if you don't want the novadrive, ignore it. You can make your FTL travel occur by use of fixed-place wormholes, creating natural tactical points in your frontier, while largest ships can actually generate a wormhole. A frigate's wormhole generator might only function twice before needing an overhaul, while a cruiser might be capable of dozens. Feel free to allow your setting's technology to compliment the setting, not restrict it.
Submitted by Bill Logan on Fri, 07/02/2010 - 4:33pm.
One additional comment: although there is no true artificial gravity, we've allowed the existence of repulsor-technology to create hover effects (for robots and vehicles), and also repulsor-jet technology (similar to modern jet engines, but using higher technology and burning only energy to function, not large fuel stores) to achieve fast (even supersonic) speeds in the atmosphere. I think that's about it. But as I've said, please feel free to see this only as a default technology and allow your setting to vary its technological development to compliment its storyline requirements... even add artificial gravity if it works for your setting.
The amount of science to mix with your fiction is a delicate concoction that yields very distinct results when the mixing is done. The flavor is never bad in my opinion.
Submitted by William J. Wilson on Tue, 07/06/2010 - 11:32pm.
Very well. I probably won't change the propulsion technology nor the FTL. I will probably elaborate on the medical. The medkit sounds fine, but imagine what full facilities could do(cloning new parts and brain transplants come to mind).
I put my core sectors far away from AI. I even put a nod to AI in my history: when the children of the final NOPL refugees - ones with no culture or any identity to speak of - get into massive colony ships. These ships had primitive FTL (about 0.0001 LY/day) and these new pioneers spend at least a generation traveling through space before they settled in the AI area - that would put them pretty far away, even with those drives (0.0001 LY/day *365 * 25-30 years). This is how the AI sector could be incorporated in my proposed campaign.
Well, once again, glad to see your site back up....
Submitted by William J. Wilson on Tue, 03/29/2011 - 7:55pm.
This is a general call for my HoE campaign. Right now I am detailing the Alliance of Sol - a state that includes Terra(Earth) and many colonies. If anyone wants to see what I have written so far, feel free to contact me here.
If anyone wants to detail anything else (races and other states, for example) feel free to contact me about it. I have a couple of races already and I have the preliminaries for other states (4th Reich and the People's Democratic Socialist Republic are some). William Signs has already done work on the Federation of Independent Colonies (FIC) but more are welcome.
Looking forward to the continued development of this setting...
Some of you might remember my History of Earth from the previous FS site. I plan to further develop the setting. I am re-reading the history I have written to try to comply to the latest FS rules. If anyone wants to take a look at my stuff again, feel free to contact me here.
William J. Wilson
Formerly Grendel T Troll
I always liked that - I look forward to seeing it. If you have any questions about the FS game, let me know and I'll answer... the player's book's very close to public test now!
Right now, all I really need is the standards for FS technology (EXAMPLE: FTL Travel, gravity manipulation (if any), spacecraft propulsion, medical, powerplants). I want to keep my setting as close to FS standard as possible.
I am in the process of editing my work at this time. I am still focusing on the History section but I won't add more until I work out the bugs in my current writings.
I am in the process of editing my work at this time. I am still focusing on the History section but I won't add more until I work out the bugs in my current writings.
FrontierSpace is sort-of gritty science fiction, walking a delicate line between "hard" sci-fi and more the more fantastic. FTL technology is by use of the Nova Drive - a type of warp-like technology. Typical speeds are around 1LY/day, which is quite fast. FTL communication is possible at about 1LY/hour - by use of accelerated tachyons. there is no artificial gravity - that's the biggest leap of faith we're taking to keep a hard-science feel to the game... the only "gravity" is caused by inertial reaction by use of perpendicular deck plans and accelerating at 1g until you enable the Nova Drive, which locks in inertial forces until the Nova Drive is turned off. Conventional acceleration in space is accomplished by use of rocket thrusters burning complex compounds of hydrogen, which they can replenish while in space. Power plants are by use of large parabatteries, generators (solar, turbine, geothermal, etc.), or on very large things Reactor Cores. Medical technology seems a bit frontiersy... a doctor carries around his medkit and uses it applying his trade (diagnosing, treating, or curing disease, toxins, injuries, or even radiation poison). With enough time and proper supplies, a medic can typically heal just about any malady. Also, although cutting-edge technology exists, most tech looks quite industrial, with rivets and plates and plumbing and ductwork and sensors and emitters jutting out here and there, etc.
All of what I just said, however, can and should be overruled in individual setting books where a different approach is desired. These are just the default setting characteristics from which to tweak, to set your own setting apart. For instance, if you don't want the novadrive, ignore it. You can make your FTL travel occur by use of fixed-place wormholes, creating natural tactical points in your frontier, while largest ships can actually generate a wormhole. A frigate's wormhole generator might only function twice before needing an overhaul, while a cruiser might be capable of dozens. Feel free to allow your setting's technology to compliment the setting, not restrict it.
One additional comment: although there is no true artificial gravity, we've allowed the existence of repulsor-technology to create hover effects (for robots and vehicles), and also repulsor-jet technology (similar to modern jet engines, but using higher technology and burning only energy to function, not large fuel stores) to achieve fast (even supersonic) speeds in the atmosphere. I think that's about it. But as I've said, please feel free to see this only as a default technology and allow your setting to vary its technological development to compliment its storyline requirements... even add artificial gravity if it works for your setting.
The amount of science to mix with your fiction is a delicate concoction that yields very distinct results when the mixing is done. The flavor is never bad in my opinion.
Very well. I probably won't change the propulsion technology nor the FTL. I will probably elaborate on the medical. The medkit sounds fine, but imagine what full facilities could do(cloning new parts and brain transplants come to mind).
I put my core sectors far away from AI. I even put a nod to AI in my history: when the children of the final NOPL refugees - ones with no culture or any identity to speak of - get into massive colony ships. These ships had primitive FTL (about 0.0001 LY/day) and these new pioneers spend at least a generation traveling through space before they settled in the AI area - that would put them pretty far away, even with those drives (0.0001 LY/day *365 * 25-30 years). This is how the AI sector could be incorporated in my proposed campaign.
Well, once again, glad to see your site back up....
This is a general call for my HoE campaign. Right now I am detailing the Alliance of Sol - a state that includes Terra(Earth) and many colonies. If anyone wants to see what I have written so far, feel free to contact me here.
If anyone wants to detail anything else (races and other states, for example) feel free to contact me about it. I have a couple of races already and I have the preliminaries for other states (4th Reich and the People's Democratic Socialist Republic are some). William Signs has already done work on the Federation of Independent Colonies (FIC) but more are welcome.
Looking forward to the continued development of this setting...