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by AnotherDilbert
Sun Mar 24, 2019 9:44 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

The dogfighting rules are pure cinematic tosh and have no place in a game with Newtonian movement. I believe we can get something like a dogfight, if we somehow manage to get a couple of craft very close with near identical velocity vectors. There is no other way they could hurt each other with fix...
by AnotherDilbert
Sun Mar 24, 2019 9:32 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

I'm looking in high guard now for spinal mounts, and under railgun spinals it specifies ammo is in rounds - not bursts. So "per attack" must be a single shot per attack. Unless bays and spinals have a different rate-of-fire. We can, with some difficulty, interpret that as combat rounds, not rounds ...
by AnotherDilbert
Sat Mar 23, 2019 6:01 pm
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

That's inconsistent with how Mongoose defines ammo. That is certainly true for missiles, but not really for e.g. railguns, note that railgun ammunition is specified in "attacks", not shots. Energy weapons have always, from CT forwards, attacked once per round regardless of the length of the round, ...
by AnotherDilbert
Sat Mar 23, 2019 11:31 am
Forum: Traveller
Topic: Future TLs, or different types of "impossible" in scifi
Replies: 29
Views: 1315

Re: Future TLs, or different types of "impossible" in scifi

Self-drive is close but will likely need designated zones until the next breakthrough. There was recently a report on self-drive disengagements (the computer asked for a human, or the human intervened). ... This was also on US roads in California weather and super-strict laws on jaywalking. Try thi...
by AnotherDilbert
Sat Mar 23, 2019 11:08 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

The M-drive is gravitic and reactionless, right? So what are those rocket-nozzle-looking things at the rear of the Element-class cruisers? Am I just overlooking the bit where they're specified to use reaction drives? Original Traveller in 1977 used some sort of reaction drive (rocket), so the origi...
by AnotherDilbert
Sat Mar 23, 2019 11:01 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

In every version of Traveller to use the main drive thrust you have to turn the ship to point its arse. You do actually have to flip your ship around like a monolithic rocket. Attitude thrusters do not produce 2g continual acceleration. Per MT SSOM (and GT, T5) M-drive thrust is vectored, so you ge...
by AnotherDilbert
Sat Mar 23, 2019 10:55 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

If you are not accelerating your future position is known, you are vulnerable and should not get any agility DM. Agreed. Unless the Traveller magic maneuver drive also cancels inertial mass - we know it affects gravitic mass - ... I would disagree about affecting "gravitic mass". As far as I know i...
by AnotherDilbert
Sat Mar 23, 2019 10:44 am
Forum: Traveller
Topic: "Nozzles" on the Element cruisers
Replies: 43
Views: 545

Re: "Nozzles" on the Element cruisers

A Traveller space combat turn is several minutes? Yes, 6 minutes in MgT2. If you can spin around in a few seconds out of 20 minutes to fire the spinal while still drifting away, you won't lose that much acceleration. You don't shoot once per round, but all the shots are abstracted into a single att...
by AnotherDilbert
Sat Mar 23, 2019 10:30 am
Forum: Traveller
Topic: Question on the 100D jump limit
Replies: 22
Views: 1368

Re: Question on the 100D jump limit

If MgT combat rules say something different then they are wrong - or rather do not apply to the OTU as defined by MWM. I wouldn't say wrong, just highly simplified. It doesn't do speed or acceleration at all just range, slightly more detailed than LBB5. To be completely accurate it would have be a ...
by AnotherDilbert
Mon Mar 18, 2019 10:17 am
Forum: Traveller
Topic: One shot Jump Drives
Replies: 97
Views: 1302

Re: One shot Jump Drives

the UNREP having a per hour rate regardless of the size of the system. No: Each ton dedicated to the UNREP system allows the transfer of 20 tons of fuel, cargo or ordnance every hour. The size of the UNREP system decides the capacity: if you want to transfer more fuel faster, use a bigger hose.
by AnotherDilbert
Sun Mar 17, 2019 7:21 pm
Forum: Traveller
Topic: One shot Jump Drives
Replies: 97
Views: 1302

