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At odds with a character's tech level...

Originally posted by Ishmael James:
something that dawned on me once about different levels of tech

higher tech equipment is often easier to USE
but higher tech equipment is also harder to REPAIR

just compare driving a model T to a brand new camry.
Camry is easier to drive...but a model T can be fixed without much more than basic hand tools.
I can remember days when you could pull an engine and rebuild it and tune it in a driveway and practically a lunchbox for a tool box.
hi-tech cars need diagnostic computers and specialised tools...very few home mechanics can or will bother them....its easier to adjust point gap and dwell or metering jets than to reprogram and new car's computer system.

so maybe the dm's should go easy when USING higher tech gear but harder when FIXING high tech gear
and vice versa. ( ever see a comp user raised on GUI's stare shell shocked at a console's blinking cursur?)

to some extent, I think it also has to do with weapons...anyone can shoot a good modern rifle and expect to hit a target once shown how to aim.....now give that same person a wheellock and tell him to load and fire it consistantly.
Maybe this is why Traveller computers are so big...so that they can be fixed easily.
 
Originally posted by Ishmael James:
something that dawned on me once about different levels of tech

higher tech equipment is often easier to USE
but higher tech equipment is also harder to REPAIR

just compare driving a model T to a brand new camry.
Camry is easier to drive...but a model T can be fixed without much more than basic hand tools.
I can remember days when you could pull an engine and rebuild it and tune it in a driveway and practically a lunchbox for a tool box.
hi-tech cars need diagnostic computers and specialised tools...very few home mechanics can or will bother them....its easier to adjust point gap and dwell or metering jets than to reprogram and new car's computer system.

so maybe the dm's should go easy when USING higher tech gear but harder when FIXING high tech gear
and vice versa. ( ever see a comp user raised on GUI's stare shell shocked at a console's blinking cursur?)

to some extent, I think it also has to do with weapons...anyone can shoot a good modern rifle and expect to hit a target once shown how to aim.....now give that same person a wheellock and tell him to load and fire it consistantly.
Maybe this is why Traveller computers are so big...so that they can be fixed easily.
 
These kinds of onsiderations and rules would probably vary greatly between universes and (in the OTU) milieux.

The thing is that, in the CT-era OTU, the Imperium is old, stable, with a highly monopolized economy (i.e. alot of economical power concentrated in the hands of the megacorps); it also had quite common starflight and interstellar trade for centuries, even in the "frontier" of the Marches. Tech - included items sold to low-tech worlds - is pretty much standardlized across diferent TLs; furthermore, technological ideas and ways of thinking have spread to most worlds (everything but interdicted worlds and/or worlds witha starport of X). TLs, in many cases, represent only the local production capbilities rather than an absolute limit on knowledge and tecnology. Sure, a character from a TL4 world will be less capable in technical matters than someone from, say, a TL1 world, but won't be THAT unfamiliar with most of the basic concepts. In such a case, the difference could be represented by different homeowrld skills and/or different Skill-0's. The real difference would be for characters from isolated worlds, and, ofcourse, Barbarian characters.

This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.

On the other hand, in Milieu 0 and TNE/TNE1248, contact between worlds is sporadit at best; interstellar trade is rare; worlds were isolated for a long time; and thus someone from a TL4 world would be far less likely to have any kind of reliable modern technological knowledge. In such a milieu I'd use your house-rules from this thread...
 
These kinds of onsiderations and rules would probably vary greatly between universes and (in the OTU) milieux.

The thing is that, in the CT-era OTU, the Imperium is old, stable, with a highly monopolized economy (i.e. alot of economical power concentrated in the hands of the megacorps); it also had quite common starflight and interstellar trade for centuries, even in the "frontier" of the Marches. Tech - included items sold to low-tech worlds - is pretty much standardlized across diferent TLs; furthermore, technological ideas and ways of thinking have spread to most worlds (everything but interdicted worlds and/or worlds witha starport of X). TLs, in many cases, represent only the local production capbilities rather than an absolute limit on knowledge and tecnology. Sure, a character from a TL4 world will be less capable in technical matters than someone from, say, a TL1 world, but won't be THAT unfamiliar with most of the basic concepts. In such a case, the difference could be represented by different homeowrld skills and/or different Skill-0's. The real difference would be for characters from isolated worlds, and, ofcourse, Barbarian characters.

