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Maintenance and Damage in a civilian ship to aid the story

Fritz_Brown

Super Moderator
OK, this is sort of a general question:
In order to provide some challenge for the players with their own ship, what things might you have damaged (or broken/out-of-service in the yards) on the ship if they had to "get out of Dodge in a hurry"?

Some ideas to get things going:
  • weapons in one (or more) turret not installed or removed for maintenance
  • anti-gravity offline
  • a hatch seal missing/not sealing
  • low fuel (especially if an access panel is removed, leaving the tank exposed to space)
  • sensors offline

What else might you do?
 
OK, this is sort of a general question:
In order to provide some challenge for the players with their own ship, what things might you have damaged (or broken/out-of-service in the yards) on the ship if they had to "get out of Dodge in a hurry"?

Some ideas to get things going:
  • weapons in one (or more) turret not installed or removed for maintenance
  • anti-gravity offline
  • a hatch seal missing/not sealing
  • low fuel (especially if an access panel is removed, leaving the tank exposed to space)
  • sensors offline

What else might you do?

Not sure about the access hatch for fuel, as you are not going to really be able to open a tank intended for Liquid Hydrogen that easily given the insulation needed. And for the anti-gravity being offline, how does the ship lift if it is planet-side.

I would think of things like:

Life-Support not adequately serviced, meaning that the ship stinks, reduced CO2 absorption, no back-up oxygen supply besides the ship's water.

Low food supplies, forcing them to break out the iron rations or survival rations.

Jump drive offline for maintenance, required either hours of work and a skill role to get operational, or a clandestine return to the planet to get needed parts.

Ship's shuttle/launch/air-raft in for maintenance and the crew needs to get it back.

Main computer down, meaning that before jump, it needs to be operational or some sort of cross=connection with the shuttle/launch computer is required.

Part of it would also depend on what sort of planet they were grounded on, or what is the set-up if they are at a orbital port or asteroid belt.
 
If the ship has wings which need to be lowered, maybe the gravitics fail at the same time as the Wings will not lower down ready to let them take of like a plane Forcing them to have to lower them manually. Could be getting outside and pulling them down, or a mechanical pump located somewhere in or outside the ship.
 
If the ship has wings which need to be lowered, maybe the gravitics fail at the same time as the Wings will not lower down ready to let them take of like a plane Forcing them to have to lower them manually. Could be getting outside and pulling them down, or a mechanical pump located somewhere in or outside the ship.

That reminds me of a story about an US Navy F-8 Crusader that did a catapult launch before unfolding its wings. Somehow, the jet stayed in the air under full afterburner while the pilot frantically got the wings to deploy.
 
Not sure about the access hatch for fuel, as you are not going to really be able to open a tank intended for Liquid Hydrogen that easily given the insulation needed.
I understand. But I'm betting there's some sort of hole you can leave in the fuel tanks if they're undergoing maintenance. Perhaps a pump has been pulled and the opening is unplugged. (I would only do that with one of the tanks.)

And for the anti-gravity being offline, how does the ship lift if it is planet-side.
I meant the internal gravity. *facepalm*

This table may help with a variety of glitches:

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=18926

Thanks to Ran for sharing it.
Oooh! That's what I need! Thank you! (My search-fu here on CotI is really lousy.)

If the ship has wings which need to be lowered, maybe the gravitics fail at the same time as the Wings will not lower down ready to let them take of like a plane Forcing them to have to lower them manually. Could be getting outside and pulling them down, or a mechanical pump located somewhere in or outside the ship.
In the KC-135 aircraft, we had the capability to manually lower the gear and flaps. It involved a set of cranks in the floor of the main section. And, it involved the navigator and boom operator doing a LOT of cranking. :rolleyes:
 
OK, this is sort of a general question:
In order to provide some challenge for the players with their own ship, what things might you have damaged (or broken/out-of-service in the yards) on the ship if they had to "get out of Dodge in a hurry"?

Some ideas to get things going:
  • weapons in one (or more) turret not installed or removed for maintenance
  • anti-gravity offline
  • a hatch seal missing/not sealing
  • low fuel (especially if an access panel is removed, leaving the tank exposed to space)
  • sensors offline

What else might you do?

I prefer colorful over hurtful. For example, have the toilets stop working as the result of an incompletely serviced water pump. A few days in jump space without toilets is going to be a memorable experience for any player.
 
Oh, dang, Carlobrand! How do you consider that not hurtful? lol

In looking at this more, it's going to cost the crew a bundle to get a few small things taken care of. Which, of course, drives the adventure(s). :)
 
From personal auto experience, nothing is more frustrating than an intermittent electrical problem. Sometimes it works, and sometimes it doesn't and you never know when or where it will stop working.
 
