Are energy points needful ?

captainjack23

Cosmic Mongoose
Gar,
(And all)

I wonder if it would be best to look at the possibility of removing energy points from ship design entirely - with a caveat in the rules that this IS an approximation and will be expanded in HG.

My reason for this suggestion is this: Adding power points to the basic LBB2 design system, is a valiant effort, and seems needful, but looking at this (and other attempts to do so) I wonder if anything is actually gained except some tables and complication ?

The best argument for it seems to be that it seems unreasonable for a ship to be able to do everything and fire all its weapons and jump and etc using the same power plant as an unarmed systemship of the exact same size.

The argument against it is..well, more tables, more number crunching and the kind of issues already seen in this draft (and MT and T4, and IIRC HG).

Perhaps the solution is to start from last principles, and try not to assume too much about the fictional elements of the ship. With luck, this allows us to stick to the simple requirement that plant rating must at least equal M and J drive.

What do we need power for?

Start by assuming that the standard designs work, without needing a power tally or balancing.

Drive
Jump
weapons
ships basic systems (e.g. life support)
computer
control systems
sensor systems

The last three are arguably seperate functions -but could easily be subsumed as Life support and Other: or, simply Ship systems. (Read on for a justification.)

Lets discuss the first three: M drive, J drive and Weaponry

Point: we have no idea whatsoever about the actual quantitative energy requirements for generating reactionless thrus or Jump insertion. We know only that MdriveE<JumpdriveE.

We have some idea based on exisiting tech of what the requirements are for some weapons. It is assumed that WeponE ~= some significant fraction of MdriveE. Why ? Strictly speaking we don't even know if it requires more or less energy.

However, we see from existing designs that there is no performace difference betweened the same ship in armed vs unarmed configurations. We feel there should be. But, why ?

Reset the assumed (ie "made up") relationships, and see if it helps. Keep their interval canonical relationships intact, but play with the quantitative values.

For instance, one can posit that the M drive is itself a extrememly high power system, and still proportional to the jump drive capabilities of the same rated jump drive.

We know power plants overclock, so assume that reactionless thrust requirements are a fixed proportion of the jump power requirements for any two drives of the same rating. Now state that the plant ratings are designed to provide that amount of thust always, and jump level energy briefly.


Then, since we really don't know how much energy reactionless thrust or jump requires (other than E = REALLYVERYLOTS for jump), let us assume that any turret weapon fire is a much smaller energy drain than even the M-drive. Still less, just now it is WAY less.

Since agility isn't an issue, this allows us say that the energy difference between an unarmed ship and an armed ship (of the same size ,drive , jump and power requirements) is trivial with regard to game operations. It cant move the ship any faster, or jump any sooner, so why bother ?

I note that this suggests one (incomplete) rationale for the 100dTon limit per hardpoint: For a ship of a given size, any powerplant which can move the ship has enough excess energy to run that number of maxed out triple turrets onthe largest hull it can move.

Larger weapons (military grade) have more than 1 ton displacement effects partly because of dedicated energy plants which are included in the weapon, if extra power is neccessary. Meson bays would have this, missle bays might not. Since we really dont know what the space requirements of a meson wepon are, there is no reason NOT to stipulate that it is less than 100% of the bay space.

So, weapons are functionally irrelevent to the performance of the ship, and thus eureka ! the designs work logically from the altered but canonical basic postulates.

The same applies to the other ship systems. We have even more idea how much energy they require based on modern tech, and that amount is way less than weaponry.

Give the ship a simple high tech UPS*, possibly trickle supported from te power plant, possibly included in every bridge installation, and you have the problem solved. Again, no effect on the ships game performance.

In fact, one could divorce the powerplant from all functions except weapons given that bridge scales to ship size, and so would the basic UPS to run all the everyday systems.

[edit addition]
If one wanted to, one could ago as far as to assume all turrety (civilian &Point defence) type weapons are similary powered by the UPS (which is a scaled component of the bridge, which is scaled to ship size).


Thoughts ?

Cap
[edit addition]
* nowadays "Uninterrupted power supply - but for traveller how 'bout "Universal Power System"
 
captainjack23 said:
Gar,
(And all)

I wonder if it would be best to look at the possibility of removing energy points from ship design entirely - with a caveat in the rules that this IS an approximation and will be expanded in HG.

