RPG Maxim:
Build a design system, and there will be a deluge of players willing to tell you how to do it better.
Thought I'd throw a topic out for the 'newbie' T20 gearheads (like me), to hopefully get some input on what the pro's are doing to improve T20 ship design.
For instance:
--Miniaturization of computer systems built at higher tech levels exists in the rules.
What about similar reductions in space, or power requirements for Jump/Man Drives.
"Could a Jump-1 Drive, built at TL-14, be smaller/more efficient?"
--If your starship will carry subcraft, why would you ever install a docking ring instead of
an internal hanger?
You have to account for (subtract) the sub-craft tonnage anyway for Jump/Fuel purposes. Why lose the additional 30% of craft tonnage (and possible costs of steamlining?
I can see it for a passenger liner or other application where you would have a seperate craft dock (bringing passengers), or even require one for customs inspectors to link up. But not for any craft that the starship 'keeps'.
Build a design system, and there will be a deluge of players willing to tell you how to do it better.
Thought I'd throw a topic out for the 'newbie' T20 gearheads (like me), to hopefully get some input on what the pro's are doing to improve T20 ship design.
For instance:
--Miniaturization of computer systems built at higher tech levels exists in the rules.
What about similar reductions in space, or power requirements for Jump/Man Drives.
"Could a Jump-1 Drive, built at TL-14, be smaller/more efficient?"
--If your starship will carry subcraft, why would you ever install a docking ring instead of
an internal hanger?
You have to account for (subtract) the sub-craft tonnage anyway for Jump/Fuel purposes. Why lose the additional 30% of craft tonnage (and possible costs of steamlining?
I can see it for a passenger liner or other application where you would have a seperate craft dock (bringing passengers), or even require one for customs inspectors to link up. But not for any craft that the starship 'keeps'.