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Ship Design System? (Hunter)

Falkayn

SOC-13
Hunter,

From what I've heard, the T20 rules will include ship design rules. What sort of existing Traveller ship design system will they be closest too?

Also what will the spaceship combat system be like?

Thanks!
 
Originally posted by Falkayn:
From what I've heard, the T20 rules will include ship design rules. What sort of existing Traveller ship design system will they be closest too?
They're very close to High Guard.

Some nice additions to the computer design rules let you selectively upgrade (or downgrade) communications, sensors, and avionics. The computer core is fairly small -- it's the other electronics and avionics that bulk the package up to traditional CT computer sizes.
 
Thanks for he reply.

From the little I know about High Guard it's very simple, hopefully not too simple for gearheads to have fun with?
 
High Guard is 'simple' and I like to think that the T20 design system is even a bit more simple, but simple does not necessarily imply a lack of features or a limitation in design ability. With High Guard and the T20 design system you can build ship ranging in size from 10 tons all the way to 1,000,000 tons and larger if need be.

The simple part comes from the fact it only requires basic math skills and maybe a basic function calculator to quickly add it all up.

High Guard and T20 fall about half-way between the basic CT Book 2 starship design system and Fire Fusion and Steel as far as complexity goes. T20 is High Guard with some minor modifications (the biggest being how the Power Plants work) and some minor additions to the features available to be added.

Hunter
 
Originally posted by hunter:
High Guard is 'simple' and I like to think that the T20 design system is even a bit more simple, but simple does not necessarily imply a lack of features or a limitation in design ability. With High Guard and the T20 design system you can build ship ranging in size from 10 tons all the way to 1,000,000 tons and larger if need be.

The simple part comes from the fact it only requires basic math skills and maybe a basic function calculator to quickly add it all up.

High Guard and T20 fall about half-way between the basic CT Book 2 starship design system and Fire Fusion and Steel as far as complexity goes. T20 is High Guard with some minor modifications (the biggest being how the Power Plants work) and some minor additions to the features available to be added.

Hunter
Actually, the biggest change I've found in using it is that Maneuver drives REQUIRE power to function, not jut a functioning power plant of same or better rating.

Agility has been "Redefined" as well; it's not the "Combat Maneuverability" (AKA "Weapons Hot Maneuverability") of HG, but more like the MT "Off-axis additional thrust" which helps avoid being hit.

Also, due to differencess in combat systems (and yes, everything you need to know to use HG is there if you REALLY want to), optimal weapons fits and design strategies differ slightly. (Most HG designs will come over with minimal tweaking. Most will need increased power plants to maintain agility. Most will have the room.) Movement is a major part of T20 space combat, while it was almost non-extant in HG.

Also, the design sequence is much more table driven (much like QSDS). It isn't hard to do 5-20KTd ships with nought but pencil and paper. Even in odd sizes.
 
Originally posted by Aramis:
Also, the design sequence is much more table driven (much like QSDS). It isn't hard to do 5-20KTd ships with nought but pencil and paper. Even in odd sizes.
Yes, and all of the tables are derived from formulas, meaning the spreadsheet designer has an easy time of building a ship design spreadsheet as well.
 
Originally posted by tjoneslo:
Yes, and all of the tables are derived from formulas, meaning the spreadsheet designer has an easy time of building a ship design spreadsheet as well.
That's good, because right now I'm kinda addicted to the FF&S2 spreadsheet by Andrew Akins! :D
 
Beside the essentials like bridge, staterooms, engines, and weapons will T20 include crew facilities like gyms and pools similar to components in GURPS Traveller?

Will the design system allow for building large habitats and highports?
 
Problem with old HG rules, you can make a light fighter with an armorrating of F, making it extremely difficult to kill even with a solid hit by a full battery.
 
Whats the starship combat like? Highguard system was good for big ship battles but was kind of static. It would be nice to have a "roleplaying" combat system and a fleet system. The "roleplaying" system should be designed for two ship combats (probably the most common) so that movement doesn't have to be plotted (book two combat is a bitch) just range.

And how exactly does the CT computers = T20 computer + avionics/sensors work? What happens to bridge space (which in CT consisted of control surfaces and avionics/sensors). Is the T20 computer sensors space just processors?

Also what are you doing with software packages? Book Two is unrealistic regarding load times and computer capacity. However it would be nice to get software upgrades to improve combat performance. Or does this fall under avionics upgrades?

And what about ECM?

Also will there be clear guidelines for misc extras such as landing legs?

James
 
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