Search found 1026 matches
- Sun Apr 11, 2021 11:02 am
- Forum: Traveller
- Topic: How good is your Jump Drive?
- Replies: 15
- Views: 288
Re: How good is your Jump Drive?
I like the analogy of not being able to add a couple of cylinders to a V6 engine to make it a V8. That makes sense if the Jump Drive is like an engine. If however the Jump Drive is like stereo speakers that is projecting sound it is possible to add more speakers to a sound system. This would allow a...
- Sat Apr 10, 2021 11:16 pm
- Forum: Traveller
- Topic: How good is your Jump Drive?
- Replies: 15
- Views: 288
Re: How good is your Jump Drive?
Well wait a second there AnotherDIlbert, I was wondering if the TL12 drive on a Far Trader IS a Jump 3 drive. The reason the far trader can only Jump a distance of 2 is that it only has 5% by volume of Drive in it, and is only running Jump 2 software. So your statement of "Traditionally, the answer ...
- Sat Apr 10, 2021 3:32 pm
- Forum: Traveller
- Topic: How good is your Jump Drive?
- Replies: 15
- Views: 288
Re: How good is your Jump Drive?
I'm not sure what you mean by overclocking the Jump drive. I am looking at a Far Trader Empress Marava class. pg 116 of Highguard. It has 15 tons of Jump drives and 40 tons of fuel for Jump. It has 57 tons of cargo space. The ship is TL12 and has a Jump 2 rating. (5% of 200 tons of ship, plus 5 tons...
- Sat Apr 10, 2021 12:16 pm
- Forum: Traveller
- Topic: How good is your Jump Drive?
- Replies: 15
- Views: 288
Re: How good is your Jump Drive?
Hmm, I don't allow the P&AS rules to be used to retrofit an existing drive on a ship. My understanding of the entire chapter is a ship can be constructed using more primitive or advanced components. I would not allow a Jump drive that is already in a ship to be 'improved' on to give it an Advantage....
- Sat Apr 10, 2021 9:01 am
- Forum: Traveller
- Topic: How good is your Jump Drive?
- Replies: 15
- Views: 288
How good is your Jump Drive?
Odd semantic question regarding tech levels of ships. Tech level 12 allows for Jump 3 range on a ship. (pg 14 of Highguard). To do this you need enough fuel, and 7.5% of hull + 5 tons of Jump drives. So a TL 12 Far Trader, with a Jump range of 2 (pg 116 of HIghguard) has 5% of Hull + 5 tons of Jump ...
- Tue Apr 06, 2021 9:04 am
- Forum: Traveller
- Topic: Fundamentals of economics and cost of services
- Replies: 5
- Views: 228
Re: Fundamentals of economics and cost of services
GURPS Far Trader has a lot of excellent economic modelling. Page 92 of the Core Book has a section on Standards of Living and pricing. The pricing for docking is in the books as well, and salaries are in Highguard. maintenance costs and mortgage and life support costs can all be put into a spreadshe...
Re: Cargo Pod
I think I would allow it, but head straight to the Traveller Companion to look at Bad Jump effects from the kluge factor of overlapping energy fields.
Not sure if the lanthanum grid is still part of Mongoose Traveller 2ed. Anyone offical reading this thread?
Not sure if the lanthanum grid is still part of Mongoose Traveller 2ed. Anyone offical reading this thread?
Re: Cargo Pod
RAW have anything in a docking clamp gets jumped (pg 43 under Docking Clamp). If not in a clamp you need a Jump Net. (pg 40) Not in the rules, but makes sense to me is the need to have a tow cable if you are towing all the extra cargo to the Jump Point. This would be needed if all the cargo pods wer...
Re: Cargo Pod
Distributed ships cannot have external cargo mounts. pg 39 of Highguard under the external cargo mount entry "Streamlined or distributed ships may not use external cargo mounts." Which kills my design of a # shape ship with M Drives and Jump drives in the bottom nodes, and the cargo mounts filling i...
Cargo Pod
Looking for advice/comments on a ship design I am looking at a distributed ship design (to save on costs), but want to carry extra cargo to improve revenue. I could go with a Jump Net, but was looking at a Docking Clamp to offer ship transportation options. A Type 3 clamp can carry up to 300 tons of...
