Aramis re fuel rates: I think so, too.
Originally posted by BillDowns:
</font><blockquote>quote:</font><hr />Originally posted by robject:
Book 2 is not meant to be necessarily simple, but interesting. So, small starships end up not being scaled versions of each other.
I don't see why one necessarily implies the other.
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Book 2 has a Purpose
The Book 2 drives, while following formulae, yet produce interesting results. Perhaps the results are solely because of a lower limit added to the formulae (I'm not sure), but ships up to 1000 tons are penalized due to their low volume.
The Type S is tight for space mainly due to the drive tables and the bridge volume.
Book 2's purpose appears to be to make smaller ships more constrained, by making the required drive percentages
vary from ship volume to ship volume. There's something about this that's important to small ship adventuring.
Something's Missing from T4
This is something that I've been realizing very slowly now, ever since T4 came out. I played with QSDS a lot, but I went back to Book 2 and, frankly, haven't used T4 for six years now. Why? It has more than Book 2, yet rests at nearly the same complexity level. Thus it should be
better. Perhaps I had become a grognard. But no, I had only known Traveller for two years, and launched myself and my group whole-hog into T4. We played only T4 for three years, so that by 1999 I had as much or more T4 experience as I had CT experience.
Something's Missing from my Hybrid System
On and off for the last three or four years I had been working on my own hybrid ship design system. Its working premise was that ships are extremely modular, to the point where a new ship could be created by simply scaling the working components of an existing ship. Want something 10% larger? Scale the hull, drive components, and fuel by 10%. 2000% larger? Scale by 2000%. Easy. I even added rules for adding multiple drives -- again, to scale performance generically.
It was elegant and cool. And I eventually totally abandoned it, because it was
boring. Something was missing. What was missing, I believe, is a bit of chaos, or complexity (but not really
complexity, if you know what I mean). Some subtlety in the building rules.
In nearly every respect it mirrored Book 2, except it removed size restrictions and allowed scaling -- scaling very like High Guard, in fact. I thought perhaps losing the inherent 'damage track' was part of the problem, but adding in damage tracks didn't seem to help. (
Sigg, do you remember on COTI when we were talking about creating damage tracks?) The system still felt like High Guard.
They're Both High Guard Variants
And that was the problem. In removing the non-scaling elements of Book 2, the system had ceased to be anything like Book 2 except on a peripheral level only. I had partially and poorly re-invented an unofficial High Guard variant. Because that's what High Guard is: a generic shipbuilding system that's more or less scalable.
Book 2 is obviously not High Guard. They can be sewn together at the edges, but the distinctivenesses of each run deeper than mere presentation, and in fact are complementary and, therefore, should be retained.
Most of these thoughts weren't very clear in my head
at all until last month, when Marc wrote this:
So I was thinking that the reason the CT tables were created and were so satisfying was that they
1. Are a rich decision making environment.
2. Are not scalable.
Trying to remember why I did something some 30 years ago in 1977 is a challenge, but is does come back to me that how I didn't want ships to just be scaled versions of each other.
I realized he was probably right, for small ships. The purpose of Book 2 was to make designing each small ship satisfying, like a mini-game.
High Guard has a different purpose: designing military squadrons to bludgeon each other to smithereens. This is not quite the same game environment as small shipbuilding.