Xboats would be transformed into their historical analog: Packet Boats (important small packages and physical documents / items). Communiques would be secondary.
They would need Maneuver Drives . . . .
TravellerMap was in communication with Marc Miller (et al) for a long time as all of the prior stats for the worlds of Charted Space in published materials (and their variations) were being vetted and brought up to T5 Standards (and obvious quirky UWPs were definitively dealt with). This process...
Of course, the caption should read:
"Using the most familiar hull in space, it brings no notice to itself wherever it goes . . . until it starts to maneuver . . . " ;)
It also means you end up with lots of places for the antagonists to "hide" (or for your protagonists to "hide-out", if necessary) or have their secret base, as nobody is monitoring all of those little nothing systems very closely. "They could be anywhere . . .".
I rather like the way Larry...
Understood. I was just pointing out that Condotierre's comment was based on a design element that goes all the way back to the beginnings of CT. And that there was a particular focus in Book 2 on the separation of the Main & Engineering sections.
Yes, but in CT:Book 2 there was a very explicitly stated separation of the Engineering Compartment, from the Main Compartment of the ship where "everything else" went (for "Standard Hulls", at least).
I think it is more of an "actuarial" cost/benefit issue, from an in-game perspective:
Sure we can all engage our imagination and come up with a scenario with a particular set of special conditions in which either a "Lifepod" or "Lifeboat" would be both useful and desirable. But the people who...
Don't you ever WATCH those movies? The hole isn't venting and BLOWING you out into the vacuum as the pressure drops, it is SUCKING you into space from OUTSIDE and will continue to do so until you lose your grip, or your adversary does (however long that takes) and the person finally flies thru...
Boiling the issue down to the bare bones:
An escape pod/craft is only meaningful or useful in a situation in which staying with the ship (and its associated life support system and carried cargo/supplies) puts the crew in imminent danger, whereas abandoning the ship can alleviate that danger...
Still better to shelter near the ship and its supplies; better to have designated life-support bunkers, possibly detachable, and suits or equipment to go aboard to get supplies and equipment .
Fusion plants do not overload.
Possibly.
Why wouldn't they go after you assuming you might have...
Well, that post must have been painful . . . 😂
One thing that supplement writers need to start disciplining themselves into doing in light of the "prototype-" and "early-" tech rules is when assigning a TL to a newly introduced item, to decide when they envision it first appearing (either...
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