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#11 |
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Join Date: Oct 2004
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#12 |
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Untitled
Join Date: Oct 2007
Location: between keyboard and chair
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Alien and superscience ships, yes. I'm assuming it'll have the rules for building a spaceworthy flying car...
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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#13 |
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Join Date: May 2008
Location: CA
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Books 5 and 6 are the two I, personally, really wanted. Book 5 has almost everything I was hoping it would - it's missing fast, realistic intersteller colony ships, unfortunately, and I'd have really liked a description of the type of things a colony would need besides '10,000 people'. Things like how many people of a number of occupations that might be required, or what type of equipment they might take with them, things like that would have been really great, but unfortunately aren't in there:( Really, no actual colony-making rules are in it, which sadden me.
The exploration rules, on the other hand, are top-notch. Love them lots, though I'm not sure the assumption that radio waves can be easily detected at intersteller distances with really bad sensors is true. The rules basically say a TL8 sensor array appropriately sized for an SM+0 ship (so actually massing 10 pounds) would be able to trivially easily detect radio waves coming from Alpha Centauri. Actually, they say the same sensor could detect radio waves coming from anything up to two parsecs away, again, with no modifier. That just doesn't make much sense, especially since SETI itself says that we couldn't detect our own radio waves out past 0.3 light years distance. SETI's estimates for the Arecibo radio telescope suggest it can only detect very narrow-band signals with transmitter strength on the order of giga to terrawatts at any useful intersteller distance. Mass media signals simply would not be detected at all at intersteller distances unless they were using ridiculously overpowered transmitters transmitting on very odd bandwidths. You'd only be able to resolve UHF TV pictures up to 2.5 AU away with an Arecebo-like reciever, and the carrier wave only up to 0.3 light years. SETI says that only that high intensity narrowband emitions will be detectable beyond 1LY, and on Earth that's primarily narrowband radar. However, I have doubts even narrowband radar would be detectable at interstellar distances simply because even then you need gigawatts of power just to transmit to 5LY away. Source: http://setifaq.org/faq.html#1.2.3 |
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#14 |
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Join Date: May 2005
Location: Oz
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Woot! Gloat!
There will be a rules-compliant design of the Nekaut-class Survey frigate in time for tomorrow's game! |
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#15 | |
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Join Date: Mar 2005
Location: Adelaide, Australia
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Quote:
I love spaceship maps and I've never owned any traveller core books, but I have bought several Traveller 3e ship books for all the diagrams and stats. I might have to look into more of these Future Armada things (and usually I just buy GURPS from e23). As for Spaceships 5, exploration was always the main theme of my homebrew Space campaign, so this is one I've been waiting for! I'll read it over once I finish Maptoolsing-up my gigantic fighter carrier...
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I have a role-playing (loosely) themed radio show 'The Role-Playing Hour'. Tune in online and listen! Audio clips (some are a little blue, I warn) here and episodes here! Last edited by jimminy; 10-15-2009 at 08:00 AM. |
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#16 |
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Not-So-Secret Master /.\
Join Date: Aug 2004
Location: Austin, TX
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And, as promised, the corrected file is now online. All those pesky p.00's should be killed now. Sorry about that, folks!
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Fox Barrett Ogre Correspondent |
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#17 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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I've been trying to convince a Trekker friend to play GURPS and the PALOMAR-Class Exploration Cruiser (pp 12-13) is pretty obviously a TNG-era Federation ship. I've been telling him Star Trek would be easy to do, now I can prove it.
Now if we can only figure out how to stat phasers... (Or as I vote toss them out as unrealistic and make my Federation more realistic that Roddenberry's...)
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#18 | |
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Join Date: Jan 2009
Location: Copenhagen, Denmark
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Quote:
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#19 |
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Join Date: May 2009
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That would be nice. I actually would like to see rules for adding a wheeled drivetrain to a spaceship design. So I could design a starbug type thingy like in Red Dwarf. Also having some quick and dirty rules for designing Wheeled APC's and even simple ground cars based around the Spaceship design template would be nice as well.
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#20 |
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Banned
Join Date: Oct 2007
Location: Europe
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How much of the content in this PDF expands the build options? New modules , new build/design options?
How much is new rules? So far, I've been rather disappointed by the low number of new modules and systems in PDFs 2, 3 and 4. I want more options. |
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