Commander Drax
SOC-12
Aramis Posted:
The Engineer Posted
I've never understood why most standard designs dont exceed 6G m-drive limits, some military types should be able to hit 10-15G accelleration with a sufficiently large drive. I suppose its because its easy to roll on 1d6 the incoming velocity of a ship. Later editions of traveller explain this away as a limitation of artificial grav/inertial compensation as designs typically only compensate for 1-6G of acceleration.
I don't see why robot fighters or automated transporters (carrying ore for example) couldnt make use of a gigantic M-drive to cross distances quickly.
For playability thought I think 1-6G is about right, as it allows STL transport within a star system in a decent enough time whilst still allowing the space in between to seem endlessly big and lonely.
I like a big, lonely, capricious game universe where one mistake could kill you.
It certainly does, many thanks for clearing that up for me. I understood the principles and now accept that hull radiators can work in vacuum, best not to do an EVA anywhere near them though...Does this help? (I explained it this way to a 5th grader at one point... he got it. But he is an exceptional 5th grader...)
The Engineer Posted
Oh yes!But as it relates mass of the ship and thrust again, will You skip the 6g manuever drive limit, too ?
I've never understood why most standard designs dont exceed 6G m-drive limits, some military types should be able to hit 10-15G accelleration with a sufficiently large drive. I suppose its because its easy to roll on 1d6 the incoming velocity of a ship. Later editions of traveller explain this away as a limitation of artificial grav/inertial compensation as designs typically only compensate for 1-6G of acceleration.
I don't see why robot fighters or automated transporters (carrying ore for example) couldnt make use of a gigantic M-drive to cross distances quickly.
For playability thought I think 1-6G is about right, as it allows STL transport within a star system in a decent enough time whilst still allowing the space in between to seem endlessly big and lonely.
I like a big, lonely, capricious game universe where one mistake could kill you.