Re: Tech building



Gerry Quinn wrote:
Unless you really want to invent a new FTL tech, I'd suggest just using something relatively generic and unexplained that suits your story.

Unexpained in the sense of why the tech can do FTL, but preferably not unexplained in terms of when the tech can and cannot do FTL, and how fast it can do it.

For example, a ship that's in a region of fairly constant gravitational potential (i.e. far from a planet or star) can jump to another such region, in a short time or instantaneously. Just explain the conditions of use, fuel cost, special rare elements needed, etc. - whatever is relevant to the plot.

It probably can't be done with real physics, so in SF you get a pass.

--
Peter Knutsen
sagatafl.org
.