Search found 174 matches

by DivineWrath
Thu Jan 05, 2017 6:10 am
Forum: Traveller
Topic: Ships at the Dawn of Jump
Replies: 100
Views: 21181

Re: Ships at the Dawn of Jump

Good catch regarding ship sizes. It seems that I still have more to learn about making ships for HG2e. I'm now changing some of my ship designs I designed for this topic. I get at least 30 dt more space for my scout to work with. I was going for small as possible because I was planning on a mothersh...
by DivineWrath
Wed Jan 04, 2017 2:39 am
Forum: Traveller
Topic: Ships at the Dawn of Jump
Replies: 100
Views: 21181

Re: Ships at the Dawn of Jump

Nothing this early really prevents these ships from traveling far out. It will just take longer with jump-1 instead of something better. This would require only a few changes to make ships last that long. If you had an obstacle such as not having developed fuel scoops or fuel refining equipment, the...
by DivineWrath
Thu Dec 29, 2016 4:19 pm
Forum: Traveller
Topic: Economics of shipyard
Replies: 45
Views: 4593

Re: Economics of shipyard

In an effort to try to figure out this stuff better, I ended up translating the Manufactory Station in supplement 14 to HG2e. I tried to keep everything the way it was. However, some changes had to be made. I had to dip into the cargo hold get enough room to fit all the stuff. Manufactury Station TL...
by DivineWrath
Wed Dec 28, 2016 3:22 am
Forum: Traveller
Topic: Economics of shipyard
Replies: 45
Views: 4593

Re: Economics of shipyard

To OP: Are you asking about how the rules work, or are you asking how much raw materials and what goods you require to build more advanced stuff? For instance, raw materials -> basic electronics -> advanced electronics. Or something similar to produce all the goods needed to make a spaceship, and th...
by DivineWrath
Wed Dec 28, 2016 2:50 am
Forum: Traveller
Topic: HG2e Adv. Manufacturing: Already Modified?
Replies: 2
Views: 399

Re: HG2e Adv. Manufacturing: Already Modified?

Good catch. My thoughts are that improved technology will already be applied once advanced manufacturing rolls out. If you wanted it to show up separately, then maybe you make advanced manufacturing a prototype so you can get it at TL 9 (but it'll cost 6x as much). For the record, applying improved ...
by DivineWrath
Mon Dec 26, 2016 9:49 pm
Forum: Traveller
Topic: Economics of shipyard
Replies: 45
Views: 4593

Re: Economics of shipyard

Supplement 14 Space Stations has many rules for making money using space stations. It however was written for 1st edition Mongoose Traveller rules, so some of the rules might be out of date. I think it is only a concern for building and selling ships though. Smaller ships used to be much cheaper rel...
by DivineWrath
Mon Dec 19, 2016 3:24 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

Whew! Done. I can't promise that this is error free. I also didn't check stuff like power or hull points. My concerns were whether or not the tonnage and price was correct. STRIKE CARRIER Wind-class "Triple turret (beam laser, long range) x200" should be priced 575 MCr. "Dual turret (fusion gun, hig...
by DivineWrath
Sun Dec 18, 2016 8:01 pm
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

The specifications for the Deployment Shuttle is found in a 20 page PDF document that can be found on DriveThruRPG.com for $5.99 US. Well that is not very convenient. You would think that all ships being used in this book could be found in it. Its a book about making ships with space for designs of...
by DivineWrath
Sat Dec 17, 2016 8:12 pm
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

I got more done. Only 5 this time. It feels like its more work to get this stuff done. ARMOURED CRUISER Ghalalk-class Price of jump drive should be 7507.500 MCr. Price of P-Plant should be 6660.000 MCr. Armored Bulkhead P-Plant should be 333 tons and 66.6 MCr. Armored Bulkhead J-Drive should be 400 ...
by DivineWrath
Thu Dec 15, 2016 3:08 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

I wasn't aware that computer cores comes with free jump software. I think its an exception too many. These ship creation rules have plenty of exceptions. Its hard to keep tract of them all. Even harder to make spread sheets that can track them all.
by DivineWrath
Wed Dec 14, 2016 6:59 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

More ships evaulated. Its getting harder as the ships are getting bigger and more complex. Hopefully there isn't much left to do. MERCENARY CRUISER The price for Modular Cutter is wrong. My number is 10.287 MCr. Turrets should be "Triple Turrets (Empty) x8". No price is given for Evade/1. It should ...
by DivineWrath
Wed Dec 14, 2016 4:12 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

I was a little bit irritated when it sounded like you were trying to imply that the new edition should conform to some old book. I'll just let it go and move on.