From decades of experiance with complex machinery and ships the most common thing is a combination of minor systems problems such that if one more thing goes down you are DIW (Dead In the Water). For example, you have one running fuel pump as the other two are inoperative. The running one develops a leaking valve that is putting hydrogen in to the engine room. To fix the valve the pump has to be shut off and isolated. So much for going anywhere.

Or, the only way say the landing gear retracts is if someone goes to the breaker panel that supplies power and turns the system on as several critical parts won't shut off on their own because of some circuitry problems so you have to turn the system on, operate the gear, and then turn things off to prevent everything frying and never working again.

Or, the lighting system experiances a surge due to some glich in something (using technical terms there) or a loose wiring problem that causes a fire in the panel that supplies the lights, that causes most of the lights to fail (or ballasts or some other part that makes them work). The ship is dark for the most part now and the crew has no replacement parts. Better hope you have lots of flashlights and batteries...

Or, the "no-blow" fuse (ie large bolt) that replaced a critical fuse results in a minor electrical fire that leaves all the starboard side automatic (electric) operated hatches frozen in their current position (closed) meaning problems with access....

Or, the turret controls for your defenses has a short / ground / problem in it. So, the engineer secures the primary power for the turret to make it safe and plans to get on fixing it at some point. You need the turret right now for like shooting at bad guys so the gunner turns on the back up power (which the engineer forgot about and didn't secure) and goes at it for all of 10 seconds when half the ship goes dark as the surge causes multiple system failures....

It is my experiance that major systems rarely are the problem. These are critical enough that they get attention right away whenever there is some problem. They also tend to be the ones that get maintenance lavished on them. It's all the auxiliary and stuff that is important only when it breaks that don't get attention much of the time.
This stuff only comes on people's radar when it fails and it usually tends to do so when you least expect it and most need it.
 
It's the 'car keys' theory: you notice them most when they are missing.

What happens if the lights won't stay on? The grav plate has variable g's? An iris opens partially and then wedges stuck, it's motors frying and wrecking the track in doing so?
 
OK, I asked elsewhere about the canonical book answer on this, but it doesn't really scratch my itch. So, I'll ask it a little differently:
If you break individual things on a small scale - the transponder (as part of the bridge allotment) is out for example, or the grav plates (life support) are skittish - how would you figure out how much they had to spend to get it fixed? It would seem intelligent to do the transponder as a % of the bridge cost, until it hit a certain point - where would you draw that line?

And, you guys have great ideas, so far. Keep 'em coming!
 
Hey Fritz, long time no speaks.

I usually google an equivalent thing for a 747 and use that price. Power plants I use big diesel generators, maneuver drives I use train locomotives or jet engines, jump drives I look at the equivalent seagoing ship (in tonnage, obviously) engine.
 
OK, I asked elsewhere about the canonical book answer on this, but it doesn't really scratch my itch. So, I'll ask it a little differently:
If you break individual things on a small scale - the transponder (as part of the bridge allotment) is out for example, or the grav plates (life support) are skittish - how would you figure out how much they had to spend to get it fixed? It would seem intelligent to do the transponder as a % of the bridge cost, until it hit a certain point - where would you draw that line?

And, you guys have great ideas, so far. Keep 'em coming!

There are several components to that:

Skills of the character(s). Obviously one that is highly skilled can do repairs faster than one that isn't. A side issue is if you have a marginally skilled character fixing a system you increase the chances it breaks again sooner as the repair was botched to some extent. Even more fun is if you have say two or three characters that potentially can fix it. Have them start arguing over how it should be done..... After all.... When you have several cooks and set out to make chicken soup you usually end up with some nasty chilli.... :cool:

Difficulty of the repair. Is it just a swap out of a component... using your transponder example is the transponder a "black box" that unplugs and a new one gets plugged in or is it something the character has to crawl into a cramped space and then try and identify the problem among a mass of other circuitry?

Another nasty thing is that the broken component requires you remove like half a dozen other components that potentially could be damaged or broken taking them out and putting them back in order to get at the broken part itself. :(

Are the parts necessary available to do the repair? If not then the problem is largely moot. You just have to deal without that system somehow. I like to use the part cost as 1D6 x 10 to get the percentage of the total equipment cost as replacement parts if the system is to be repaired 1D6 x 20(%) + the original cost for the replacement of the entire system or component with a new one. The reason is that many components are going to be one-off or odd ball even in standard designs.
When you work on complex machinery that was manufactured even in mass production over a number of years things vary from year to year and even within a year. So, the local vendor may say "Yea, I can get you one of those but it has to ship in from the other side of the planet. It'll be 1D6 days getting here and you have to pay for the shipping..."
If the parts are not available a very skilled character may have an alternate jury rig, ad hoc, half @$$ed, backyard means of "fixing" the component at 2D6 more hours time than originally estimated (increase that as necessary). :devil:

If it is complex do you have the manual and drawings? Answer on some small Far Trader is probably NO! Without these you are likely to find it really, really hard to put the now disassembled hundred plus little bits back in the proper place even if you are fairly skilled. Raise the difficulty by one or two levels. :confused:

Lastly, do you have the proper tools? A player with a 5 gallon bucket containing a Multi tool, vice grips, a hammer, a roll of duct tape, some bailing wire, and a few tie wraps is going to have a really difficult time when he needs a 35mm wrench to take a bolt off with.... :mad:

If there are alot of "no's" to the above the system is just :toast:

If all else fails they can follow the example of that cult classic: John Carpenter's Dark Star and just go live in the food locker 'cause it is too much trouble to fix the berthing compartments.... :rolleyes:
 
Cost to fix a part... lots of variables. But mostly, more credits than they have on hand. :devil:

Seriously, assuming it isn't something destroyed in combat and the like - things are gonna break for plot reasons in my games (even if instigated by a roll of the dice). Identifying the 'suspect' parts is the given part. Acquiring the parts is the first obstacle. TL and streetwise skills come into play to determine this and cost. Cost is totally arbitrary - anything major might be a good portion of the new system cost, or more - but, as Enoki stated - usually its a more 'trivial' part that is needed.

Its cost in Cr might be relatively small. However, if something is broke, fixing it is an art and a science. The (CT) engineering and electronics skills become important (and plot). The Cr3,000 inducer might not fix the problem after all. Ditto the Cr4,500 multi-pack comparator module. Maybe it turns out the Cr60 catalyzer that was originally tried was put in backwards, or defective. Without a book on all the components and sub-components (a buzzkill, IMO), the specifics can be anything imagination supplies and a Ref should be able to come up with a number off the top of their head to match a situation a lot better than any table ever can. When I introduce such trivial details in my games its going to be more than just 'your transponder is broken, that will be X credits to replace and take Y hours.' There will be roleplay and skill checks involved - including for cost.

(Ah - I see Enoki has covered a lot of these things as well!)
 
... Even more fun is if you have say two or three characters that potentially can fix it. Have them start arguing over how it should be done..... After all.... When you have several cooks and set out to make chicken soup you usually end up with some nasty chilli.... :cool:
LMAO :rofl:

...
Lastly, do you have the proper tools? A player with a 5 gallon bucket containing a Multi tool, vice grips, a hammer, a roll of duct tape, some bailing wire, and a few tie wraps is going to have a really difficult time when he needs a 35mm wrench to take a bolt off with.... :mad:
Huh? A hammer AND vice grips - thought those were the proper tools for removing a 35mm bolt? :p
(All the stuff that gets hammered into submission to give space for the grips, well, that's another story...)
 
Hey Fritz, long time no speaks.

I usually google an equivalent thing for a 747 and use that price. Power plants I use big diesel generators, maneuver drives I use train locomotives or jet engines, jump drives I look at the equivalent seagoing ship (in tonnage, obviously) engine.
Good idea! I'll have to watch the order of magnitude (just in case), but that's a good starter.

Cost to fix a part... lots of variables. But mostly, more credits than they have on hand. :devil:
Uh huh....... :smirk:

Huh? A hammer AND vice grips - thought those were the proper tools for removing a 35mm bolt? :p
I use a drill...........
 
On tools you can always just say something like: "As you try to remove the last two bolts you find your wrench is too big to fit in the space..."

That translaltes to "You need to go buy two expensive special wrenches or, if you have the equipment modify two wrenches to fit."

This sort of thing happens all the time. About a year ago I had to change the o rings on the hydraulic return on my backhoe. The parts cost all of like $3. It took several hours to drain the nearly 10 gallons of hydraulic fluid out (it keeps dribbling out and you eventually get soaked in it....) then remove the half dozen different fittings and lines that feed into the two part block with the o-rings inside.
Unfortunately, my 1 1/4" wrenches were too thick for a couple of the hydraulic flare fittings so I had to spend most of a day going to a "real" tool store to get 1 1/4" line wrenches (these are very thin and designed specifically for hydraulic systems) at like $25 each (2).
After that I found that you coudn't get the block completely off because there was a line on top that was nearly impossible to get at. So I had to put the o-rings in with tweezers through a like 1/2" gap and after several tries managed that. Then there was the like $50 worth of new hydraulic fluid, and the locktite for the bolts, and several repeated tries to get the fittings to all not leak, etc., for more fun and expense....
By the by, the only thing that makes getting parts for this tractor relatively easy is I DO have all the manuals and a parts manual. Without it the local John Deere dealer (RDO) would never know what I needed as the machine is about 30 years old.
 
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