This may sound rather self serving but one thing I've discovered while timing my own games inline is that splitting the action is often a good thing. That way something is always going on and even if your own arc is stalled you can read someone else's and be comforted in knowing things are still moving and that the GMs haven't abandoned things.
All right. On a different tangent, to keep the OOC alive, I actually liked Solo. It want what I would have done but it was still a decent space Western and that's what start wars is, a western.
Personally, as much as I like that, I don't think Ozzle would do that. Maybe if he had family and suspected they might be on Hoth? Otherwise, his position as Admiral of thImperial Fleet would be far more valuable than just one rebel cell, even one so large as Hoth.
I'm really looking forward to the crew of my ship to interest with Samantha Carter. That's going to be a lot of fun.
I just didn't want to be faced with real life issues. I go to Stay Wars to escape reality. I don't need social commentary on the 1%, animal cruelty, women empowerment or how common people can sieze their destiny.
I understand Rian Johnson wants to change the world with his writing, what writer doesn't! However... Stay away from my Star Wars!
As I was saying, the arrival on Hoth demonstrates the idea of a Jack of hyperspace sensors perfectly with Vader, Ozzle and Piett.
Ozzle came out of Hyperspace too early, putting them across the solar system. Vader had assumed Ozzle would have emerged in high orbit to take the rebels by surprise. In response Vader executed Ozzle and promotes Piett.
As for the Last Jedi. The hyperspace tracker was a horrible idea! Any decent writer could have told Rian Johnson that. What he should have done was have a spy on the rebel ship with a hyperspace beacon. Leia, Poe and Holdo could have arguments about how to find the spy while Rose and Finn yelled to board the Imperial Dreadnaught to take down their transmitter array... Or heck, maybe they had a contact somewhere that could identify the traitor.
So many options but instead he bent the universe to fit his story
Varrock's words echoed inside her head. Based on his words and attitude it seemed like he was going to kill her regardless of what she offered him.
Assallya sighed. This ruffian was truly bereft of foresight. She pirouetted, continuing her dance as she studied the back and side of his happy-faced helmet. She had to lest the ogre sized goblin escape her spell's effect. For a moment she considered stopping, rendering herself invisible and thus let the bastard extorting her deal with the creature alone. The only problem with that is that the rock could be tossed at her as easily as the monster.
"Fine," she stated with some resignation, "I assure you. I have no interest in wasting magic on someone I could more readily buy. Enchantments, geases, wear off and when they do all become enemies. It is coin that buys loyalty, not magic. I have two trade bars of gold hidden inside the wagon. Money doesn't interest me -only power. You may have one now and one additional if you accompany me through these ruins."
Home Universe/Name of Franchise: Dungeons and Dragons, Spelljammer (Modified to be cooler) Role: Brigantine/Frigate Physical Description/Image: A stout wooden vessel with sails- in space! It has a bridge, the "Castle" that is all enchanted glass on a platform that overlooks the main deck. Physical Size (roughly): 100 meters long Armament/Complement (roughly): 20 Magic Brands per broadside, 4 Brands on the bow, Four Catapults, Six Ballista.
History of the Ship: The Graven Peril is a re-purposed Elven Brigantine, stolen from the Elven empire of Arcadium. The Arcadian Empire, composed of Elves, was the first race to ascend into the Empyrean and they cemented their place as rulers over the cosmos.
The crew of the Graven Peril is a rag-tag collection of races seeking to thwart the Elven rule. Some of them are even elves.
There is nothing about the Graven Peril that is not unique. The Graven Peril uses magic for propulsion, combat, and defense. It is a wooden vessel and thus is likely to be overlooked by advanced technological sensors. Simply put, their advanced sensor waves simply pass through the wood without bouncing back.
The Graven Peril uses a summoned elemental being, held within the Ward Room, to skate the edges of multiple dimensions allowing it to move close to the speed of light without incurring time/space warping due to relativistic effects. As a result it can cross the Solar System in about five hours. At the edge of the solar system are "gates", areas where the energy travels between solar systems. The sails can unfurl fully there, capturing the untapped primal energy that created the universe and still flows between solar systems. These "Transfer" points are often monitored and can be blockaded should the need arise.
There are several ways around such a blockade. One, is to use a cloaking device if it has one which literally turns the ship invisible (but it cannot attack without giving up invisibility). Another is "Hell-scraping" where the ship carrying a demon for a power source takes the entire vessel into hell itself.
The Graven Peril is possessed of shields that protect it from energy based attacks but these shields don't stop physical attacks like bullets, arrows, catapult stuns or, heaven forbid, a matter accelerator round.
Captain: Galen Aldwen the Spellsword Helmsman:
Mages: Assallya Kressair the Enchantress Ambassador Ember Rowanmantle the Pyromaniac Enchantress Ashen Fell, the Necromancer Astinus, the wizened experienced mentor
Priests: Hayden of Eldath of the Singing Waters Thondion of Morridin, God of all Dwarves
Warriors: Durgan of Clan Hearthforge Oylyn Doomstayer, the Paladin of the Red Knight Urge the Barbarian Mourn the Ironclad Pyre Dead-Eye the Archer
Rogues: The Pale Hand, Assassin Silk, Halfling Catfoot Arlanni, novice cut-purse
Galen Marduk Role: Captain/Spell Sword Description: Captain Marduk leads the vessel against the Elven Empire
Durgan of Clan Hearthforge Role: Engineer Description: Fully versed in the ritual arts of bindings Durgan summons the entities that power the Graven Peril
Hayden Role: Healer/Doctor Description: Hayden is a pristess of Eldath of the Singing Waters. She is a proponent of peace at all costs and refuses to strike out at anyone.
