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Freedonian System Defense Boat

The OTU has always been a sandbox for the developers to play in, and they re-wrote the core technologies from edition to edition without a care, TNE being the most extreme shift in tech paradigm.

I was always fascinated by the articles written by the writers of MT and TNE over the choices they made and the new ideas they introduced. They weren't bothered with compatability more with 'how do we make this better game'.
My axiom ("There is only one OTU") has little, if anything, to do with how we got all those different and diverging versions. It's simply a recipe for how to proceed now. Yes, earlier developers of the game have made some egregious changes (They've also made a few good ones). There's nothing to be done about that now. But that's no excuse for doing it again.


Hans
 
The OTU is not Greyhawk or Forgotten Realms. There is little internal consistancy from edition to edition.

I agree with you that there could/should be an internally consistant OTU, but the developers, designers, companies in charge have seen fi over the years to take a different approach.

Perhaps MgT offers the best chance of producing an internally consistant OTU.

A dream I know....
 
The OTU is not Greyhawk or Forgotten Realms. There is little internal consistancy from edition to edition.
Actually, there is considerable internal consistency from edition to edition. The history is supposedly the same in every case (albeit divergent after 1116 for the GTU). Which ought to prove that the "real" underlying technology is the exact same in each case and that any discrepancies are errors rather than alternatives. I agree with you that prior developers have overlooked (or ignored) this aspect, but so much more reason to hope for a developer who won't do the same. Sorry, make that "wish for" instead of "hope for".


Hans
 
Just a small observation, he was talking about MGT's own internal consitancy.
MGT/MB and MGT/HG are consitant right the way through.

So far they seem to be building up from a clearly defined internal vision of how it will all work together. So far, so good, IMHO.

Is it CT, close, but no. Is it MT, close but no. Can't say for the others. Personally I hail from the mine what's useful to me school of Traveller.
 
Just a small observation, he was talking about MGT's own internal consitancy.

MGT/MB and MGT/HG are consitant right the way through.
So maybe they should stop implying that they're working on the OTU and call it the Moongoose Traveller Universe. A third parallel universe where history and technology worked out differently, yet by an astounding coincidence the end result was very much alike -- except for all the deliberate changes, of course.


Hans
 
Just a small observation, he was talking about MGT's own internal consitancy.
MGT/MB and MGT/HG are consitant right the way through.

So far they seem to be building up from a clearly defined internal vision of how it will all work together. So far, so good, IMHO.

Is it CT, close, but no. Is it MT, close but no. Can't say for the others. Personally I hail from the mine what's useful to me school of Traveller.

MGT-HG changes material in the MGT-CRB; explicitly so (page 47). That is NOT self-consistency.
 
MGT-HG changes material in the MGT-CRB; explicitly so (page 47). That is NOT self-consistency.

Not to side track my own thread, but since this thread is mostly dead anyhow <g>

What exactly did they do with the High Guard version in MgT? I picked up the core book at a discounted price from Amazon rather than pay full price for the Mongoose traveller book. There had been enough curiosity to want to see if I could "mine" it for useful ideas I'd want to use. When I saw the rules for ship building and saw that they changed the size of the bridge downwards from the 20 dtons down to 10 dtons (iirc), I thought, "Ok, not as internally self-consistent with CT as originally thought." After seeing the rules for ship building in T5, I can see why they weren't exactly expected to be consistant with the original CT ship building rules.

So, if I might, what did they do with MgT HG?
 
So, if I might, what did they do with MgT HG?


Hal,

Quite a bit actually, but the biggest change has to do with bay weaponry. You can now put bays in vessels below 1000dTons and you can put in many more bays per given hull size too.

Simply put, more boom-boom.


Regards,
Bill
 
Hal,

Quite a bit actually, but the biggest change has to do with bay weaponry. You can now put bays in vessels below 1000dTons and you can put in many more bays per given hull size too.

Simply put, more boom-boom.


Regards,
Bill

On a scale of 1 to 10, where 1 is "They shouldn't have killed a tree for this" to 10 being "Um, Hal, you need to insure they include a copy of this in your casket when you finally kick off." (ok, so maybe not include it in my casket!)

