In a related thread, we're pondering RU and its uses. It seems to me like it is a budget for supporting "system infrastructure", in a general way, and that includes the maintenance of a fleet.
The question for this thread is, what does BCS then look like, if it's not governed by Megacredits, but RU? The wargaming itch requires a design system, but this appears higher level than High Guard, and Fifth Frontier War tokens are NOT worthy of a design system (yes, we've mapped FFW tokens to specific High Guard ships, but it's a very lossy process). Design has to have a level of detail. Note that ACS has a placeholder entry for spines. And yet, Marc did not take that last step and allow Big Ships to be constructed with ACS.
That means BCS in some way will be abstracted upwards a notch, but still have contact with ACS in some way.
Big Ship Construction using MCr
I have one inkling as to how this could work, and it is that ship design would be backwards: you figure out what payload you want, and what performance it should have, and from there the volume is derived.
For example, if you took a 5,000 ton Particle Accelerator spine, including its crew spaces and support elements, added on 5,000 tons of other things -- point defense, fighter wings, bay weapons, ortillery, and included crew spaces and support elements -- then you'd have a payload of 10,000 tons.
Then you decide you want to wrap that payload up in Jump-4, Maneuver-4 drives. Assuming that a Jump-4 drive array would take 10% volume, 4 parsecs of fuel would take up 40% volume, Maneuver-4 drives would take 4% volume, Power-4 would take 6% volume, and Powerplant fuel for one month would take 4% volume, then:
Drives = 10 + 40 + 4 + 6 + 4 = 64% volume.
So, Payload (10,000 tons) = 36% volume.
So, total volume = 10,000 / 0.36 = appx 28 kt.
Total cost would require a bit more math, at MCr1 per ton of J-drive and P-plant, and MCr2 per ton of M-drive, plus the payload cost.
This system still is, essentially, High Guard, even though the order may be turned around a bit.
Big Ship Construction using RU
How the heck can you abstract ship construction meaningfully away from High Guard? Here's what it STILL needs:
1. Consistent with T5 rules
Weapons, screens, armor has to interact with the rest of Traveller5. Your battleships still have armor, guns, drives, and still require fuel and crew. Sensors still work. DataCasters can be deadly, as can Size 6 Missiles. Antimatter weapons are devastating to TL13 battle riders. And so on.
The "costs" have to be "reasonable". A defense allocation of 80 RU is much more than a squadron of Gazelles.
At the same time, a defense allocation of 8 RU will have to be able to "fight" with a squadron of Gazelles, and the system has to model that. It is likely that the Gazelle squadron will first have to be profiled as a "BCS" squadron first; if so, maybe it needs an acceptable amount of loss of granularity, but that has to be clear.
2. Scalable build systems -- especially for spines
Where there are abstractions, they have to scale in the same way that ACS scales. Where there are new elements, they too have to scale. And they have to support Stage Effects.
Spines, point defenses, screens... it doesn't make sense to assign individual turrets, one at a time, to a battleship hull, but it does have to be able to mount a "point defense" network that is essentially a pile of turrets. And I want to designate them by strength or quality. Light point defense. Standard (??). Heavy. Vheavy. Or rate them simply by effectiveness, in the same manner turrets map directly to effectiveness. PD-1 thru PD-6? Not sure there...
3. Representation of the sorts of things we're used to seeing in Traveller combat.
Range. Damage. At this level of abstraction, maybe there can be a tabletop map.
The question for this thread is, what does BCS then look like, if it's not governed by Megacredits, but RU? The wargaming itch requires a design system, but this appears higher level than High Guard, and Fifth Frontier War tokens are NOT worthy of a design system (yes, we've mapped FFW tokens to specific High Guard ships, but it's a very lossy process). Design has to have a level of detail. Note that ACS has a placeholder entry for spines. And yet, Marc did not take that last step and allow Big Ships to be constructed with ACS.
That means BCS in some way will be abstracted upwards a notch, but still have contact with ACS in some way.
Big Ship Construction using MCr
I have one inkling as to how this could work, and it is that ship design would be backwards: you figure out what payload you want, and what performance it should have, and from there the volume is derived.
For example, if you took a 5,000 ton Particle Accelerator spine, including its crew spaces and support elements, added on 5,000 tons of other things -- point defense, fighter wings, bay weapons, ortillery, and included crew spaces and support elements -- then you'd have a payload of 10,000 tons.
Then you decide you want to wrap that payload up in Jump-4, Maneuver-4 drives. Assuming that a Jump-4 drive array would take 10% volume, 4 parsecs of fuel would take up 40% volume, Maneuver-4 drives would take 4% volume, Power-4 would take 6% volume, and Powerplant fuel for one month would take 4% volume, then:
Drives = 10 + 40 + 4 + 6 + 4 = 64% volume.
So, Payload (10,000 tons) = 36% volume.
So, total volume = 10,000 / 0.36 = appx 28 kt.
Total cost would require a bit more math, at MCr1 per ton of J-drive and P-plant, and MCr2 per ton of M-drive, plus the payload cost.
This system still is, essentially, High Guard, even though the order may be turned around a bit.
Big Ship Construction using RU
How the heck can you abstract ship construction meaningfully away from High Guard? Here's what it STILL needs:
1. Consistent with T5 rules
Weapons, screens, armor has to interact with the rest of Traveller5. Your battleships still have armor, guns, drives, and still require fuel and crew. Sensors still work. DataCasters can be deadly, as can Size 6 Missiles. Antimatter weapons are devastating to TL13 battle riders. And so on.
The "costs" have to be "reasonable". A defense allocation of 80 RU is much more than a squadron of Gazelles.
At the same time, a defense allocation of 8 RU will have to be able to "fight" with a squadron of Gazelles, and the system has to model that. It is likely that the Gazelle squadron will first have to be profiled as a "BCS" squadron first; if so, maybe it needs an acceptable amount of loss of granularity, but that has to be clear.
2. Scalable build systems -- especially for spines
Where there are abstractions, they have to scale in the same way that ACS scales. Where there are new elements, they too have to scale. And they have to support Stage Effects.
Spines, point defenses, screens... it doesn't make sense to assign individual turrets, one at a time, to a battleship hull, but it does have to be able to mount a "point defense" network that is essentially a pile of turrets. And I want to designate them by strength or quality. Light point defense. Standard (??). Heavy. Vheavy. Or rate them simply by effectiveness, in the same manner turrets map directly to effectiveness. PD-1 thru PD-6? Not sure there...
3. Representation of the sorts of things we're used to seeing in Traveller combat.
Range. Damage. At this level of abstraction, maybe there can be a tabletop map.
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