2300AD, thoughts and wishes

EDG said:
Colin said:
2300AD modifies characteristics according to body type and homeworld gravity.
Here's ho I want to carry that forward into Mongoose Traveller
Body Type
Ectomorph -1 STR, +1 Dex
Normal
Endomorph -1 DEX, +1 END
Mesomorph +1 STR, -1 DEX

Do we really need that though? Why not go the other way and say something like "if you have low str and high dex, then you're an Ectomorph, if you have low dex and high end then you're an Endomorph, and if you have high str and low dex then you're a Mesomorph"?

Is it really even important to distinguish between the body types in the first place?

It's a carry-over from 2300AD, and a bit of flavour/fluff. I like the somatypes, if only as another means of distinguishing characters. It also can give players and GMs something to build on when describing a character. "Bob is short but heavily built, while Susan is tall and slender. Mike, on the other hand, towers over everyone, and is built like a brick sh*t-house to boot."
 
GJD said:
Colin said:
Moving right along...
2300AD has a power plant type of MHD Turbine. the way it's described in the rules, it's a hydrogen/oxygen-burning gas turbine with an MHD stage to get additional power out of the system. 2300AD also manages to turn it into a rocket by throwing fuel at it...

Is this feasible at all? It's cool, lord knows I'm a fan of jet engines in space... but would it work as described?
:roll:

Yeah, yeah. Mongoose has chemical power plants, fusion reactors, and fission reactors. 2300AD has fuel cells (chemical), MHD generators ( :P ) (chemical), fusion reactors (minimum size) and fission reactors (minimum size).

One of the tricks for starship construction is going to be on power plant design. I'm very tempted to just copy the tables from Star Cruiser, convert volume to dtons, and ignore mass, and carry forward from there. Keep MW, fuel consumption, etc from 2300. The other alternative is to assign power points to MongTrav powerplants, and work from there.
 
Of course, if I use MHD generators, I either have to keep with the tradition of using them as rockets, too, or I come up with something else. FF&S had the AZRHAE (or something like that), basically a turbojet/ramjet/rocket combo, with varying fuel types and consumption rates. It could barely manage to get a useful payload into orbit. I want orbital flight to be difficult and expensive, not impossible. Then again, getting useful payloads from King is an interesting thought exercise. Maybe fission-powered boosters taking off from distant spaceports? Super-sized catapults? Skyhooks rather than an actual beanstalk?
 
Colin said:
Of course, if I use MHD generators, I either have to keep with the tradition of using them as rockets, too, or I come up with something else. FF&S had the AZRHAE (or something like that), basically a turbojet/ramjet/rocket combo, with varying fuel types and consumption rates. It could barely manage to get a useful payload into orbit. I want orbital flight to be difficult and expensive, not impossible. Then again, getting useful payloads from King is an interesting thought exercise. Maybe fission-powered boosters taking off from distant spaceports? Super-sized catapults? Skyhooks rather than an actual beanstalk?

HEPLAR?
 
Colin said:
GJD said:
Colin said:
Moving right along...
2300AD has a power plant type of MHD Turbine. the way it's described in the rules, it's a hydrogen/oxygen-burning gas turbine with an MHD stage to get additional power out of the system. 2300AD also manages to turn it into a rocket by throwing fuel at it...

Is this feasible at all? It's cool, lord knows I'm a fan of jet engines in space... but would it work as described?
:roll:

Yeah, yeah. Mongoose has chemical power plants, fusion reactors, and fission reactors. 2300AD has fuel cells (chemical), MHD generators ( :P ) (chemical), fusion reactors (minimum size) and fission reactors (minimum size).

One of the tricks for starship construction is going to be on power plant design. I'm very tempted to just copy the tables from Star Cruiser, convert volume to dtons, and ignore mass, and carry forward from there. Keep MW, fuel consumption, etc from 2300. The other alternative is to assign power points to MongTrav powerplants, and work from there.

I re-edited that one to be a bit more verbose.
 
So... (waves hands frantically about) the answer is a good, solid, ehh.....

It'll do.

Pentapods:
Notable Dexterity
Weak Strength
Aquatic
Replace SOC stat with MOD, which details to what extent a given 'Pod is genetically altered from the baseline.
 
