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Traveller warships are WWII navy, but without a major piece

Wait. Mewey, TL5-or-maybe-7-means-no-jump-tech...
How are they maintaining their ships? How are they conducting trade?

Easy enough to contract this sort of thing out. Plenty of Mercs about with the skills to create and support a TL12-15 navy for anyone with the credits.
 
Easy enough to contract this sort of thing out. Plenty of Mercs about with the skills to create and support a TL12-15 navy for anyone with the credits.

Which is a bit of a problem for low- and medium-tech worlds. Their credits don't go very far on ultra-tech worlds. But if you control a world that you can exploit, it becomes easier. You still need to get all your ships and boats to a Class A or B starport for their annual maintenance, which impose further logistical expenses.


Hans
 
Wait. Mewey, TL5-or-maybe-7-means-no-jump-tech, class-D-starport-means-only-unrefined-fuel-no-repair-or-shipyard, population 70 million on a garden earth-like world with vast regions yet to see human habitation, controls the government of an agricultural planet with a class-E starport a parsec away? Is this one of them GURPS things? How are they maintaining their ships? How are they conducting trade?

I'da thunk Quhaiathat was a better candidate.

Hi,

I may be using Gurps T, when Marc crashed the empire whilst we were fighting
5FW my group lost interest and Gurps alternative univerese brought us back.

I'm assuming someone would be intersted in that 18,000 MCr per year Mewey, or perhaps Kwai Ching in District 268 are offerering and willing to train up the locals, even if it's a case of we don't want to see another parties influence growing by them providing the services.

At TL7 we are apparantly capable of building Missiles, sandcasters and Ship scale Laser weapons and I know we've built spaceships, been watching them on TV since the 60's, so I consider TL7 the minimum TL to have a "Star Navy".

Quhaiathat doesn't work as it's an Imperial world, unless it's a 'secret' colony,
I think Kwai Ching might be the best bet, with all the rich folks moving off to
Ochecate for a better life and to breathe real air!

regards

David
 
Which is a bit of a problem for low- and medium-tech worlds. Their credits don't go very far on ultra-tech worlds. But if you control a world that you can exploit, it becomes easier. You still need to get all your ships and boats to a Class A or B starport for their annual maintenance, which impose further logistical expenses.
Hans

Hi Hans,

Whilst Merchants need an annual maintenance to get a certificate of spaceworthiness, license to trade and license to carry passengers that doesn't really apply to military craft, if anything goes wrong stick a pre-purchased spare part in. (Although Mercenaries probably need it for their Merc licencse).

Trillion Credit Squadron requires 10% maintenance, but unlike repairs and refits
doesn't require an A or B startport. That said nothing to stop a regular refit every 8-10 years (In my example I'd use Tarsus TLA class B spaceport as it's on a J1 route from Ochecate.

Regards

David
 
Whilst Merchants need an annual maintenance to get a certificate of spaceworthiness, license to trade and license to carry passengers that doesn't really apply to military craft, if anything goes wrong stick a pre-purchased spare part in. (Although Mercenaries probably need it for their Merc licencse).
The game rules do impose a negative DM on jump mishap rolls for ships that haven't had annual maintenance within the last year, so I think you'd want annual maintenance for your military jump ships, at least. You may have a point about non-jump vessels.

Trillion Credit Squadron requires 10% maintenance, but unlike repairs and refits doesn't require an A or B startport.
TCS assumes a homeworld with shipbuilding capability regardless of the civilian starport classification. And Striker doubles the maintenance cost of imported equipment (to 20%). Presumably in prices adjusted to the supplier's world.

Some sort of subsidy-type arrangement from the Aslan clan that helped them in the first place is possible. It would depend on just what the clan was hoping to accomplish.


Hans
 
The game rules do impose a negative DM on jump mishap rolls for ships that haven't had annual maintenance within the last year, so I think you'd want annual maintenance for your military jump ships, at least. You may have a point about non-jump vessels.

TCS assumes a homeworld with shipbuilding capability regardless of the civilian starport classification. And Striker doubles the maintenance cost of imported equipment (to 20%). Presumably in prices adjusted to the supplier's world.

Some sort of subsidy-type arrangement from the Aslan clan that helped them in the first place is possible. It would depend on just what the clan was hoping to accomplish.

Hans

Hi Hans,

That's an excellent point I had forgotten about the 20% from Striker. The 18,000 MCr Budget immediately becomes 9,000 MCr of purchasing power, roughly enough for 10 Mercenary Cruisers and 20 Type T Patrol Ships

I was wondering how long would it take a TL7 country (like say Germany as I think they have a population around 70 million) to retro-engineer a Jump drive and drag their TL up to 9?

It would also explain the higher TL in the colony, it's where all the industry and scientists are working on producing their own Jump capable ships....

Another thought is a 'Navy' of SDB's and maybe Four 5Kton Jump Tenders,
as sort of mini-battle riders, then only one tender at a time needs to go off to be serviced (6 weeks to Tarsus, 2 weeks service and 6 weeks back).

Regards

David
 
all

You still need to get all your ships and boats to a Class A or B starport for their annual maintenance, which impose further logistical expenses.


Hans

Not true. A military facility & yard can exist without ANY listed Star Port.
 
Hi Hans,

Whilst Merchants need an annual maintenance to get a certificate of spaceworthiness, license to trade and license to carry passengers that doesn't really apply to military craft, if anything goes wrong stick a pre-purchased spare part in. (Although Mercenaries probably need it for their Merc licencse).

Trillion Credit Squadron requires 10% maintenance, but unlike repairs and refits
doesn't require an A or B startport. That said nothing to stop a regular refit every 8-10 years (In my example I'd use Tarsus TLA class B spaceport as it's on a J1 route from Ochecate.

