HereWhere is the link to find this Engineer's Spreadsheet? Or what part of the forum its located at?
HereWhere is the link to find this Engineer's Spreadsheet? Or what part of the forum its located at?
Why thank you, Mr Burns!Originally posted by far-trader:
That's a pretty sweet design Ravs!![]()
I have been thinking about getting FFS as an aid for creating ships and deckplans for CT. How compatable is the starship data with LBB2 and High Guard? Will a Scout or Free Trader still require about the same volume for engineering and fuel? I heard MT was vastly different than CT in these areas, but I find few people can advise me on FFS vs CT.Originally posted by Scott Martin:
I do modeling professionally, so I appreciate some of the nuances of Fire Fusion and Steel (The design sequences for TNE and T4) but there's a lot of stuff in there that is just "clutter" so while it may be useful for background tech info (buy the TNE FF&S, not the T4 FF&S for this) it's probably not what you're looking for in an easy design sequence.
What the world needs is a simple HG equipment rules addition to LBB2 combat.Originally posted by Employee 2-4601:
I'm undecided between HG and LBB2. On one hand, the LBB2 system is beautifully simple, and focuses on the PC scale of things; on the other hand, LBB2 lacks the vast amount of options and versatility HG has. On one hand, HG is detailed and versatile, but, on the other, it is linked with a very problematic combat system, which focuses on large fleet actions and leaves much to be desired when PC-scale combat is concerned (and is overcomplex, too).
I'll sooner or later have to decide, though I'd probably end up using HG (with some combat house-rules) due to its versatility and due to the fact that it has the ultra-useful HGS program (which makes design painless).
Every version is slightly different (and MT & FF&S1 even changed the jump fuel requirements).Originally posted by atpollard:
I have been thinking about getting FFS as an aid for creating ships and deckplans for CT. How compatable is the starship data with LBB2 and High Guard? Will a Scout or Free Trader still require about the same volume for engineering and fuel? I heard MT was vastly different than CT in these areas, but I find few people can advise me on FFS vs CT.
Thank You,
Arthur
Something of a holy grail for me.Originally posted by atpollard:
What the world needs is a simple HG equipment rules addition to LBB2 combat.
For most things yes (jump fuel being one major difference) IIRC.Originally posted by atpollard:
Is FFS1 similar to FFS2 for ship component sizes?
To be fair, tho, while TNE uses HePLAR, G-Turns, and Reaction Mass, FF&S DOES have "Thruster Plates", so techincally you can create stock LBB and MT ships with the system.Originally posted by GypsyComet:
Comparison of CT versus TNE is a tough one, since the two are very different. CT doesn't assume fuel for propulsion, while TNE does. TNE balances this by needing only a tiny fuel reserve for general ship power (based on a better understanding of fusion in 1990 vs 1976). Non-Jump functions still require a LOT of fuel in TNE, as a result, but as consumption is tied *directly* to maneuver, it is far more meterable than in CT.
FF&S is *not* compatible with CT. There's some info on alternate drives here:Originally posted by atpollard:
I have been thinking about getting FFS as an aid for creating ships and deckplans for CT. How compatable is the starship data with LBB2 and High Guard? Will a Scout or Free Trader still require about the same volume for engineering and fuel? I heard MT was vastly different than CT in these areas, but I find few people can advise me on FFS vs CT.
Thank You,
Arthur
My favorite is the QSDS (Quick Ship Design System) rules that Guy Garnett developed for T4. It had the simpliticy of High Guard combined with reasonable power plant fuel consumption. I've since realized that it had some problem areas of its own, but they were areas I didn't use much back then (carried small craft was one, IIRC).Originally posted by Olschoolgamer:
Hey all,
I am currently working on a new campain and was wondering which rules set work best for designing ships? I have CT and MT and TNE but not FFS, but since this is a Traveller game I need ships. I am not a gear head so details down to bolt size is not important but I also want the designs to be realistic so as not to embaress my self in front of some of my smarter players. Also, is there a good design aid on the web I can download?
Originally posted by Anthony:
Based upon which systems have been used to create a significant number of ships, High Guard and GURPS Traveller are really the only choices.
Something of a holy grail for me.Originally posted by Sigg Oddra:
</font><blockquote>quote:</font><hr />Originally posted by atpollard:
What the world needs is a simple HG equipment rules addition to LBB2 combat.