tbeard1999
SOC-14 1K
Just finished going through the starship design system and combat system.
Amazingly (given numerous other flaws in MGT), the starship design system is pretty good. Perhaps not coincidentally, it's a refined version of Book 2 and bears a greater resemblance to its predecessor than the task system, the combat system and the character generation system.
(An interesting observation--the crappiest systems in MGT so far are the ones that represent the greatest change from CT).
MGT starship design works much like Book 2. MGT's designer is to be commended for avoiding the gearhead fetish that makes starship design in T4 and GURPS Traveller about as engaging as an actuarial analysis. Components are rated in displacement (tons) and cost. Mass is not handled and I say "bravo for that". Equating mass and volume is an abstraction I've always been able to live with. Anyhow, here are my specific comments. Unless otherwise stated, my complaints are quibbles.
1. Hull sizes only run through 2000 tons. On the plus side, there are 300 ton hulls, 500 ton hulls, 700 ton hulls, etc., that are missing from Book 2. I also wish they'd include larger hulls, at least 3000, 4000 and 5000 ton hulls. However, that's a pretty simple fix. I'll post my suggestions later.
2. Configuration is handled simply and even elegantly. Hulls are unstreamlined (-10% cost); standard (which is streamlined, but "ungainly"); or streamlined (+10% cost). I was happy to be relieved of the numerous High Guard configurations.
3. Armour is handled simplistically but rather poorly. Armor protection is simply a percentage of hull volume, which perpetuates a serious problem that started with High Guard. In the real world, surface area does not increase proportionally with volume. Thus, large craft are able to be better armored than small craft. That's a pretty simple fix. I'll post my suggestions later. Also, there are 3 classes of armor; several more could be added from Striker/Megatraveller/FF&S.
EDIT: I'd suggest that each "level" of armor take up tonnage per this formula: .5 x (Hull Tonnage ^ (.666667)). This means that a level of armor consumes 5% of a 1000 ton hull. If the 5% delta moves to a different sized hull, change the .5 to something else. For instance, if you wanted 1 level of armor to consume 5% of a 2000 ton hull, the .5 would change to .63. If the delta is 10,000 tons, .5 is changed to 1.07. If the delta moves to 50,000 tons, .5 is changed to 1.84.
Here's my calculations (rounded off for simplicity):
Hull Tonnage of 1 level of armor
100 11
200 17
300 22
400 27
500 31
600 36
700 39
800 43
900 47
1000 50
1200 56
1400 63
1600 68
1800 74
2000 79
4. Hull Options. Nice touch and cleanly implemented. Hulls can have reflec,stealth or self-sealing characteristics. This raises the cost of the hull. I think that the rules need to provide that reflec and stealth characteristics are mutally exclusive. Indeed, reflec coatings should make a ship even more visible to lidar.
5. Drives. A Book-2 like table gives drive ratings, volume and cost. These are identical to Book 2, but for some reason, M-drive A is 2 tons, rather than 1 ton. Nice touch--Power Plants are rated for output, but designers are also told that power plants generally need to match the larger of Jump or Maneuver Drive size. Jump fuel is calculated like CT. Maneuver fuel is handled very well -- each power plant size has fuel consumption listed. This fixes a major flaw in CT starships -- maneuver fuel requirements could be smaller for the same drive in a larger ship. It makes small, fast ships feasible.
6. Bridges -- smaller ships (200t-) get 10 ton bridges and larger ships (2000t+) get 60 ton bridges. Computers are part of bridge tonnage now. Given the relatively low price of Model 1 (Cr30K) and Model 2 (Cr160K) computers, I think I'd just include them in the bridge cost (Cr500K per 100 tons of ship).
7. Electronics. Very well done--4 packages are available from Basic Civilian to Very Advanced. No fiddling with control panels or any of that crap.
8. Staterooms and low passage. No surprises or complaints.
9. Crew Requirements. 1 crew per 50 tons of ship, with a list of typical positions. It's a fast and elegant rule, but I'd require that this include a minimum of 1 engineer per 35 tons of drives or somesuch. Maybe.
10. I like the Luxuries rule. Each ton of "luxuries" (Mcr0.1) adds +1 to Steward checks. I'd add that each ton of luxuries can service a maximum of X passengers (10?), otherwise larger ships will be able to provide great luxury at minimal cost.
11. I like the Ship's Locker rule. Basically, it contains any normal gear that costs cr5,000 or less and its contents are defined on an "as needed" basis. Nice.
12. Ships vehicles list is decent, though I'd like more detail ala Book 2 on the various craft (presumable this will be added). Need to add fighters.
13. Weaponry rules are fine and work like Book 2 for the most part. Most weapons are available in 2-3 tech levels. 50 ton weapon bays look fine. However, weapon damage is completely fouled up. For instance, pulse lasers do half the damage of beam lasers (x1+1 vs x2+2 at TL 10). Missiles are worthless; they do less damage than the weakest laser. Nuclear missiles seem way too cheap--cr3750 each--and rather unimpressive in damage. Nuclear dampers are effective against Fusion Guns...hmmn.
14. The Starship Operations section is adequate. I especially like the Airlocks section, which tells you that ships have 1 airlock per 100 tons. Presumably additional ones could be added; rules for that would be nice.
15. The Starship economics section is, of course, utterly worthless.
All in all, a fine update for CT. This section should have been the model for all of MGT. A thorough cleaning and tweaking of the CT systems, rather than an ill-considered series of haphazard house rules.
I may well adapt the MGT starship system for my own CT campaign (especially if someone would design a nice program to run out ships ala the superb CT Utility).
