Recent content by tytalan

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    Interstellar Communications in Traveller

    I doubt that Hop drive will be more than an experiment in the 3I setting it’s just too much of a game changer. Warships with jump range of 10 and 40 percent more volume for defenses and weaponry that effectively doubles the combat power while vastly decreasing response time.
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    Interstellar Communications in Traveller

    In T5 that’s the case but mongoose Traveller 2 does not have this requirement listed, also in T5 the ship has to jump and return outside of normal maneuver drive range again mongoose Traveller doesn’t say this.
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    Spinal Neutron Laser seriously broken

    Pg 181 Traveller Companion TL 17
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    Combat Arm from CSC

    One of the problems with this type of thing is even connected to the bone you would literally rip off your arm trying to use its full strength. In my game such things are limited to no more than 2 points higher than the characters strength unless they have much more than just the arm. Moving...
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    Vehicle Handbook and Excel Sheet

    Now if we can just get mongoose to use the spreadsheet for ships and to acknowledge that they use barracks for crew on Many of their published ships and that it makes sense on military ships instead of claiming that barracks are only for troops while still using them for crew. Just a little...
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    Spinal Neutron Laser seriously broken

    So I’m still looking at spinal mounts and I noticed this. In every other case the Spinal mount is either at the same tech level or lower than the bays except the antimatter spinal mount. I’m thinking that the antimatter spinal mount should be TL 16 or 17.
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    Military ships and crew

    Like a lot of mongoose ships it was broken in so many ways look over my version though I didn’t do a deck plan
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    Military ships and crew

    why so you think they have rejected techies like you bring back FF&S
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    Military ships and crew

    details that you are pushing to support your counter argument
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    Military ships and crew

    @Talon Greyfeather this is quickly done but I think this is closer that what this ship should be. You could play around with it a bit and get the marines back up to 36 but that going to mean coming up with 9dt and since 30 is a company it doesn’t make sense to add the 6 marines.
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    Military ships and crew

    Somebody fail common sense designs 101, though it is an easy fix drop the armor to a more reasonable 9 and you have the room to include the needed common area. That or drop the marines down to a company, ie 30 and throw the 6 dt into common areas, still light but if you also drop the armor to...
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    Military ships and crew

    Simple despite your constant attempts to force complexity in the system mongoose understands that many people don’t want to have to resort to spreadsheets and engineering books to play what is essentially a game. Keeping things accessible to everyone helps to keep a broader player base. That’s...
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    Military ships and crew

    Actually it you actually read my post you would see yes it is accounted for or are you hall ways and rooms 10 feet tall? If you figure a more reasonable hight than you have the area not part of open space but still part of the tonnage for that machinery.
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    Military ships and crew

    I standardly use a minimum of 1/5 the volume of all housing and normal around 1/4 for common areas this seems more than reasonable. most large warships already have that so it’s not normally an issue.
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    Military ships and crew

    It’s literally been stated time and again that those systems are literally in the floors and ceiling as well are the walls. You keep going on about the tech difference yet you ignore it to support your argument. Ever look above a drop ceiling? That’s a lot of space and it’s not just the...
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