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 Post subject: Traveller: The Complete Space Builders Handbook
PostPosted: Fri Apr 24, 2009 6:51 am 
Cosmic Mongoose

Joined: Fri Dec 19, 2008 11:57 pm
Posts: 2658
This would take the system in the core rulebook and High Guard and expand considerably upon it. Break things down more. Sensors for example, what if someone wanted Densitometer and Neural Activity Sensor but didn't want Lidar? Or wanted Distributed Arrays but only for some of the sensors? The existing sensor suites could be available as a bundle package but allow for those that want to be more specific.

Power requirements should be covered, what if the power plant is reduced in capacity and one needs to figure out where to take the power from? Say turning off some of the sensors, might not want to boether with Neural Activity Sensors during combat or those empty low berths but still provide full power to the weapons and manoeuvre drive. Diming the lights could be an option as well, or cutting off life support to the cargo hold. What if one is in a situation where one needs to conserve fuel as much as possible? The ship misjumped and the crew puts themselves into emergency low berths but don't know how long it will be. In this case one might want to turn off sensors, weapons, lightning perhaps even life support.

For better deckplans detail the undefined stuff. Airlocks on spacecraft don't have any defined cost or space but still take up space on a deckplan, where does this space come from? Same for the ship's locker.

Expand beyond spacecraft and allow for space stations, weapons platforms, asteroid colonies ect. But don't limit options to one type. While a park may seem nice for an asteriod colony, what if someone has an alien race that can't stand to be away from natural surroundings for too long and wants to add that option to the military ships of that race?

Also include remote operations. What if one wants to build fighter craft that don't need a cockpit at all but are controlled from another ship.

Consolidate the various options scattered across mutliple books (core rulebook, High Guard, Scouts, ect) and don't forget the alien races like the Aslan shrine.

What if you are creating a passenger liner and want some staterooms to be configurable for alien races that require a special atmosphere, addtional tonnage and cost for the special life support?

Could add rules covering the use of some spacecraft system. Like comms, jamming and sensors. What if one wants to fool sensors so that it under reports the Neural Activty? What will the various sensors reveal? Or fake a message coming from the other sides fleet commander?

If one wants to be build an automated weapons platform they may only need power for life support for maintenance crews so would only have to insure there is enough power for all the weapons systems/computer/sensors. Or might want to completely do away with life support to save cost/weight and let maintenance crews work in vacc suits.

Since this is mainly intended for those that want to design their own it doesn't need a bunch of sample ships and deckplans. Though if one wanted to do a detailed example showing off some of the new stuff a highport might work well for this.


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PostPosted: Fri Apr 24, 2009 4:42 pm 
Mongoose Prime

Joined: Sun Apr 04, 2004 4:27 pm
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Location: Bristol, UK
I like the sound of this.

LBH

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 Post subject:
PostPosted: Sat Apr 25, 2009 6:15 pm 
Lesser Spotted Mongoose

Joined: Sun Aug 08, 2004 11:21 pm
Posts: 417
Location: Larne, Co. Antrim, Northern Ireland
It would be a very nice product indeed.


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 Post subject:
PostPosted: Mon Apr 27, 2009 2:57 am 
Lesser Spotted Mongoose

Joined: Fri Dec 12, 2008 7:04 am
Posts: 699
I like it, especially if it has some focus on sensors, and sensor related task checks.


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PostPosted: Mon Apr 27, 2009 11:30 am 
Lesser Spotted Mongoose

Joined: Sun Aug 08, 2004 11:21 pm
Posts: 417
Location: Larne, Co. Antrim, Northern Ireland
That is an important and very easily overlooked point. Detail on sensors is wasted if we do not have an idea of what they can do or how they are used. This point came up in Friday night's game and would have been much easier with clearer guidelines. As it was I was running on some (slight) real world knowledge and memories of previous editions of Traveller.


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PostPosted: Mon Apr 27, 2009 1:29 pm 
Lesser Spotted Mongoose

Joined: Fri Oct 05, 2007 7:56 pm
Posts: 421
Location: Rancocas, NJ - USA
There is a wide range of 'systems' that should be covered as well. how about ships computers, with AIs and myabe robots. I have always used robots that are tied into the computer/AI and do what-ever. Mostly each model of robot has some 'skills' loaded into their brains(mostly basic levels) and thus can make repairs of what-ever is so directed by the crew or the computer/AI. That is but one example of a system, there are many others.