This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.

On the other hand, in Milieu 0 and TNE/TNE1248, contact between worlds is sporadit at best; interstellar trade is rare; worlds were isolated for a long time; and thus someone from a TL4 world would be far less likely to have any kind of reliable modern technological knowledge. In such a milieu I'd use your house-rules from this thread...
 
Originally posted by Employee 2-4601:
This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.
I wonder about this.

Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.

Hmm...

I'm thinking, "no".

We already see different TL starships.

But, I'm thinking more along the lines of supply, availability, logistics, and expense. It seems to me an Imperial Marine miht be trained on TL 15 equipment, and maybe he's not.

Take a world like Aramis. It's a TL B world. And, there's a Naval base on Aramis.

Now, maybe, all the marines stationed on Aramis are trained at and have available TL 15 equipment. But, where's the nearest TL 15 world?

There isn't one. There isn't one in the entire subsector.

So, where does the Aramis marine get his TL 15 FGMP? If the marine needs a servo-motor for his right elbow joint of his TL 15 Battledress that was destroyed in the last engagement with Vargr Corsairs, where does that come from? Because, it wasn't manufactured on Aramis...it's gotta be shipped in from somewhere...and the nearest TL 15 world is...I dunno.

One could argue that stuff like that is stockpiled at the base, conveyed there from some other distant Marine post.

And, I'm sure there is a stockpile at each and every Naval Base. But, relying completely on stockpiles seems inefficient.

Now, I know that one could make a comparision about US military bases in third-world countries--that everything is stockpiled and shipped in. But, we're talking VAST distances between Naval Bases and re-supply stations. And, those distances are expensive to travel in both time and money.

It's a logistical nightmare.

So, if you've got a TL 11 world, like Aramis, why not outfit your marines so that they could operate with TL 11 equipment. Industry on Aramis could support the base. You could use the Grand Census idea of having different tech levels for different, specific tech areas, and maybe go a little higher than the UPP TL of the world. (In my campaign, I did this for Aramis, getting a TL D for Personal and Heavy Military tech.)

So, what I'm proposing is that some Imperial Marines are trained on TL 15 equipment, but not all. Sometimes, the Grand-Quartermaster, or whatever he's called, will find different solutions to his logistical problems.

In the example above, if Aramis truly does have TL 13 Personal Military technology, then doesn't it seem reasonable that all marines on Aramis are trained and equipped with TL 13 gear? That industry on Aramis supports the military base with TL 13 Imperial defense contracts?

Now, one parsec from Aramis lies Natoko, also with its own Naval Base. But Natoko is TL 8. Being just one parsec from Aramis, I'd say that the Natoko Marines are trained and equipped to Aramis standards at TL 13.

In a game, I'd suggest looking at the subsector you're gaming in, and maybe the neighboring subsector, finding the highest TL Naval Base (in the focus subsector plus the eight around it, it's seems likely you'd find a Naval Base with an acceptible TL) and using that to make some logical assumptions about what the Imperial Forces are trained to.

If it's TL 15, great. But, it seems that TL 10-14 might work as well.

Thoughts on this?
 
Originally posted by Employee 2-4601:
This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.
I wonder about this.

Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.

Hmm...

I'm thinking, "no".

We already see different TL starships.

But, I'm thinking more along the lines of supply, availability, logistics, and expense. It seems to me an Imperial Marine miht be trained on TL 15 equipment, and maybe he's not.

Take a world like Aramis. It's a TL B world. And, there's a Naval base on Aramis.

Now, maybe, all the marines stationed on Aramis are trained at and have available TL 15 equipment. But, where's the nearest TL 15 world?

There isn't one. There isn't one in the entire subsector.

So, where does the Aramis marine get his TL 15 FGMP? If the marine needs a servo-motor for his right elbow joint of his TL 15 Battledress that was destroyed in the last engagement with Vargr Corsairs, where does that come from? Because, it wasn't manufactured on Aramis...it's gotta be shipped in from somewhere...and the nearest TL 15 world is...I dunno.

