Null And Void

Solomani666 said:
Never heard if it. Is it worth reading? Thank you.
It's definitely worth reading :)

The Culture is vast. An unfathomably massive culture where people and massive AIs co-exist. To get a feel for it either 1) click on my previous link to find out about it on Wikipedia or 2) buy some of Iain M Banks' novels. He's an accomplished author of both sci-fi and mainstream literature. When he's writing sci-fi, his name is listed as "Iain M. Banks" and when he's writing mainstream stuff, his name is listed as "Iain Banks".

The novels feature massive space ships of varying designs. Usually with whimsical names - e.g. one of the Psychopath class (demilitarised Rapid Offensive Unit) ships was called "Frank Exchange of Views".

My favourite "Culture" novel would be "Excession".

Have fun!
 
Solomani666 said:
All warships are needle or wedge shaped except those ships built for a special purpose requiring a different hull configuration.

This config uses much more materials than spherical, etc. and is weaker.

Solomani666 said:
1. Armored bulkheads by default for all components without additional hull volume.
2. Ignoring armor hits as there are no armor plates to be blown off the hull.
3. Multiplying the hull and structure points by some amount.
7. Ignoring Structural Failure critical hits.

I don't see anything in the design that would come close to justifying the above items based on current MGT rules. Can you elaborate?
 
Solomani666 said:
DFW said:
Solomani666 said:
All warships are needle or wedge shaped except those ships built for a special purpose requiring a different hull configuration.

This config uses much more materials than spherical, etc. and is weaker.

Solomani666 said:
1. Armored bulkheads by default for all components without additional hull volume.
2. Ignoring armor hits as there are no armor plates to be blown off the hull.
3. Multiplying the hull and structure points by some amount.
7. Ignoring Structural Failure critical hits.

I don't see anything in the design that would come close to justifying the above items based on current MGT rules. Can you elaborate?

Read again.

Aparently, DFW was being too gentle (not a trait that he is known for, IMO), so let me try:

"1. Armored bulkheads by default for all components without additional hull volume."
Your advanced culture with money to burn might indeed want to armor each individual component, but nothing in the rules even remotely suggests that additional internal armor should be free at ANY TL - and certainly not a modest TL 15-16 advanced culture. If they choose to build 200 dTon 'Scout Ships' with 100 dT of components and 100 dT of ship upgrades, so be it, but what you propose completely violates the spirit of the rules [which is OK for YTU, but then what do you want anyone else to say? Why not eliminate the need for jump fuel, allow infinite hardpoints and shrink bay weapons to turret size?]

"2. Ignoring armor hits as there are no armor plates to be blown off the hull."
Your suggested construction is pretty much Traveller Standard (from earlier versions) but I don't remember off hand whether Mongoose goes into that much detail on exactly how hulls are made. Surviving an impact with a pebble at a fraction of the speed of light already makes starship hulls formidable [like shrug off megaton blast strong].

"3. Multiplying the hull and structure points by some amount."
There are rules for this in High Guard, so it makes complete sense.

"7. Ignoring Structural Failure critical hits."
No game logic reason for this. You have more structure, but what makes this ship different from a TL 14 ship with lots of internal bracing - both have enhanced structure and neither deserves a 'free pass' because of it.
 
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