--- The Ordo Arcanum --- The Graven Peril has a coven of Nine magicians that support their ship and the combatants. Some are more meant to enchant items. Others are more likely to participated in battle.
Assa'alliyeh Kressanthair Role: Con-Man, Ambassador Description: Assallya, as humans call her, often pretends to the be captain. As the Galaxy is ruled by the Elven Empire of Valinor Assallya often poses as the captain. She also negotiates for supplies.
Ember Role: Apprentice Fire Elementalist Description: Tiefling pyromaniac
--- Order Armorum --- The True Warriors. While the crew will fight, most often with crossbows and short swords, these warriors are specialized in what they do.
Orylyn Doomstayer: Role: Paladin
The Pale Hand Role: Assassin Description: Half Elven Assassin
Pyre Dead-Eye Role: Human Archer/Scout Description: An archer that wields magic arrows. She has an artifact for an eye that was lost when the elves put down the riots in her home village. Her entire family was killed in that uprising.
Silk Role: Halfling Thief Description: Sabine is a thief who grew up on the streets stealing from the Elven Overlords. She is incredibly stealthy, can pick just about any lock, and climb up virtually sheer surfaces
Mourn Role: Ironclad Warrior Description: An animated collection of grafted muscles and metal plates Mourn is a synthetic life form created as a prototype warrior for the Arcadian Empire. He does not need breath and his expressionless face is difficult to read.
Are superluminal sensors dumb or would it be dumb if they didn't exist? I'd say it depends on your in-franchise physics. If ships in the franchise use hyperspace, slip space, or some other equivalent then maybe it makes sense not to have it. Very few franchises actually have superluminal sensors. Stargate doesn't. Babylon 5 doesn't. Battlestar Galactica doesn't. Andromeda doesn't. In most of these cases, they don't even have the ability to communicate long distances except by courier. (Star Wars has the holonet which works through the hyperspace beacon network. While B5 uses the Jump Gate network for the same effect.)
Star Trek has superluminal sensors but then, they don't use hyperspace. They fly in real space by bending space in front of them, thus shortening the distance between two points. Having such sensors makes more sense for them. They're also one of the few franchises that can have battles while moving faster than light.
@Sophrus Superluminal sensors *could* work if there were some sort of particle that moved faster than the speed of light like the mythical Tachyon but yes, you're right, with today's physics it makes no sense. Maybe if someone could bend space... but then, if you could do that you wouldn't need to direct your sensors there, you could just be there and use your own eyes!
On another note, is it too late to submit my Gallifreyan? *Lol* I really want to shoot someone with my paradox gun which kills you five minutes before I got around to shooting you!
1) Care to provide examples of it being a surprise when starships enter via hyperspace? At the moment I don't recall any such event, other than in (ugh) Disney's Rogue One in which the Devastator interrupts the Rebel retreat.
Episode 2 Attack on Geonosis: The separatist fleet is caught on the ground and annihilated before they could even launch. Great hyperspace sensors there. One could make the argument that maybe the Republic fleet jammed these sensors which leads to the question why wouldn't you preemptively launch your fleet when the sensors started being jammed? This logic applies in nearly every following movie.
Episode 3 Attack on Coruscant: the Republic fleet is completely bypassed as the Separatists invade and kidnap the Emperor before the Republic fleet high tails it and catches the Separatists as they're trying to leave
Episode 4: Sure they know the Death Star is coming but they can't see it coming. There's no countdown, nothing saying they can see the Death Star arriving in twenty minutes. One minute there's no death Star and the next it's maneuvering around the planet.
Episode 5: The Imperial Probe Droid is discovered. They immediately begin to evacuate because there's no way to see the enwmy fleet coming. A good thing too because if Admiral Ozzle(sp?) hadn't come out of Hyperspace on the edge of the system there's no way they'd have seen the Imperials coming.
(Key Vader's line about coming out of hyperspace too early)
Episode 6: The rebel fleet sneaks up on the Death Star II. Thankfully the Emperor forsaw this using the force because no hyperspace sensors saw this coming. The Imperial Fleet thought the rebels were mustering a fleet near Sollust.
Episode 7: Han uses the hyperspace trick to land on Starkiller base undetected since nothing can be detected in hyperspace. It also got them past the planetary shield too which was a bonus. (Also serves as additional proof that Star Wars ships don't have deflector shields, only energy shields)
That's a bunch of examples without even trying or delving into Star Wars Rebels or Cline Wars where Anakin makes this his signature piloting move but it's Empire Strikes Back that takes the cake. The exchange between Darth Vader, Piett and Ozzle definitely concludes any discussion.
In short, " Trust not the wookieepedia. You must unlearn that which you have learned!