No, it doesn't because the manoeuvre drive isn't being powered if it has zero agility.
:rofl:
Thanks. THAT was hilarious.
No, it doesn't because the manoeuvre drive isn't being powered if it has zero agility.
Normal manoeuvring is outside of combat and all power is going to the m-drive - well all the power need to reach it's maximum g rating.
Ah ha, so now we have the root of the problem. HG2 agility is not for normal movement.
Agility is only used during the abstract movement of HG2 combat. It is the ability to conduct violent manoeuvres during hostilities.
For in system manoeuvre you would use the m-drive rating
and use Mayday or CT vector movement.
Normal manoeuvring is outside of combat and all power is going to the m-drive - well all the power need to reach it's maximum g rating.
Hi,
strongly disagree, my nephew started work at my brother in laws engineering
company in September and is already producing work of a standard of other employees. The company has a 41 hour week, you could easily increase output 2.5 times by doubling shifts and working weekends.
I feel if you have the technology, resources, population and the basic infrastructure you can produce the plant (and human resources) necessary to build all the starships you need.
Kind Regards
David
I strongly disagree with your disagreement. I work at a shipyard producing naval vessels and there is no way you could just increase output as easily as you think. Between training welders, shipfitters, electricians, foremen, quality inspectors, etc. and getting equipment and parts, you can't expand output very much. (You know it takes 2 weeks just to train an apprentice painter?) You also have to have the experienced workers to train the new hires. That doesn't include the infrastructure like building ways that doesn't exist anymore.
Respectfully,
SoCar37
Study history and the expansion during WW2. It actually happened that production was increased MANY times over what we are talking about, in a short time.
About 10 fold improvement in capacity in a matter of about 2 months... and the quality suffered badly.
COMPLETELY incorrect. A ship with an M-6 drive with ZERO agility STILL accelerate at 58.8 meters/sec/sec. A ship with agility 6 and M-drive of 5 can NEVER catch it.
No, it doesn't because the manoeuvre drive isn't being powered if it has zero agility.
You are completely, totally and utterly wrong.
Go and carefully re-read the definition of agility in HG2 - and try to do it with an open mind and without prejudice.
Not according to HG p28, you power your weapons, screens and computer then calculate agility from EPs remaining.
Also on page 28 it states that Eps are used for four purposes - "powering weapons, shields, for manoeuvre drives (for agility), and for computers."
Agility is defined as "the ability of a ship to make violent manoeuvres and take evasive action while engaging hostile targets".
Note the word engaging, i.e. using screens and weapons (more on this in a bit).
This is the contentious bit - an agility 0 ship has no ability to "make violent manoeuvres" etc.
So now you are claiming a manoeuvre 6 ship can exceed manoeuvre 6?
By your interpretation a ship can accelerate on a course at 6g and make violent manoeuvres, thus exceeding the 6g limit.
Yup, this bit proves my interpretation.
Ah ha, so now we have the root of the problem. HG2 agility is not for normal movement.
Agility is only used during the abstract movement of HG2 combat. It is the ability to conduct violent manoeuvres during hostilities. For in system manoeuvre you would use the m-drive rating and use Mayday or CT vector movement.
Normal manoeuvring is outside of combat and all power is going to the m-drive - well all the power need to reach it's maximum g rating.
I strongly disagree with your disagreement. I work at a shipyard producing naval vessels and there is no way you could just increase output as easily as you think. Between training welders, shipfitters, electricians, foremen, quality inspectors, etc. and getting equipment and parts, you can't expand output very much. (You know it takes 2 weeks just to train an apprentice painter?) You also have to have the experienced workers to train the new hires. That doesn't include the infrastructure like building ways that doesn't exist anymore.
...shipyards will have some slack that would enable them to temporarily expand that capacity a bit by working double shifts.
I don't think that shipyards would be able to start building or repairing unexpected ships from day to day (beyond the "spare" capacity that working double shifts would provide), but I believe they would be able to expand their capacity in a month or two.
