Draw up its stats. Please

PsiTraveller said:
Where does it say docking space can be used with a launcher? The preview book I have has it as Full Hangar only. Am I behind in a release??

I do have a newer version then the last playtest release.

Page 42, under Launch Tubes anyways.
 
PsiTraveller said:
Where does it say docking space can be used with a launcher? The preview book I have has it as Full Hangar only. Am I behind in a release??
I took AndrewW's word for it.

PsiTraveller said:
I like the Drop Tank and Jump Net and Docking Clamps. Combined with the extra engine tonnage you can move a lot of ship that way. Nice!
A pirate is as much a cargo ship or jump tender as it is a warship. The ships we capture are worth much more than the cargo, so we have to be able to get away with them. So prize crews and ability to carry damaged ships seems rather important.

PsiTraveller said:
Was your intent to have the Carrier able to act as a fleet support vessel as well? With the 10 tons of Unrep you can empty your Cargo Hold in just over an hour. What is your thinking behind it? ( I'll be honest, if it is a good fleet logistics idea I will be putting it into all my future designs) :)
I didn't think too much about it, but as a carrier we automatically become the flagship and logistical centre of our flotilla. The UNREP equipment hopefully allows us to refuel and rearm the fighters quicker, giving us an edge. If we capture a few merchants we may have to refuel them as well, since many trade ships can't skim for themselves. I assume the captured ships have to stay away from starports until we have given them new identities and transponders.
 
OK, we are looking at different versions then when it comes to Launch tubes and Hangar space, and this represents a lot of tonnage in question.
I have a version that was put on drivethru in March. pdf is called Highguard_Preview.pdf

What version do you have? (and if it is more recent, how do I get a copy???)

Launch Tubes: Page 47
Launching and recovering smaller craft from a larger ship is usually a time-consuming activity when using docking spaces or full hangars. Launch tubes allow craft to be launched rapidly, using electromagnetic technology similar to that used by railguns. Multiple launch tubes are often installed on capital ships that carry small craft, allowing them to launch potentially entire squadrons very quickly.
It takes one round to manoeuvre a craft into ‘firing’ position within a launch tube but, once there, it takes a single combat round to release up to ten craft it into space or an atmosphere and both the mothership and smaller craft may expend Thrust and make attack rolls during this round
A launch tube consumes an amount of tonnage equal to ten times the size of the largest craft it must launch. In addition, each craft carried on the ship that will use the launch tube must have a full hangar (using the costs and tonnage on page XX).
A launch tube costs MCr0.5 and requires 1 Power per ton.


So each ship that uses the tub has to have a full hangar. So a 10 ton ship uses up 20 tons of internal space.

Full Hangar page 47

Normally, when a smaller ship or vehicle is included in the design of a larger one, it is installed into a form–fitting enclosure within the hull of the mother vessel, with barely enough room for crew and passengers to scramble on board. Most repairs and maintenance require the craft to be launched first.
Alternatively, a full hangar allows for repairs and maintenance of the craft when it is on board its ship. The hangar includes spare parts and specialised testing and repair equipment. It normally takes 2D minutes for the auxiliary ship to enter or leave the larger ship.
A full hangar consumes an amount of tonnage equal to twice that of the craft it contains (round up to the nearest ton). Use shipping size for vehicles, as detailed in the Traveller Core Rulebook.
A full hangar costs MCr0.2 per ton.

Whereas a docking space from page 47
Docking Space
This is an internal bay in which a smaller auxiliary ship or vehicle can dock. When sealed, the docking space completely covers the auxiliary ship. It normally takes 1D minutes for the auxiliary ship to enter or leave the larger ship.
Docking space consumes an amount of tonnage equal to that of the largest ship to be docked, plus 10% (round up to the nearest ton). Use shipping size for vehicles, as detailed in the Traveller Core Rulebook.
It takes D3 rounds to release or recover a ship of less than 2,000 tons, during which time neither ship can expand any Thrust or make any attack rolls. Larger ships take 1D rounds.
Docking space costs MCr0.25 per ton.
Fuel Tank

Uses only 10% more tonnage than the ship it holds, so the 10 ton fighter needs 11 tons of space. 9 tons ship by the 18 ships in question is 162 tons of extra space. Add in the larger ships and you are over 200 tons of freed up space.
 
AndrewW:

Ok, I understand the Docking Clamps now. With this ship design as an Escort Carrier I was thinking less as a pirate and logistical hub. This ship would make a nice pirate base actually. Maybe have an assault shuttle instead of the modular cutter to send boarding parties to opposing ships.

The J1 range bothers me. I prefer a longer Jump range, but that is just a personal preference. J1 does allow for moving a lot of cargo and captured ships in clamps if you oversize the engines. If you did not mind throwing 12,5 million Credits away you could Drop Tank out of a system and haul ships out with you. This would pay for the Drop Tank, or you have another ship grab the Drop Tank and bring it with them.
 
PsiTraveller said:
OK, we are looking at different versions then when it comes to Launch tubes and Hangar space, and this represents a lot of tonnage in question.

Yup.


PsiTraveller said:
I have a version that was put on drivethru in March. pdf is called Highguard_Preview.pdf

I've gotten 4 updates since then.

PsiTraveller said:
What version do you have? (and if it is more recent, how do I get a copy???)