But you get the point. Did you like what they did, were you more or less "neutral" thinking "Some good stuff, some not so good stuff" or what?
 
Hal,

I'm still "thinking on it" actually. There are some very good bits and then there's stuff like the bay weapons.

At the moment, it's a 4. Much like how the inclusion of HEPlaR overshadowed the good bits in TNE's ship design system, I can't get past having to redesign every canonical warship because of MgT's armament increases. You can build sub-1000 dTons with weapon bays now, "mini-monitors" as it were.

There are good bits in it, very good bits, but I've got to let the whole things jell first.

Buy it, I can say that, definitely buy it.


Regards,
Bill
 
If nothing else, grab the SRD. Most of the ship crunch is in there.

It's changing the nature of combat in the OTU by virtue of being a core rulebook, changing the damage relationships between weapons, and by not using power points, but it's not a bad design system overall.

It includes the small craft design rules, the big craft design rules, and changes to the adventure class rules.

The SRD is poorly formatted, while the Book is nicely formated. But it will give you an idea if the ship-rules-crunch is good for you.

The non-ship-rules-crunch isn't in the SRD, tho...
 
I can't get past having to redesign every canonical warship because of MgT's armament increases. You can build sub-1000 dTons with weapon bays now, "mini-monitors" as it were.

Isn't this just the canonical ships under 1,000 tons? And not every one of those will be affected. So what's the corpus?

Typical traders and liners won't carry bays. Leviathan might, but the Subsidized Merchant? Sorry.

Asl 800t Ekawsykua Escort
Asl 1000t Aositaoh Transport
Dro 1000t Bretremoy Transport
Imp 400t Patrol Cruiser (likely not to change?)
Imp 800t Broadsword
Imp 1200t Kinunir --- needs a retcon anyways, eh?
Imp 400t Corsair
Imp 1800t Leviathan
Imp 1000t Xboat tender
Var 800t Frigate
Var 400t Corsair
Zho 400t Zhdits
Zho 600t Shivva
Zho 600t Sesavetl


So... 14 ships. Which ones did I miss?

I suggest that this means the canonical designs don't change, so much as alternate versions become available for slightly different missions.
 
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I can't get past having to redesign every canonical warship because of MgT's armament increases.

Just out of curiosity, are there any canonical warship that didn't need redesign even in their original Traveller Version? ("Shattered Ships of the Fighting Imperium" springs to mind.) ;)
 
Just out of curiosity, are there any canonical warship that didn't need redesign even in their original Traveller Version? ("Shattered Ships of the Fighting Imperium" springs to mind.) ;)

Or in subsequent versions, as well. The point is that the baseline changes when the ruleset changes, but I can't see any way that that would NOT happen. So the next best thing is to minimize those changes. But deliberate changes means there will be changes.

So two things are in my mind: first, that the changes are intended. And then, that the original designs don't dictate current designs (tail wagging the dog), but do inform and guide. Weapon-for-weapon isn't as important as intended purpose.

Anyway, I think this is a net gain for Traveller: I see variants of these canonical designs, and perhaps others:

Asl 800t Ekawsykua Escort
Imp 400t Patrol Cruiser
Imp 800t Broadsword
Imp 1200t Kinunir
Imp 1800t Leviathan
Var 800t Frigate
Zho 400t Zhdits
Zho 600t Shivva
Zho 600t Sesavetl

In fact, it may be more like creating new designs that work in concert with existing designs. The reason I think this is the case is because a bay takes up a lot of space, and so it defines a different purpose for the original design... the result is like the difference between the Gazelle and the Fiery, perhaps, with both having different strengths while still having a lot in common.


.... in fact, the Shivva and the Sesavetl seem very similar already; perhaps giving one a bay will provide a reasonable difference between the two.
 
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Isn't this just the canonical ships under 1,000 tons? And not every one of those will be affected. So what's the corpus?


Robject,

It's my "player-emphasis" showing again. :(

All ships will receive a substantial offensive/defensive "upgrade" with the new bay weapons rules. It's just that players will generally only interact with sub-1000 dTon designs.

A 400 dTon patrol cruiser can be viewed as an opponent while a Plankwell-class dreadnought is a nothing more than an event.

