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Old 01-04-2017, 05:51 PM   #51
warellis
 
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Originally Posted by Fred Brackin View Post
This is _very_ alternate. Canon ships are limited to around 6 Gs by inertial compensation if nothing else (maybe 9 at post-Imperial TLs according to Starships).

Gurps Traveller missiles do 10Gs at most with 50 seen only at post-Imperial TLs again. This is post-Darrian too. Maybe not quite Grandfather's toys but getting there.
Well his ship is hardly normal in-universe either. It appears it was built by this ATU's equivalent to the Darrians because the protagonist at one point notes to himself that the jump drive equivalent's (they call it a TEL drive) limitations were broken recently. His ship has a jump-14 drive that takes 3.5 days to travel that distance. To use an example, it's really more akin to the Normandy from Mass Effect, as in being a sort of super-prototype, except imagine if Shepard was trying to masquerade as a Free Trader in that. Of course he only does the normal set of jumps in order to not alert people not in the know of what his ship is really capable of.
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He resisted adding the rest of the information that very few people were privileged or security cleared to know and that the millennia old limitation had been broken by scientists on Aldanis, the world that had built his ship. New technological breakthroughs from that world meant ships they built could now exceed the seven-parsec limit and decrease time spent in TEL space, essentially halving duration and doubling distance. It was a strategic game changer, and so far known only by the Britannic Kingdom and the Independent States of America.
So regarding that 9 G's acceleration you mentioned that is "post-Imperial", what ships can hit that?

Last edited by warellis; 01-04-2017 at 06:21 PM.
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Old 01-04-2017, 07:03 PM   #52
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So regarding that 9 G's acceleration you mentioned that is "post-Imperial", what ships can hit that?
By Gurps Starships that's the number of GTL13 and higher. So maybe Darrians, maybe some Droyne planet though I've never seen one with TL13. Probably the Ancients of course but the canonical Ancient ships in Alien races 3 don't sue this to my recollection.
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Old 01-04-2017, 07:47 PM   #53
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By Gurps Starships that's the number of GTL13 and higher. So maybe Darrians, maybe some Droyne planet though I've never seen one with TL13. Probably the Ancients of course but the canonical Ancient ships in Alien races 3 don't sue this to my recollection.
What are Ancient ships like?

Also isn't the Third Imperium in GURPS Traveller like at GTL16 or something at its max?

Also does GURPS Traveller's acceleration numbers match Classic Traveller/Mongoose Traveller's numbers?

Last edited by warellis; 01-04-2017 at 07:53 PM.
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Old 01-04-2017, 08:03 PM   #54
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What are Ancient ships like?

Also isn't the Third Imperium in GURPS Traveller like at GTL16 or something at its max?

Also does GURPS Traveller's acceleration numbers match Classic Traveller/Mongoose Traveller's numbers?
See Alien Races 3 for details but "bigger on the inside than the outside" hits a lot of the high spots.

Cutting edge of the Imperium may have been _TTL_ 16 in places but that's not over GTL 12 for 3e and a 4e adaptation would probably not go beyond TL11^

Acceleration numbers should match basically for CT (Book 5 High guard and on) and GT. Great effort was expended to maintain compatibility.

The 4e book Interstellar Wars is much poorer for compatibility. Somebody appears to have thought that stuff (like operating a Free Trader anywhere near Terra) would make more sense if they were changed.

So as just one example IW Free Traders basically have the stats of the Empress Marava-class but the name of Beowulfs. Compatibility with older material was sacrificed to gain this.
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Old 01-05-2017, 04:03 AM   #55
warellis
 
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See Alien Races 3 for details but "bigger on the inside than the outside" hits a lot of the high spots.

Cutting edge of the Imperium may have been _TTL_ 16 in places but that's not over GTL 12 for 3e and a 4e adaptation would probably not go beyond TL11^

Acceleration numbers should match basically for CT (Book 5 High guard and on) and GT. Great effort was expended to maintain compatibility.

The 4e book Interstellar Wars is much poorer for compatibility. Somebody appears to have thought that stuff (like operating a Free Trader anywhere near Terra) would make more sense if they were changed.

So as just one example IW Free Traders basically have the stats of the Empress Marava-class but the name of Beowulfs. Compatibility with older material was sacrificed to gain this.
Are virtual controls also a thing in the OTU? Like holographic buttons and such?

Also regarding the Third Imperium, considering it was constructed after the apocalypse of the Long Night, is its tech level lower compared to say the Solomani Second Imperium or the Vilani First Imperium?
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Old 01-05-2017, 05:33 AM   #56
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Also regarding the Third Imperium, considering it was constructed after the apocalypse of the Long Night, is its tech level lower compared to say the Solomani Second Imperium or the Vilani First Imperium?
According to Marc Miller as of almost 20 years ago (1998), no; both the late Second Imperium and early Third Imperium (to c. 300 Imperial) were TTL12, while the Long Night TL was listed as "varies."
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Old 01-05-2017, 07:15 AM   #57
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Are virtual controls also a thing in the OTU? Like holographic buttons and such?

Also regarding the Third Imperium, considering it was constructed after the apocalypse of the Long Night, is its tech level lower compared to say the Solomani Second Imperium or the Vilani First Imperium?
Plotwise, lost Second Imperium technology is a reasonably justifiable theme.
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Old 01-05-2017, 07:16 AM   #58
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One thing that might be postulated is strife for cyber-dominance as a feature of warfare. There are all sorts of things that can be done with this.
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Old 01-05-2017, 07:25 AM   #59
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One thing that might be postulated is strife for cyber-dominance as a feature of warfare. There are all sorts of things that can be done with this.
You mean like sending computer viruses into an opposing ship's computer systems?
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Old 01-05-2017, 10:13 AM   #60
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I apologize for asking this here but what kind of accelerations are ships and missiles and torpedoes capable of in the OTU/GURPS Traveller Universe?
OTU ≠ GTU... and OTU MgTU

OTU ships across CT, MT, and T20 tend to be...
Merchants 1G, J1-J2
Bk2 Warships 5-6G J2-J4.
Warships 4-6G, J3-J4
Fast Warships 5-6G, J5-6
Couriers 2G, J2 to J6 depending upon whose courier.
Missiles: 6G, often for up to 1 hour.

TNE/T4...
Merchants 1G, 2-3 hours; J1-2
Warships 3-5G with durations of upwards from 5 hours; J3-4
Fighters: 6-15G, durations of 2-4 hours
Missiles 10-20G durations of 30 minutes to 2 hours.

Note that the design system radically influences people designing ships for Traveller use.
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