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Why is the Scoutship air raft open topped?

My personal theory is that it's a side-effect of a GDW's "Age of Sail" mentality that is rife throughout Traveller. Or rather: while you're asking about air/raft roofs, why do Marines train with cutlasses to appreciable duelling levels? While grognards and people who think that Traveller is perfect to the point of being a subtitute religion might come up with all sorts of justifications, the real reason again (IMO) is that Traveller's designers were thinking of swashbuckler serials and movies and so on (Star Wars could arguably be compared to the same so saying it was inspired by lightsabers is the same thing).

So why are they open-topped?

The clue in the term "raft" in the name. Why is it a raft? An air/raft really has next to nothing to do with a raft. So why this weird conglomeration between air and raft? It's a raft that flies in the air. Air/raft.

Really, they're the grav version of those away boats used on sailing vessels that the captains in the frock coats and funny Napoleon hats would order lowered in the water after peering at shore through a brass eyepiece, the boat filled with various one-eyed jacks with striped horizontally shirts. They're used for getting from the ship to shore and can be pressed into duty as exploring rivers and estuaries and so on. They were designed for trips of a duration measured in minutes, or at worst, hours. Most of them don't have roofs or cabins because they weren't intended to be used in extreme circumstances and back then it was man's navy and what sailor isn't afraid to get a little wet from a rainstorm or fog getting to the ship? If conditions were too bad, they'd just wait.

Since it had to work to reach a ship in orbit, they let the air/raft fly into orbit and the passengers in the future man's navy would just tough it out wearing space suits (striped, presumably) and of course it could make a slow re-entry unassisted. Thus it fulfills the idea of a ship's away boat.

I don't think GDW put any more thought into it than that.

---

If you want to really think about something strange, why do these ships have air/rafts at all? You have to realize that ships in Traveller are basically these eterna-powered reactors (since fuel is mostly to do jumps, not to fuel the reactor) held aloft and moved about by magical plates powered by the reactor and CT ships are notoriously low-maintenance. So essentially any ship in Traveller can hover at any height, if not forever, at least for weeks at a time, probably months, perhaps even years. You can sidle your Scout ship anywhere, because magic plates have no burning exhaust or whatever to harm stuff nearby - in fact, it's probably safer not to land your ship ever, even if you just hover it a few centimeters over the ground.

So why get out of the ship into an air/raft? Exploring exploring new worlds/uncertain places? Nu-uh.

  • The Scout ship is much more resistant to gunfire and similar attack than the Air/raft. We've already concluded the ship can pretty much go anywhere that an air/raft can go and faster.
  • The Scout ship has big laser weapons. The air/raft has nothing.
  • Sending out an air/raft on an uncertain, quite possibly hazardous world with part of the crew while the rest stay in the ship is every bit as ill-advised and idiotic as the teenagers splitting up when exploring that old house that is potentially haunted or has a supernatural serial killer in it. Keep everyone together where it's safe in the big armored ship. Not in a big armored ship and a tin can.
  • "But taking the air/raft means the ship is safe." Buhwhat? So you're going to load the crew into the air/raft and get it and the crew destroyed by a rocket launcher? Yeah, at least that Scout ship is safe. Pity there's nobody alive to fly it now. That's the kind of mentality that obviously was worked into the survival rolls for Scouts. I guess the GAO of the Imperium will be grateful your thoughts were so focused on protecting valuable property instead of lives.
  • "The air/raft will go where the ship can't." Like where? I'd already be mighty suspicious if a world was riddled with caves just large enough for an air/raft but not the Scout ship. Get the ship as close as you can get and have it hover there (remember, it can station-keep pretty much forever - over oceans, 1000m in the air, 500m under water, and hovering in mid-air over that chasm - if some climate problem is enough to destroy the ship, I think squishy crew in their spacesuits have bigger problems than their ship getting damage). The guys and gals can check things out using grav belts or on foot.

So I think using an air/raft on worlds like that is pretty ill-advised already.

So really, the only time you'd be taking the air/raft when you're on a civilized world, doinking about. Then you can split up the party (maybe some people want to hit bars, others want to go watch opera, while a few unlucky beings might have to go buy supplies), you don't have to worry about local microbes (chances are if there's anything like that, it's already posted and you've taken your boosters), and most importantly - after weeks or months cooped up in that ship, you can fly with the wind in hair/feather/scales/pedipalps under the sun and sky - finally! Of course, chicks dig convertibles too.
 
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Good points Epicenter. The old longboats were designed to get the crew ashore through the shallows where the ship couldn't go. Now if all ships were unstreamlined, or if they had fusion rockets, it would work, but as you say, with gravplates installed it makes little sense to use a shuttle, unless the 'opposition' is expected to have ship grade weapons dirtside. Unless, of course, you've houseruled that ships use a lot of fuel in a gravity well that is saved by orbiting. Or you just want to go somewhere quietly without having several hundred dtons of flying brick hovering over your location and advertising your presence
 
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While grognards and people who think that Traveller is perfect to the point of being a subtitute religion might come up with all sorts of justifications, the real reason again (IMO) is that Traveller's designers were thinking of swashbuckler serials and movies and so on...


Epicenter,

A very good point, a very accurate point, and a very repetitive point.

You pointed out it was a design decision meant to convey a certain feeling to the game and so did eight the first nine responses in this thread:

Reason - so it would look like the air/raft thing Luke Skywalker drives in Star Wars.

Girls like convertables.

Because if it was not open-topped it would not be a raft but a car.

