Geir said:(And thanks for agreeing that j-2 scouts are not so useful at keeping up). One big problem I had is the whole narrative requires quick jumps to keep up the pace, and the fuel refineries need a week to process enough fuel for the next J-4, meaning a minimum of two weeks separation between jumps.
From a campaign perspective, I guess if you want to give the ship (or small craft) redesigns, that's a choice (one I would pick, but that's just my curmudgeon ship design mode), but the question is: whose choice?
I have always wondered why no one has installed collectors in the ships. This would free up so much space, that a lot of other options would become available, e.g. a J-4 jump drive for the scout (perhaps even J-6?). It would change the campaign, but given a journey into the unknown and through a lot of empty space, the installation of this technology seems almost a necessity to me.
The narrative of the DNR campaign is that money is tight and they had to take what ship was available. Constructing a ship from scratch would be too expensive and would take too much time. That is absolutely understandable, but shouldn't a mission as important as DNR start with the all possible options increasing the chances of success?
I agree that the Travellers should have a say in the design of the ship.