My reason for this suggestion is this: Adding power points to the basic LBB2 design system, is a valiant effort, and seems needful, but looking at this (and other attempts to do so) I wonder if anything is actually gained except some tables and complication ?

The intent is to give more decisions to the players in combat, and to give non-pilot, non-gunner people more to do. It's not needful for 'realism', but I *think* it makes starship combat more interesting.

Playtesting will tell, though.
 
So long as the system allows full burn with matched letter P & MD, I'll be happy with or without it.

I do think it is one element that CT was missing prior to Bk5.

So I guess, I don't think PP are needed, but they are a good thing if they don't invalidate other ratings.
 
Mongoose Gar said:
captainjack23 said:
Gar,
(And all)

I wonder if it would be best to look at the possibility of removing energy <snip>

The intent is to give more decisions to the players in combat, and to give non-pilot, non-gunner people more to do. It's not needful for 'realism', but I *think* it makes starship combat more interesting.

Playtesting will tell, though.

Okay, that's a pretty good reason, and one I hadn't considered too closely. Choices are good. (I mean, I always liked the energy allocation phase in SFB*). I'll try the ship combat with this in mind.

Keep my suggestion in mind, though, if the tables become unmanageable........:wink:


*yes, I know that makes me particularly geeky.
 
Mongoose Gar said:
The intent is to give more decisions to the players in combat, and to give non-pilot, non-gunner people more to do. It's not needful for 'realism', but I *think* it makes starship combat more interesting.
Understand the possible intention, but the multiple tables in both operations/combat AND construction make things really awkward. _Adding_ complexity for this reason is not a good idea, imho, as it puts potential players off (I presented it straight and mine shuddered). Especially given the way things are, atm, that there is almost no way that a P-Plant supply the J-Drive requirements (minimum J-Drive A needs is 10, minimum powerplant needed is U (at 10/round) - which takes up 58 tonnes).*

As mentioned on another thread, it's poor systems/ship design and it's also all _too_ complex. Whenever we've come across this complexity my players (not led by me) have avoided it like the plague - we want to roleplay not have a complex space wargame.

Why not just go for a simpler straightforward power DEMAND which can then be met (or not) by a SUPPLY built in durign construction and needing much more . A demand based on "%ge of hull size * drive ability (e.g.1-6)" plus the weapons power requirements is simple to work out, and scales easily, too**. The supply can be calculated on a simple 'x' points per tonne of power plant (say 3-4 per tonne at a cost of 2MCr/tonne).

The approach fits for J-Drives and M-Drives on the same basis as at present and is also simpler to work out. It can also allow for Engineers to work during play when a choice can be made to give a smaller P-Plant that needs to be overdriven to provide more firepower. The max power and trickle feed calculations can be avoided, leaving players to concentrate on gaming rather than minutiae.

H
---------------------
* And if I've misunderstood, it's worth knowing that it is not wilful so it's QED anyway.
** I also think that J-Drive and M-Drive needs should be on a %ge basis, too, rather than fixed size. It means that the tables don't "top out".
 
Tried to build a Far Trader last night with J-Drive B, M-Drive B and Power Plant B. plant provides 2 points of power per round, the M-Drive needs 3. I would like to see the drives synced up so that the power requirements for the M-Drives match up with the output of the plants if possible.

Allen
 
As I posted in the other thread, I've no problem with defining a power pland as a reserve ower system plus a generation system.

What I have a problem with is requiring reserve power for "rated" or nominal maneuver ratings.

As I read the system, the power production is WAY too low.

In Bk5, PP production of EP was power AFTER running the same or lower rated MD.

Bk5 JDrives reqired a large reserve power system (integral to the JDrive) to jump... taking 40 minutes of full output from a same-rated PP. Choice is "Pick two: move, shoot, jump"

Bk2 drives could support lots of lasers.... plus the MD... A Type S could have 3 lasers, off an A plant. A Type A could have 6 off the same A plant. JD requires a PP.

In MT, one was required to have enough power for all systems. Errata later allowed multiple plants, with the main being required to support MD, LS, and AG. JD required no power.

T20 ships required EP for their MDrives, but the EP Required was about half the EP produced by the PP of same rating. JDrives required same power as equivalent rated MDrives. So it was "Pick 2: move, shoot, jump"

I suggested a "fix" in another thread; here it is again:
Code:
DC:  PP  MxP  |  MD  |  JD
A:    1    6  |   1  |   5
B:    2   12  |   2  |  10
C:    3   18  |   3  |  15
D:    4   24  |   4  |  20
E:    5   30  |   5  |  25
F:    6   36  |   6  |  30
G:    7   42  |   7  |  35
H:    8   48  |   8  |  40
J:    9   54  |   9  |  45
K:   10   60  |  10  |  50
L:   11   66  |  11  |  55
M:   12   72  |  12  |  60
N:   13   78  |  13  |  65
P:   14   84  |  14  |  70
Q:   15   90  |  15  |  75
R:   16   96  |  16  |  80
S:   17  102  |  17  |  85
T:   18  108  |  18  |  90
U:   19  114  |  19  |  95
V:   20  120  |  20  | 100
W:   21  126  |  21  | 105
X:   22  132  |  22  | 110
Y:   23  138  |  23  | 115
Z:   24  144  |  24  | 120

It boils down to:
  • PP produces 1 power per letter.
  • PP has reserve power capacity of 6x letter.
  • MDrive draws 1 point per letter
  • JDrive requires 5 points per letter.

This allows:
1) de-tabling (since it becomes formulaic)
2) full power charge possible at start of any engagement
3) Full Rated thrust continuous except when charging reserve power
4) a few rounds of combat without pushing engines
5) design decision richness*
6) Rationalizing the drive size with CT Bk5... 2T/EP, plus 1T capacitors at 6EP/T, plus a 1T core charge.

*The following should make this more clear:
A type S can mount up to a triple turret, and has an A drive. It can move or shoot or prep for jump without boosting. Given the current power system, it will never mount more than a double laser, since it can never fire more than 2 pulse lasers.

The Type A will never mount more than two either.... she can't power them.

The Type T, with K plants, would thus be 10/turn, with a max of 60... the 6 beam lasers eat 30 a round at max fire.she can sustain two full battery-rounds plus accel this way. Versus, by the book as written, she can't even maintain full thrust for more than 3 turns; her net acceleration is 1G sustained, since she can only power a MD-C level for more than short bursts.

Concluding thoughts
Hmm. this is going to be sounding whiney, but Laser power costs are too high. Even with my plant table, a Beam Laser is a one-shot weapon.
I'd revise power costs down...
SC: 1
PL: 2
BL: 3 (noting it's a way more potent weapon)
PA: 5

Nothing is more frustrating than having goodies one can't power. Just ask any SFB player which is more annoying: losing most of his weapons or losing most of his power... most will answer the power. If you ain't got it to shoot, you can still make the best of the remaining weapons. If you got the weapons without the power, effectively, you ain't got the weapons.
 
From AKAramis:

* PP produces 1 power per letter.
* MDrive draws 1 point per letter.

PP and MD both rated N power per letter, N = 1 or 2. I think this makes perfect sense.

Ditto with the storage capacity and jump power required.

Maybe lasers are low power.
 
pasuuli said:
From AKAramis:

* PP produces 1 power per letter.
* MDrive draws 1 point per letter.

PP and MD both rated N power per letter, N = 1 or 2. I think this makes perfect sense.

Ditto with the storage capacity and jump power required.

Maybe lasers are low power.

Having run it with one point per letter, but with book rates for lasers, The lasers at current are acceptable, if a bit over priced... and a type T is a fine bit o' nastiness, provided the engineers don't blow up the drive.

They did, and thus they lost.

BTW, count me in the "Damage to drive letter is a good thing" crowd.
This boolean "Damaged or Not" means that an 8 point hit can be a mission kill by PP damage on even a 2000 tonner...

If we have the Bk2 style drive letters, it's a crying shame not to use them.

BTW, that makes JDrives 1 hit per 5 tons, MDrive 1 per 2 tons, and PP 1 per 3 tons. I'd suggest fuel hits being 20 tons, not 1d6x10%.
 
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