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#1 |
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Join Date: Sep 2004
Location: Manchester, UK
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I have created a variety of standard Traveller ship templates with G:Spaceships adapted for Traveller to see what tweaks need to be made and options used. At present these are just outline templates to test the theory (they are not costed or statted up).
Basic tweaks made and options used: 1) Up to half of Jump Fuel tanks can occupy Armor spaces - this is to get around the Mass issue for low density Hydrogen fuel - with the G:Spaceships base system - while still keeping to the spirit of Traveller 10% fuel per J number. 2) J-drive are fixed size Stardrives (5% of hull by Mass) but increasing cost and power per J-number 3) Uses Super Fusion reactors to get close to Traveller ship capabilities. These are changed to be available from TL10. These can be used downrated on commercial ships to save money. Do the design suggestions make sense and fit Traveller? First template: Jump-3 Warship with Spinal Mount Front Hull 1 Armor+Jump Fuel 2 Jump Fuel 3 Spinal Battery (1pp) 4 Crew Cabins 5 Crew Cabins, Sickbays, Workshops 6 Bridge Central Hull 1 Armor+Jump Fuel 2 Jump Fuel 3 Jump Fuel 4 Super Fusion (-4 PP) 5 Tertiary Battery (1pp - 30 point defence weapons) 6 Jump-drive (J3) (3pp) Core Spinal Battery (1pp) Rear Hull 1 Armor+Jump Fuel 2 Reactionless Thruster (1pp) 3 Reactionless Thruster (1pp) 4 Reactionless Thruster (1pp) 5 Reactionless Thruster (1pp) 6 Spinal Battery (1pp) Core Super Fusion (-4 PP) Basic performance: TL10 2G, TL11+ 4G Ship has 3pp shortfall - so it cannot do a running jump while firing all its weapons Ideally I would like to get a decent tactical sensor suite in there too. Maybe it wont be quite so tight when I stat it properly. Maybe. Does that look about right?
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Always challenge the assumptions Last edited by thtraveller; 10-11-2007 at 02:42 PM. |
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#2 |
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Join Date: Sep 2004
Location: Manchester, UK
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Second Template: Jump 6 Express Courier
Front Hull 1 Armor+Jump Fuel 2 Jump Fuel 3 Jump Fuel 4 Cargo 5 Cargo 6 Crew Cabins/Habitat Area Core Bridge Central Hull 1 Armor+Jump Fuel 2 Jump Fuel 3 Jump Fuel 4 Jump Fuel 5 Jump Fuel 6 Jump Fuel Core Super Fusion (-4pp) Rear Hull 1 Armor+Jump Fuel 2 Jump Fuel 3 Jump Fuel 4 Super Fusion (-4pp) 5 Jump Drive (J6 6pp) 6 Reactionless Thruster (1pp) Base Performance TL10 0.5, TL11+ 1G
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Always challenge the assumptions |
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#3 | |||||
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Banned
Join Date: Oct 2007
Location: Europe
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Are you saying tha you are "splitting" one of the 5%-mass-modules, so that a part of the mass is devoted to armour, and the other part to hydrogen jump fuel? If yes, what procedure do you use? The one I'd use would be to simply apply divisors to the dDR value of the armour, and its monetary cost, and of course apply a divisor to the amount of fuel. For instance, if for a given ship size and TL the dDR value is 20 and the monetary cost is 20M$, then if I decide to split the module 4 ways, and devote 1/4 to armour and 3/4 to fuel, then the dDR value becomes 5 and the monetary cost of the armour becomes 5M$. The remaining 3/4 of the mass is fuel tankage. (If you do this, you may want to consistently employ a 3-way split. Doing that simplifies the combat rules, and also means that if you do one such split module per hull section, it counts as 2 modules of fuel total, which is neat and simple.) Quote:
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The only TU version I'm at all familiar with is the GURPS one, but your suggestions sound sensible. Likely to result in something not too dissimilar from the universe that emerges from the GURPS Traveller rules. Quote:
All the Imperial Navy ships in GURPS Traveller Starships had maxed out stealth. Since this does not require giving up any module slots, it's a no-brainer for any ship intended for combat (sadly). ECM costs module slots, so that's not such an obvious choice. It also makes sense to not devote mass to ECM if you're making a ship optimized for offence. Quote:
Also, it has no hangar for auxillary craft. This means that (unless it is streamlined) it will have to rely on other ships for wilderness refuelling. |
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#4 | |||
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Join Date: Sep 2004
Location: Manchester, UK
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Streamlined, Stealth & Artificial Gravity are obvious candidates that just add cost. Quote:
__________________
Always challenge the assumptions |
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#5 | |
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Banned
Join Date: Oct 2007
Location: Europe
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This means that each module represents 5% of the ship's mass. Thus the standard procedure is to devote 15% of the ship's mass to armour, if you want all 3 sections to be armoured, and 15% is fine for a military ship such as a destroyer or frigate (for a ship-of-the-line, 30% is probably ¨more suitable), but for civilian ships (including many IISS ships), 15% is too much, yet the unarmoured option (which gives you dDR 0.2 or 0.3 for free) is too little. |
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#6 | |
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Join Date: Sep 2004
Location: Manchester, UK
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__________________
Always challenge the assumptions |
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#7 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#8 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Another thing to consider is that in HG a jump drive could be powered over the course of two turns (and in TNE/FF&S required no external power at all), so it's quite reasonable for a J-6 courier to have only one super-fusion module for 4PP (enough to charge the j-drive and manoeuvre a little).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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