One could argue that stuff like that is stockpiled at the base, conveyed there from some other distant Marine post.

And, I'm sure there is a stockpile at each and every Naval Base. But, relying completely on stockpiles seems inefficient.

Now, I know that one could make a comparision about US military bases in third-world countries--that everything is stockpiled and shipped in. But, we're talking VAST distances between Naval Bases and re-supply stations. And, those distances are expensive to travel in both time and money.

It's a logistical nightmare.

So, if you've got a TL 11 world, like Aramis, why not outfit your marines so that they could operate with TL 11 equipment. Industry on Aramis could support the base. You could use the Grand Census idea of having different tech levels for different, specific tech areas, and maybe go a little higher than the UPP TL of the world. (In my campaign, I did this for Aramis, getting a TL D for Personal and Heavy Military tech.)

So, what I'm proposing is that some Imperial Marines are trained on TL 15 equipment, but not all. Sometimes, the Grand-Quartermaster, or whatever he's called, will find different solutions to his logistical problems.

In the example above, if Aramis truly does have TL 13 Personal Military technology, then doesn't it seem reasonable that all marines on Aramis are trained and equipped with TL 13 gear? That industry on Aramis supports the military base with TL 13 Imperial defense contracts?

Now, one parsec from Aramis lies Natoko, also with its own Naval Base. But Natoko is TL 8. Being just one parsec from Aramis, I'd say that the Natoko Marines are trained and equipped to Aramis standards at TL 13.

In a game, I'd suggest looking at the subsector you're gaming in, and maybe the neighboring subsector, finding the highest TL Naval Base (in the focus subsector plus the eight around it, it's seems likely you'd find a Naval Base with an acceptible TL) and using that to make some logical assumptions about what the Imperial Forces are trained to.

If it's TL 15, great. But, it seems that TL 10-14 might work as well.

Thoughts on this?
 
higher tech equipment is often easier to USE
but higher tech equipment is also harder to REPAIR
that was my experience in the navy in nuclear power. lots of stuff down there was quite low-tech - that way a squid with a hammer could fix it. I personally manufactured parts using a chisle and a coke can that worked for over a year. explorers out in space light years from any help or spare parts might well prefer this approach.
 
higher tech equipment is often easier to USE
but higher tech equipment is also harder to REPAIR
that was my experience in the navy in nuclear power. lots of stuff down there was quite low-tech - that way a squid with a hammer could fix it. I personally manufactured parts using a chisle and a coke can that worked for over a year. explorers out in space light years from any help or spare parts might well prefer this approach.
 
Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.
imtu, yes if it makes a difference, and maybe if it doesn't. for example there's little difference between a tech 12 gig and a tech 15 gig, so in the navy those are all tech 12, and the imperium farms out contracts for them to smaller yards that need work or help. but all marine personal equipment is the best the imperium can provide, for psychological reasons if there aren't any real reasons. cost isn't much of an issue since the marines' equipment is far cheaper than the ships that carry them.
 
Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.
imtu, yes if it makes a difference, and maybe if it doesn't. for example there's little difference between a tech 12 gig and a tech 15 gig, so in the navy those are all tech 12, and the imperium farms out contracts for them to smaller yards that need work or help. but all marine personal equipment is the best the imperium can provide, for psychological reasons if there aren't any real reasons. cost isn't much of an issue since the marines' equipment is far cheaper than the ships that carry them.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Employee 2-4601:
This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.
I wonder about this.

Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.
</font>[/QUOTE]On a second thought, the Marines (or any other Imperial service) are probably tiered (as the Navy is in LBB5). Planetary Marines - for planets that have a Marine Corps - would have the planet's TL; Subsector Marines would have the subsector's highest TL; Imperial Marines would be TL15 with some lower-TL gear (such as gauss pistols) given to non-combat troops. Ofcourse, it should be far easier to apply to a local or subsector marine corps rather than to the Imperial one - and the bulk of the Marines would actually be from colonial battalions (i.e. planetary or subsector forces) with the Imperial units serving as an elite spearhead force.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by Employee 2-4601:
This is further mitigated by the fact that most CT careers are interstellar ones - an Imperial Marine would be trained to TL15 specs no matter which TL he came from.
I wonder about this.

