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Ship points

Every complete term spent in a career where the mustering out benefits include a ship will count towards “ship points”
One ship point equals 50 tons of Jump capable and maneuver capable hull. It takes a minimum of 2 points to build the Traveller minimum jump ship (100 tons, J-1, M-1).
The ship so acquired is 40 years old and has 40 years left of mortgage payments left on it.
By spending additional points upgrades can be made to the ship.
The upgrades are as follows:
1 point-take 10 years off the age of the ship
1 point-take 10 years off the mortgage
0 point for minimal fittings (double bunking for all crew, mid passage or low passage only, low class entertainment, minimal comforts, maximized cargo space for the hull)
1 point-mid range fittings (better sensors, computer, entertainment facilities, high passenger staterooms, comfortable crew quarters, slightly reduced cargo capacity)
2 points-top class fittings (all crew with private quarters, luxury suites only for passengers, finest holo suites and entertainment facilities, surplus military sensors and computer, large engineering, galley, medical and vehicle bays, minimal cargo space due to other fittings)
1 point-upgrade the Jump and Maneuver drives by a factor of 1 (J1 and M1 become J2 and M2)
1 point-upgrade the ships small craft from an Air/Raft to something like a ships boat (20-30 tons) or a Cutter (40-50 tons)
1 point-One fully fitted out turret with a heterogeneous mix of weapons (the Traveller holy trinity of 1 missile launcher, one pulse laser, and one sandcaster)
1 point-add 50 tons to the ship, retaining the current J and M drives
Each point also equals a share in the ship. All will be responsible for the ownership, but there is only one captain, and profits will be divided according to number of shares owned.
I recommend that players all come to a consensus on who will be captain, whatever method they choose.
Once the gross dimensions of the ship are figured out, they then need to outfit her with a mix of cargo space, small craft, low berths, med labs, passenger accommodations, computers, etc. depending on space and points left
My current group of 6 players have 12 point total so I will let you know how they work it out.
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Interesting. So, for a Detached Duty Scout ship:

It takes a minimum of 2 points to build the Traveller minimum jump ship (100 tons, J-1, M-1).

1 point-upgrade the Jump and Maneuver drives by a factor of 1 (J1 and M1 become J2 and M2)

1 point-One fully fitted out turret with a heterogeneous mix of weapons (the Traveller holy trinity of 1 missile launcher, one pulse laser, and one sandcaster)

0 point for minimal fittings (double bunking for all crew, mid passage or low passage only, low class entertainment, minimal comforts, maximized cargo space for the hull)

1 point-take 10 years off the age of the ship
Would cost you 5 points, assuming it took 10 years off, or would you count better sensors in Type S scouts as being worth 1 point?

This is neat; kinda like how they did it in TNE and GT.
 
Father Fletch, any further word on this? AM interested to know sir..<btw, hello how are you & the family?! We're fine here in Arkie land, thanks fer askin!>
 
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