<BLOCKQUOTE>quote:</font><HR>Originally posted by SgtHulka:
Are you guys players or referees? A type T? A broadsword? Holy moly! I couldn't imagine giving characters that kind of firepower unless it was really just a pseudo-miniatures/striker mercenary campaign (no complaints against that, btw).
For me the ideal ship is something that keeps them perpetually broke, always a bit frightened, and constantly looking for payola.
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Well, of course. These ships are fairly poor money makers unless you can find private escort work, or want to hire the platoon to do starmerc tickets.
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As for character-designed ships, I made that mistake in Mechwarrior. The characters promptly came up with a mech that was all armor and something like 56 machineguns and well-nigh invulnerable. As soon as you start letting characters mess around with non-standard hulls and high guard design systems it won't be long before they come up with something that can take on three or four system defense boats at will. Trillion credit squadron rolled into a single ship. Can you say "Knights of the Dinner Table"?
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The players who try this will quickly discover that the concept of the "bigger fish" is alive and well. I'll also opine that the Battletech design system is unbalanced in all editions, as it is painfully simple to outdo their published designs.
To address the specific example, the machine-gun approach to a ship in Traveller has several problems in all editions: firstly, the rules of engagement are such that if you don't have range, you die. Secondly, all weapons of starship grade are limited in number by the hull size (TNE being the exception here). Thirdly, there is no "reverse efficiency" weapon equivalent to Battletech's machinegun; you CAN fire all those laser turrets seperately if you WANT, but the rules make certain that they won't do the same damage as when fired in batteries. You also need to pay more gunners...
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So I restrict characters to base models (including book 2 and supplement 7 traders and gunboats). They can retro-fit engines, but they have to keep within the "shielded" zone of the engine bay. That means that they can swap out the Far Trader's Jump-2 for a Jump-1, Maneuver-2, Power Plant-2, but they can't just eat into the Far Trader's cargo capacity to increase the maneuverability.
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This was exactly the idea behind the engineering compartment numbers in Book 2...
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If I'm feeling really generous maybe they get an uber-ship as the result of some death-defying adventuring. The uber-ship's gotta have some jabba the hut-style skeletons in its closet, however.
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Always a good idea whether its an uber-ship or not. Honestly, though, Traveller is a tough game to make such beasts in, at least singly. Reach the scale of warfleets and this changes, though...