For the CT errata, I want to the errata to "show the math" so to speak... and the current format certainly does NOT for crew numbers.
So I'm asking for suggestions...
Here's the corrected Kinunir example from the errata (with the most recent corrections again), and an attempt to better explain where the crew is coming from...
Here's the corrected Kinunir example from the errata (with the most recent corrections again), and an attempt to better explain where the crew is coming from...
It took me a while to figure out that you page numbers are referring to the 2nd edition of High Guard. I have two copies, so one might be the 2nd edition. Have fun trying to get everything to mesh.
Almost no one uses 1st ed HG. If you're one of the few... well...
I did not say that I used it, I have a copy. The sales sticker that is still on it is from the Great Lakea Navy Base Exchange, and tells me that I paid $4.90 for it, with no sales tax, and a list price of $5.98.
I have this problem with ships that cost tens to hundred of billions of credits to be built. I keep looking at formulas to determine how long it should take to build a ship of a certain tonnage given the ability of the average ship yard worker to produce X number of tons of ship a year, then look at starships massing hundreds of thousands of tons, and thinking, no way. It does, I assume, make a considerable number of people happy. I also keep looking at the fact that no faster-than-light sensors exist, which means for very long range search you have a built-in time lag. Also, in all of the ships pictured in the various Traveller books, I have yet to see any with a really serious radar array, capable of detection of a ship at several hundreds of thousands of miles, say something on the order of a Ballistic Missile Early Warning Radar. Even the small ships in Traders and Gunboats, except for the X-Boat tender, do not have anything remotely resembling a sensor array.
It does have, on page 40, a nice description of using the maneuver drive as a weapon, calling it a fusion drive, which is where the ambivalence of exactly what is a maneuver drive appears. Based on that statement, a maneuver drive is a fusion reaction drive. Does that appear in the 2nd Edition book as well? Looking through Supplement 9, Fighting Ships, there are a very large number of pictures of ships showing exhaust trails. Not a lot of sensor arrays though.
No, HG 2E drops the fusion torch references.I did not say that I used it, I have a copy. The sales sticker that is still on it is from the Great Lakea Navy Base Exchange, and tells me that I paid $4.90 for it, with no sales tax, and a list price of $5.98.
I have this problem with ships that cost tens to hundred of billions of credits to be built. I keep looking at formulas to determine how long it should take to build a ship of a certain tonnage given the ability of the average ship yard worker to produce X number of tons of ship a year, then look at starships massing hundreds of thousands of tons, and thinking, no way. It does, I assume, make a considerable number of people happy. I also keep looking at the fact that no faster-than-light sensors exist, which means for very long range search you have a built-in time lag. Also, in all of the ships pictured in the various Traveller books, I have yet to see any with a really serious radar array, capable of detection of a ship at several hundreds of thousands of miles, say something on the order of a Ballistic Missile Early Warning Radar. Even the small ships in Traders and Gunboats, except for the X-Boat tender, do not have anything remotely resembling a sensor array.
It does have, on page 40, a nice description of using the maneuver drive as a weapon, calling it a fusion drive, which is where the ambivalence of exactly what is a maneuver drive appears. Based on that statement, a maneuver drive is a fusion reaction drive. Does that appear in the 2nd Edition book as well? Looking through Supplement 9, Fighting Ships, there are a very large number of pictures of ships showing exhaust trails. Not a lot of sensor arrays though.
No, HG 2E drops the fusion torch references.
Note that sensors are canonically subsumed into bridge tonnage - that the artists don't show the dedicated sensor kits is an issue for you, but I know that a well designed 1m IR scope can easily pick up a ship further out - and will be at most a 1Td install of the minimum 20Td of bridge. Later, in T20, the basic HG assumption is challenged slightly, putting the sensors into the computer tonnage, in an otherwise HG compatible design sequence.
I've more of an issue with HG of the lack of distinction between military and civilian bridge costs, and a lack of a civilian drive set (namely PP and JD) with costs more inline with Bk2. (The increased costs of operation and payment are not made up for sufficiently by the increased cargo tonnage under Bk5, breaking the base prices for Bk2/3 trade.)
Also note: Sensors become part of the design sequence in MegaTraveller. In general, the level of detail needed to make it worthwhile was more detail than most people used in play. I did, but I'm a mild form of gearhead.
With respect to the sensor design sequence in MegaTraveller, I am not sure if it is worth the ink and paper used to print it. I will stick with extrapolating from real-world systems.
Okay, I will drop the subject before being dinged again. I did say that I prefer Classic Traveller.
MegaTraveller's sensor rules are "good enough." Realistic sensor rules, as for T4, get overly complex rather quickly. Further, Many, if not most, of the players of T4 hated the design sequences - lots of those niggling little details which really add nothing to play.
It really got annoying with T4 to spend 10 minute working out that even a missile could be detected with a 1Td sensor at 2LS.