Scout Ship and other things.

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cbrunish
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Scout Ship and other things.

Postby cbrunish » Wed Jun 04, 2008 7:07 am

I noticed that the Scout ship's power does not seem consitant. It shows that there is 40 tons of fuel for one jump-2 and 10 weeks of operation. I understand the 20 tons but for 10 weeks at power plant A, it should be 10 tons (2 tons per 2-weeks x 5). This would give fuel tonnage of 30 tons. The other 10 tons would be sent to cargo.

Also I noticed a problem with the example of character creation of poor Alexander L. Jamison. During the first term he gains another skill, but no reason why this is given (this gives him 3 skills the 1st term). And on his 5th Term he does not get promoted to Captain (which would actually be 1st officer) but it shows him to be Merchant Captain Alexander Jamison. He would be 2nd Officer. This would be correct for the example shown on page 7.

And about commissions. If a character rolls for a commission does he still get to roll for advancement? Does he get a skill for the commission? And finally if he is able to roll for advancement also, does he get a skill for each (commission and advancement)? :?:
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daryen
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Re: Scout Ship and other things.

Postby daryen » Thu Jun 05, 2008 1:10 am

cbrunish wrote:I noticed that the Scout ship's power does not seem consitant. It shows that there is 40 tons of fuel for one jump-2 and 10 weeks of operation. I understand the 20 tons but for 10 weeks at power plant A, it should be 10 tons (2 tons per 2-weeks x 5). This would give fuel tonnage of 30 tons. The other 10 tons would be sent to cargo.
The problem is that someone screwed up the math. Since 20 weeks of endurance is just plain pointless, they likely meant to allow it 20 weeks of endurance and the ability to perform an additional J1. Either way, the description is wrong. The scout does indeed have an additional 10 dtons of fuel that either provide an extra 10 weeks or an extra J1.

As for why the scout ship has that much fuel, I assume that since the original CT scout ship had 40 dtons of fuel, and only 3 dtons of cargo, the writers of MGT apparently weren't willing to give it 24, 28, or 30 dtons of fuel (for 4, 8, or 10 weeks of endurance) because they had to keep the cargo to the "magical" 3 dtons.

Personally, "my" scout ships will likely have 30 dtons of fuel and 13 dtons of cargo.
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Postby Rikki Tikki Traveller » Thu Jun 05, 2008 2:23 pm

Yeah, the 3 ton cargo bay was a pain! I always thought it should be at least 5 tons to allow carrying of Imperial Mail...


Imagine a Scout/COURIER being able to carry Imperial Mail! What is the universe coming to!?!
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SSWarlock
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Postby SSWarlock » Thu Jun 05, 2008 5:30 pm

Rikki Tikki Traveller wrote:Yeah, the 3 ton cargo bay was a pain! I always thought it should be at least 5 tons to allow carrying of Imperial Mail...


Imagine a Scout/COURIER being able to carry Imperial Mail! What is the universe coming to!?!
Heh. I always had a scout/courier dedicated to mail runs have removed all but one stateroom and use the recovered tonnage for storing mail. I did the same with the space normally used for the air/raft.

It was this modified ship that was most often received by a retired scout. Gave him/her a reason to spend money on his "loaned" ship.
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pasuuli
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Postby pasuuli » Thu Jun 05, 2008 6:14 pm

I missed that one, too, and I'm a stickler for these kinds of ships. The description is incorrect, due to "someone screwing up the math" as daryen so gently and diplomatically puts it. There should only be 10 weeks of power plant fuel. So there are a spare 10 tons to pass around. The cargo area sure could use a couple of those tons.

Although giving the ship an extra Jump-1 is an interesting idea.
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Postby rje » Thu Jun 05, 2008 6:27 pm

It was me, at least in part. Their draft design was directly out of The Traveller Book: 40 tons of fuel, one jump, two weeks operation. I suggested the life support extension, forgetting that 1 ton = 1 week. I was thinking that 2 tons = 1 week. Even so, the suggestion didn't make it into the drafts until the book was pretty far along. Doesn't matter: I think the error persisted in my mind until early this year, and I didn't think to check it when I saw a late late draft. Etc etc. Mea culpa.
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Postby Rikki Tikki Traveller » Thu Jun 05, 2008 8:10 pm

I LIKE the idea of an extra J1 fuel capability.

That just became one of my (many) variations on the basic Scout/Courier design...
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cbrunish
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Postby cbrunish » Wed Jul 02, 2008 4:43 pm

Another idea is to lose a stateroom and add 8 low berths. This would make an excellent ship for a bounty hunter. The low berths could contain his prisoners.
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Postby Klaus Kipling » Wed Jul 02, 2008 5:28 pm

theres the new corrected version for free download at http://www.mongoosepublishing.com/home/ ... sSeries=51

that has a bit less fuel and a bit more cargo.
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Postby simonh » Mon Jul 07, 2008 7:15 pm

Klaus Kipling wrote:theres the new corrected version for free download at http://www.mongoosepublishing.com/home/ ... sSeries=51

that has a bit less fuel and a bit more cargo.
Just to be a picky little prig: The deck plans PDF has been updated, but the separate preview PDF of the scout (preview 4) is still the old version.

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