- Tue Mar 30, 2021 10:04 am
- Forum: Traveller
- Topic: High Guard Power points
- Replies: 12
- Views: 1072
Re: High Guard Power points
Half a gigawatt, which means a TL 8 fusion plant gives off 10 points or 5 gigawatts per ton. A low tech planet could solve all its power problems with a single Dton of power plant. Half a gigawatt is a heck of a step up from 5 MW per point.
- Tue Mar 23, 2021 8:45 am
- Forum: Traveller
- Topic: Travellers Needed - Missiles (check our numbers)
- Replies: 65
- Views: 6705
Re: Travellers Needed - Missiles (check our numbers)
Is a discussion of what is and is not available to a tramp trader in terms of weapons something that should be added to the book? I know that each GM can change things to suit their game, but for baseline concepts, where is the line drawn? No nukes? but ortillery capacity is ok? Another thread on th...
- Fri Mar 19, 2021 9:05 am
- Forum: Traveller
- Topic: Shipyard Maintenance
- Replies: 42
- Views: 4000
Re: Shipyard Maintenance
Well that was sort of the point of my question. A Traveller group will have a TL 12 ship, with all the tech goodies that go along with it. If a TL 12 3d printer can make anything useful, why are planets a lower TL? Just take a colony maker along to a new planet and harvest raw materials and fab up a...
- Fri Mar 19, 2021 8:50 am
- Forum: Traveller
- Topic: Travellers Needed - Core Rulebook Reprint
- Replies: 160
- Views: 12408
Re: Travellers Needed - Core Rulebook Reprint
Can you hold off on reprinting anything until you have decided what the damage will be for missiles? If you are looking at a major change like that have things playtested a bunch, please!
- Thu Mar 18, 2021 11:53 am
- Forum: Traveller
- Topic: Travellers Needed - Missiles (check our numbers)
- Replies: 65
- Views: 6705
Re: Travellers Needed - Missiles (check our numbers)
Container missile pods. Someone has read the Honor Harrington series. 
8D swarms of container mounted missiles multiplied by effect would wipe out a lot of tonnage of ships. 1DD nuclear missiles would seriously impact even large ships in pods.

8D swarms of container mounted missiles multiplied by effect would wipe out a lot of tonnage of ships. 1DD nuclear missiles would seriously impact even large ships in pods.
- Thu Mar 18, 2021 9:38 am
- Forum: Traveller
- Topic: Shipyard Maintenance
- Replies: 42
- Views: 4000
Re: Shipyard Maintenance
Let's look at a TL 13 SDB from highguard pg 142 It has a workshop, repair drones and Auto repair 1. At TL 13 it is above average tech. So it needs a well trained crew. The monthly maintenance is 14,618 Credits. So not a lot of money when you look at it. And the yearly maintenance does not mention th...
- Tue Mar 16, 2021 11:59 am
- Forum: Traveller
- Topic: Shipyard Maintenance
- Replies: 42
- Views: 4000
Re: Shipyard Maintenance
Thank you for posting that. So this begs the question, how long does shipyard maintenance take for a ship once a year? And the monthly maintenance that is ship based. Can it be done during the week in system while loading cargo for the next jump? Or done in Jump space while the M Drives are shut dow...
- Tue Mar 16, 2021 10:20 am
- Forum: Traveller
- Topic: Travellers Needed - Core Rulebook Reprint
- Replies: 160
- Views: 12408
Re: Travellers Needed - Core Rulebook Reprint
For that matter, can we get a definitive answer of how the M Drives work? seem to recall a thread about space battles that Mongoose M Drives are not like the drives of past versions. The 10 meters per second per second for 1 G listed on pg 153 does not always seem to apply.
- Tue Mar 16, 2021 10:11 am
- Forum: Traveller
- Topic: Shipyard Maintenance
- Replies: 42
- Views: 4000
Re: Shipyard Maintenance
Any chance someone could post the paragraph on what self maintenance says in the Revelation product? I don't have that one yet. (On my list of things to get, just not yet.) I was thinking of the opportunities for a GM and player to have a ship that was workshop capable, with a crew that could offer ...
- Sun Mar 14, 2021 10:28 pm
- Forum: Traveller
- Topic: Shipyard Maintenance
- Replies: 42
- Views: 4000
Re: Shipyard Maintenance
Well that's the question of the thread. What is the minimum standard for a ship to provide a reasonable level of maintenance? I would have thought a Construction deck would imply the ability to do extensive maintenance on a ship, or even a full hangar and a workshop could provide good technical supp...