07-06-2017, 06:51 PM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
Either they're already working at capacity (in which case you'll have to pay to get them to overwork -- if it's even possible), or they're not (in which case you're paying for more people than you need).
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07-06-2017, 07:05 PM | #22 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
Quote:
Its Power Plant is also overpowered. It produces 2 Power Points, and only has two power using systems - the Jump Drive and the Reactionless Drive. Those don't need to be powered on at the same time, and you get $5M in savings by derating the Fusion Reactor. It could also get $3M in savings by dropping to Metallic Laminate armor and dDR 7, or $4.5M in savings by dropping to Light Alloy armor and dDR 5. Considering that this isn't a combat vessel, lacking weapons at all, it really doesn't need dDR 10. Alternatively it could install a Half-System Advanced Metallic Laminate for $3M in savings, have dDR5, and get an extra 75 tons of cargo hold. Replace the Fusion Reactor with a Half-Sized Fusion Reactor (providing 1 Power Point) saves $5M and a half-sized Cargo Hold for 25 tons. For another option, replace the J-2 drive with J-1 and you save $10M and replace one of the Fuel Tanks with a Cargo Hold giving 50 more tons of cargo. Note that those are the rates for bulk cargoes expected to travel at FTL-1. Since the ship can do FTL-2 they can deliver in half the time, so they can command premium prices for time-sensitive cargoes or to transport passengers that far that fast. The thing is, they would have to work to find those premium cargoes and passengers (especially given the quirk of Traveller Jump drives that in order to be twice as fast they have to travel twice as far in the same time instead of traveling the same distance in half the time).
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-06-2017 at 08:27 PM. |
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07-06-2017, 08:14 PM | #23 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: [Spaceships 2] Maintenance on Cheap Ships
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Good suggestions, though I should have pointed out that the actual ship that the players have has one of the "cargo" systems actually a Medium Battery with no weapons installed (this actually means that they have 45t cargo for that system, giving a 395t total, but again, I was trying to keep nice round numbers.) The power plant was also designed to have that extra power for if/when they added weapons. Yeah, it isn't a combat vessel, but they wanted to keep the option of some guns (for defense... they say) open. Of course the G:Spaceships combat rules seems like any combat is a crap shoot if the ship isn't outright destroyed with one shot, so I don't know how I feel about this.
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07-06-2017, 08:21 PM | #24 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
Someone who owns a share in the ship is motivated to refit it in their time off (and spend personal funds on it too); a robot might not even have time off.
Last edited by sir_pudding; 07-06-2017 at 09:05 PM. |
07-06-2017, 08:40 PM | #25 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
Here's my take on the redesigned Hero-Class. I kept the Jump-2 engines, but implemented my other suggested changes. This dropped the cost to $27.15M and increased the Cargo Capacity to 500 Tons.
