But supposedly describing the same universe (or one that's indistinguishable up to around 1116).Clunky, Mega, TNE, T4 and now MGT. I left out T20 and GT since they are totally different systems
Hans
But supposedly describing the same universe (or one that's indistinguishable up to around 1116).Clunky, Mega, TNE, T4 and now MGT. I left out T20 and GT since they are totally different systems
Clunky, Mega, TNE, T4 and now MGT. I left out T20 and GT since they are totally different systems
But you left TNE in? as it's a different system.
So it would either be the 4th (CT, MT, T4, MGT) or the 8th, (CT, MT, TNE, T4, GT, T20, TH, MGT (assuming I haven't forgotten any)).
Regards,
Ewan
Except. . . it is not a rule. The book does not say that at all. . .
Question: If I have to change the book/don't need the book, why buy it in the first place? I pay a company so I DON'T have to spend time house-ruling. Otherwise I could have stopped buying Traveller stuff after MegaTraveller (The German variant of Clunky was even worse than the US version and that was baaad IMHO)
And as soon as you play at a convention etc. House rules will come back and bite you in the lower back. Same with new players in the group, new groups etc. "By the book" is the way and a game should deliver if the company want's my money (Obviously Mongoose does not get mine)
I also dislike MGT's rule about fuel lasting only 2 weeks...
But MGT isn't straight out of the box, is it? It's built on 30 years of prior development. And it has been a well-known issue for a couple of decades that CT fusion power plant fuel efficiency is unbelievably (and I use that word advisedly) inefficient. That's (presumably) why they changed it for MT, and kept it changed for T4. So, in effect, MGT re-broke something that has been fixed for decades for no good reason that I can see.RPGs have always been house-ruled, and always will be. If you expect a system to work exactly as it is supposed to, straight out of the box, then I would say that your expectations are set too high.
But MGT isn't straight out of the box, is it?
Yes it does. There's a table in the ship design section of the TMB (Sorry, I haven't the page reference, as I don't have the book) which says that you get two weeks of fuel for X tons based on Plant X (X being a variable, not a size description). I'll get it to this thread when I have the chance.
But you can add more fuel - several ship designs in the core rules do this. It is only a stated _minimum_.
If you can, check the other thread. I gave page references showing this (and people are still arguing over something that does not exist. . .).
There are two issues here, Matt.
1) Two Weeks is probably not a good minimum, in light of the prior editions' 4 week standard
1.1) the standard designs should have used a 4 week minimum in order to match with canon requirements of the 3I for 28 days operation time. (1 Imperial Month.)
2) the rates of fuel use in CT, MT, T20, MGT are implausibly high given the known energy out of fusion reactions.
That doesn't mean that you absolutely have to copy the flaws as well. Especially not the flaws you are (or at least ought to be) aware of.2. I might not actually argue that - but is it not canon? Okay, that is fairly cheap, but we always stated that we were using CT as a foundation for the new game.
Way ahead of you. I've already made such rules changes long, long ago. What would be nice is if you eshewed the use of broken rules in the official products.Certainly though, we regard it as no more than a base. For example, we are starting work now on an all (non 3I) setting for Traveller, and the huge amount of sloshing fuel on board ships is one of the things we are changing. It just requires the odd new table, much as we would (and will) do for different weapons. You would be welcome to take such rules and apply them to your 3I games.
That's exactly what I'm claiming.And what of all the other possible if not probable reasons for such large fuel requirements and a steady drain power plant?
Like the artificial gravity? Who knows how much power that takes (MT and such later rules aside, which imo made it too little).
Or heat radiation? Traveller's infamous never melting ships.
Or radiation shielding? So the traveller's don't die.
...and others I'm sure. All things based on hull size, just like the power plant is. And all required pretty much 24/7 while the ship is in use.
Yes, the rules only require the ship to have a power plant to equal or exceed the big energy hogs and you might claim anything not specifically mentioned is below consideration.
I figure that explanation doesn't make sense. If the energy requirements of "everything else" is significant, you need a power plant that can deliver whatever "everything else" needs PLUS whatever the maneuver drive needs for those occasions when you do use the maneuver drive. It's not as if you're going to switch off life support, gravity, etc. for six or eight hours at a time, is it? If, contrariwise, you only need a power plant capable of delivering what the maneuver drive needs, then "everything else" is below the granularity of the game, in which case it does not use up measurable amounts of fuel. And if the amounts are not measurable in game terms, you should not be required to pay for them in the game.I figure it's more like they all use the same degree of power as the energy hogs but in parallel with them, or at the very least a minimum of a power plant 1 or equal to the maneuvers being done.
Very arguably indeed. But that context was left behind many years ago, and even if it hadn't been, you'd still only need to use the 'fuel' when you were using the maneuver drive. Same difference.And I have no problem with the original CT LBB2 design fuel requirements, in the context of those rules. The maneuver there was arguably a fusion torch drive that would require massive reaction mass.
But if the hydrogen is used for heat dissipation, ship designs are unbelievably idiotic, because hydrogen is a much less efficient substance than, say, water for that purpose. And, once again, there would be a significant difference between the expenditure of 'heat dissipation fuel' when maneuvering and when not maneuvering.When we get the magic thruster plate drives the fuel requirements can (and did) go down a lot. But not enough for some. I still think the amount is a good heat radiator and can live with it. Sure your powerplant could run on so little that it would break down long before running out, but before then you and your ship will be cooked from the heat build up. Until something critical melts and the power shuts down and everything freezes solid.
What would be nice is if you eshewed the use of broken rules in the official products.
Hey there - glad to have some debate.
2. I might not actually argue that - but is it not canon? Okay, that is fairly cheap, but we always stated that we were using CT as a foundation for the new game. Certainly though, we regard it as no more than a base. For example, we are starting work now on an all (non 3I) setting for Traveller, and the huge amount of sloshing fuel on board ships is one of the things we are changing. It just requires the odd new table, much as we would (and will) do for different weapons. You would be welcome to take such rules and apply them to your 3I games.
Each his own but for me GT, T20 and TH are so different that they don't belong there.
If it's wrong, it's broken. That is, if it requires an unnecessary amount of willing suspension of disbelief, it's broken. Also, it doesn't work. That is, it only works if the players don't think of the ramifications.If it works, it is not broken.