Heck I would like to see some rules for punching through bulk-heads and other ship type structures. That could be useful.

Penn


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 Post subject:
PostPosted: Mon Apr 27, 2009 4:51 pm 
Cosmic Mongoose

Joined: Fri Dec 19, 2008 11:57 pm
Posts: 2658
Bygoneyrs wrote:
There is a wide range of 'systems' that should be covered as well. how about ships computers, with AIs and myabe robots. I have always used robots that are tied into the computer/AI and do what-ever. Mostly each model of robot has some 'skills' loaded into their brains(mostly basic levels) and thus can make repairs of what-ever is so directed by the crew or the computer/AI. That is but one example of a system, there are many others.

Heck I would like to see some rules for punching through bulk-heads and other ship type structures. That could be useful.

Penn


There are lots of things that could be covered, was meant more as examples then an exhaustive list of the possibilities. Though one can only fit so much in and I would rather the components and such where covered more then additional material if that additional material would mean leaving out some of the core material.


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 Post subject:
PostPosted: Wed Apr 29, 2009 2:16 am 
Mongoose

Joined: Wed Jul 02, 2008 11:54 pm
Posts: 128
if your power is limited to the point that shutting down the lights and maybe the life support to get by
your ship is not going to be firing even 1 laser
if you use capacitors with a 20 min recharge time that could last weeks to run life support

ships have to have tons of standby power to run energy weapons


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 Post subject:
PostPosted: Wed Apr 29, 2009 4:04 am 
Cosmic Mongoose

Joined: Fri Dec 19, 2008 11:57 pm
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Beastttt wrote:
if your power is limited to the point that shutting down the lights and maybe the life support to get by
your ship is not going to be firing even 1 laser
if you use capacitors with a 20 min recharge time that could last weeks to run life support

ships have to have tons of standby power to run energy weapons


Doesn't have to be energy weapons though could be firing missiles for example. Just an example about a use for power requirements. Yes energy weapons should take a lot more power then most systems.


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 Post subject:
PostPosted: Wed Apr 29, 2009 8:45 am 
Weasel

Joined: Wed Mar 04, 2009 10:41 pm
Posts: 30
I heartily support this plan.


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 Post subject:
PostPosted: Wed Jun 03, 2009 1:07 am 
Banded Mongoose

Joined: Tue Jun 02, 2009 10:14 pm
Posts: 370
Location: Valley of the Sun (AZ)
I'd buy this in a heartbeat.


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 Post subject:
PostPosted: Thu Jun 04, 2009 5:25 pm 
Lesser Spotted Mongoose

Joined: Mon Jun 25, 2007 10:53 pm
Posts: 690
The draft rules for Traveller, version 5, breaks down sensors into appx. 20 different types, and has rules for customizing them.

While not written with Mongoose Traveller in mind, they seem to be more or less compatible. Anyhow, I think Mongoose Traveller could easily support something like it.


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 Post subject:
PostPosted: Mon Sep 28, 2009 6:20 pm 
Greater Spotted Mongoose

Joined: Sun May 11, 2008 10:19 pm
Posts: 1185
Location: North of Center California
pasuuli wrote:
The draft rules for Traveller, version 5, breaks down sensors into appx. 20 different types, and has rules for customizing them.

While not written with Mongoose Traveller in mind, they seem to be more or less compatible. Anyhow, I think Mongoose Traveller could easily support something like it.


No not really, they haven't write a combat system yet.... Kinda the same problem T4 had....

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 Post subject:
PostPosted: Thu Oct 01, 2009 6:29 pm 
Lesser Spotted Mongoose

Joined: Mon Jun 25, 2007 10:53 pm
Posts: 690
Infojunky wrote:
No not really, they haven't write a combat system yet.... Kinda the same problem T4 had....


Well there's also MegaTraveller and TNE that had more detailed design systems; plenty of stuff to mine from both of them.


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 Post subject:
PostPosted: Thu Oct 01, 2009 7:30 pm 
Greater Spotted Mongoose

Joined: Sun May 11, 2008 10:19 pm
Posts: 1185
Location: North of Center California
pasuuli wrote:
Infojunky wrote:
No not really, they haven't write a combat system yet.... Kinda the same problem T4 had....


Well there's also MegaTraveller and TNE that had more detailed design systems; plenty of stuff to mine from both of them.


TNE is is ok.

MT, well is broken in so many place is make one weep.....

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