Just throwing some ideas around

Somebody

Emperor Mongoose
Removed. No longer playing Traveller / No longer want to get close to the toxic community here
 
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A very interesting idea. :D

If I would use something like this in one of my settings, I would probably
add some "diplomatic" functions (to spread news and propaganda from
the core worlds in order to strengthen the connection between the core
worlds and the frontier) and some "medical" functions (to enable the car-
rier to respond to desasters), because this ship will probably often be the
first and only instrument with a competent crew on the scene.

A real world example could be some ship types of the US Marines and of
the French navy, multipurpose ships that can handle no role really well,
but can do at least something to deal with all sorts of crises, from combat
to evacuation of civilians.

A point I do not understand is why the ship should intentionally be unable
to overwhelm fleet units of similar size ?
 
Nice idea

But isn't this pretty much an Azhanti High Lightning (barring its higher jump)?

Sounde like a nice campaign idea though
 
Somebody said:
Will this thing operate alone or with a few couriers? Maybe some of the ships from "Scouts"?
You could replace one of the SDBs with, for example, two 100 dton scouts
and one 200 dton armed transport to give the ship some reconnaissance,
long distance communications and supply capability, but I would see no
reason to have more ships around, at least not permanently.
 
rust said:
Somebody said:
Will this thing operate alone or with a few couriers? Maybe some of the ships from "Scouts"?
You could replace one of the SDBs with, for example, two 100 dton scouts
and one 200 dton armed transport to give the ship some reconnaissance,
long distance communications and supply capability, but I would see no
reason to have more ships around, at least not permanently.

It makes sense to carry a scout or two, because when you arrive in a new system you can immediately launch a fully fueled scout and send it on to check out the next system on your planned route.

Simon Hibbs
 
rust said:
A very interesting idea. :D

If I would use something like this in one of my settings, I would probably
add some "diplomatic" functions (to spread news and propaganda from
the core worlds in order to strengthen the connection between the core
worlds and the frontier) and some "medical" functions (to enable the car-
rier to respond to desasters), because this ship will probably often be the
first and only instrument with a competent crew on the scene.

I like the medical aspect. It reminds me of the US aircraft carrier that responded to the tsunami back in ’04. I can imagine this vessel arriving after word of a world wide event. The crew would address the aftermath and investigate the cause. The projection of power aspect could be used to counter hostile forces from another system coming in to take the world over in it’s weaken state. All kinds of Evil Referee ides are just begging to be put down in writing:

The ship arrives and find the Zho (insert your favorite adversary) have responded first, how is it that they were prepared and in the area?

Is the call for aid due to catastrophe a prelude to invasion or even colonization by K’Kree or even Aslan forces?

Did some faction just reverse engineer a ‘star-trigger’?
 
As for the 200 dton armed transport I mentioned above, my experience
with a frontier patrol campaign was that there alway was something (e.g.
equipment, supplies, spare parts ...) or someone (e.g. troops, patients,
refugees, prisoners ...) which / who urgently needed transport from some
point A to some point B, and that there rarely ever was a ship with a relia-
ble crew available to do the job. In the end our patrol cruiser quite often
had to interrupt its ongoing operations in order to ship some cargo or pas-
sengers to somewhere, spending weeks away from where the action was
- a real pain in the neck. We would have happily traded a fighter wing or
two for a decent transport ...
 
Is the intent of the ship to do power-projection throughout the system, or just in say the local area of a planet? Those are two-different tasks and would require two different load-outs.

I would make it a dispersed hull, with a number of docking ports around a centralized hub. This would allow you to have a mixture of ships as needed, so some times you might be carrying 400 ton SDBs, other times you may need more hulls and you might carry twice as many 200 ton patrol craft.

This would also let you be able to carry other smaller craft, say free trader Q-ships for systems with suspected pirates in them, or assault transports for police actions.

For the lighter stuff I'd prolly stick with say 40-50 ton fighters. Perhaps you could deploy them in sets of 4 with a 'mothership' of a 50-ton modular cutter that carries fuel, munitions, and offers a place for the crew to sleep and streach a bit on really long patrol missions. It's certainly large enough to do all of that, within reason.