HERO-CLASS (HERO-CLASS 200D-TON PRIVATE MERCHANT) PILOTING/TL10 (HIGH-PERFORMANCE SPACECRAFT) Page: T:IW206 Code:
TL Name dST/dHP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost 10^ Hero-Class 70 -1/5 13 1G/c 1,000 502.2 [1] +8 18ASV [2,3] 5 2x $27.15M Power Points: +1 / -2 [4] Space Performance: Hnd/SR: -1/5 sAccel: 1G FTL Rating: FTL-2 Air Performance: Hnd/SR: -1/5 aAccel: 1G (22 mph/s) aSpeed: 2,500 mph (1,250 yps / 0.69 mps) SHIP SYSTEMS Code:
FRONT [1] Half-Sized Systems [a] Advanced Metallic Laminate Armor dDR 5 [b] Cargo Hold 25 Tons / SM+2 Bay Doors [2] Habitat four cabins, four hibernation chambers, one sickbay [3-6] Cargo Hold 200 Tons / SM+4 Bay Doors [Core] Control Room Comp: C8 / Comm/Sensor: 7 / 4 Stations Code:
CENTER [1] Half-Sized Systems [a] Advanced Metallic Laminate Armor dDR 5 [b] Cargo Hold 25 Tons / SM+2 Bay Doors [2] Habitat four passenger cabins, one passenger luxury cabin [3-6] Cargo Hold 200 Tons / SM+4 Bay Doors Code:
REAR [1] Half-Sized Systems [a] Advanced Metallic Laminate Armor dDR 5 [b] Cargo Hold 25 Tons / SM+2 Bay Doors [2-3] Fuel Tank 100 Tons of Fuel [4] Engine Room 1 Control Station / 1 Workspace [5!] Standard Reactionless Engine 1 G [4] [6!] Jump 2 J-Drive 50 Tons Hydrogen per Parsec / 100 Tons per Jump [4,5] [Core] Half-Sized Systems [a†] Fusion Reactor 1 Power Point / 200 yr Fuel [6] [b] Cargo Hold 25 Tons / SM+2 Bay Doors CAMPAIGN OPTIONS: EBS's Unofficial rules, RPK's Traveller rules SHIP OPTIONS: Streamlined, Artificial Gravity, Gravitic Compensators, Standard Fuel Processor (25 Tons/hr.), Mass Market Design [1] Load includes: 2.2 tons of Crew & Passengers, 500 tons in Cargo Hold [2] Plus 4 in Hibernation Chambers, [3] Crew Requirement (8 total): 5 Control Stations, 1 Technician, 1 Passenger Care, 1 Medical SYSTEM NOTES: [4] Insufficient Power Points to run all ship systems simultaneously FUEL USED: [5] Hydrogen, [6] Hydrogen/Helium Isotopes TROOP STRENGTH (TS): 0 CLASSES: Air, Space FEATURES: Night, Sealed HABITATS Code:
Qty. Location Type SM Notes 4 Front [2] Cabins +0 8 person 4 Front [2] Hibernation Chambers +0 4 chambers 1 Front [2] Sickbay +0 1 bed; +2 Skill 4 Center [2] Passenger Cabins +0 8 person 1 Center [2] Passenger Luxury Cabin +0 2 person
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-06-2017 at 08:52 PM. |
07-07-2017, 09:04 AM | #26 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [Spaceships 2] Maintenance on Cheap Ships
Oh, something else to note regarding Traveller Jump Drives, keep in mind that Jump-2 doesn't just mean that a ship can travel twice as far in a single jump, it also means that the ship can jump some starless gulfs that Jump-1 ships can't without making some modifications to the ship. To cross a 2 parsec gulf a Jump-1 ship would either need to mount extra Fuel Tanks, have some collapsible fuel tanks in the Cargo Hold (I don't know if these appear in the ISW book, they don't appear in Spaceships, but they do appear in previous versions of GURPS Traveller), or use drop tanks (a concept which showed up in some Traveller supplements, but I don't think were ever used in GURPS Traveller). And even with those modifications, the Jump-1 ship still takes two jumps and two weeks to cross the gulf that the Jump-2 ship can do in one jump and one week.
And a Jump-2 ship can, with some modifications, cross a 4 parsec gulf.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-07-2017 at 09:08 AM. |
07-07-2017, 10:48 AM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
A robot comes under 'not even possible' -- you're already working it at capacity, it simply can't do more.
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07-07-2017, 10:55 AM | #28 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
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07-07-2017, 11:00 AM | #29 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Spaceships 2] Maintenance on Cheap Ships
Sure, but my point is, you can't have it take extra time to do maintenance unless you buy extra robots, because its time is already consumed by its regular tasks.
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07-07-2017, 11:09 AM | #30 | |
Join Date: Jul 2008
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Re: [Spaceships 2] Maintenance on Cheap Ships
Quote:
(Of course, if this is as advantageous as it sounds, you've got to question why you're the only one with a Jump-2 drive...)
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