Re: One shot Jump Drives

The regular drive isn't going to be used often enough to justify the expense ... If we can't justify a regular drive, then we can hardly justify the higher cost of a one-shot drive and breakaway hull. And no UNREP isn't faster as a breakaway hull takes d6 rounds to detach and another d6 rounds to a...
by AnotherDilbert
Sun Mar 17, 2019 10:21 am
Forum: Traveller
Topic: One shot Jump Drives
Replies: 97
Views: 1302

Re: One shot Jump Drives

The breakaway section also avoids having to send the rider to a starport to replace the One-shot drive and can speed up refuel by replace the jump section with a fresh one. (So 1.0 Bcr and 1,450dt is worth it.) We don't need to switch jump drives if we have a regular drive. If you are suggesting th...
by AnotherDilbert
Sun Mar 17, 2019 1:21 am
Forum: Traveller
Topic: One shot Jump Drives
Replies: 97
Views: 1302

Re: One shot Jump Drives

As it isn't used all that often it saves a small bit of displacement and a big cost in Mcr. You "forget" the cost of the breakaway hull to be able to replace the one-shot drive without a complete refit: Should work fine, but the Breakaway Connectors cost more than you save on the OneShot drive: htt...
by AnotherDilbert
Thu Mar 14, 2019 8:16 pm
Forum: Traveller
Topic: Adding radiation shielding
Replies: 15
Views: 178

Re: Adding radiation shielding

It only takes 51 rads to cause 1D damage, and that’s ignoring the fact that your crew has already been exposed once for at least 100 rads, meaning that further exposure will cause permanent damage. Anti-rad drugs trivially removes any cumulative radiation exposure between battles. So even assuming ...
by AnotherDilbert
Thu Mar 14, 2019 6:15 pm
Forum: Traveller
Topic: Adding radiation shielding
Replies: 15
Views: 178

Re: Adding radiation shielding

If by occasionally you mean every fourth hit, then yes. You have to do more than 150 rads to do END damage. With shielding and armour reducing inflicted rads by 800 that is only on 10+ (16%) = 1000+ rad, so about 1 in 6. Not great, but better than just giving up and quitting? That anti rad drug mig...
by AnotherDilbert
Thu Mar 14, 2019 4:48 pm
Forum: Traveller
Topic: How long does it take to build a ship?
Replies: 20
Views: 305

Re: How long does it take to build a ship?

It is possible to speed up construction in several ways: If an amount of yard space equal to twice the ship’s tonnage is allocated to the vessel’s construction then construction occurs in 75% of the time. Paying extra for additional material and workers can speed up the construction. For every addi...
by AnotherDilbert
Thu Mar 14, 2019 4:40 pm
Forum: Traveller
Topic: Adding radiation shielding
Replies: 15
Views: 178

Re: Adding radiation shielding

Just let the Mercs buy some heavy duty hard shell anti-rad vacc suits?

Between the standard 500 rad hull protection and say another 300 for a suit plus plentiful anti-rad drugs, they will only occasionally lose EDU.
by AnotherDilbert
Thu Mar 14, 2019 9:48 am
Forum: Traveller
Topic: Adding radiation shielding
Replies: 15
Views: 178

Re: Adding radiation shielding

I guess anything can be done, but perhaps not economically: Armour and other parts of the ship integral to the hull (such as configuration or reinforced structure) cannot be changed under any refit. Armour options must be added when the ship’s armour is installed, and cannot be easily retrofitted. H...
by AnotherDilbert
Wed Mar 13, 2019 6:16 pm
Forum: Traveller
Topic: High Efficiency Batteries for Jump
Replies: 31
Views: 386

Re: High Efficiency Batteries for Jump

Based on the Garu -class far trader (the TL-11 far trader used in "Lords of Thunder," the MegaTraveller Journal #4 far trader), we can realize some pretty significant savings by employing budget drives and adding high-efficiency batteries: Budget maneuver drive, energy inefficient. Cost savings MCr...
by AnotherDilbert
Wed Mar 13, 2019 12:28 pm
Forum: Traveller
Topic: One shot Jump Drives
Replies: 97
Views: 1302

Re: One shot Jump Drives

The Breakaway rule (to me) sounds like you design the systems in each vessel separately then calculate the potential of the jump, maneuver and power systems when combined. Might be the same idea but it seems simpler to purpose each unit separately. It gives the same result. Either way an extra redu...