Condottiere
SOC-14 5K
Technological level seven allows the construction of an early prototype jump drive; optionally, you could add a limitation of a quarter parsec, instead of the full fourish light years, to cut down cost and/or complexity.
I don't follow Mike.Which doesn't explain the underlying paradigm shift flaw.
Using HG80
a TL9 culture may discover the jump 1 drive.
Using CT 77 a TL9 culture can build a jump 6 xboat if you allow the xboat fudge, if not they can definitely build a jump 4 ship.
Using CT 81 a TL9 culture can build jump 3 ships due to computer limits.
A TL10 HG culture has no improvement in jump theory or engineering, while a CT 77 can still dabble with jump4-6 and a CT81 culture can now advance to jump 4.
So a TL 9 or 10 setting using the rules as written is going to be very different depending on the rules you go with.
I don't follow Mike.
What is a TL9 "culture" in the context of the Imperium with standard drives? Isn't the space-faring culture the same more or less everywhere within the Imperium?
What is a "TL10 HG culture" versus a "CT81 culture"? I'm pretty sure RAW aren't intended to create any such distinction - it's all one official setting. I think there is a certain charm in having the mixed technologies and just provide a bit of technobabble to make sense of it.
So the rules I go with are BOTH/AND! (Though I am a CT81 guy, not CT77)
Basically, this means that an LBB2-only early Imperium is relatively weak in terms of force projection but can be vast because it can send high-Jump messenger boats out to its fringes.
Yes, that is what I find charming. It fits our intuition that small ships should be "faster." You know, the (little) Millennium Falcon, the ship that made the Kessel Run in less than 12 parsecs and therefore can outrun the lumbering (big) Star Destroyers. It puts something special in the player scale and there is a "reason" for it - the different technology of the drives.TL-10 in HG lets you build up to J1 and 6G, up to 10,000 tons.
TL-10 in LBB2 lets you build up to J4 in up to a 400 ton hull, or J1/1G up to 800 tons. You can have 6G in a starship of 200 tons.
If THAT is the "problem", I think you are both asserting a "problem" that isn't there for the OTU settings.Both/And gets you a vast early Imperium with lots of localized interstellar trade and large pre-positioned forces.
TL-10 in HG lets you build up to J1 and 6G, up to 10,000 tons
Small ships do not necessarily imply lack of "star-lift", you just need more ships.
Given the canonical worlds with billions if inhabitants any hypothetical interstellar polity can afford a few large ships or a great many small ships, either way the amount of "star-lift" is about the same.
I misread the table. Good catch.19,999.
But it's a lot more expensive, especially in the sub-1KTd range, to do it with a big fleet of small ships.
Yes, that is what I find charming. It fits our intuition that small ships should be "faster." You know, the (little) Millennium Falcon, the ship that made the Kessel Run in less than 12 parsecs and therefore can outrun the lumbering (big) Star Destroyers. It puts something special in the player scale and there is a "reason" for it - the different technology of the drives.
If THAT is the "problem", I think you are both asserting a "problem" that isn't there for the OTU settings.
CT is TL15; clearly this setting isn't affected by what was optimal at TL10. But even in M0 the Imperium is TL12 at 150 years before its founding, so it has J3 big ships. How would allowing J6 little ships too (Both/And) change the nature of the 3I expansion? The little ships are not material in warfare because they can't carry spinal mounts that rule the battlespace. The J3 fleet speeds pace war efforts of the pacification campaigns as well as the huge megacorp traders, but there is a useful (and fun!) space for faster little ships too. (This is actually my favorite tech setting and it is where Both/And makes the most difference.)
To the extent there is a setting problem with Both/And as you have described it, it would have to be exist in some TL10 empire. So this is a problem for the Ziru Sirka expansion? I mean, I feel like that isn't really something that needs to be solved, but in a pinch I'd say the ZS didn't have the 3I drives but a third architecture and that is why they only had J1 for as long as they did. This just isn't a verisimilitude issue for the story, at least not to me.
Now, I don't deny that if you don't play with HG at all and have a small-ship-only universe, you do have a different setting. But I dont' see how Both/And changes anything besides add some fun diversity at player scale - a good thing.
And, for the record, I think Both/And is what the rules as written say.
Yes, it is weird. Here is my explanation:Maneuver drives get weird in this dichotomy, though. Out of universe, it's because they're the products of two different technology progression paradigms. In universe, I'm not sure how you'd explain it, or if anyone has tried.
+1I like the "loopholes" provided by LBB2. From a setting perspective, they can be "prototypes" or obsoleted designs. Or surprises.