It will be easy putting together the list of military and paramilitary designs that will have to be changed, all you need do is list every pre-MgT military and paramilitary design.

As for the designs using the new bay weapons rules or the designs not using the new rules being variants of each other, that idea fails even cursory scrutiny. Why would any competent navy choose to build a combatant with significantly fewer and less capable weapons than it's opponents? I can believe the "stupid" explanation for certain classes of warship or for certain periods of time within a navy, but I simply can't accept the "stupid" excuse for an entire navy across it's entire existence.

We're talking about a fundamental change here. Given the same role, budget, and tech level, a MgT design will stomp a mudhole in the pre-MgT design. The MgT design will simply have more capable weapons.

Runyon once wrote "The race isn't always to the swiftest or the fight to the strongest, but that's the way to bet." Which ship would you bet on? An 800 dTon [Broadsword[i/] with 8 single turret laser/missile batteries or an 800 dTon Broadsword with []three[/b] weapon bays and five single turret batteries?

Which ship do you think a prospective purchaser would buy?


Regards,
Bill
 
All ships will receive a substantial offensive/defensive "upgrade" with the new bay weapons rules. It's just that players will generally only interact with sub-1000 dTon designs.

To which I say, poo. (And I also say, "who cares?" We can make a list of those, too, but hasn't Mongoose already done some of those with Fighting Ships?)

Let's talk about the sub-kilotonners.

As for the designs using the new bay weapons rules or the designs not using the new rules being variants of each other, that idea fails even cursory scrutiny. Why would any competent navy choose to build a combatant with significantly fewer and less capable weapons than it's opponents?

To which I again must say, poo. The patrol cruiser is for patrols. And now, for a cost in volume and price, a version of it can sport a bay. Stop trying to drag supra-999t vessels into this discussion; I want to talk about sub-1000t ships that may have to change, or have variants.

One thing we're haggling over, maybe, is the definition of variant, but I think that that's the least valuable thing to be haggling over.

We're talking about a fundamental change here. Given the same role, budget, and tech level, a MgT design will stomp a mudhole in the pre-MgT design. The MgT design will simply have more capable weapons.

We're talking about a whole new class (subclass, I say) of roles, actually. I suggest that that's a different issue. I do agree that this is a paradigm shift, but players of Mongoose are the only ones who need to adapt to Mongoose, just as MegaTravellers were the ones to adapt to MegaTraveller, and T4'ers had to use FFS2, etc. Ah, I still remember those 10-ton bays and 3-ton turrets with fondness.

In short: not the same role.

Same budget, you say? Then that does count against older designs. I'll check the numbers and see how much a bay costs.

Runyon once wrote "The race isn't always to the swiftest or the fight to the strongest, but that's the way to bet." Which ship would you bet on? An 800 dTon [Broadsword[i/] with 8 single turret laser/missile batteries or an 800 dTon Broadsword with []three[/b] weapon bays and five single turret batteries?

Which ship do you think a prospective purchaser would buy?


The real question is "are missions better served by having three bay weapons?" Also along those lines are "what gets sacrificed?". I think that it's just a loss of 150 tons (right?), which would require 18% of stuff currently in the ship to go away. Which 18% have you chosen?
 
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One thing we're haggling over, maybe, is the definition of variant, but I think that that's the least valuable thing to be haggling over.


Robject,

Now now, I'm the one who regularly pulls the "Variant Roles Rabbit" out of my hat! ;)

I don't think the variant explanation is going to work this time and it will take me a bit to explain why, so grab something to drink and settle in.

Mongoose has allowed sub-1000 dTonners to carry bays and that has been both a houserule and a suggested rules change for HG2 probably since HG2 came out. What we need to remember is that a ship design system is a system and that changing one part has all sorts of follow on effects to the others. And when you change multiple parts, the synergy produces even greater effects. It's these synergistic effects that rule out the variant explanation.

Let's drop the Broadsword example and use the humble 400 dTon patrol cruiser instead. It's an actual warship with a well defined role, so we can examine whether role variants can plausibly explain the results of the new design system(1).

Our Mongoose patroller can now mount a bay weapon. As you correctly point out, that will require a certain volume, a volume that needs to be made up elsewhere. What you're assuming is that there aren't other volume savings in the Mongoose design process when compared to the HG2 process.

