http://traveller.mu.org/errata/ffs.errata.htmlFFS2 errata said:Page 16
Add the following note to the section on Drop Tanks:
Note: In the Third Imperium, Jump Drives capable of using Drop Tanks are not
developed until around 1090 and can only be manufactured on TL-15 worlds.
However, Drop tanks can be manufacture on most world capable of building hulls.
The thing is, it also has to make sense. Military grade drives would not only have to cost more than civilian drives (it's, IMO, a mistake that they don't), they would have to cost so much more that it would eat up any profits form using drop tanks. Otherwise civilians would just buy military grade drives and use the drop tanks.I'm sure Oz can rationalize it, 'in game'. MIlitary grade drives, just like CT has military grade sensors, that kind of thing perhaps.
I have nothing whatsoever against drop tanks. On the contrary, I'd like to explore the effects of introducing drop tanks in a society that doesn't have them, with all the economic upheaval and associated shenanigans. I'm looking forward to the day I come up with an adventure plot that requires being set on a jump-6 drop tank liner. What I don't like is retconning drop tanks onto a setting that didn't have them originally.Hans, you really, really, don't like drop-tanks do you?!![]()
But the salient comparison is between ships of equal cost. The ship that dedicates 40% of its tonnage to fuel tanks costs less than the one that dedicates those volumes to weapons and armor. That's why riders are tougher than their jump-capable tonnage-equivalent ships.Take any two warships of any given tonnage and jump drive. The ship that dedicates less tonnage is objectively more capable, the larger the jump drive the more obvious, while the larger the ship the more forgiving.
Missed this the first time around. You're using the full 40% internal fuel tankage for other purposes. That means that a drop frigate without its drop tanks are incapable of jumping at all. Unless I'm mistaken, that's not what the OP wanted. He wanted the frigate to be able to make a 4-parsec jump into a hostile system with enough fuel left over to make a full 4-parsec jump back out again. That means either carrying around 40% extra external fuel tankage, making the frigate a 140T ship for purposes of routine jumping or being accompanied by freighters carrying the drop tanks until they are needed.Lets look at the most obvious: 100 ton 'frigates' with Jump 4 drives.
40 tons of additional armor, weapons and redundant systems. The ability to carry 4 light fighters or gun drones.
Not quite. You also have the problem of explaining why the same setup won't work for civilian freighters. Park one of these babies at the jump limit of each world, and your freighters can devote almost all their internal volume to cargo. That improves the economics of freighting immensely, especially for high-jump traffic.
Hans
Now lets see some designs:
1. A 100 kton jump-4 battleship with four 10kton drop tanks(dropped for jump, not carried from system to system), compared to a standard bb of the same tonnage.
2. A 30 kton jump-3 cruiser with one 10kton drop tank allowing Jump three (3000 tons per jump/10,000 ton tank)
3. A 10kton drop tank for both.
If the ships are using the drop tanks just for additional fuel (that is, they still have their full jump fuel tonnage internally as well) the designs of the two ships (drop tanks vs. non-drop tanks) will be essentially identical. The difference between the two ships is not in design, but in operational/tactical use, and in economics. Ships that use drop tanks for outward jumps (to attack an enemy system) will always have the freedom of retreat without refuelling, even at maximum jump range. Ships without drop tanks cannot retreat without refuelling, which implies needing to win control of the star system long enough to make use of the fuel sources within.
The economic difference comes mostly from the need to provide a supply of drop tanks and a means of transporting and refilling the drop tanks when and where needed.
I think the strategic advantage would make drop tanks for offensive operations common. Since my base is ten parsecs from your's and everyone knows you can't to jump 10, well, uh, umm, howed you get here? Drop Tanks.
Hey, you just jumped insystem, my scout heads out to my base, we've got time, You've got to skim and refine fuel. Hey, howed you get here right behind my scout? Drop Tanks.
So your ships just jump around with the drop tanks attached but don't use them for routine operations. You've just reduced their effectlive jump range for routine operations by two (J4 to J2, J5 to J3). The added cost isn't so bad -- less that 0.1% -- so long as you don't use the things. But every time you do use them, it'll cost you another set of tanks.Exactly my point, Ship wise there is no differnce in the ship, the cost is in drop tanks and tenders which don't necessarily enter combat.
But then you'd arrive with empty tanks, having used your drop tanks for the first jump and your internal tankage for the second.I think the strategic advantage would make drop tanks for offensive operations common. Since my base is ten parsecs from your's and everyone knows you can't to jump 10, well, uh, umm, howed you get here? Drop Tanks.
But the salient comparison is between ships of equal cost. The ship that dedicates 40% of its tonnage to fuel tanks costs less than the one that dedicates those volumes to weapons and armor. That's why riders are tougher than their jump-capable tonnage-equivalent ships.
Things gets even dicier when you consider that the principal use of a combat vessel of a given tonnage is as a platform for one spinal mount. By making your individual ships more expensive, you get fewer spinal mounts for the same amount of money. Depending on the size of the target, spinal mounts may be able to mission-kill one opponent per shot. Under such circumstances, you want as many spinal mounts as you can scrape up.
Hans
Or deep space fuel caches and I topped up the tanks less than a parsec out so I still have reasonably recent intel (1 week old) by long range observation and J3 left in my fully mobile and fully armoured J4 fleet
Maybe even before your scout* since we can jump pdq behind you, thanks to our deep space fuel caches above and I still have J2 left in my fully mobile and fully armoured J4 chasers
* especially if I send more than one ship after it![]()
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Consider this. A AHL with J5 drives and droptanks leaves the naval base at Jewel. Jump 5 to Sachebr, and then to:Cronor, Zhdienshdo, Bretrie? you decide.
A standard AHL would have to refuel at Sachebr, where there is a Zhodani Naval Base, and most fuel locations would probably be guarded against just such a strike. Actually, the AHL could just jump into hex o706 and then on to Chronor. I admit refueling at Chronor and getting back is a problem, But If my fuel tenders brought drop tanks to 0706 I could retank, Strike and return to 0706 to refuel.
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And that's the real point. Theophilius is perfectly right about drop tanks being an advantage. The alternatives are not as efficient (especially not the deep space fuel depot -- the logistics of establishing one can be tremendously complicated). But they are there. So are the drop tanks worth what they cost? They may or may not be. Do the people that holds the purse strings think that they're worth the costs? They may or may not. I just think that the original blanket statement about how ALL warships should have drop tanks is a bit too broad for my taste. Even if we ignore the point about the majority of the Imperial Navy having been built before the invention of drop tanks.I'm having a little trouble following this, since I think some names and locations change from source to source. But, if using the 5th Frontier War Map, if Sachebr is the same as Cipango, and 0706 is the same as the hex just below that system, and Zhdienshdo, is Gesentown (as the Traveller Wiki suggests), then these appear to be Jump 4 jumps. As such, there appear to be some alternate routes even without Drop tanks. (Specifically, if you go J5 from Algebaster, the 5th Frontier War Map appears to show that there is water available for fuel there. You could then refuel and J-3 to Cronor, and then J-2 out to Whenge (which is also indicated to have water for fuel) and then J-5 back to Ruby in Imperial space.
...I just think that the original blanket statement about how ALL warships should have drop tanks is a bit too broad for my taste.
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