Yeah, the logic follows, and the requirement to have people chasing down
all of the post-battle debris, and the impact that it would have on design
of the weapons to avoid citation under the Law of Not Filling up Imperial
Space with Deadly Junk, and databases of known clouds of deadly darts and
their current location which could be announced to you on arrival when you
check into local space traffic control, similar to the database of orbital
debris the USAF maintains now, but it gets pretty cumbersome pretty fast.
Thank God there's no such thing in TNE, huh? :-)
> How about Imperial Regulations concerning littering/environmental impact?
> Since the shots can travel a very long distance, it affects the Imperium
> as a whole, rather than just one solar system. Similar to if a planetary
> government affects Imperial Trade, then the Imperial Navy asks them to
> stop.
>
> Todd Kes
>
> --- On Thu, 6/28/12, wrote:
>> 2. That said, I absolutely believe that people armed with
>> ideas and FF&S
>> can find a way to make them work, at least in finite
>> scenarios. For
>> example, ships moving through space have to get someplace: a
>> planet to
>> land, a gas giant to refuel, etc., and they have only a
>> finite number of
>> G-turns with which to do so, match vectors to enter orbit,
>> etc. So you
>> could fire sheafs of projectiles to interdict the paths they
>> need to use,
>> forcing them to do something else or risk damage. Whether
>> that's cost
>> effective I don't know, but it's not cheap. But if people
>> are able to make
>> these things lethal in these scenarios, they will remain
>> lethal to anyone
>> else who blunders across them again. Long before we put
>> FF&S out, the TML
>> and Xboat lists were advocating projectiles, and where
>> there's a will,
>> there's a way.
>>
>> I find the idea very interesting to work out, "what would
>> happen?" given
>> some assumptions, and that was the idea behind the "Top
>> Laser" thing we
>> never got to do: let people simulate thousands of years of
>> operational evolution and see what they get.
>
all of the post-battle debris, and the impact that it would have on design
of the weapons to avoid citation under the Law of Not Filling up Imperial
Space with Deadly Junk, and databases of known clouds of deadly darts and
their current location which could be announced to you on arrival when you
check into local space traffic control, similar to the database of orbital
debris the USAF maintains now, but it gets pretty cumbersome pretty fast.
Thank God there's no such thing in TNE, huh? :-)
> How about Imperial Regulations concerning littering/environmental impact?
> Since the shots can travel a very long distance, it affects the Imperium
> as a whole, rather than just one solar system. Similar to if a planetary
> government affects Imperial Trade, then the Imperial Navy asks them to
> stop.
>
> Todd Kes
>
> --- On Thu, 6/28/12, wrote:
>> 2. That said, I absolutely believe that people armed with
>> ideas and FF&S
>> can find a way to make them work, at least in finite
>> scenarios. For
>> example, ships moving through space have to get someplace: a
>> planet to
>> land, a gas giant to refuel, etc., and they have only a
>> finite number of
>> G-turns with which to do so, match vectors to enter orbit,
>> etc. So you
>> could fire sheafs of projectiles to interdict the paths they
>> need to use,
>> forcing them to do something else or risk damage. Whether
>> that's cost
>> effective I don't know, but it's not cheap. But if people
>> are able to make
>> these things lethal in these scenarios, they will remain
>> lethal to anyone
>> else who blunders across them again. Long before we put
>> FF&S out, the TML
>> and Xboat lists were advocating projectiles, and where
>> there's a will,
>> there's a way.
>>
>> I find the idea very interesting to work out, "what would
>> happen?" given
>> some assumptions, and that was the idea behind the "Top
>> Laser" thing we
>> never got to do: let people simulate thousands of years of
>> operational evolution and see what they get.
>