[Deneb Sector] 2000 dT Huscarle Cruisers

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Condottiere
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Condottiere » Wed Dec 05, 2018 6:22 am

Shoes are surprisingly important; they make a statement about your views on life, your perceived position on it, and the perception you want others to have on it.

Though I'm surprised she didn't take along matching handbags.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Bardicheart » Thu Dec 06, 2018 3:11 am

Haven't had a lot of free time to work on this lately but so far I think I've pretty well finalized the stats for the Voshtar and have gotten a start on the deck plans and general hull shape of the ship.

I've also come up with general concepts for quite a few more ships ranging from other 2000 dT "flagships" to escorts, troop transports and corvettes. So its looking like if I fully flesh this out I may be designing a dozen or more ships. A lot of them I'm planning to build around TL 12, to represent both some ships that are older, but also used for smaller ships to fill out their fleets while reducing costs and maintenance. None will be quite like the Voshtar, she was one of a kind and also a good starting point and learning experience. I'll post more when I have it.

One thing that has been lacking is that there isn't a lot of info on the various nobles in Deneb sector so I think I'm just going to make up 5 or 6 fictional "houses" each with their own style and design philosophy and build around that. That should give a nice bit of variety in ship types, styles, and capabilities.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby AnotherDilbert » Thu Dec 06, 2018 9:03 pm

Missiles and fighters are probably the strongest approaches at this scale. Watch out so the regular ships don't get outclassed.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby steve98052 » Sun Dec 09, 2018 5:39 pm

Condottiere wrote:
Wed Dec 05, 2018 6:22 am
Shoes are surprisingly important; they make a statement about your views on life, your perceived position on it, and the perception you want others to have on it.

Though I'm surprised she didn't take along matching handbags.
They also protect your feet from hazards on the ground.

I once made a non-player character whose distinctive Absolute Black brand boots (so named for their extremely low albedo) were one of her prized possessions.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Condottiere » Mon Dec 10, 2018 11:48 am

Image
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Bardicheart » Tue Dec 11, 2018 9:05 pm

Gravitic fashion accessories are all the rage this season you know. :lol:

Still trying to get back to this, between the holidays and a power outage due to weather I've had a few distractions. Also Steam sales, they've contributed to the distractions.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Bardicheart » Tue Dec 11, 2018 9:06 pm

AnotherDilbert wrote:
Thu Dec 06, 2018 9:03 pm
Missiles and fighters are probably the strongest approaches at this scale. Watch out so the regular ships don't get outclassed.
Almost forgot to ask, by "regular ships" you mean which specifically?
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby AnotherDilbert » Wed Dec 12, 2018 3:24 pm

Bardicheart wrote: Almost forgot to ask, by "regular ships" you mean which specifically?
With "regular" ships I mean something like your ship, unlike ships optimised to launch missiles or fighters. A "regular" warship would balance mobility, armaments, and defences, like a Gazelle or Ghalalk.

E.g. a missile boat can be optimised to launch from Distant range, not having to suffer return fire, so can omit some defences such as armour. Not a regular ship...
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby phavoc » Wed Dec 12, 2018 3:43 pm

To echo what the others are saying, this is where the questions and issues of naval architecture start falling apart between PC-designed min/max designs and what a normal naval architect would do. Ships generally tend to be general purpose, as AnotherDilbert said, they have to balance multiple functions. While there are specialized ships out there, most tend to be able to do a little of all things. If this is an area of interest to you I highly suggest you try and pick up a copy of Conways Eclipse of the Big Gun - Warships from 1906 to 1945. I've always felt this is somewhat in the mileu that Traveller has modeled it's naval system from. It's a great primer on warship designs by classes, and it covers the changing technology starting with HMS Dreadnought. In hindsight it makes perfect sense to remove torpedo launchers from battleships, but for a period they were standard equipment. When the guns got bigger and more accurate the heavier ships could concentrate on what they did best and leave torpedoes to cruisers and below. There is also a follow-on book to Eclipse, which covers naval designs from 1945 to modern day. Together the two books provide a lot of insight into why certain things were done.

And I also think that your references to racial/political entities tending to favor certain styles and emphasis on armament adds more depth to the gaming environment. A polity that favored missiles over guns means their designs would be optimized to try and keep the enemy at a distance. Though this does mean that their traditional enemies will design their ships to offset this advantage, so maybe they would forgo some missile armaments of their own in favor of heavier missile defenses or more armor/speed to close the gap and tear into the lightly beam armed missile ships.

If you want to take that design offset further, think about the fleet support structure as well. Missiles aren't cheap, and if you expect to have ships that have to be able to throw them in large quantities during battles that means you'd need more colliers to provide ammunition re-supply, which ties up more of the fleet's budget in just ammunition. And live-fire training is also more expensive as well, even with training missiles. From a gaming perspective this might mean that your missile-favoring polity tends to deploy fewer ships, or perhaps they have a general lower level of training due to the increased costs associated with their armament choices.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby steve98052 » Wed Dec 12, 2018 4:26 pm

For live fire missile training, I think I'd use missiles without warheads, and instead extra high capacity batteries, so that after being fired they'd have enough power left to maneuver themselves to a recovery zone, maybe swarming themselves into clumps for the convenience of the recovery pilots.

Of course if we assume that kinetic impact is their sole attack, rather than warheads, they may not have any space for extra battery power.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby AnotherDilbert » Wed Dec 12, 2018 8:31 pm

phavoc wrote: To echo what the others are saying, this is where the questions and issues of naval architecture start falling apart between PC-designed min/max designs and what a normal naval architect would do.
I wouldn't call it min/max-ing, but valid combat tactics. Going all out with missiles or fighters would make the fleet a one trick pony (albeit a very effective trick) though. Among dozens of noble houses, someone is going to try it.

And countering such tactics is something "regular" warships should consider at the design stage.
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Re: [Deneb Sector] 2000 dT Huscarle Cruisers

Postby Condottiere » Wed Dec 12, 2018 9:09 pm

First you have to recognize threats, resources available, and decide how you want to fight.

While i always thought that having organic aircraft is actually a great advantage, it was pointed out to me that having all that aviation fuel on top really made it hazardous for a battleship during combat. The same with torpedoes.

This is something you could delegate to cruisers, since they're less likely to want to stay long in contact, and if they do blow up, less of a loss then a line of battle ship.

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