EDG's Alternative Ship Drive Performance table

EDG

Mongoose
I'm rather unhappy with the current performance table in the MGT book... I really don't like its general asymmetry and how some hulls have a large gap in drive performance. e.g. in the existing rules an 1800dt ship basically can get drives at J (perf 1), M (perf 2), Q (perf 3), T (perf 4), and then it leaps to Z (perf 5) and then presumably to bigger engines for perf 6. What's up with that big leap from T to Z? And why should such a ship not get any advantage from using drives between U and Y, or between K and L?

So I came up with a new performance table, which fits with a Cunning Plan I have too (see later). Note that the intent of this table is just to get something that I'm happier with, and is not remotely concerned with compatibility with existing designs or OTU canon. I've shared it with some folks already, but here it is for everyone to use:

Code:
   1  2  3  4  5  6  7  8  9  10 12 14 16 18 20 (tonnage/100)
A  2  1  -  -  -  -  -  -  -  -  -  -  -  -  - 
B  4  2  1  1  -  -  -  -  -  -  -  -  -  -  - 
C  6  3  1  1  1  -  -  -  -  -  -  -  -  -  -
D  -  4  2  1  1  1  1  -  -  -  -  -  -  -  -
E  -  5  2  2  1  1  1  1  -  -  -  -  -  -  -
F  -  6  3  2  2  1  1  1  1  1  -  -  -  -  -
G  -  -  3  2  2  2  2  1  1  1  1  -  -  -  -
H  -  -  4  3  2  2  2  2  1  1  1  1  -  -  -
J  -  -  4  3  3  2  2  2  2  2  1  1  1  -  -
K  -  -  5  3  3  3  3  2  2  2  2  1  1  1  -
L  -  -  5  4  3  3  3  3  2  2  2  2  1  1  1
M  -  -  6  4  4  3  3  3  3  3  2  2  2  1  1
N  -  -  6  4  4  4  4  3  3  3  3  2  2  2  1
P  -  -  -  5  4  4  4  4  3  3  3  3  2  2  2
Q  -  -  -  5  5  4  4  4  4  4  3  3  3  2  2
R  -  -  -  5  5  5  5  4  4  4  4  3  3  3  2
S  -  -  -  6  5  5  5  5  4  4  4  4  3  3  3
T  -  -  -  6  6  5  5  5  5  5  4  4  4  3  3
U  -  -  -  6  6  6  6  5  5  5  5  4  4  4  3 
V  -  -  -  -  6  6  6  6  5  5  5  5  4  4  4 
W  -  -  -  -  -  6  6  6  6  6  5  5  5  4  4 
X  -  -  -  -  -  -  -  6  6  6  6  5  5  5  4 
Y  -  -  -  -  -  -  -  -  6  6  6  6  5  5  5 
Z  -  -  -  -  -  -  -  -  -  -  6  6  6  5  5

You'll notice it starts at 100dt with the 2/4/6 progression, then 200 is 1/2/3/4/5/6, then 300 is 1/1/2/2/3/3/4/4/5/5/6/6 (two of each number) and then everything after that is 1/1/1/2/2/2/3/3/3/4/4/4/5/5/5/6/6/6 (three of each number). This means we don't have ships that have 4-6 rows taken up by the same type of drive.

It also means that we can actually offer some kind of improvement with the higher drive letters. What I was thinking was something like this:

The first row that a performance number shows up is the basic drive. It works exactly as described in the book.
The second row that a performance number shows up is the "XL" version of the drive. It works exactly as decribed in the book, but because it's bigger and has built-in redundancies and backups, it can absorb a free hit in combat with no extra bad effects (the drive effectively has 4 'hit points' instead of three).
The third row that a performance number shows up is the "GTX" version of the drive - think of this as the souped-up turbo version :). Not only does it still have the one extra hit point (it doesn't get a second one), but it also has a special effect that can be used.

