Search found 239 matches

by h1ro
Sat Jul 01, 2017 1:46 am
Forum: Traveller
Topic: Modular Fighter
Replies: 65
Views: 6138

Re: Modular Fighter

Given the conversations we've had with regard to firm/hard point limitations, it seems a little on the wry humour side of things that a firm/hard point can be in a module that slots in and out of the body of a ship...

Just saying is all

dear god, my spelling sucks
by h1ro
Fri Jun 30, 2017 11:12 pm
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

Don't forget the crew's skill increases the salary. I doubt that will make a huge difference but it's there in the rules.

There's also the question of the base salary being the same since who knows which version of Traveller while other things have been introduced and costs changed.
by h1ro
Fri Jun 30, 2017 4:13 pm
Forum: Traveller
Topic: Revisiting Fighters in a Post High Guard Era
Replies: 140
Views: 12239

Re: Revisiting Fighters in a Post High Guard Era

Not to intentionally derail your thread 2nd post in but HG 2e means that all the ships we've seen in previous editions need to be revisited.

Given that HG itself has rehashed many of the old without updating to the spec the new design sequence allows, it's unclear what Mongoose's intention was.
by h1ro
Thu Jun 29, 2017 8:41 pm
Forum: Traveller
Topic: Battle Riders
Replies: 195
Views: 15560

Re: Battle Riders

Makes for a cool strategic game... I wonder if Matt's hinting at the FFW being a focus for 2018 will mean a new version of the board game? If so, I dearly hope they redesign the ships from 2e but as it seems 2e makes so many classic/canon ships redundant it'd be quite a leap against "The Grognard Na...
by h1ro
Thu Jun 29, 2017 6:04 pm
Forum: Traveller
Topic: Battle Riders
Replies: 195
Views: 15560

Re: Battle Riders

Which kinda brings up another argument. When your hostile battleship jumps into system, unless it refuels first, presumably at a heavily defended gas giant, its not going anywhere any faster than an arriving BR dropped by a tender. Now I guess that fleets could include tankers but they're gonna be a...
by h1ro
Thu Jun 29, 2017 5:59 pm
Forum: Traveller
Topic: Battle Riders
Replies: 195
Views: 15560

Re: Battle Riders

One way to solve the Battle Rider Tender issues would be to add a jump-1 drive to the rider and have the tenders jump out to a jump-1 rally point. Interesting idea, have you designed a few to see what the jump fuel and drive take from the offencive/defencive of a BR? I guess it could also be argued...
by h1ro
Thu Jun 29, 2017 5:55 pm
Forum: Traveller
Topic: Modular Fighter
Replies: 65
Views: 6138

Re: Modular Fighter

Re armouring modules or rather, not armouring modules and how a module fits the ship and is then protected. Mongoose are being consistent in that their rules are open and we each get to interpret how it works in our TU. It could be said it's not great for consistency between products that are the re...
by h1ro
Wed Jun 28, 2017 3:08 pm
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

Oh, and back on the topic the thread has steered to, if the means to gain an advantage are there, only an irresponsible navy wouldn't take them. Augmenting the crew to gain an advantage makes perfect sense. This being science fiction and all, it seems appropriate.
by h1ro
Wed Jun 28, 2017 5:07 am
Forum: Traveller
Topic: Battle Riders
Replies: 195
Views: 15560

Re: Battle Riders

Speaking personally, if I were crew on a ship that the Captain, in his/her infinite wisdom had decided that a suicidal mission was "good for the cause" I'd be having issues with their captaincy.... just saying is all...
by h1ro
Wed Jun 28, 2017 5:04 am
Forum: Traveller
Topic: Modular Fighter
Replies: 65
Views: 6138

Re: Modular Fighter

AnotherDilbert

When designing modular ships, I am guessing you go back and forth between the ship and modules, tweaking the design of each to get where you want it to be.

Or do you?

Have you found it better to design the ship or module first?
by h1ro
Wed Jun 28, 2017 5:01 am
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

Condottiere wrote:
Wed Jun 28, 2017 12:23 am
Unless they're ambushed or taken by surprise, most carriers will be able to launch most of their air wing.
"Air"?

hahahaha

:P
by h1ro
Tue Jun 27, 2017 1:37 am
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

Not if you're on a TL15 Imperial Navy hospital ship...
by h1ro
Sun Jun 25, 2017 5:20 am
Forum: Traveller
Topic: Tech levels and their effects on stellar war
Replies: 45
Views: 5021

Re: Tech levels and their effects on stellar war

I look at this from a slightly different perspective. The listed TL for the world may not reflect what the star port is capable of building and the Imperial Navy is not necessarily reliant on the local TL (starport or main world) for it's construction. IMTU an A class port operates commercial constr...
by h1ro
Sun Jun 25, 2017 2:36 am
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

AndrewW wrote:
Sun Jun 25, 2017 12:23 am
The jump drive only needs the power for the jump, it doesn't draw that amount of power each round.
Thanks for the clarification :-)
by h1ro
Sat Jun 24, 2017 10:26 pm
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

I'm unable to check the rules so bear with me on this, re batteries for jump drive, I guess this is open to interpretation but I read it as taking 1d6 turns to instigate a jump. Battieries are listed as discharging in one turn. Are you installing batteries for 6 rounds times your jump drives power n...
by h1ro
Sat Jun 24, 2017 2:27 pm
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

OK, I may be putting my foot in my mouth (again) but what about fighting fire with fire? Will fighters provide the best defence against fighters?
by h1ro
Fri Jun 23, 2017 5:43 pm
Forum: Traveller
Topic: Battle Riders
Replies: 195
Views: 15560

Re: Battle Riders

At the end of the day, a BR is just an SDB. Add a BT into the equation and it becomes mobile but at a disadvantage as it's reliant on the tender tho perhaps the tender is a normal part of SDB operations as few systems will have the facilities to build such large ships and the ships will need to be p...
by h1ro
Fri Jun 23, 2017 5:35 pm
Forum: Traveller
Topic: The Close Escort: not viable?
Replies: 173
Views: 14540

Re: The Close Escort: not viable?

The rules mention distributed networks for capital ships, makes sense to me that all ships have distributed networks and that the numbers for cost and bandwidth reflect this. That would make it a simple argument for not having multiple computers thru the ship as that's what's already there.
by h1ro
Fri Jun 23, 2017 5:02 pm
Forum: Traveller
Topic: Modular Fighter
Replies: 65
Views: 6138

Re: Modular Fighter

Are the modules armoured? I am guessing yes but the question arose as I was imagining that the modules were external. Thinking about it, I read that the rules assume the modules are internal and therefore under armour. I really like the ideas behind the design, kudos AD. The next step is to design a...
by h1ro
Fri Jun 23, 2017 4:51 pm
Forum: Traveller
Topic: Modular Fighter
Replies: 65
Views: 6138

Re: Modular Fighter

Up to 75% of a ship’s internal tonnage may be designated as modular. This tonnage may not include the bridge, power plant , drives or any structure or armour options. Sorry, no power plants in modules. Possibly batteries. The Modular Fighter produces enough power for the modules. Power is cheap so ...