I concur with the suggestion that your ship carry say 4 scouts to allow it to notify nearby star systems in case it needs backup. 4 would give you enough flexibility, though maybe you would carry a pair of 200ton scouts with a larger jump radius.

As far as ships troops, if you are wanting the ability to make a quick assault on something, I'd go with a reinforced company of marines, equipped with grav tanks (no need for g-carriers since you are the military), grav APCs and say 20-30 powered armor troopers. They pack a lot of punch, and these guys can be deployed to space targets where your grav tanks aren't much use. You'll still need some smaller craft, say a few shuttles or assault shuttles to deploy with them, bringing your HQ and supplies and other support personnel and whatnot.
 
Somebody said:
Dispersed hulls have a problem with self-refueling so I deliberatly stated internal hangars instead. The ship should not depend on subcrafts to fill the tanks for days on end. General (x1.3 volume) hangars waste space but can do the job.

Space wise, internal hangars take the same amount of storage space as the ship being stored (assuming you aren't using full hangars, which could work well on this ship if they want to do maintenance). Docking clamps on the other hand don't take up the internal volume but in a way use more tonnage as the drives need to be sized to include the tonnage from docked ships + the dock clamps themselves.

Somebody said:
How about making the ships logistic based on cutters. I.e everything is brought in on cutter modules and those (in Sleve/no volume loss hangar) "hangars" are making up most of the storage. Only useful for biJgger ships but for those it eases logistics and since jump capabel modular ships exist supply could be transfered really fast

Could work for this, just use a modular hull.
 
Somebody said:
actually should carry them in hangars large enough to repair them (Size modifier 1.3 in HG). So Quasar class scout cruisers or Lorimar Traders should use this as should a "carrier" or a cruiser with a sizeabel fighter group.

Agreed, full hangars would be a good idea for this type of ship. Meant that full hangars would work well in the previous comment. Though you don't have to have a full hangar for everything. Say you have 20 fighters, you aren't going to be repairing all of them at the same time.
 
I think it would depend a bit on the size of the technical crew, it would
probably not make that much sense to have more repair hangars than
can be manned. Therefore something like hangars for 1 starship, 2 SDBs
and 5 fighters would seem about right for me.
 
Somebody said:
In best WingCommander tradition pilots (even more so Wing Commanders) are expected to help the maintenance crew (dating the crew-chief is optional)
Ah, you know, I would not want my ship's pilots to hide at the repair han-
gars while somewhere else something ugly happens that damages my
small craft.
Besides, when a small craft is damaged there is a good chance that its
pilot is damaged, too, and has to spend his time at the sickbay instead of
the repair hangar.
So, counting pilots as repair crew is nice if the repairs happen after the
action, but if the small craft have to get fixed and to return into action as
soon as possible, the pilots are usually more urgently needed elsewhere.
 
Most work that is done on a small craft is not repair work, it is routine maintenance.

Modern fighter craft have something like a 25% readiness rating; meaning that at any given time only 25% of the fighters are actually combat ready.

Even if you double or triple that for higher TLs, that still leaves up to half of your fighters needing some kind of maintenance (fixing the out-of-alignment Flux Capacitor or replacing that sticking over pressure relief valve). None of this kind of work will injure the pilot, so in these circumstances, the pilot could help with the work.

Unfortunately, most pilots are too important to get their hand dirty doing real work... :wink:
 
Rikki Tikki Traveller said:
Unfortunately, most pilots are too important to get their hand dirty doing real work... :wink:
Indeed, according to my real world experience the main task of fighter
pilots on the ground is to go to the hospital and attempt to impress the
nurses with wild stories. :lol:
 
Rikki Tikki Traveller said:
Most work that is done on a small craft is not repair work, it is routine maintenance.

Modern fighter craft have something like a 25% readiness rating; meaning that at any given time only 25% of the fighters are actually combat ready.

That's to be experted with a new tech (aircraft tech only been around for ~100years). After space craft have around for a couple thousand years, the % will be closer to 99...
 
rust said:
Indeed, according to my real world experience the main task of fighter pilots on the ground is to go to the hospital and attempt to impress the nurses with wild stories. :lol:

rust, a site for you: http://www.afblues.com/wordpress/2007/07/01/07012007/

enjoy!
 
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