Most recent is May 21st. Wait till next month and get the final version.

PsiTraveller said:
Uses only 10% more tonnage than the ship it holds, so the 10 ton fighter needs 11 tons of space. 9 tons ship by the 18 ships in question is 162 tons of extra space. Add in the larger ships and you are over 200 tons of freed up space.

You would save 13,500 tons on a Tigress using docking space instead of full hangars for all the fighters. Though a mixture of docking space and full hangars was used so the savings in the case of the Tigress in the new High Guard is 11,835 tons.
 
PsiTraveller said:
Ok, I understand the Docking Clamps now. With this ship design as an Escort Carrier I was thinking less as a pirate and logistical hub. This ship would make a nice pirate base actually. Maybe have an assault shuttle instead of the modular cutter to send boarding parties to opposing ships.

The Deployment Shuttle is designed for this and matches the 50 tons of the Modular Cutter.

Though if your using it more as a pirate base the Deployment Shuttle might not be the best choice, since it would mostly be raiders returning to the base and wouldn't typically get directly involved in engagements itself.
 
Well I am all sorts of sad in not having the latest update. All my ship designs are now suspect.

So no more designs from me until I can get a copy.
 
PsiTraveller said:
Well I am all sorts of sad in not having the latest update. All my ship designs are now suspect.

So no more designs from me until I can get a copy.

Isn't any big changes or anything.
 
Well the change between a 20 ton hangar and an 11 ton Docking space saves 90 tons of space. Maybe throw in one full hangar to do repairs while Jumping is a big enough change.

Okay, enter impatient wait mode, commence foot tapping and date checking.
 
PsiTraveller said:
Well the change between a 20 ton hangar and an 11 ton Docking space saves 90 tons of space. Maybe throw in one full hangar to do repairs while Jumping is a big enough change.

Still allows full hangars so that change simply gives more options.
 
Full hangars allow repair work, and extra space if the storyline needs some space somewhere. Hangar space is also important for repairs or modifications to a ship to do something tricky like fake tail numbers, smuggling modifications etc.

I am just interested to find out any other changes that have been made. I am writing modules for TAS that are using the old rules, so now I have to wait before I can put them up. It is no good putting out a module knowing that I am using the wrong rules. :(

Any chance of a pdf falling accidentally into an outbound email? I'll name an NPC after you.... :P
 
PsiTraveller said:
Full hangars allow repair work, and extra space if the storyline needs some space somewhere. Hangar space is also important for repairs or modifications to a ship to do something tricky like fake tail numbers, smuggling modifications etc.

Agreed, the various ships that carry fighter wings in the new High Guard include both docking space and hangar space.

PsiTraveller said:
Any chance of a pdf falling accidentally into an outbound email? I'll name an NPC after you.... :P

Ah, shouldn't be too much longer before release.
 
I'm betting 1-2 weeks for release. I'll be putting aside money from this pay to cover it.

Please don't be late. Please don't be late. Please don't be late.
 
Tenacious-Techhunter said:
Some people like incomprehensible unplayable nonsense... apparently, it makes them feel like an egotistical troll. Who am I to disagree with that? :P

Just remember that incomprehensible and unplayable to me or you != incomprehensible and unplayable to anyone else, necessarily. And that 98% of everything said in relation to the Traveller rules set on this forum is a matter of opinion (even scientific fact becomes a matter of opinion in relation to the game because everyone has a different threshold of "reality" for their own game).

No matter how disagreeable someone else is, it does no good to anyone if we sink to the same level.

And now I'm probably sounding preachy, but I just think that everyone on this forum has something useful to contribute to the discussion and we miss a lot when we get caught up in each other's abilities at (mis)communication.
 
Tenacious-Techhunter said:
ShawnDriscoll said:
Someone is fishing for members.

Hardly; they’re just better people. :P

Not so's I've noticed. Or, more to the point, the people here aren't any worse - you just seem to be rather biased, TT.

Tenacious-Techhunter said:
ShawnDriscoll said:
I can do some artwork of the ship if you have some basic sketches already for it.

You can trust Shawn to give you a ship design that violates all modern expectations of what a Starship would be, to the point of it being incomprehensible and unplayable nonsense. If that’s what you want out of a ship design, by all means, go for it.

And this utterance is a case in point. This is a poor way to make a case.
 
Tenacious-Techhunter said:
Make no mistake, I meant incomprehensible and unplayable to everyone, save, perhaps, for the original author.

This is the kind of statement I meant. I can't find any way to pull something productive from this. If this is a common sort of statement from you, I can see why you don't think this forum is friendly...
 
FallingPhoenix said:
Tenacious-Techhunter said:
Make no mistake, I meant incomprehensible and unplayable to everyone, save, perhaps, for the original author.

This is the kind of statement I meant. I can't find any way to pull something productive from this. If this is a common sort of statement from you, I can see why you don't think this forum is friendly...

He's a troll, plain and simple.

Sure, there are things I don't like about Mongoose (1E, but only since I don't have 2E). That's why I made house rules - so I can play it the way I want, without stepping on other players' toes. Some other posters (T-T) want to do the stepping, so why should I?

Now! Everyone else, I quite enjoy the art, designs and suggestions. Please continue!
 
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