mike wightman
SOC-14 10K
Odd that you didn't think that when I suggested it.S imple
E asy
E ffective
It ought to be in the errata like that.
Odd that you didn't think that when I suggested it.S imple
E asy
E ffective
It ought to be in the errata like that.
Since I am OSR-centric [meaning that "House Rules" are the NORM and RAW are "suggestions"] ... I have a HOUSE RULE that permits 4 hardpoints on a 300 dTon hull, too.And I offered you a published official design that used 4 hardpoints in a 300 dton ship, and I guess we will agree this is not allowed by the rules...
An unspecified number, that can include one, is still a plural.With this reasoning, your design was illegal as it used exactly one LBB2 drive, and as you say, plural is any number not exactly one
Agreed, avoid semi-merging separate systems. It caused silly problems in both CT and MgT1.I guess you're right, and this is what new BCS should avoid. Thiose rules merging use to lead to such chaos. I believe this rule was to allow LBB2 designs to keep being used in a HG setting, as redesigning them with HG rules changes them quite a lot.
The Gazelle has a checkered history, but the rules are clear, at least after errata. No extra hardpoints.And I offered youa published official design that used 4 hardpoints in a 300 dton ship, and I guess we will agree this is not allowed by the rules...
I developed it when I was attempting to reconcile LBB2 to LBB5. I wanted LBB2 tables that matched LBB5 results for a unified ship creation methodology. What I discovered in practice was the PP cost per dTon in LBB5 was what shattered both compatibility and rendered any ACS below TL 15 bankrupt in LBB5 (forcing the LBB2 ship design).Great minds think alike lol, I posted that house rule a couple of years ago, how long have you used it? Does it work in practice?
Different discussion, different context.Odd that you didn't think that when I suggested it.
While LBB2 and LBB5 allocate the volume for MD, PP, & JD different ... the total needed for M2/J2/P2 in both books comes out very close. Same for M1/J1/P1 and M3/M3/P3.
An unspecified number, that can include one, is still a plural.
A singular is exactly one.
I'm going to go out on a limb and say that CT wasn't written by Rules Lawyers for Rules Lawyers.but, As AnotherDilbert says, rules don't specify it...
Oh you probably could, but then you'd have a bunch of parts and no one who knew how to assemble them, so it's probably not a good idea.Right, but you can't use them to manufacturer anything with them. You can import a whole air/raft onto a TL 6 planet but you cannot import the higher TL individual parts to BUILD an air/raft on a TL6 planet.
So the 1 EP plant costs Cr3 million whether it's 1 dTon or 4 dTons? Other than having to go back and recalculate some things, I like that a lot.While I have no interest in wading into the fight over TL and ship construction (IMTU the TL of a world means the TL of local manufacture ... non-binding on the OTU which is non-binding on me) ...
I do have a simple HOUSE RULE* that goes a LONG way towards fixing main issues with the LBB5 vs LBB2 ship costs.
LBB5 Power Plant Costs are "Per EP" not "Per dTon".
This means all LBB5 ships no longer NEED to be TL 15 to avoid the draconian cost penalty ... higher TL just grants smaller Power Plants for the same Cost and Output. It places the LBB2 and LBB5 ships within spitting distance of being the same price for similar ACS craft.
*I did not want anyone to whine that was not RAW ... so I made it as clear as I possibly could!
Thank you for tracking it down, I knew it was not my original idea and was searching for where it came from. It makes a lot more sense to me to do it this way.I developed it when I was attempting to reconcile LBB2 to LBB5. I wanted LBB2 tables that matched LBB5 results for a unified ship creation methodology. What I discovered in practice was the PP cost per dTon in LBB5 was what shattered both compatibility and rendered any ACS below TL 15 bankrupt in LBB5 (forcing the LBB2 ship design).