It's a deliberate meta-game decision.

So you can don a vacc suit, drop out of your scout ship in an air/raft modded to look like a retro convertible 1960's Corvette, and blast Radar Rider on the raft's stereo while coming in for a "soft landing" on the world below.

lowest bid contracts

Because Scouts have style!

One hyphenate word for you: rag-tops.

The rest of the thread generally follows the same pattern. The air/raft's design is a meta-game artifact. You can come up with excuses for it, but cannot come up with explanations for it.


Regards,
Bill
 
It's a hell of a lot easier to get in & out of a convertible while wearing a vacsuit etc.

A car is easier to hide/less threatening than than a ship, and gives you the ability to use both at the same time. Plus, flying your ship everywhere is probably illegal on many worlds.
 
There's also the ground pressure issue. Scoutships need at least roky ground not to sink in; Air/rafts have no ground pressure issue as visuaized.
 
There's also the ground pressure issue. Scoutships need at least roky ground not to sink in; Air/rafts have no ground pressure issue as visuaized.

I don't think Scoutships have to land either. They have grav plates too. Scoutships can just hover without ever actually landing. They could hover and still fulfill all the roles of landing without actually putting their mass on the ground (or water, dust sea, etc.). If Air/rafts have no ground pressure, neither would Scoutships. The rest I've already gone over above.
 
IMTU, the open-topped scoutship air/raft usually isn't. They will need to get out on hostile worlds...
 
The air raft is open topped because it is a human copy of a Vargr vehicle.

It's easier to stick your head out the window if it's open topped....
 
Hmmm...

The explanations I like the best:

"You're equipment has been provided by the lowest bidder":nonono:

As such, you have been provided with cheap and easy transport around town/planet - if you want something better, pay for it.

4 people or 4 tons... how about 1 driver and the three tons from the cargo bay... open topped makes loadin' the pick up quite easy... (and standard scout crew was 1 person...)

I see no reason that selling the raft from your detached duty scout is a problem - it's been issued to you, and well... "It got damaged in a freak rescue mission taking baby milk to the orphanage on Yori, so I sold the scrap and bought a replacement... see, here's the (ahem) receipt.":smirk:

(We'll not mention that you *could* have limped in to the nearest Scout Way Station and requisitioned a similar replacement... if one was available... maybe it wasn't? You're an independent sort, anyway... adapt, improvise, overcome... the Marines got the idea from somewhere, didn't they?):rofl:

And most of all.... MWM designed it that way... which is fine.

My TU is different than Your TU... and I can live with that... I can even visit yours and STILL HAVE A LOT OF FUN... in fact, I'll even say hello when we bump into each other at the grocery store or the soccer pitch!
 
So you can mount a machine gun for the guy in the backseat to use. Like in the Rat Patrol.

My favorite reason :D

...but how many others watched The Rat Patrol religiously as kids :) (and for decades following hoped for a resurrection of the show... )

I got the whole DVD set a while back and relived my youth watching them one episode a week each Saturday morning :D It was hard waiting for the next episode to "air" even though I pretty much remembered each of them as if I'd just seen it. Some (most, all... ) would make pretty decent Traveller adventure idea nuggets.
 
IISS Base Noway, Detached Duty Debriefing...

"Now then DD Scout Darley, it seems your type S, IISS-Eneri, is missing some issued equipment, most significantly the Air/Raft. Where is it?"


..."It got damaged in a freak rescue mission taking baby milk to the orphanage on Yori, so I sold the scrap and bought a replacement... see, here's the (ahem) receipt." :smirk:

"I see... that won't do. Replacements have to be IISS issued for proper mission readiness. And we can't have Imperial material just left in the field without a proper accounting. I'm afraid you'll have to be confined to base until we can find someone to spare to verify your loss claim and then re-issue a proper replacement, unless you'd rather simply cover the replacement cost yourself... " :devil:

:rofl:


My TU is different than Your TU... and I can live with that... I can even visit yours and STILL HAVE A LOT OF FUN... in fact, I'll even say hello when we bump into each other at the grocery store or the soccer pitch!

Amen to that :)
 
My favorite reason

...but how many others watched The Rat Patrol religiously as kids (and for decades following hoped for a resurrection of the show... )

I got the whole DVD set a while back and relived my youth watching them one episode a week each Saturday morning It was hard waiting for the next episode to "air" even though I pretty much remembered each of them as if I'd just seen it. Some (most, all... ) would make pretty decent Traveller adventure idea nuggets.


I think I'll do that with Star Blazers... while I wait for them to verify my (ahem) accidental loss (ahem) of my equipment....:rofl::rofl:

Yeah, Baby!
 
ME!


For interest, the show was based on the British Long Range Desert Group in North Africa.

Oh yes, other Rat Patrol fans! I thought we all died out.

I even had the Rat Patrol jeep for my GI Joes instead of the Joe one with the searchlight trailer. My GI Joes had Ma-Deuce in the back while roaring over the sand dunes in backyard! Me and my friends re-enacted all the episodes - along with the ones from Combat! - during the weekends they aired. My backyard sometimes looked like the Somme with all the trenches, dirtclod explosions, and fortifications. In fact sometimes my Dad got mad at me for digging around so much and we'd have to go next door to the vacant lot.

I think they'd make great Traveller merc adventures: they have a re-occurring bad guy to be the players' nemesis, they are self-contained, always end with a big exciting battle, and everyone can take turns wearing the cool Digger hat! I wanted one of those so bad as a kid but all I got was a stupid cowboy hat.
 
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