Now this does mean that a drive with a given letter isn't actually the same drive across all ship sizes any more. In the original rules a class-F power plant would be identical in ships from 200dt to 1200dt (with decreasing performance as the volume increases) - that's not true anymore here. With this alternate table it'd be a basic 6-drive for a 200dt ship, a basic 3-drive for a 300dt ship, an XL 2-drive for a 400dt ship, a basic 2-drive for a 500dt ship, a GTX 1-drive for a 600dt and 700dt ship, and an XL 1-drive for an 800dt and 900dt ship. This being the case, there's no real point in actually referring to them as drive letters at all.

Instead, we could just refer to the basic drive as "a", the XL drive as "b" and the GTX as "c", and add those after their performance ratings. So for example a basic 2-drive could be called a 2a-drive, and an XL 4-drive could be a 4b-drive, and a GTX 3-drive could be called a 3c-drive. Thus we can do away with drive letters completely.


GTX drives

The GTX "special effects" depend on the drive type:

Jump Drives: The drive is so well designed and uses fuel so efficiently that when determining the fuel used per jump, it treats the jump number as one less than it actually is (a J1 is treated as 0.5). A 2c J-drive on a 600dt ship would therefore use 60 tons of fuel for a J2, not 120. A 5c J-drive on an 1800dt ship would use 720 tons of fuel for a J5 instead of 900 tons of fuel. (i.e. subract 10% of the ship's hull size from the fuel tonnage per jump).


Manoeuvre Drives: The ship can go into Overdrive - it can acccelerate at a rating of G+1 (even above 6G) for a short period of time, but with the risk of a blowout after the Overdrive ends (avoided on a special Recovery roll). Note that Basic and XL drives can also go into Overdrive, but the difficulties of both the Overdrive and Recovery rolls are increased by one level for XL drives and by two levels (relative to GTX) for Basic drives.

To go into Overdrive: Intelligence, Engineering roll (Difficult -2), 1-6 minutes (1 starship combat round). See below for consequences.
Recovery roll: Intelligence, Engineering roll (Average), 1-6 minutes (1 starship combat round). Any failure generates a combat hit on the drive, any success avoids this.

Overdrive roll:
Exceptional Failure: The ship does not enter Overdrive. Recovery roll automatically fails - panels have shorted out, pipes have cracked/exploded, etc.
Average Failure: The ship does not enter Overdrive. Recovery roll must still be made, at Difficult (-2)
Marginal Failure: The ship can accelerate at its G-rating+1 for (Engineering skill) starship combat rounds, but the difficulty of the Recovery roll is Difficult (-2).
Marginal Success: The ship can accelerate at its G-rating+1 for (1+Engineering skill) starship combat rounds. Recovery roll made at Average difficulty.
Average Success: The ship can accelerate at its G-rating+1 for (2+Engineering skill) starship combat rounds. Recovery roll made at Average difficulty.
Exceptional Success: The ship can accelerate at its G-rating+1 for (2+Engineering skill) starship combat rounds, Recovery roll automatically succeeds.


Power Plants: Power Plants have to be the same performance and same type as the highest rated drive in the ship. So if there's a 2a-Manoeuvre, and a 2b-Jump, the power plant has to be at least a 2b-Plant.

I'm not actually sure what the "special effect" for Power Plants could be here though. I can't find any mention of power allocation for weapons or systems, or any description of what excess power does (it used to give you extra Agility, but I couldn't find that in the corebook either). Without that, it's a lot harder to figure out a way to give a power plant a special beneficial ability here.


Thoughts, constructive comments, glaring oversights, obvious flaws etc? Remember again that this is not intended to fit with OTU assumptions - it's an entirely different set of assumptions.
 
My thought for the upgraded version of the PP was to use it to control the number of Energy Weapons Bays.

Under the core book, there are no limits on the number of energy weapons (other than hard points) that you can put on a ship.