Regards

David

A pre-purchased part that just happened to be stored on-site?

Gee, I wish I served in your version of the Army. I got ticked off every year because we had to wait until the end of the budget year to get any service or repairs done because, "...we have to use the funds or lose them." At which time we would hang around the shop until midnight or later while watching the mechanics do the actual work. Typical, moronic, bureaucratic way to run things.
 
A pre-purchased part that just happened to be stored on-site?

Gee, I wish I served in your version of the Army. I got ticked off every year because we had to wait until the end ...

If you are talking about the US Army there is a Constitutional element to the funding problem you describe that doesn't apply to the US Navy...
 
A pre-purchased part that just happened to be stored on-site?

Gee, I wish I served in your version of the Army. I got ticked off every year because we had to wait until the end of the budget year to get any service or repairs done because, "...we have to use the funds or lose them." At which time we would hang around the shop until midnight or later while watching the mechanics do the actual work. Typical, moronic, bureaucratic way to run things.

I would think military PEB stocking rules would be broader and more vast when the gap times between ordering and stocking are weeks or (more likely) months.
 
Well, crud!!

But the US Navy had to be out there to at least show the flag.

We Army grunts (I was just a glorified grunt, a rail monkey) had to stay at home and occasionally play at camp-outs in the sticks. :p
 
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Not if it has been set up by an off world higher TL entity.

Then either the local government pays that off world entity what the spare parts are worth or the off world entity pays for them and donates them to the local government. Either way someone pays and they pay the off-world price.


Hans
 
...Some sort of subsidy-type arrangement from the Aslan clan that helped them in the first place is possible. It would depend on just what the clan was hoping to accomplish....

Leo's involved? Hmmm ... Wiki says Ochecate are settled by a humanoid species native to Mewey.

I imagine it went something like this: "We'll take our ship here and ferry your folk to Ochecate if you'll pay us X megacredits and sign this paper giving us rights to that little continent. You'll hardly notice us; there's not even anyone living on that continent."

If the furry dudes brought their own tech, then the tech level of the controlling world is no longer an issue. Leo can figure out where to take his own ships in for maintenance when they need it.

Not true. A military facility & yard can exist without ANY listed Star Port.

True, but there's a different problem. With a D-class starport at Mewey and an E-class at Ochecate, the only way I can see Mewy profiting from that control is if they get themselves a subsidized liner or two, give the subbies a liberal enough contract that the subbie can go take care of their own maintenance when they need it. The subbies can make a multi-point run from Quhaiathat to Ochecate and back, haul agri to Quhaiathat, haul metals and other usefuls to Mewey and then Quhaiathat, haul in whatever wealth Ochecate generates to Mewey on the return trip, and ...

Wait, that works for colonizing Ochecate too. Hey!
 
Leo's involved? Hmmm ... Wiki says Ochecate are settled by a humanoid species native to Mewey.

I imagine it went something like this: "We'll take our ship here and ferry your folk to Ochecate if you'll pay us X megacredits and sign this paper giving us rights to that little continent. You'll hardly notice us; there's not even anyone living on that continent."

If the furry dudes brought their own tech, then the tech level of the controlling world is no longer an issue. Leo can figure out where to take his own ships in for maintenance when they need it.

Hi,

You know I just love this, you could have a secret Aslan base (maybe an asteroid or moon, rather than an island, or continent) where they are repairing the scoutships that are undertaking a survey of the Marches and stockpiling spares and supplies ready for the Invasion...

Thanks

David
 
The 6g fighters can get anywhere you want more quickly, the improvised carrier can hover in low orbit and go to atmosphere if anyone goes after it, and 4 to 8 missile-launching fighters should be quite adequate for LE patrol.

Why a carrier for local LE patrol? Base your fighters dirt-side...
 
Why a carrier for local LE patrol? Base your fighters dirt-side...

Cheaper fighters... unstreamlined!

Plus, you can launch from 10-15 diameters, and cut your time to target by 15-20 minutes.

And a carrier can be placed closer to the jump location if the mainworld is inside the solar limit or its parent gas giant's limit.
 
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Why a carrier for local LE patrol? Base your fighters dirt-side...

Like Aramis says, quicker time to target. Also means the locals don't have to wait for the next ship to show up to send out a request to repair or replace fighters: the carrier can drop off its surviving brood and then hop out to get its damaged birds repaired and pick up some replacements.

I hadn't thought about that unstreamlined bit, it's an interesting idea.
 
Like Aramis says, quicker time to target. Also means the locals don't have to wait for the next ship to show up to send out a request to repair or replace fighters: the carrier can drop off its surviving brood and then hop out to get its damaged birds repaired and pick up some replacements.

I hadn't thought about that unstreamlined bit, it's an interesting idea.

While all of the above is true, it seems expensive to have a carrier dedicated to this mission. Also, while the carrier has hoped out it is no longer on station to follow it's mission.

I think the fighters from "dirt-side" could be rotating on station at any given time. Also, for pirate suppression, how many are needed? A whole carrier compliment?

I use a "fighter tender". Without taking an historic earth WWII analogy to far, think PT boats (fighters) and a PT boat tender (often an LST). My thoughts are that this is cheaper, ties up less vessels and tonnage, and serves a similar purpose.

As for repair, a fighter transport could deliver anything from spare parts to new fighters on a run scheduled to take breakdown into consideration.

(I've read the "use a free/far/fat trader's cargo bay as a carrier for fighters" but, at one launch or recovery every 20 minute turn seems totally unworkable. IF you could even do it!)
 
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