Hi,
This thread brings up alot of old memories of when I first started messing around with Traveller in the late 1970's and early 1980's. Me and my friends started trying to play the game before alot of the supporting supplements and stuff were published and as such I remember spending alot of time trying to design our own ships and draw up some deck plans for them.
One problem I always had was with small craft, because most of my experience with science fiction was from TV or movies where alot of the ship layouts seemed so spacious and huge, with cavernous hangars in comparison to the stuff inside (for example the shuttle bay on the starship Enterprise in Star Trek). However in LBB2 from CT, if I am recalling correctly, the small craft were assumed to more or less only take up just about the same amount of space as they displaced, which I guess meant that they fit within a conformal opening/space in the ship's hull. But I don't recall what if any limits there where on launching and recovering of these small craft.
In High Guard, looking through the book again now, it seems that for ships of less than 1000 dton the small craft would require space equal to there own size in dtons, but for ships over 1000 dtons, the small craft would require space equal to 130% of their own size.
Additionally, craft bigger than 99 dton could be carried at a cost of 110% of their size. Also, LBB5 appeared to place a limit on the number of small craft that could be launched per turn unless the ship includes a fairly large launch tube facility (25 x the size of the largest craft to be launched).
I guess some of these limits could be retrofitted into the LBB2 rules to help address some of the shortcomings of the LBB2.
Another thought is looking at what is in GURPS Traveller: Interstellar Wars, which also appears to represent fairly early era in Traveller.
In that book, they address both;
- Vehicle Bays - which appear to be like the conformal snug fit spaces from LBB2
- Hangar Bays - which seem to be more like the stuff described in High Guard for ships bigger than 1000 dtons, but here the spave required would be twice the size of the small craft carried.
Both of these also require some small amount of additional space for equipment. GT:IW also provides some rules for launch tubes and maintenance requirements. Specifically, it notes that for any small craft carried, in addition to the pilot and crew of that craft, if more than four small craft are carried you would also need 1 maintenance guy on the mothership plus an additional crewman for each four small craft carried to operate/maintain the vehicle/hangar bays.
Similarly, if more than 10 small craft are carried then you would need 1 additional crewman on the mothership per 10 small craft to act as flight control.
With respect to launch and recovery, for all ships, except those with a Dispersed Structure, a ship can launch one small craft per vehicle/hangar bay per turn, and recover at a similar rate, provided that vectors are matched provided that no small craft was launched from that bay that turn.
A launch tube can launch 40 small craft per turn, and a ship with a Dispersed Structure can launch all its small craft in a turn.
I think that some of these rules could also be co-opting into use in a modified LBB2 system to address some of the issues not addressed in much detail in LBB2 with respect to trying to operate small craft from larger vessels.
With respect to comparing warships to merchant ships, while it is theorectically possible for a merchant ship to mount the exact same armament as a similarly sized warship, I think due to economic reasons, it would probably be very unlikely to see a ship do that in most Traveller Universes.
Specifically, if you look at a Type R Subsidized Merchant with its two hardpoints but no turrets, and you make some assumptions on the percent occupancy of the passenger cabins, then you can make a rough estimate of how much money you would have to make per ton of cargo to break even. If you go ahead and install two triple turrets and a full complement of lasers/missiles/sandcasters then;
- you'll loose two passenger cabins, to accommodate the additional crew,
- you'll increase the cost of the ship, due to the added weaponry, and
- you'll increase operating expenses of the ship, due to the added crew.
Based on my rough calcs, it looks to me that the required freight rate for your cargo could go up as much as 14 to 17%. Similarly, if you were to build a ship identical to the Type R, but with a maximum loadout of 4 hardpoints plus 4 triple turrets and armament, then your required freight rate for your cargo could go up as much as 30 to 36%.
Similar rough estimates for the 600 dt Type M Subsidized Merchant show results of increases along the lines of 12-15% to mount armed turrets on its three hardpoints and provide the required manning, or 24-30% if it were a ship identical to the Type M but fitted out and manned for a maximum loadout of 6 triple turrets.
Looking at these numbers I suspect that trying to arm a Merchant vessel with its maximum possible armament may end up making it too uneconomic to operate against more modestly armed merchant vessels.
With respect to Fighter carrying warships versus those that do not carry fighters, I guess alot of the discussion of ultility depends on what you want the ship to do and how fast the ship can launch and recover its fighters. [Edit] If you end up having to cut back on fighters because of some of the alternate rule ideas from other systems I noted above it may impact the comparison [End Edit]. By not fitting fighters or perhaps outfitting the ship with different small craft, you could potentially develop a faster vessel (J-5 M-6) which could be harder for the fighters or carrier to intercept (both tactically and strategically, especially if you allow for jump governers etc).
Anyway, just some thoughts.