Is every Imperial Marine trained to TL 15? Every piece of equipment he has a TL 15 piece of equipment.
</font>[/QUOTE]On a second thought, the Marines (or any other Imperial service) are probably tiered (as the Navy is in LBB5). Planetary Marines - for planets that have a Marine Corps - would have the planet's TL; Subsector Marines would have the subsector's highest TL; Imperial Marines would be TL15 with some lower-TL gear (such as gauss pistols) given to non-combat troops. Ofcourse, it should be far easier to apply to a local or subsector marine corps rather than to the Imperial one - and the bulk of the Marines would actually be from colonial battalions (i.e. planetary or subsector forces) with the Imperial units serving as an elite spearhead force.
 
But the Kinunir and IIRC TCS show that world TL does not dictate the TL of naval vessels.

If TL-10 Regina can build a whole squadron of TL-15 Kinunirs, then I can't see why TL-11 Aramis can't make and maintain FGMP-15's.

IMTU TL is only be useful as a general guide to the average TL of commercial goods on that world.

The idea that imperial marines would have different TLs on different worlds just doesn't bear examination.
 
But the Kinunir and IIRC TCS show that world TL does not dictate the TL of naval vessels.

If TL-10 Regina can build a whole squadron of TL-15 Kinunirs, then I can't see why TL-11 Aramis can't make and maintain FGMP-15's.

IMTU TL is only be useful as a general guide to the average TL of commercial goods on that world.

The idea that imperial marines would have different TLs on different worlds just doesn't bear examination.
 
Aramis will import FGMP-15s, just like Regina imports the TL15 hull material and modules needed to build Kinunirii.

But your comments are valid. TL is commonly available material; interstellar empires permit higher tech stuff to be available to member worlds.
 
Aramis will import FGMP-15s, just like Regina imports the TL15 hull material and modules needed to build Kinunirii.

But your comments are valid. TL is commonly available material; interstellar empires permit higher tech stuff to be available to member worlds.
 
This is another area where a good GM can add some "life" to his campaign. The devil is in the details.

Take a look at the Aramis subsector. The 8 worlds in the Aramis Trace (all the worlds connected to Aramis by J-1) have several Scout and Naval bases.

It looks to me like the HQ for the Imperial Naval Command is on Margesi, in the Rhylanor subsector. Margesi sports both a Naval and Scout base, and the world is TL 12, sporting a Class A starport.

Next to Margesi is Nutema, with a Naval Base (probably for the gas giants in the system) because Nutema is TL 8.

In the Aramis subsector, we have three Naval Bases in a row, all close together: L'oeul d'Dieu (TL 11), Aramis (TL 11), and Natoko (TL 8).

Aramis also sports a Class A starport as well as a Scout Base (and is the seat of government for the subsector).

My guess is that the Aramis Trace Naval Command is either on Margesi or Aramis, and all 5 Naval Bases are considered a logistical unit when it comes to supply and reinforcement of troops and equipment.

Looking coreward at the Aramis subsector, we can see that the spinward side of the subesector is pretty sparse in terms of worlds (referred to as "The Scatters" in the subsector). The only military base in the Scatters is the Naval Base on Paya, which looks to be an outpost on that arm of the Spinward Main. It's probably not associated with the bases in the Aramis Trace.

Finally, we have the Towers Cluster, just coreward of the Aramis Trace. The Towers Cluster boasts no Naval Bases but does have a couple Scout Bases and even a Way Station. The Towers Cluster is the edge of Imperial space, bumping up into the Vargr Extents.

Given all this, I'd say the jurisdiction of the three Naval Bases on L'oeul d'Dieu, Aramis, and Natoko are the Scatters and the Towers Cluster as well as their half of the Aramis Trace.

The base at Paya can be considered a separate command, operating as an outpost in that arm of the Spinward Main (looking at the Aramis subsector map makes what I'm saying more visual).

In the rimward section of the Aramis Trace, Margisi and Nutema focus their efforts in the Rhylanor Subsector to the worlds directly rimward--leaving those worlds on the Spinward Main under the juridiction of the various outposts located on the Main.