As for pointing out source material, I consider it a good trait. Reduces confusion. Sometimes I wish that more people did that.
by DivineWrath
Tue Dec 13, 2016 6:54 am
Forum: Traveller
Topic: Stewards
Replies: 9
Views: 1195

Re: Stewards

I did a quick internet search on steward. I would say that the skill is a mix of butler and cruise ship employee. The skill should cover the know how of how to keep passengers content to the know how to manage the resources and affairs of a ship. I also know the role has changed over the centuries, ...
by DivineWrath
Tue Dec 13, 2016 6:32 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

I'm not sure what the fuss is about with the asteroid ship and the library. The ship has both the free version that comes with the computer, and a physical library that helps with skill training. I don't really care if this ship remains consistent with previous and other versions of Traveller. I onl...
by DivineWrath
Mon Dec 12, 2016 1:36 am
Forum: Traveller
Topic: High Guard - Errors?
Replies: 112
Views: 15838

Re: High Guard - Errors?

Its been a while. I've analyzed more ships. ASTEROID SHIP J-Drive should be 12.5 tons, not 13. No fusion P-Plant ratings given. Assuming TL 12, output 120. (It fits). Software and Staterooms got mixed into the same group. I would prefer it if the ship mentions what kind of docking space is used. Nex...
by DivineWrath
Sun Nov 27, 2016 3:42 am
Forum: Traveller
Topic: Questions: Refiting ships with weapons
Replies: 12
Views: 1239

Re: Questions: Refiting ships with weapons

I have considered Star Wars Millennium Falcon style turrets. However I'm more interested in having the controls for the turrets inside the bridge. Central control and all. Also, so the passengers can't wander into them. Do the turrets themselves take up the space, or do the controls? If it is the co...
by DivineWrath
Fri Nov 25, 2016 6:13 am
Forum: Traveller
Topic: Questions: Refiting ships with weapons
Replies: 12
Views: 1239

Re: Questions: Refiting ships with weapons

I forgot an important question. Where do the gunners shoot from? Do they control things from the bridge? Is there a weapon console next to the turret?
by DivineWrath
Thu Nov 24, 2016 6:59 am
Forum: Traveller
Topic: Questions: Refiting ships with weapons
Replies: 12
Views: 1239

Questions: Refiting ships with weapons

I have a few problems with weapons, namely fitting ships with weapons when they had none before. Turrets take up tonnage, but where does that tonnage come from? Do you have to sacrifice a stateroom or some cargo space to add a new turret? Some weapons use ammo. Do you need to have a storage room nea...
by DivineWrath
Thu Nov 24, 2016 6:36 am
Forum: Traveller
Topic: Questions: Making and Repairing Planetoid Ships
Replies: 30
Views: 2920

Re: Questions: Making and Repairing Planetoid Ships

Thanks for the feedback. It gives me ideas to play with. Its not a big loss if I can't make asteroids for asteroid ships. Making hulls cheap isn't the only option to for making cheaper ships. I'll probably allow asteroid ships to be repaired. Use Astropaste. We promise it'll seal space rocks shut. A...
by DivineWrath
Tue Nov 22, 2016 3:24 am
Forum: Traveller
Topic: Questions: Making and Repairing Planetoid Ships
Replies: 30
Views: 2920

Questions: Making and Repairing Planetoid Ships

So High Guard 2nd edition says that a planetoid and buffered planetoid is basically a hollowed out asteroid used as the exterior of a ship. That sounds good and all until you consider how exactly you might repair such a ship. I'm thinking of maybe using some sort of concrete paste. Likewise, what if...