The 'a' version of the PP could allow all hardpoints to mount energy weapons but no 50-ton bay with energy weapons.

A 'b' PP would allow 1 50-ton bay to be an energy weapon

A 'c' PP would allow 2 50-ton bays to have energy weapons.

If you were using the Overdrive feature of a GTX M-Drive, that would limit the number of bays that you could fire that turn back to the 'a' version (ie NONE). So the GTX feature allows you to mount that second Energy Weapon Bay.

Remember, you can mount as many Bays as you can fit on the ship, but the number of energy weapons that can be mounted in the bay is limited by the PP. Missile Bays are perfectly acceptable in any quantity.
 
Very innovative.

Irrespective of Mongoose Traveller, the 'XL' and 'GTX' concept has broad applicability to other Traveller Design Systems (especialy those that are LBB2 like).

Re: better PPs, two thoughts:
1) simple improved effeciency (reduced fuel or increased endurance)
2) the description of 'Bonded Superdense Armor' suggests that more power could harden the hull against damage.
 
Well if you have engineering tasks to squeeze extra power, repair power plants or indeed anything to do with power give the one step over necessary drives a +1DM and the two steps over drives a +2DM as a routine for redundant systems, suboptimal power still being sufficient.....
 
I'd prefer something more generally useful than the ability to mount more weapons for the PP... not necessarily something that gives more power, but maybe that redistributes it better. If there were power points then maybe the GTX version would recharge the capacitors faster or something, I dunno.
 
I think better fuel economy would would work better for those plants that have multiples of the same power or jump number
for maneuver drive I go with limited duration extra G's of accelleration 1d6 and 2d6 durations

the notion of a power requirement might work but how much extra power would be needed to fire missles from a bay

since there is no power requirement as of yet and ships are limited to 1 hard point per 100 tons and if the old rule hold true 1 bay per 1000 tons
and 1 spinal mount per ship
 
Well let's see... what is there in the corebook that is fairly universal but actually is dependent on available power? I couldn't find anything, but maybe others have?

Like I said, in previous versions there was Agility, but that doesn't seem to be in the current rules. I could say that the GTX plants have extra capacitors or HPGs to provide power bursts, but again there doesn't seem to be any rules for what that would do. More power for weapons is all very well, but if you don't have weapons then you're going to be short-changed by this.

In fact, are there even any rules at all in the corebook that describe the effects of fitting a larger power plant than necessary? They say that the plant has to be at least as big as the largest drive, but what if you deliberately fit a plant with a higher performance?

Fuel economy is one thing I guess. Maybe the GTX can run for three weeks on the regular stated amount of fuel instead of two weeks. But that's not a huge deal in and of itself.
 
I could not find anything in the book that would justify a slightly larger Power Plant either; nor a larger J-drive or M-drive either for that matter.

I think the redundant numbers are just a byproduct of the modularity of the units.

Consider the M-Drive. An 'B' drive produces 400 G-tons of thrust, so on a 100 ton ship, you get 4gs, on a 200 ton ship you get 2gs and on a 300 ton ship you get 1.3gs (shown as 1g on the table), on a 400 ton ship you get 1g.

So it is redundant on the 300 ton hull, but still a valid drive that could be fitted to get 1g (but why would you?).

Same with the Power Plant. There doesn't seem to be anything in the core book that would justify installing a larger than minimum PP. Nothing in the weapons section limits you from putting 3 50-ton Meson Guns on your 300 ton ship (assuming all other components fit) and if you put a 1g M-Drive, you only need a Factor-1 PP. Put no weapons on that ship and you still need the same PP.

It doesn't make much sense. I don't know if HG will really fix this issue or hot (hopefully it will).
 
If you're talking to me, then you've assumed that my math skills and energy are more than they are. I want this done for me so I can just play with it.
 
I am really not going to do work on demand for anyone who says that they just can't be bothered to do it themselves. If you want it done, figure it out yourself.
 
Back
Top