Look back at the Aramis base again, (given what I've said here), it looks like Aramis and Margesi are the two main "supplier" words for equipment and arms for the Imperial military forces operating in the Aramis Trace (and therefore in most of the Aramis subsector as well).

As I said in a previous post, I used Grand Census to detail Personal Military and Heavy Military tech for Aramis, which raised it's base UPP TL of 11 to TL 13 in these two specific areas of tech.

With that said, I'd outfit Imperial Marines in my campaign to TL 13 max.

I just don't see where TL 14 or 15 equipment would come from--especially equipment that requires high tech upkeep.

-S4
 
This is another area where a good GM can add some "life" to his campaign. The devil is in the details.

Take a look at the Aramis subsector. The 8 worlds in the Aramis Trace (all the worlds connected to Aramis by J-1) have several Scout and Naval bases.

It looks to me like the HQ for the Imperial Naval Command is on Margesi, in the Rhylanor subsector. Margesi sports both a Naval and Scout base, and the world is TL 12, sporting a Class A starport.

Next to Margesi is Nutema, with a Naval Base (probably for the gas giants in the system) because Nutema is TL 8.

In the Aramis subsector, we have three Naval Bases in a row, all close together: L'oeul d'Dieu (TL 11), Aramis (TL 11), and Natoko (TL 8).

Aramis also sports a Class A starport as well as a Scout Base (and is the seat of government for the subsector).

My guess is that the Aramis Trace Naval Command is either on Margesi or Aramis, and all 5 Naval Bases are considered a logistical unit when it comes to supply and reinforcement of troops and equipment.

Looking coreward at the Aramis subsector, we can see that the spinward side of the subesector is pretty sparse in terms of worlds (referred to as "The Scatters" in the subsector). The only military base in the Scatters is the Naval Base on Paya, which looks to be an outpost on that arm of the Spinward Main. It's probably not associated with the bases in the Aramis Trace.

Finally, we have the Towers Cluster, just coreward of the Aramis Trace. The Towers Cluster boasts no Naval Bases but does have a couple Scout Bases and even a Way Station. The Towers Cluster is the edge of Imperial space, bumping up into the Vargr Extents.

Given all this, I'd say the jurisdiction of the three Naval Bases on L'oeul d'Dieu, Aramis, and Natoko are the Scatters and the Towers Cluster as well as their half of the Aramis Trace.

The base at Paya can be considered a separate command, operating as an outpost in that arm of the Spinward Main (looking at the Aramis subsector map makes what I'm saying more visual).

In the rimward section of the Aramis Trace, Margisi and Nutema focus their efforts in the Rhylanor Subsector to the worlds directly rimward--leaving those worlds on the Spinward Main under the juridiction of the various outposts located on the Main.

Look back at the Aramis base again, (given what I've said here), it looks like Aramis and Margesi are the two main "supplier" words for equipment and arms for the Imperial military forces operating in the Aramis Trace (and therefore in most of the Aramis subsector as well).

As I said in a previous post, I used Grand Census to detail Personal Military and Heavy Military tech for Aramis, which raised it's base UPP TL of 11 to TL 13 in these two specific areas of tech.

With that said, I'd outfit Imperial Marines in my campaign to TL 13 max.

I just don't see where TL 14 or 15 equipment would come from--especially equipment that requires high tech upkeep.

-S4
 
I just don't see where TL 14 or 15 equipment would come from ....
from the same place the tech 14 and 15 naval ships come from. not to be flippant, but 9F rhylanor is only 8 parsecs away, a mere two jumps for in-fleet supply vessels (notice celepina right smack between rhylanor and aramis), so in addition to the normal supply system and depot stocks unscheduled requests are a mere five to six weeks away from fulfilment by a standard weekly run. this just doesn't seem so hard.
 
I just don't see where TL 14 or 15 equipment would come from ....
from the same place the tech 14 and 15 naval ships come from. not to be flippant, but 9F rhylanor is only 8 parsecs away, a mere two jumps for in-fleet supply vessels (notice celepina right smack between rhylanor and aramis), so in addition to the normal supply system and depot stocks unscheduled requests are a mere five to six weeks away from fulfilment by a standard weekly run. this just doesn't seem so hard.
 
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