When you change LBB5 PP to cost per EP, then the difference between a J2/M2/P2 ship in LBB2 and LBB5 becomes less than the savings for mass production. While LBB2 and LBB5 allocate the volume for MD, PP, & JD different ... the total needed for M2/J2/P2 in both books comes out very close. Same for M1/J1/P1 and M3/M3/P3. Create a few and compare the differences in Cost and Volume for Engineering. It allows "Engineering" to be a block on deckplans that will work for either LBB2 or LBB5 with the ships rounding off to about the same price.
I found the original post ... October 3, 2017
The beauty is that there are very few LBB5 ships with a PP less than TL 15 due to the Cost Penalty, so there are actually few designs that need to be "recalculated". What it does most is allow a TL 9-14 merchant ship to exist and compete in LBB5 (without a LBB2 letter PP).So the 1 EP plant costs Cr3 million whether it's 1 dTon or 4 dTons? Other than having to go back and recalculate some things, I like that a lot.
That was my point. You could not accomplish the task and end up with an operational air/raft.Oh you probably could, but then you'd have a bunch of parts and no one who knew how to assemble them, so it's probably not a good idea.
So the 1 EP plant costs Cr3 million whether it's 1 dTon or 4 dTons? Other than having to go back and recalculate some things, I like that a lot.
I really like this concept, though I probably won't actually use it. You're buying capability, not hardware.I do have a simple HOUSE RULE* that goes a LONG way towards fixing main issues with the LBB5 vs LBB2 ship costs.
LBB5 Power Plant Costs are "Per EP" not "Per dTon".
I almost completely agree.Or to speak the language of the Rules Lawyers ... it's not about the LETTER of thelawRAW, but about its SPIRIT.
If you have to "abandon" the Letter(s) of the RAW in order to remain true to its Spirit ... that is no vice, but rather a virtue.
Well, yes.Assumption: this thread assumes that the Narrative Canon for Traveller is often more correct than the rules.
Carlo's Axiom sums it up nicely: The rules as written don't support the ships as written.
MY GOAL: A list of generalizations, restrictions, and expectations for Big Ship combat.
Given: there is a vast corpus of semi-compatible Traveller material.
Given: some books have a greater influence than other material.
Given: some people have a greater influence than others.
Then:
What can we say generally about Big Navy Ships in Traveller?
Ok, some points the "Carriers" of this are the Battlerider tenders.
- Carriers seem to get short shrift on EVERY version of Traveller.
- Perhaps this is because smaller craft typically mean less capable craft.
Ok, I said Siege here.Well, yes.
They are big....
Ok, some points the "Carriers" of this are the Battlerider tenders.
Consider this in establishing a siege Battleriders are your goto units for establish numbers for control in the target system.
I think that depends on how jump mechanics work. If ships coming in from another system always arrive (roughly) in the same area you put patrols where they can easily respond to arriving vessels. Maybe stick a defence platform or ‘mine’field (where the mines are remote targeting platforms) in that area. Obviously if you do this smugglers will try to aim to arrive out system and go through your gaps so you put sensor buoys around the area and try to intercept.Ok, I said Siege here.
What does it take to blockade a system?
You know, the more I think about this, the more I think it should be pitched to errata as a rule change. It would go a long way toward supporting the "starports build at the local tech level" premise since the only disadvantage would be a few tons lost in cargo/passenger space....
LBB5 Power Plant Costs are "Per EP" not "Per dTon".
...
On the one hand, it would be really cool to have a more Pournellian jump system. On the other, it would pretty much eliminate piracy and smuggling since it creates an easily controlled choke point.I think that depends on how jump mechanics work. If ships coming in from another system always arrive (roughly) in the same area you put patrols where they can easily respond to arriving vessels. Maybe stick a defence platform or ‘mine’field (where the mines are remote targeting platforms) in that area. Obviously if you do this smugglers will try to aim to arrive out system and go through your gaps so you put sensor buoys around the area and try to intercept.
If the arrival location in the system is totally random because of high jump variance then you need to basically “mine” the hell out of the 10D limit and have a large number of ships between the 10D and 100D limits to cover the space.