MasterGwydion
Emperor Mongoose
Agreed. I would houserule it and call it done. It hasn't come up in any of My games yet though.I don't understand why they can#t be non-gravitic...
surely you can choose not to install grav plates in a planetoid hull.
Agreed. I would houserule it and call it done. It hasn't come up in any of My games yet though.I don't understand why they can#t be non-gravitic...
surely you can choose not to install grav plates in a planetoid hull.
Not gonna disagree with you, but rules is rulesThat's one of those rules that makes no sense with the change in available technology. If you have gravitic lifters, you are not going to have that problem. That rule (and the whole emphasis on streamlined/partial/unstreamlined) came from assuming the ships actually "Flew" through the atmosphere. But with lifters, they are not fighting air resistance and dealing with vectors the same way. Might be slower, but it won't be more dangerous.
The flea trader was so christened by owners, onlookers and victims alike. Named for its diminutive size, cheap price, even cheaper construction and the fact that, much like actual fleas, no starport wants to be infested with them. Regarded by a naval architect as an exercise in inhumane design and described by an anonymous retired scout as ‘somehow worse than an x-boat’, flea traders have come to be associated with those carrying a naive wanderlust for the stars, some without means to do better and others who know better and simply do not care.
I don't understand why they can't be non-gravitic...
surely you can choose not to install grav plates in a planetoid hull.
How about a partial non gravity hull? Gravity in quarters bridge and engineering not in the fuel tanks or cargo.
Love it. I'll keep it in mind, but I'm now in the groove for a mass produced starship that's cheap and flexible not just cheap. doing a 100 ton hull in 20 ton box sections for ease of construction has a big appeal - one for engineering, one for bridge and crew accommodations, three for cargo, extra fuel, passengers or whatever.As a fun addendum to this discussion; my one article in the latest batch of JTAS volumes was the Flea Trader, a ship I created as an experiment in making the cheapest, technically still viable, starship.
It's featured in JTAS Volume 17, and to quote from the article itself:
It's a 100 dTon Close Structure light hull (non-gravity) and comes up to a grand total of MCr13.3175.
But that way there is no cost savings.In theory, yes.
There are loopholes.
In practice, again, you could just shut off all or some power to the rest of the spacecraft.
This aphorism is blatantly untrue, in my life I have received quite a few free lunches.There are budget options.
But, there's no such thing as a free launch.
There's this thing called operating costs.
And, one assumes, if you dial down the fusion reactor, it eats less fuel.
I don't understand why they can't be non-gravitic...
surely you can choose not to install grav plates in a planetoid hull.
But you still paid for that reactor you aren't using. Also of course by high guard rules you almost certainly wouldn't have reduced your # of active reactors enough to reduce the fuel usage since we are talking of a small starship.
Yes I am aware of the option in the Smallcraft book to reduce fuel usage further than High Guard allows but that has yet (to my knowledge) been officially applied to starships. It would take a LONG time to pay for it with saved fuel cost of not using it. Costs that you would have saved in any case by not buying the reactor in the 1st place.
I have always been of the belief that Fusion Power Plants in Traveller these days are Fusion+, so basically, they are multiple small fusion reactors that work together. How else do you lose 10% of your power output from a critical hit? Or 50%. If it was one monolithic fusion reactor, one critical hit and the whole thing would go away, not just 10% or 50%. This also allows you to maintain your fusion plant while in space. Shut down what you don't need and do the maintenance work, then rotate through the rest of the units. This gives you way more resilience than one big reactor, which seems to be what is represented in the game.Doesn't explicitly state anywhere in the rules that you can actually regulate your onboard fusion reactor; fission we would usually just move the rods.
However, just in case that becomes a sticking point, I started just using separate modularized fusion reactors, which would just be turned on or off, depending on the energy load.