Amazingly (given numerous other flaws in MGT), the starship design system is pretty good. Perhaps not coincidentally, it's a refined version of Book 2 and bears a greater resemblance to its predecessor than the task system, the combat system and the character generation system.
(An interesting observation--the crappiest systems in MGT so far are the ones that represent the greatest change from CT).
MGT starship design works much like Book 2. MGT's designer is to be commended for avoiding the gearhead fetish that makes starship design in T4 and GURPS Traveller about as engaging as an actuarial analysis. Components are rated in displacement (tons) and cost. Mass is not handled and I say "bravo for that". Equating mass and volume is an abstraction I've always been able to live with. Anyhow, here are my specific comments. Unless otherwise stated, my complaints are quibbles.
1. Hull sizes only run through 2000 tons. On the plus side, there are 300 ton hulls, 500 ton hulls, 700 ton hulls, etc., that are missing from Book 2. I also wish they'd include larger hulls, at least 3000, 4000 and 5000 ton hulls. However, that's a pretty simple fix. I'll post my suggestions later.
2. Configuration is handled simply and even elegantly. Hulls are unstreamlined (-10% cost); standard (which is streamlined, but "ungainly"); or streamlined (+10% cost). I was happy to be relieved of the numerous High Guard configurations.
3. Armour is handled simplistically but rather poorly. Armor protection is simply a percentage of hull volume, which perpetuates a serious problem that started with High Guard. In the real world, surface area does not increase proportionally with volume. Thus, large craft are able to be better armored than small craft. That's a pretty simple fix. I'll post my suggestions later. Also, there are 3 classes of armor; several more could be added from Striker/Megatraveller/FF&S.
EDIT: I'd suggest that each "level" of armor take up tonnage per this formula: .5 x (Hull Tonnage ^ (.666667)). This means that a level of armor consumes 5% of a 1000 ton hull. If the 5% delta moves to a different sized hull, change the .5 to something else. For instance, if you wanted 1 level of armor to consume 5% of a 2000 ton hull, the .5 would change to .63. If the delta is 10,000 tons, .5 is changed to 1.07. If the delta moves to 50,000 tons, .5 is changed to 1.84.
Here's my calculations (rounded off for simplicity):
Hull Tonnage of 1 level of armor
100 11
200 17
300 22
400 27
500 31
600 36
700 39
800 43
900 47
1000 50
1200 56
1400 63
1600 68
1800 74
2000 79
4. Hull Options. Nice touch and cleanly implemented. Hulls can have reflec,stealth or self-sealing characteristics. This raises the cost of the hull. I think that the rules need to provide that reflec and stealth characteristics are mutally exclusive. Indeed, reflec coatings should make a ship even more visible to lidar.
5. Drives. A Book-2 like table gives drive ratings, volume and cost. These are identical to Book 2, but for some reason, M-drive A is 2 tons, rather than 1 ton. Nice touch--Power Plants are rated for output, but designers are also told that power plants generally need to match the larger of Jump or Maneuver Drive size. Jump fuel is calculated like CT. Maneuver fuel is handled very well -- each power plant size has fuel consumption listed. This fixes a major flaw in CT starships -- maneuver fuel requirements could be smaller for the same drive in a larger ship. It makes small, fast ships feasible.
6. Bridges -- smaller ships (200t-) get 10 ton bridges and larger ships (2000t+) get 60 ton bridges. Computers are part of bridge tonnage now. Given the relatively low price of Model 1 (Cr30K) and Model 2 (Cr160K) computers, I think I'd just include them in the bridge cost (Cr500K per 100 tons of ship).
7. Electronics. Very well done--4 packages are available from Basic Civilian to Very Advanced. No fiddling with control panels or any of that crap.
8. Staterooms and low passage. No surprises or complaints.
9. Crew Requirements. 1 crew per 50 tons of ship, with a list of typical positions. It's a fast and elegant rule, but I'd require that this include a minimum of 1 engineer per 35 tons of drives or somesuch. Maybe.
10. I like the Luxuries rule. Each ton of "luxuries" (Mcr0.1) adds +1 to Steward checks. I'd add that each ton of luxuries can service a maximum of X passengers (10?), otherwise larger ships will be able to provide great luxury at minimal cost.
11. I like the Ship's Locker rule. Basically, it contains any normal gear that costs cr5,000 or less and its contents are defined on an "as needed" basis. Nice.
12. Ships vehicles list is decent, though I'd like more detail ala Book 2 on the various craft (presumable this will be added). Need to add fighters.
13. Weaponry rules are fine and work like Book 2 for the most part. Most weapons are available in 2-3 tech levels. 50 ton weapon bays look fine. However, weapon damage is completely fouled up. For instance, pulse lasers do half the damage of beam lasers (x1+1 vs x2+2 at TL 10). Missiles are worthless; they do less damage than the weakest laser. Nuclear missiles seem way too cheap--cr3750 each--and rather unimpressive in damage. Nuclear dampers are effective against Fusion Guns...hmmn.
14. The Starship Operations section is adequate. I especially like the Airlocks section, which tells you that ships have 1 airlock per 100 tons. Presumably additional ones could be added; rules for that would be nice.
15. The Starship economics section is, of course, utterly worthless.
All in all, a fine update for CT. This section should have been the model for all of MGT. A thorough cleaning and tweaking of the CT systems, rather than an ill-considered series of haphazard house rules.
I may well adapt the MGT starship system for my own CT campaign (especially if someone would design a nice program to run out ships ala the superb CT Utility).
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