High or low tech hulls

FallingPhoenix said:
In order to use the Prototype/Advanced options for Hulls, said hulls need to have a base TL.

I think this new edition should keep the status quo of just having a spectrum of different hull TLs, with lower ones being a tiny bit cheaper and quite weaker, and higher TLs being more expensive and considerable stronger. I know buffing/nerfing aspects of previous versions is all part of the process, but the way things stand, if TL12 is the base (which is the standard for most Traveller settings), then a TL14 hull will be twice as expensive for a 20% increase in HP. The Table only goes to TL+2, but I assume that a TL15 hull would be 4 times as expensive while giving a 30% increase. That seems like a bit of a bad trade to me, but, in all honesty, it might be more realistic.

Regardless of whether Mongoose decides to keep the hull adjustments as is, I'd like to see more hull advantages. Something like 'Armour takes up 5% less space on the hull' or 'Hardpoints are now calculated at 1/95dt'

Speaking of Armour, let's have some improvements there. Here're a few ideas:
'Any attacts loose one point of AP, if any'
'+2 protection from Heat based weapons (e.g. plasma/fusion)'

All my examples could be reversed for disadvantages. (e.g. -2 Protection from heat based weapons.)
 
This is bothering me as well. I tend to campaign at the low end of the TL spectrum, and so would love to see how to make TL9 (or lower) hulls.
 
All it would really need is a simple table, or even one line...

"For every TL below 12, Hull points are reduced by 5%. For every TL above 12, increase hull points by 5%"
 
Nerhesi said:
All it would really need is a simple table, or even one line...

"For every TL below 12, Hull points are reduced by 5%. For every TL above 12, increase hull points by 5%"

Or, since they already list hull point changes as high or low TL advantages and disadvantages in the "Primitive and Advanced Spacecraft" chapter, we just need a sentence somewhere saying "A standard hull is TL X."
 
Even if a'Standard tech level hull' is selected, the prototype/advanced table does not cover the full range of possible hulls. Lets say tech 12 is chosen, then the max hull is 14, and minimum is 10.
I would like to have the option to start building spacecraft hulls around Tech level 5 or 6.
 
Ok this is shaping up to be real simple. The following change:

"Hull advantages and disadvantages function differently from other aspects. The advantage or disadvantage is automatically applied, per tech level above or below 12. E.g. TL15 Hull, advantage is applied 3 times. TL10, disadvantage applied 2 times."

That was TL15 hulls are +30%, and should ever find yourself making TL7 hulls, you're at -50% hull value.

We're all discussing the same end-goal :)
 
I think that can be thought of as different TL materials, and the treatments beyond that, like Stealth, Reflec, Rad shield, etc

I mean there is really nothing stopping us from doing a slew of options for every single aspect of every TL :)

Well - except just being realistic in-terms of page space and time that is
 
I'd say either go with Nerhesi's idea of extending the hull advantages/disadvantages to cover all the TLs or have a table like you do for Armour that tells you base hull for a given type of hull.
 
Hmm...

Hulls might well need to be treated differently in that chapter. You see, we have been presuming the TL of a hull is what you decide it to be at the start of the design process (in game terms, the world it is built upon)...
 
msprange said:
Hmm...

Hulls might well need to be treated differently in that chapter. You see, we have been presuming the TL of a hull is what you decide it to be at the start of the design process (in game terms, the world it is built upon)...

So does the basic construction chapter need a table showing 'x amount of hull per dton' at a given tech level?
 
msprange said:
Hmm...

Hulls might well need to be treated differently in that chapter. You see, we have been presuming the TL of a hull is what you decide it to be at the start of the design process (in game terms, the world it is built upon)...

Sorry, I don't understand. If I build a spacecraft on a tech level 6 world, then my hull is tech level 6 with No advantages or disadvantages? If I now build on a tech level 7 world, my hull is tech level 7, with no advantages or disadvantages?
 
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