Hans
Ultra-tech manufacturing methods may have solved some or all of these problems.Most large to medium shipyards in the US work round the clock three shifts with skeleton crews on weekends. It costs to much to shut down and many functions simply need to maintain a temperature constant or assembly line production. (Newport News Shipbuilding shuts down ONLY between Christmas and New years, mandatory time off for most employees.)
OK, now you're confusing me. Do they have some slack or not?Also, most yards are operating at nowhere near capacities, but, those potential capacities are still way to small for a protracted wartime production.
Very well, I'm not so well informed that I'm going to insist on anything (other than that the TCS rules are grossly simplified to the point of being flat out not true to real lifeThe yards are overstaffed for current needs but nowhere nearly staffed for a serious ramp-up in building. SoCar_37 is quite right that it would take a long time to train a full spectrum of yard employees. In some capacities many years.
So how about looking at some real world figures? Anybody know how fast production increased in various countries at the beginning of WWII and by how much?The US government "subsidizes" yards by allowing some built in inefficiency for that very reason. If a ramp-up were suddenly required there is some ready ability to increase production capacity. If a huge need arose, those 3 shifts would absorb new personnel and train "on the job". In that case production would be both ineffective, and of lower quality, for some length of time.
That tells us nothing except that it's possible to man and pay for more ships than you can build.Still, fabrication facilities would have to be build for nearly everything going into a ship. All those ancillary industries are in the same position. (Electronics, Weapons, Engines, Motors, Pumps, Generators, Heating Cooling and Refrigeration, Galley equipment, Piping, Wire, Hull material, Raw material production and Transportation [It was about 3 YEARS during a WW2 buildup before the US had enough Transport Ships to mount the D Day invasion. Even then the Pacific Theater was starved for hulls.] etc.)
A reasonable argument, but not very useful. It doesn't tell us how fast a plausibly non-rapid expansion would be.No countries economy is geared to a rapid increase, therefore Earth isn't, and by extrapolation few, if any, Traveller Worlds are.
So how about looking at some real world figures? Anybody know how fast production increased in various countries at the beginning of WWII and by how much?
Ultra-tech manufacturing methods may have solved some or all of these problems.
OK, now you're confusing me. Do they have some slack or not?
Very well, I'm not so well informed that I'm going to insist on an ything (other than that the TCS rules are grossly simplified to the point of being flat out not true to real life).
So how about looking at some real world figures? Anybody know how fast production increased in various countries at the beginning of WWII and by how much?
That tells us nothing except that it's possible to man and pay for more ships than you can build.
A reasonable argument, but not very useful. It doesn't tell us how fast a plausibly non-rapid expansion would be. Hans
That's about what I've always assumed. Well, two years, not several.There is some slack, just not enough for more than say a 10% increase in the short term. Long term would take several years.
And nothing wrong with dodgy reality game rules if they improve the game[*]. Unless you start basing your world-building on those rules, that is.Very true, but it did make a playable game.
Traveller starships have a <size of crew> to <price of ship> ratio that is an order of magnitude less than the ratio of modern day ships. I did some calculations once (Or was it one to two orders of magnitude? I forget. The number 1:80 flutters around in the back of my mind). And while I never did any calculations for Age of Sail ships, I'm prepared to bet that modern ships have a much smaller ratio than AoS ships.Maybe yes, maybe no. Probably depends on how many more and how quickly. Historically (Sail Era) the British navy NEVER sailed with a full ships company and way to many of those were not even sailors.
I'm talking mil ships. Cargo ships were literally slapped together. Initially to keep Britain from starving due to U-boats decimating their merchant marine.
My point stands and you didn't counter it.
Study history and the expansion during WW2. It actually happened that production was increased MANY times over what we are talking about, in a short time.
About 10 fold improvement in capacity in a matter of about 2 months... and the quality suffered badly. The last 2 of the "liberty ships" era destroyers ceased operation about a decade ago (USCGC Storres & a sister ship) - both had major issues and multiple refits; both were barely seaworthy. Some preward ships are STILL in service - in other countries.