vladthemad
Mongoose
Anyone else notice that all the ships have only a 2 week operational range? That seems pretty low.
That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.vladthemad said:Anyone else notice that all the ships have only a 2 week operational range? That seems pretty low.
ShawnDriscoll said:That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.
I agree. If you are pushing the reset button, then do it and get organized at that time. All ship options and rules should be in High Guard. Not scattered. Otherwise you invalidate the reasons for not including the ship design rules in the core book.AndrewW said:ShawnDriscoll said:That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.
Shouldn't be. The ship stuff should be all together in High Guard. Not counting operational stuff.
-Daniel- said:I agree. If you are pushing the reset button, then do it and get organized at that time. All ship options and rules should be in High Guard. Not scattered. Otherwise you invalidate the reasons for not including the ship design rules in the core book.
High Guard is a Traveller setting book. I'm talking about the ships for other settings. The hyper and warp drive ships. The ultra TL stuff, etc. Unless Matthew has decided not to include such options in any core book.AndrewW said:ShawnDriscoll said:That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.
Shouldn't be. The ship stuff should be all together in High Guard. Not counting operational stuff.
ShawnDriscoll said:High Guard is a Traveller setting book. I'm talking about the ships for other settings. The hyper and warp drive ships. The ultra TL stuff, etc. Unless Matthew has decided not to include such options.
Ok. Found them. They were in another chapter, mixed in with Imperial Navy stuff.AndrewW said:So am I. They are still included and are currently planned to be included within High Guard.
No, it's a Matthew/Mongoose thing.ShawnDriscoll said:That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.vladthemad said:Anyone else notice that all the ships have only a 2 week operational range? That seems pretty low.
ShawnDriscoll said:That is a Traveller Universe setting thing. Part of what makes Traveller Traveller. Some players might have issue with it being changed. Expect to see other options in the Companion core book for ships. Lots.
AKAramis said:No, it's a Matthew/Mongoose thing.
Almost all the rest of the Traveller editions, 4 weeks is standard.
phavoc said:Since we are now getting into energy points, isn't this the perfect time to now create a fuel consumption rule? The idea that your fusion plant is either ON or OFF with no middle ground seems ripe for change. It's not like this hasn't been debated through all the editions.....
vladthemad said:Hmm...while I like the idea of fuel consumption (with all the trails and tribulations it could bring!), it's more work load on a new player and ref, so maybe (if it isn't already) add it to High Guard instead and just fix the current ships in the Core Rule book?
Belisknar said:After reading through all this, it's reinforced what I ws thinking when I first read through the chapter.
The ships statistics should clearly state:
Fuel
Ships Maximum Fuel Tank Capacity.
Fuel Cost per Jump-1
Fuel Cost per Two week operation.
Based on that you can plan out pretty much everything.
I know that it's common knowledge for most players that the standard jump-1 is 10% of the ships displacement but when I was reading through the jump rules earlier it didn't mention that at all. So might be something worth having listed with the ships.