OK, so, in general, I like MGT. However, I'm digging a little more into ship design and the following bits about drives stick out:
Traveller Core Rulebook, pg 107, states, “Any specific drive will be less efficient as the tonnage it must drive increases.”
and
MGT High Guard, pg 63, states, “Hulls vary in their requirements for drives and power plants based on tonnage. Any specific drive will be less efficient as the tonnage it must drive increases.”
Yet the following examples illustrate the opposite:
Shuttle(90tons): Jump NA, Thrust 3 = 6.67%, PP 3 = 5%
Far Trader(200tons): Jump 2 = 7.5%, Thrust 1 = 1%, PP 2 = 3.5%
Light Carrier(30ktons): Jump 4 = 5%, Thrust 2 = 3.25%, PP 4 = 3.75%
In all cases, the smaller ships require more space, percentage-wise, than the capital ship, but for a much lower level of performance.
Also consider:
Free Trader(200tons): Jump 1 = 5%, Thrust 1 = 1%, PP 1 = 2%
Superfreighter (100ktons): Jump 4 = 5%, Thrust 1 = 1%, PP 4 = 3%
So the free trader gives up nearly as much space, as a percentage, as the superfreighter for a much, much lower level of performance.
Even within the core ruleset:
Far Trader(200tons): Jump 2 = 7.5%, Thrust 1 = 1%, PP 2 = 3.5%
Heavy Freighter(1kton): Jump 2 = 4.5%, Thrust 1 = 0.9%, PP 2 = 2.5%
Rather than having small ships perform better, the rules actually seem to penalize smaller craft.
Is there a piece of errata I missed? Is there a game design reason why the stated methodology in the verbal parts of the ship design rules do not match the actual nuts-and-bolts rules? Has anyone else noticed this?
Traveller Core Rulebook, pg 107, states, “Any specific drive will be less efficient as the tonnage it must drive increases.”
and
MGT High Guard, pg 63, states, “Hulls vary in their requirements for drives and power plants based on tonnage. Any specific drive will be less efficient as the tonnage it must drive increases.”
Yet the following examples illustrate the opposite:
Shuttle(90tons): Jump NA, Thrust 3 = 6.67%, PP 3 = 5%
Far Trader(200tons): Jump 2 = 7.5%, Thrust 1 = 1%, PP 2 = 3.5%
Light Carrier(30ktons): Jump 4 = 5%, Thrust 2 = 3.25%, PP 4 = 3.75%
In all cases, the smaller ships require more space, percentage-wise, than the capital ship, but for a much lower level of performance.
Also consider:
Free Trader(200tons): Jump 1 = 5%, Thrust 1 = 1%, PP 1 = 2%
Superfreighter (100ktons): Jump 4 = 5%, Thrust 1 = 1%, PP 4 = 3%
So the free trader gives up nearly as much space, as a percentage, as the superfreighter for a much, much lower level of performance.
Even within the core ruleset:
Far Trader(200tons): Jump 2 = 7.5%, Thrust 1 = 1%, PP 2 = 3.5%
Heavy Freighter(1kton): Jump 2 = 4.5%, Thrust 1 = 0.9%, PP 2 = 2.5%
Rather than having small ships perform better, the rules actually seem to penalize smaller craft.
Is there a piece of errata I missed? Is there a game design reason why the stated methodology in the verbal parts of the ship design rules do not match the actual nuts-and-bolts rules? Has anyone else noticed this?