ONE OF MANY POSSIBLE SPINE-MAKERS
(Commentary follows, below the fold)
Assume a spine at a minimum requires
- Its own independent power source.
- Some sort of an effect generator with or without an enhancer (the "tube").
- Some sort of control mechanism and operational crew.
- If required, a fuel source.
- If required, a Magazine with reloads.
Main Guns
Spine. 4,500 tons.
Dish. 9,500 tons.
Main Bay. 8,000 tons.
Particle Accelerators, Meson Guns, Energy weapons, and Rail Guns require a Spine.
Inducers, Jump Dampers, Tractor/Pressors, and Disruptors require a Dish or a Bay.
Missile launchers, Ortillery, or Fighter Launchers require a Spine or a Bay.
Their damage ratings are equal to its class code. So an "A" spine has a damage rating of 10, a "C" spine has a damage rating of 13, and a "Z" spine has a damage rating of 33. Volume also increases with letter code.
Stage Effects. Since both High Guard and Traveller5 limit weapons by Stage (High Guard embeds a prototypical "Stage Effects" effect into its spines tables), it seems reasonable to allow Stage Effects to represent development.
Experimental: vol x 2, Factor - 3
Prototype: vol x 1.9, Factor - 2
Early: vol x 1.7, Factor - 1
Std: vol x 1.0
Improved: vol x 1.0, Factor + 1
Modified: vol x 0.9, Factor + 2
Advanced: vol x 0.8, Factor + 3
Traveller5 indicates that a TL 9 Particle Accelerator would have to be a Prototype. So for example, a prototype Class A spine would displace 9,000 tons and have a damage rating of 10 - 2 = 8.
What if a Class S spine is 25,000 tons though? A Prototype would displace 47,500 tons but the damage is only slightly penalized (20 - 2 = 18).
*** Another Way To Do This. Since we might end up with 24 "base" spines, perhaps we only need "Hard Stage"... in other words, only the Early, Prototype, and Experimental stages, and use the spine codes to represent improvements and TL thresholds. I think this route is worth exploring.
Range Effects. Some weapons require range, while others don't. The T5 way to customize range is with a Range or Bulk table.
VLight: vol x 0.6. Range - 2
Light: vol x 0.7. Range - 1
Heavy: vol x 1.3. Range + 1
VHeavy: vol x 4.0. Range + 2
Considerations. With Stage and Range, a single spine would have 28 unique representations. Then what is the purpose of a "Spine Table"? I can think of three possibilities: it allows truly massive spines, it allows a range of damage, and it can simplify design by bundling power, ordnance, and control requirements. In a sense, this prepares the system against Eurisko by making that tactic easy to test.
I *think* Marc favors a flat list of spines... but on the other hand he did all the *Makers, where Stage and Range modify a base set of items.
On the Gripping Hand, Marc's made noises about the "X, Y, Z" spines displacing 25,000 tons or so, and I assume (?) that that's the base model.
And on the lower end, one of his email suggests that the smallest possible spine cannot reasonably fit into an ACS. That suggests a modified lower potential size of ... well call it 2,500 tons.
Assume Stage and Range are things. But I want to borrow Stage from GunMaker:
Experimental: vol x 2
Prototype: vol x 1.9
Early: vol x 1.7
Std: vol x 1.0
Improved: vol x 1.0
Modified: vol x 0.9
Advanced: vol x 0.8
Ultimate: vol x 0.7
And although I don't like using bulk-related terms to affect range, they seem to make sense, so again from GunMaker:
VLight: vol x 0.6. Range - 2
Light: vol x 0.7. Range - 1
Heavy: vol x 1.3. Range + 1
VHeavy: vol x 4.0. Range + 2
These numbers are twiddled with to get a feel for the range of standard spines. For example, if the minimum spine size is 2500 tons, then the minimum Standard Spine Size is 2500 / 0.7 (Ultimate) / 0.6 (Vlight) = 6,000 tons.
Sounds "too large".
So now we play with the numbers. How does 4,000 tons feel? Yeah, that "seems" pretty reasonable for Traveller in lieu of High Guard.
That means the smallest spine is 4,000 x 0.6 = 2400 more or less.
So "Ultimate" x "VLight" has to be 0.6 or larger, right? Rather than arrive directly at numbers, I want to ease into them. So first I'll change Vlight and Light to 15% increments.
VLight: vol x 0.7. Range - 2
Light: vol x 0.85. Range - 1
Heavy: vol x 1.3. Range + 1
VHeavy: vol x 4.0. Range + 2
Next let me put "Ultimate" on the chopping block, because I think seven Stages is plenty.
Experimental: vol x 2
Prototype: vol x 1.9
Early: vol x 1.7
Std: vol x 1.0
Improved: vol x 1.0
Modified: vol x 0.9
Advanced: vol x 0.8
So the smallest multiplier is now 0.7 x 0.8 = 0.56. Close enough? 2240 is pretty good... very tempting...
And I don't want to change these values much more. VLight could go do 0.75... but at some point it's just not worth it, so not yet.
There's one more option, and that's to raise the Standard tonnage just a little bit.
For example, 4500 tons.
4500 x 0.56 = 2520 tons. That seems to satisfy the criteria.