Yes, it is weird. Here is my explanation:
HG and LBB2 J and M drives are similar sized if taken together, but reversed as to which is larger - M drives are smaller in B2 but larger in HG. IMTU M drives share J drive equipment in B2; they are integrated. B2 M drives rating have to be the same or smaller than the J-drive. It turns out that is true in most all canon ships already, and I usually just ignore the couple of cases where it isn't ("those are a spectacular designs. Don't make 'em like that any more.") A couple more house rules to clean up inconsistencies in case any player wants to make there own vessels.
+1
CT is TL15; clearly this setting isn't affected by what was optimal at TL10. But even in M0 the Imperium is TL12 at 150 years before its founding, so it has J3 big ships. How would allowing J6 little ships too (Both/And) change the nature of the 3I expansion?
But it's a lot more expensive, especially in the sub-1KTd range, to do it with a big fleet of small ships.
MH-K611142-000000-00000-0 MCr 2 914 10 000 Dton
bearing Crew=47
batteries TL=10
Cargo=7764 Fuel=1100 EP=100 Agility=0
Single Occupancy 7 764 2 914
USP # Dton Cost
Hull, Streamlined Custom K 10 000
Configuration Flattened Sphe 6 800
Scoops Streamlined 10
Jump Drive 1 1 200 800
Manoeuvre D 1 1 200 300
Power Plant 1 1 300 900
Fuel, #J, #weeks J-1, 4 weeks 1 1 100
Purifier 1 44 0
Bridge 1 200 50
Computer m/4 4 1 4 30
Staterooms 47 188 24
Cargo 7 764
Nominal Cost MCr 2 913,70 Sum: 7 764 2 914
Class Cost MCr 611,88 Valid ≥0 ≥0
Ship Cost MCr 2 330,96
ML-A611111-000000-00000-0 MCr 230 1 000 Dton
bearing Crew=5
batteries TL=10
Cargo=794 Fuel=110 EP=10 Agility=1
Single Occupancy LBB2 design 794 230
USP # Dton Cost
Hull, Streamlined Custom A 1 000
Configuration Flattened Sphe 6 110
Scoops Streamlined
Jump Drive E 1 1 30 50
Manoeuvre D E 1 1 9 20
Power Plant E 1 1 16 40
Fuel, #J, #weeks J-1, 4 weeks 1 110
Bridge 1 20 5
Computer m/1 1 1 1 2
Staterooms 5 20 3
Cargo 794
Nominal Cost MCr 229,50 Sum: 794 230
Class Cost MCr 25,25 Valid ≥0 ≥0
Ship Cost MCr 206,55
also need a lot more qualified pilots.
TCS said:Pilots are effectively unlimited, given populations and revenues such as they are in any campaign game.
A TL9 culture is a planet/system/subsector/sector that has only advanced to TL9 - think of it as the Expanse setting with a jump 1 drive available rather than a gate network.I don't follow Mike.
What is a TL9 "culture" in the context of the Imperium with standard drives? Isn't the space-faring culture the same more or less everywhere within the Imperium?
A TL10 culture is similar to a TL9 culture but advanced to TL10.What is a "TL10 HG culture" versus a "CT81 culture"?
And this is where we are talking past each other. There are many handwaves you can use for a TL15 culture to make the letter drives co-exist in a bespoke setting, and thus explain why both exist in the OTU. If you are building your own setting from the ground up then the setting faces the rules as written paradigm disconnect I have outlined.I'm pretty sure RAW aren't intended to create any such distinction - it's all one official setting.
I agree.I think there is a certain charm in having the mixed technologies and just provide a bit of technobabble to make sense of it.
The OTU pre MT is definitely both, the Traveller Adventure proves this beyond any dispute. From MT through to T5 there is only a single paradigm.So the rules I go with are BOTH/AND! (Though I am a CT81 guy, not CT77)
Me tooYes, that is what I find charming.
You are conflating the 3I setting of the OTU with the CT rules, the CT rules do not map directly to the 3I setting, nor do the HG rules, you have to throw it all in the mixture and still you end up with stuff like the Gazelle...If THAT is the "problem", I think you are both asserting a "problem" that isn't there for the OTU settings.
CT is TL15; clearly this setting isn't affected by what was optimal at TL10.
I agree, the whole point of the OTU was to be a bare bones setting to hang adventures off and to have funNow, I don't deny that if you don't play with HG at all and have a small-ship-only universe, you do have a different setting. But I dont' see how Both/And changes anything besides add some fun diversity at player scale - a good thing.
You contradict your final statement with your own second last paragraph If you only use CT77 or 81 then you have a different setting to one that makes use of HG79 or 80.And, for the record, I think Both/And is what the rules as written say.