This is an open invitation to help design an alternate rule set using the best parts of what we have now. I am not sure if this should be here or in IMTU so if this is the wrong place, please accept my appologies.
Background for this universe:
Character generation, use any form you like. This universe will focus on technology.
Worlds and starmap to be determined.
Technology increases make for more efficent usage of equipment at an increased cost. At some level a given technology will reach dead spot where it can not be improved. At that point it must be replaced with another kind of technology to gain improved preformance or it may be improved in another aspect. For example: Jump drives start out big and bulky and get smaller and more expensive at increased TLs. This peaks out at say TL 15. At TL 16 a way is found to improve fuel effecency while package size remains the same. Or jump drive is replaced with a new kind of drive.
Technology will not have inconsistancies like the LBB2 drive tables. I.E. laws of physics are consistant over all tables used. You may use straight linear progressions, a curved progression, or even steps in your progression but don't have units that aren't on the line. In other words if you introduce a step in your progression, make the remainder of the progression consistant with that step.
Don't be totally realistic. Try to maintain simplicity to aid playability. For example, MT introduced weight and multiple computers. Let's get rid of the weight and use volume only. Keep the multiple computers but reduce overall size and cost to something in line with CT values. MT got rid of the bridge but added life support and sensor structures. If you think the bridge is better then use it, but clearly state what it includes and what equipment is installed there. If you want smaller computers and other controlls to use some of the volume prevously used by computers then specify what you are doing so others can understand your thinking.
Standards that I want to specify:
Volume is in tons of displacement and refered to as tons. 1 ton is 14 kl. For deckplan mapping purposes use the standard of 3 meters between decks and 2 - 1.5 meter by 1.5 meter squares per ton. (I know that works out to 13.5 kl., but assume the other 0.5 kl is in the actual decks themselves.) Volume of components includes the component and extra space required for humans to have access to controls and to make emergency repairs and perform routine maintaince. For hangers and cargo space the specified volume includes access to standard cargo containers (I envision they are like sea/land/rail shipping containers that are set on the mating docks and locked to the carrier's frame.) Component volumes are expressed to the nearest 0.1 tons.
Weight is not used.
Power is in Energy Points (EP) and expressed to the nearest 0.1 EP. If some item's power consumation is negliable, state that also. It is assumed for playability that rounding to 0.1 EP will have some excess power avalible for these items. For the those who want to use watts, 1 EP = 250 watts.
Acceleration is same as in CT & MT. (Not sure if the other versions of Traveller differ.)
Feel free to take some area of technology and develop it. Post your work here for others to comment and speculate about and lets see what we can do together. If you do not like or agree with someone's ideas, please don't attack them. Do your own version and present it for comparison. Someone else may be able to take the best parts of 2 or 3 plans and make an even better one that pleases everybody. Please remember the idea is not total reality, but playability.
It's your chance to redo what you don't like about Traveller technology, Enjoy.
EDIT: On the economic front; Passages and shipping is based on distance travelled, not the number of jumps to get where you are going.
Background for this universe:
Character generation, use any form you like. This universe will focus on technology.
Worlds and starmap to be determined.
Technology increases make for more efficent usage of equipment at an increased cost. At some level a given technology will reach dead spot where it can not be improved. At that point it must be replaced with another kind of technology to gain improved preformance or it may be improved in another aspect. For example: Jump drives start out big and bulky and get smaller and more expensive at increased TLs. This peaks out at say TL 15. At TL 16 a way is found to improve fuel effecency while package size remains the same. Or jump drive is replaced with a new kind of drive.
Technology will not have inconsistancies like the LBB2 drive tables. I.E. laws of physics are consistant over all tables used. You may use straight linear progressions, a curved progression, or even steps in your progression but don't have units that aren't on the line. In other words if you introduce a step in your progression, make the remainder of the progression consistant with that step.
Don't be totally realistic. Try to maintain simplicity to aid playability. For example, MT introduced weight and multiple computers. Let's get rid of the weight and use volume only. Keep the multiple computers but reduce overall size and cost to something in line with CT values. MT got rid of the bridge but added life support and sensor structures. If you think the bridge is better then use it, but clearly state what it includes and what equipment is installed there. If you want smaller computers and other controlls to use some of the volume prevously used by computers then specify what you are doing so others can understand your thinking.
Standards that I want to specify:
Volume is in tons of displacement and refered to as tons. 1 ton is 14 kl. For deckplan mapping purposes use the standard of 3 meters between decks and 2 - 1.5 meter by 1.5 meter squares per ton. (I know that works out to 13.5 kl., but assume the other 0.5 kl is in the actual decks themselves.) Volume of components includes the component and extra space required for humans to have access to controls and to make emergency repairs and perform routine maintaince. For hangers and cargo space the specified volume includes access to standard cargo containers (I envision they are like sea/land/rail shipping containers that are set on the mating docks and locked to the carrier's frame.) Component volumes are expressed to the nearest 0.1 tons.
Weight is not used.
Power is in Energy Points (EP) and expressed to the nearest 0.1 EP. If some item's power consumation is negliable, state that also. It is assumed for playability that rounding to 0.1 EP will have some excess power avalible for these items. For the those who want to use watts, 1 EP = 250 watts.
Acceleration is same as in CT & MT. (Not sure if the other versions of Traveller differ.)
Feel free to take some area of technology and develop it. Post your work here for others to comment and speculate about and lets see what we can do together. If you do not like or agree with someone's ideas, please don't attack them. Do your own version and present it for comparison. Someone else may be able to take the best parts of 2 or 3 plans and make an even better one that pleases everybody. Please remember the idea is not total reality, but playability.
It's your chance to redo what you don't like about Traveller technology, Enjoy.
EDIT: On the economic front; Passages and shipping is based on distance travelled, not the number of jumps to get where you are going.