Rather than go deep into Maintenance, Repairs and/or Construction rules in the megafreighter thread, I figured it best to break the thread off into its own and take it from there.
Groundwork for this thread
It is suggested that if one is going to quote rules from any game system, that you give page references and underline key bits of the relevant wording when making a post. For instance...
AnotherDilbet made a very precise quote in which he quoted:
The general rule in CT was:
While he didn't underline the section about operate and maintain (I did that), the words "and maintain" didn't seem to have any impact on the discussion.
So, can a TL 12 population operate a TL 15 ship, or do you need to educate your operators to a TL 15 level in order to operate or maintain a TL 15 ship? Putting this into real world terms, would you take someone who had the education consistent with American Civil War Era of the early 1860's decade and place such an individual in charge of the sensors of a modern USN warship? I largely suspect the answer is no. Note too, that AnotherDilbert made it a point to present both issues in the sense that the rules from High Guard 2nd edition do not quite match those of the rules from 1st edition (and he did a good job of arguing the merits and letting the readers draw conclusions instead of presenting the data that supports his conclusion and excluding mention of anything contradictory).
Here is the problem if you will...
Early Traveller specified for the bulk of its printed editions, that the TL of the world coupled with its port type, determined what the capabilities of the ships produced at the world were. I always wondered that if the only difference between a class A starport and a class B starport was whether or not it could manufacture jump drives and install them - why one couldn't simply transport an entire jump drive in a ship's hold, jump from a class A starport to a B starport, and then manually install the entire completed jump drive into a "Boat" hull (thereby making it a Starship). But, I accepted the fact that this might not be possible. Then I got to wondering - can a Class B starport repair a damaged Jump Drive? If a class B starport can't install a completed jumpdrive carried in a ship's hold, how can it repair battle damaged ship drives?
So - argue the merits of Repairs, Maintenance, and Construction in this thread. Use any game system rules you care to mention (but insure that you clarify the rule system being used so that people can say "I don't allow rules from GURPS TRAVELLER in my games" or "I don't permit rules from TRAVELLER: THE NEW ERA in my game" or what have you. But one can at least point out possibilities and share concepts/ideas that may or may not enrich another GM's game universe going forward.
Groundwork for this thread
It is suggested that if one is going to quote rules from any game system, that you give page references and underline key bits of the relevant wording when making a post. For instance...
AnotherDilbet made a very precise quote in which he quoted:
The general rule in CT was:
LBB5'80 said:Technological Level: Technological level is important in the design of a ship because it governs where the ship may be produced, and how well the crew can operate and maintain it. The technological level of the building shipyard determines the technological level of the ship being constructed (a class A starport on a tech level 14 world constructs a tech level 14 ship).
While he didn't underline the section about operate and maintain (I did that), the words "and maintain" didn't seem to have any impact on the discussion.
So, can a TL 12 population operate a TL 15 ship, or do you need to educate your operators to a TL 15 level in order to operate or maintain a TL 15 ship? Putting this into real world terms, would you take someone who had the education consistent with American Civil War Era of the early 1860's decade and place such an individual in charge of the sensors of a modern USN warship? I largely suspect the answer is no. Note too, that AnotherDilbert made it a point to present both issues in the sense that the rules from High Guard 2nd edition do not quite match those of the rules from 1st edition (and he did a good job of arguing the merits and letting the readers draw conclusions instead of presenting the data that supports his conclusion and excluding mention of anything contradictory).
Here is the problem if you will...
Early Traveller specified for the bulk of its printed editions, that the TL of the world coupled with its port type, determined what the capabilities of the ships produced at the world were. I always wondered that if the only difference between a class A starport and a class B starport was whether or not it could manufacture jump drives and install them - why one couldn't simply transport an entire jump drive in a ship's hold, jump from a class A starport to a B starport, and then manually install the entire completed jump drive into a "Boat" hull (thereby making it a Starship). But, I accepted the fact that this might not be possible. Then I got to wondering - can a Class B starport repair a damaged Jump Drive? If a class B starport can't install a completed jumpdrive carried in a ship's hold, how can it repair battle damaged ship drives?
So - argue the merits of Repairs, Maintenance, and Construction in this thread. Use any game system rules you care to mention (but insure that you clarify the rule system being used so that people can say "I don't allow rules from GURPS TRAVELLER in my games" or "I don't permit rules from TRAVELLER: THE NEW ERA in my game" or what have you. But one can at least point out possibilities and share concepts/ideas that may or may not enrich another GM's game universe going forward.