The first volume savings has to do with energy points(2), Mongoose doesn't use them. A power plant only needs to be as big as the maneuver or jump drive, you no longer need to install a large power plant to produce energy points for those power hungry weapons or computers. more importantly, you don't need to install a larger power plant to produce the energy points you need for agility.

That's right, agility no longer exists. I'll be the first to agree that it was a troublesome concept. However, I'll also point out that agility more than any other concern drove the size of warship power plants. Agility gave a ship such a benefit in combat that designing warships whose agility matched their gee rating was the norm and ships with an agility lower than their gee ratings were seen as odd.

So, without energy points power plants - and the fuel they require - suddenly got much smaller for any given design. Build the classic 4gee/jump4/agility 4 patrol cruiser and build the Mongoose version and you'll have very different power plant and power plant fuel tonnages. Suddenly, you've got room for other things, things you don't need to provide energy points for either.

Let's talk fighters for a moment, the reason will be clear soon enough. Why don't fighters "work" in HG2 above TL ~13? It's a mixture of things, right? There's a computer gap, a battery size gap, and their targets become more agile. In HG2, fighters can't carry and power a factor 9 computer and can't carry at all batteries "large" enough to harm big ships. There isn't enough room for all the things and the size of the things they need. This problem exists for smaller ships too, just to a lesser extent. They can have trouble carrying and powering large computers and, while they can carry more turrets, those battery factors are low too.

Now look at sub-1000 dTon ships built with MgT's design system. They can carry any computer they wish because they don't have to power it, they can use a smaller power plant because they don't have to produce energy points or create agility, they don't need as much fuel, and, with the volume saved in all of that, they're much closer to carrying a bay weapon they don't have to power either.

I've done some back of the envelope calculations and I can build a vessel with pretty much the same abilities as the classic patrol cruiser but which also carries a 50 dTon meson gun bay. It will be capable of jump4 and 4gees, have the same crew and carry a launch and a few marines, while still sporting turrets and a meson gun bay. The price is higher, I don't have a good handle on MgT prices compared to HG2 prices, but the patrol cruiser is essentially the same.

Essentially the same except for the meson gun.

I can't plausibly see why any navy given the choice between a 400 dTon vessel armed with two paltry laser and missile batteries and a 400 dTon vessel armed with a meson gun that could inflict internal damage to the largest dreadnought would choose the missile/laser vessel.

Cost could be a factor, but cost would mean that the classic patrol cruiser is now the variant - something we've been repeatedly told it is not - and the meson gun-armed patrol cruiser is the standard. A navy would purchase as many of the superior, meson-armed vessels as possible only switching to the other laser/missile-armed vessel when budget considerations arose.

We're looking at a change as great as that between LBB:2 and HG2. Vessels built with the latter are simply far superior to those built with the former. When HG2 came out, we had Kinunir, Leviathan, all of seven vessels from LBB:2, and maybe a few other to "explain" and calling them variants still never really worked. Now, with the release of MgT:HG we've got thirty years of ship designs to "explain" and calling them variants is simply not a plausible option.

It may be very worth our while to redesign all those pre-MgT vessels. However, that means the work will have to be done and, when the work is over, the pre-MgT will be essentially worthless. They'll be undergunned and will be carrying larger power plants to produce an ability which is no longer used.

Finally to respond to Hal's question a second time and after reading MgT:HG additional times; BUY IT. Buy it, buy it, buy it. I'm giving it a 7 now.


Regards,
Bill


1 - A design system in which I find many excellent features, by the way. Among many other things, I believe the sensor rules are better than MT's clumsy attempt and TNE's ubber-detailed process.

2 - I can understand and sympathize with the design choice which removed energy points. Even in 2009, RPGs are still mostly a pencil and paper affair and balancing EP requirements in a ship design is a very tedious chore. AMV's HGS program has made the process easier, but MgT doesn't have a Mongoose version of HGS (yet) and making their players juggle EPs and power plant sizes was seen as too big of a chore.
 
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Bill:
Several things
1) the Classic Type T is only J3
2) Meson bays require PP 5; Fusion and PA's require PP3
3) Crew is lower in MGT.
 
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