Ebers:
Notable STR
Notable END
Weak DEX
Weak EDU
High-Gravity Native
Replace SOC with LOB, which defines an individual's ability to makes use of information in non-dominant lobes, and also the ease with which they can change lobes.
Max TL 3
 
Colin said:
I was thinking more of Kazakhstan for the asteroid strike. Gives the Central Asian Wars more poignancy, and if the asteroid had tantalum, a clear reason to go to war.

Haven't read the whole thread yet but reading this gave me a jolt - I'm sitting in Kaz right now! (work trip)

Lovely people by the way, and ethnic Kazakhs are absolutely nothing like a certain film character - please don't drop a rock on them. Or if you do, please do it wayyyy out in the desert...

They're choc full of natural resources already (oil and gas, coal, metals galore, agricultural land), with not many people. They have a saying round here that they are "in bed with 3 elephants" Russia, China and the West (or Russia, China and Islam in some versions).

OK, I think I've recovered...
 
Colin said:
So... (waves hands frantically about) the answer is a good, solid, ehh.....

It's a yes, but an MHD turbine is only PART of a powerplant, like a staem turbine is part of a nuclear powerplant. You could, if you wanted to, split the power generation into plant and converter, plant produces raw output, converter translates that into available energy. Nuke plants produce a lot of efficent energy, but are expansive. Chemical combustion pruduces less energy, requires humungous fuel tanks but can be used as a thruster. Converters vary in effivency, which can give you a quantifying factor for adding some kind of waste heat radiators then. Steam turbines might be, say 60% effective, and you could add a secondary MHD turbine to "top up" another 10%, leaving 30% of you PP output as waste heat. "Slow" liquid metal WHD generators might be 50% effective, but add less to the vessels signature, for instance. You could even invent some kind of super-science direct energy conversion material to convert drive plasma from a fusion plant straight into electricity (although drive plasma would work well as the fluid in an MHD generator as well)

Hydrogen fule cells incorporate production and conversion in one package, so have three ratings: total output, usable output and waste heat.

Or, just go the simple route and stick with the main rulebook conventions and lump MHD and fuel cell in together as chemical PP.

G.
 
Colin said:
Yeah, yeah. Mongoose has chemical power plants, fusion reactors, and fission reactors. 2300AD has fuel cells (chemical), MHD generators ( :P ) (chemical), fusion reactors (minimum size) and fission reactors (minimum size).

One of the tricks for starship construction is going to be on power plant design. I'm very tempted to just copy the tables from Star Cruiser, convert volume to dtons, and ignore mass, and carry forward from there. Keep MW, fuel consumption, etc from 2300. The other alternative is to assign power points to MongTrav powerplants, and work from there.

One thing: Make. The. Fusion. Power. Plants. MORE! EFFICIENT!

Pardon the yelling, but I want to make sure ... not that I'm heard, but rather that I'm replied to.
 
Why make fusion power plants more efficient?
I guess I should read up on how Mongoose Trav handles them, but I'd think its not a matter of how efficient the fusion process is. It's more a matter of how efficiently the available technology can harness the power that *is* released and how much of that energy is lost through waste heat and other forms of radiation... and even noise.

If your objection is the insane 'fuel' usage, then the excess 'fuel' might be considered to be coolant that is lost overboard for the sake of thermal control ( which none of the rules really handle well, imho ).
 
Jame Rowe said:
Pardon the yelling, but I want to make sure ... not that I'm heard, but rather that I'm replied to.
I'd have thought shouting, having a little tantrum, and generally behaving like a spoiled child (with a rather unjustified sense of entitlement to immediate answers that are to your liking) is likely to get you ignored rather than generating the sensible reply and then related conversation you're obviously seeking.
 
Jame Rowe said:
One thing: Make. The. Fusion. Power. Plants. MORE! EFFICIENT!

Pardon the yelling, but I want to make sure ... not that I'm heard, but rather that I'm replied to.

Fusion power plants in 2300AD are sealed units, with enough fuel to last the 10 year lifespan of the reactor. They also have a minimum size/output, and require a lot of crew. Not as many as a fission plant, though. Fission plants come with removable fuel assemblies, and are generally good for one year before the fuel package needs to be removed and replaced.
 
By positing the impact site in the Sahara, near non-critical French assets, I add the additional goad without futzing up the setting very much. I wanted France to be able to retain the ESA facilities in Guyana, as those form the beginnings of the new French program.
 
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