hiro said:No, you just edit your posts...
Now your babbling. I didn't edit my post that had anything to do with this. I REALLY recommend cutting back on the mind altering drugs.
hiro said:No, you just edit your posts...
hiro said:Absolutely, can I get a moderator please?
F33D said:phavoc said:Does the dtonnage/cost increase as well, or just the armor factor itself?
The armour factor just goes up, or down. It would make no sense to pay more for the exact same volume of armour material.
Even GURPS doesn't bother with all that.Ishmael said:all this fuss over what appears to be the use of the square/cube law?
sheesh.
why not go further and apply it to the number of hardpoints too, seeing as you'll be estimating surface area after a fashion.
phavoc said:Some of that could be potentially sidestepped by taking into account different materials, but the rules really don't go into that level of detail (which isn't necessarily a bad thing)
dragoner said:Real world it would start with structure, then shape, material density, material thickness, and on to stuff ad infinitum. Ultimately ending in a hand-wave anyways.
dragoner said:phavoc said:Some of that could be potentially sidestepped by taking into account different materials, but the rules really don't go into that level of detail (which isn't necessarily a bad thing)
The rules are right to simplify it, it is it's own sub-field of engineering: http://www.indeed.com/q-Armor-Engineer-jobs.html Real world it would start with structure, then shape, material density, material thickness, and on to stuff ad infinitum. Ultimately ending in a hand-wave anyways.
phavoc said:I agree that simple is good, I just think the calculations, as they stand at least, leave something to be desired.
dragoner said:phavoc said:I agree that simple is good, I just think the calculations, as they stand at least, leave something to be desired.
Sure, because complexity comes at the cost of playability, and Traveller already gets the tag of being too complex, mongoose brings it right to the edge, but adds a lot of player interactions that make space combat better. The players in the game I'm ref of often look for combat, which is a good thing, I don't mind it.
Armor is sort of hand-wave, big ships are size limited by having only one spinal, which is just one big bay; the square-cube law mentioned, future materials and designs make some theoretical upper limit a hand-wave. Any changes can add cascade effects in the rules. At some point it would probably be easier to sit down and look at the spec.'s & req.'s and design a whole new system. It would be sad to lose all the legacy designs though.
dragoner said:Monster capital ships with armor hundreds of meters thick, an array of spinals, would be cool, though not adventure class. Maybe de-limit some rules and see what one could come up with?
hiro said:As a self confessed gear head I am comfortable with more detail, actually, I prefer more detail.
If only FFE/Mongoose would catch up with the 21st century and license software to do this stuff for us
I'm with Phavoc, a little more detail and fewer flaws in the same design sequence that can be used for vehicles from 1dT to 10000dT would be most awesome.
As a role player and not a war gamer, I really don't have a need for ships like this. I'm also a small ship universe/2300 kinda player and I'd rather the adventure class design sequence went to 10000 dT. I can see players on board a 10000 dT freighter or liner but on a dreadnaught? Not really.
dragoner said:Details in the rules? Or details you can come up with in the context of the game
dragoner said:Such are the barriers erected by the EU, fundamentally it wouldn't be wise for FFE to sign away the digital rights to Traveller, we could potentially lose resources like the Travellermap.
dragoner said:It would be easier to use, but less realistic: I'm not in favor of more complex hand-waves. Look at the real world with all the proprietary designs and processes. I'm more disturbed by the fact that starships are naturally armored behemoths with the 50:1 rule. An AFV would have a laser or plasma MA similar to a ship's turret, missiles too; yet they do 1/50th the damage.
dragoner said:They are spurious to me too, but I've used them for "dungeon crawls" by the players, plus as complement on a floating city (dreadnaughts) I could do, done it in fact. Anything above a 1000 tons is above player owning grade though, because then who runs all the NPC's needed to crew it? Small ships and freighters seem tougher than they would be, but look who is on them, the players.
hiro said:For me, the design sequences for gear, vehicles and ships helps that.
OK, now I don't know the legal side of all this tho I am painfully aware of how digital rights have become the right to steal in some people's eyes, it would be good if FFE or Mongoose made some kind of statement about why they don't use software, maybe they have and I need to google it.
Let's be clear (and I know we're on a similar page as we've discussed this before):
IT'S ALL HAND WAVES!!! There is no one way. We are all free to house rule our asses into the next century...
I am using FF&S's method ...
In general I forgo the Traveller tradition of the PCs being the crew of a starship they own
...