Regards
This thread brings up alot of old memories of when I first started messing around with Traveller in the late 1970's and early 1980's. Me and my friends started trying to play the game before alot of the supporting supplements and stuff were published and as such I remember spending alot of time trying to design our own ships and draw up some deck plans for them.
One problem I always had was with small craft, because most of my experience with science fiction was from TV or movies where alot of the ship layouts seemed so spacious and huge, with cavernous hangars in comparison to the stuff inside (for example the shuttle bay on the starship Enterprise in Star Trek). However in LBB2 from CT, if I am recalling correctly, the small craft were assumed to more or less only take up just about the same amount of space as they displaced, which I guess meant that they fit within a conformal opening/space in the ship's hull. But I don't recall what if any limits there where on launching and recovering of these small craft.
In High Guard, looking through the book again now, it seems that for ships of less than 1000 dton the small craft would require space equal to there own size in dtons, but for ships over 1000 dtons, the small craft would require space equal to 130% of their own size.
Additionally, craft bigger than 99 dton could be carried at a cost of 110% of their size. Also, LBB5 appeared to place a limit on the number of small craft that could be launched per turn unless the ship includes a fairly large launch tube facility (25 x the size of the largest craft to be launched).
I guess some of these limits could be retrofitted into the LBB2 rules to help address some of the shortcomings of the LBB2.
Another thought is looking at what is in GURPS Traveller: Interstellar Wars, which also appears to represent fairly early era in Traveller.
In that book, they address both;
- Vehicle Bays - which appear to be like the conformal snug fit spaces from LBB2
- Hangar Bays - which seem to be more like the stuff described in High Guard for ships bigger than 1000 dtons, but here the spave required would be twice the size of the small craft carried.
Both of these also require some small amount of additional space for equipment. GT:IW also provides some rules for launch tubes and maintenance requirements. Specifically, it notes that for any small craft carried, in addition to the pilot and crew of that craft, if more than four small craft are carried you would also need 1 maintenance guy on the mothership plus an additional crewman for each four small craft carried to operate/maintain the vehicle/hangar bays.
Similarly, if more than 10 small craft are carried then you would need 1 additional crewman on the mothership per 10 small craft to act as flight control.
With respect to launch and recovery, for all ships, except those with a Dispersed Structure, a ship can launch one small craft per vehicle/hangar bay per turn, and recover at a similar rate, provided that vectors are matched provided that no small craft was launched from that bay that turn.
A launch tube can launch 40 small craft per turn, and a ship with a Dispersed Structure can launch all its small craft in a turn.
I think that some of these rules could also be co-opting into use in a modified LBB2 system to address some of the issues not addressed in much detail in LBB2 with respect to trying to operate small craft from larger vessels.
With respect to comparing warships to merchant ships, while it is theorectically possible for a merchant ship to mount the exact same armament as a similarly sized warship, I think due to economic reasons, it would probably be very unlikely to see a ship do that in most Traveller Universes.
Specifically, if you look at a Type R Subsidized Merchant with its two hardpoints but no turrets, and you make some assumptions on the percent occupancy of the passenger cabins, then you can make a rough estimate of how much money you would have to make per ton of cargo to break even. If you go ahead and install two triple turrets and a full complement of lasers/missiles/sandcasters then;
- you'll loose two passenger cabins, to accommodate the additional crew,
- you'll increase the cost of the ship, due to the added weaponry, and
- you'll increase operating expenses of the ship, due to the added crew.
Based on my rough calcs, it looks to me that the required freight rate for your cargo could go up as much as 14 to 17%. Similarly, if you were to build a ship identical to the Type R, but with a maximum loadout of 4 hardpoints plus 4 triple turrets and armament, then your required freight rate for your cargo could go up as much as 30 to 36%.
Similar rough estimates for the 600 dt Type M Subsidized Merchant show results of increases along the lines of 12-15% to mount armed turrets on its three hardpoints and provide the required manning, or 24-30% if it were a ship identical to the Type M but fitted out and manned for a maximum loadout of 6 triple turrets.
Looking at these numbers I suspect that trying to arm a Merchant vessel with its maximum possible armament may end up making it too uneconomic to operate against more modestly armed merchant vessels.
With respect to Fighter carrying warships versus those that do not carry fighters, I guess alot of the discussion of ultility depends on what you want the ship to do and how fast the ship can launch and recover its fighters. [Edit] If you end up having to cut back on fighters because of some of the alternate rule ideas from other systems I noted above it may impact the comparison [End Edit]. By not fitting fighters or perhaps outfitting the ship with different small craft, you could potentially develop a faster vessel (J-5 M-6) which could be harder for the fighters or carrier to intercept (both tactically and strategically, especially if you allow for jump governers etc).
Anyway, just some thoughts.
Regards
Last edited: