[DBGD] Vehicle design Source book

d.b.gamedesign

Mongoose
Pardon me as I barrow Flynn's post format for my own use. (What can I say, it was a well laid out post.)

I have started work on a vehicles source book. I have not come up with a name for this book yet. This thread is for those interested in the project, and is the place to post your input and thoughts. The more Feed back i get the better the book will be.

As it is very possible that mongoose may, and should, release an official source book on the subject, this book will likely take a course that is very different from theirs.

At its core, "the book" will contain at least the following:
  • Base vehicle design and construction rules
  • Vehicle Customization and Upgrading
  • Vehicle and Vehicle Related equipment
  • Example vehicle manufacturers
  • Several Pregenerated vehicles (at least 40, some with upgrades)
  • Review the rules specific to using vehicles in combat
These are the design goals for this product:
  • Compatibility: The Book needs to be compatible with the Traveller SRD rules, to make it easy to integrate into on-going Traveller games.
  • Streamlined: The system needs to be easy to use.
  • Open-Ended: While the system should be easy to use, it should have lots of options, and room for adding more in the future.
  • Usability: The Book should provide useful material the Ref/player can put right to use. fter all if its not useful why would you buy it?
If you have any input, please feel free to offer it here. Your comments and involvement will have a real effect on shape of this project.

In the meantime, if you want to help me out (and get your name in the credits for your assistance), I would appreciate a your insites on how you use vehicles in your games, how well the SRD rules for vehicles works for you, and your thoughts on was to improve their roll in the game.

Thanks for reading this
 
I have to admit that I am very unhappy with the way vehicles are treated
in the Mongoose Traveller core rulebook, from the lack of basic informa-
tion (e.g. types of sensors) up to the discrepancies in their prices (e.g.
the ATV costs 50,000 Credits as a vehicle, but 300,000 Credits if bought
through the ship design system).
So, I would very much welcome a vehicle design system that closes the
many gaps, removes the discrepancies and provides me with additional
options.

In my campaign I prefer a kind of "vehicle toolbox", modular vehicles
with a basic frame and a number of options of all kinds to modify them
and adapt them to the task at hand - almost like the modular cutters
and their versatile cutter modules.
An example would be a basic ATV that could be outfitted with different
sensor kits and other electronics and that could be modified into an am-
bulance, a mobile laboratory, a mobile workshop, and so on, simply by
exchanging some modules.

And while it is not difficult to adapt vehicles from other versions of Tra-
veller, what I really miss for my campaigns are some heavy construc-
tion vehicles, or at least heavy construction equipment modules for ba-
sic vehicles.
There are lots and lots of combat vehicles of all kinds, and I accept of
course that most campaigns are quite combat oriented, but it would be
nice to have more choice when it comes to heavy civilian vehicles, I
think.

Another point could be the technology level. In most versions most ve-
hicles are described according to one technology level only, ignoring
the fact that, for example, a TL 8 ATV should be rather different from a
TL 12 ATV in its capabilities.

Well, just a few thoughts ... :D
 
I always used the difference between the cost of a vehicle and a cost of the vehicle in the starship design sequence to represent the starship structure that was needed to house the vehicle as well as the cost of the vehicle.

So you buy an ATV. To fit it on a starship, you will need a pressurized bay to store it in, a ramp to lower it to the surface and a decent sized working area. The additional costs in the starship rules are for these other things.

Back on topic.

I would like to see a modular system as well, but it should reflect changes in Tech Level.

What is the difference between a TL9 Air/Raft and a TL 15 Air/Raft? Same for other vehicles.

(In case you hadn't noticed from other posts, I am a bit stuck on the idea that things should change with TL, not be invented and never change...)
 
Rikki Tikki Traveller said:
I always used the difference between the cost of a vehicle and a cost of the vehicle in the starship design sequence to represent the starship structure that was needed to house the vehicle as well as the cost of the vehicle.
I handle it the same way, but I would prefer a somewhat clearer separa-
tion of vehicle and starship costs - I know of a GM who told players that
their characters would have to pay 300,000 Credits to replace their ship's
wrecked ATV ...
 
Just my opinion but would not an ATV built under the 300K rules more likely be constructed to the standards and expectations of a starship ?

Simply put, a huge difference in quality and performance in a 'drive off the lot' RV and say an all terrain capable excursion transport that might participate in the Dakar Rally, the incredible Unicat* Expedition Vehicle given as an example.

Myself, I would find comfort in a spaceworthy ATV that in such an emergency could double as an improvised lifeboat.



* http://www.unicatamericas.com/
 
Regarding the racial choices for the vehicles...

Hopefully you'll include all of the major races, and while I expect that most will find military vehicles (or easily converted to military use), please don't neglect pure civilian options.

Also (I know, I know I'm asking for a lot) if you could have examples of similar craft but using different modes of locomotion.

Take care

E. Herdan

(Great! now I can't bear to wait for Robots and Vehicles PDF's... (smile))
 
And yet another "request": If at all possible, try to include some illustra-
tions of the most common vehicle types.

A short while ago I downloaded the PDF of the Ground Vehicle Guide for
2300 AD, because the simple ability to show my players what their ATV
or any of the other vehicles looks like really enriches the game, even if
the picture is just a very basic pencil drawing.
 
As important as seeing an illustration of a vehicle's exterior, IMHO, would be a 'deck' plan of sorts be available as well.

If nothing more than say a quick reference page that shows the general layout of particular compartments in 'standardized' models of said vehicles to be seen and understood. Also putting said features into a workable mix-or-match construction formula to produce unique designs to suit most any adventure's needs would be helpful.

Doing such would allow for making several 'generic' ATV types available to a referee needing stock vehicles and still allow for characters to 'customize' their party's personal ride.

And any experienced referee will tell you when players can tweak and personalize bits of hardware they rely upon, it strengthens the depth of play and that we all know is a welcome thing.
 
Patron Zero said:
Just my opinion but would not an ATV built under the 300K rules more likely be constructed to the standards and expectations of a starship ?

I hope that most ATVs don't cost as much as even Cr100,000...
 
rust said:
A short while ago I downloaded the PDF of the Ground Vehicle Guide for 2300 AD, because the simple ability to show my players what their ATV or any of the other vehicles looks like really enriches the game, even if the picture is just a very basic pencil drawing.
I'm sure if Mr. Pollard has anything to do with it, there will be more than basic pencil drawings ... :wink:
 
How crunchy do people want it? A comprehensive design-everything system a la Striker, FF&S, or the T20 Design Sequences? Or something template based, as in define some vehicle classes and how the tech level progression affects them.

The former will attempt to do everything, from buses to battleships. However, it will be complicated and could produce some weird results (Striker did this occasionally, and I know the T20 sequences can too).

The latter will be simpler; more plug and play, but if a vehicle type is not defined then the user will have to guesstimate it.

On another note, I proposed a rough armour scale by class and tech level on another thread, based on what the TL equivalent field weapons could do.

Unarmoured: 6 up to TL.
Light Armour: up to TL x 2 (light APCs and AFVs, aircraft)
Medium Armour: up to TL x 3 (hvy APC)
Heavy Amour: up to TL x 4 (MBT)
Super-Heavy: up to TL X 5 (heavy tanks, warships) .
 
Klaus Kipling said:
A comprehensive design-everything system a la Striker, FF&S, or the T20 Design Sequences?
(...)
The former will attempt to do everything, from buses to battleships. However, it will be complicated and could produce some weird results.
From what I have seen in other systems, it should be possible to create
a good comprehensive system for ground vehicles, grav vehicles and
probably aircraft (at least the more modern ones).

The problems usually appear when it comes to airships and watercraft,
because in these cases one has to consider a number of vehicle proper-
ties which are somewhat unimportant for the other types of vehicles, for
example the relation of armour and crush depth for submarines.

And while I love watercraft, I would prefer a consistent system for ground
and grav vehicles and perhaps aircraft to one which tends to fall apart be-
cause it attempts to include everything from zeppelins to submarines, too.
 
Klaus Kipling said:
How crunchy do people want it? A comprehensive design-everything system a la Striker, FF&S, or the T20 Design Sequences? Or something template based, as in define some vehicle classes and how the tech level progression affects them.

I'm planing to go with the format of develop the base vehicle. IE you scratch build the base vehicle, then add attachments. Even base vehicle design will be fairly modular, thus quick and simple.

Thus for my Luxury Air/raft i start by setting up a fairly basic air/raft, but make it a tad bit larger, then I add the upgraded drives module, the sealed passenger compartment module, the luxury amenities module, and the extended life support module.

This makes my new air raft faster, more comfortable, able to leave atmo, and stay there for a while.
 
There are already several popular systems out there for building things from the ground up (Striker, Fire, Fusion & Steel, GURPS Vehicles, Stuff). I would prefer to see something more modular, a bit along the lines of the Traveller ship building system. That would have the double advantage of being completely compatible with Traveller, and also quicker to use than a full design system.

Of course, you'd still have to use a "hidden" system to design the components for the book.
 
Back
Top