This breaks the entire system of starships. Why? Because it's a paradigm shift. But one hole that people are missing is that the drop tanks have to drop off for jump. Which means you have to leave them behind in your last system. And you have to hope they don't get destroyed during the jump. It also changes the cargo paradigm as well. It's insane to think you will pay off a multi-million credit starship in 4yrs through the use of drop tanks. That defies logic, common sense and economics. If that was the case you certainly could NOT justify the Cr7,000 per ton for cargo.
It violates the common sense rule for ships being able to be self-sufficient. If we are dumping the jump fuel, why not dump the maneuver drives and maneuver fuel as well? Let's make all ships similar to x-boats, and when they arrive at their destination system they have a tug come out and pull them back to the station at the 100D limit where they get new fuel and cargo, then they get pulled away and they jump again. That saves even MORE money and MORE space.
No, this is a clear violation of the spirit of the rules. It's rules lawyering at the design level. And because people aren't putting any reality onto it, the "it's allowed in the rules" is the rule of the day.
i for one won't be using this as a defacto standard. It adds nothing to the game itself, and it takes what should be an exception and attempts to turn it into the norm.
Chas said:
I don't see making drop tanks a permanent part of ships, where one typical use case function is to be dropped during actual combat anyway abusive. In fact it mirrors current aircraft design.
I think we'll have to just agree to disagree Phavoc.
We are going to have to agree to disagree here. And it does NOT mirror current aircraft design by a long shot. Aircraft carry internal fuel sufficient to do their mission. Drop tanks are used to increase their combat radius (as is in-flight refueling). The difference here is that designs are being created that moves nearly ALL fuel to external tanks. Aircraft do not do that. Also, aircraft don't have to drop their external fuel pods to travel. Aircraft bring them back for COST reasons. But if the balloon were to go up you know they would be dropping their tanks. To prove that point, during WW2,when drop tanks were first introduced, they were ALWAYS dropped at the first sign of combat that the aircraft had to engage the enemy. That was a known issue and risk and in some cases bombers were forced to go on to their targets without fighter escorts because they had to drop their tanks early. And did you ever see bombers who got drop tanks? No. Why? Because the design paradigm calls for ships to be self sufficient when it comes to fuel. (NOTE - not totally true. The modern B-58 Hustler carried a centerline pod that included fuel. It's an exception though) Yes, you can refuel in the sky to extend your range from base, but all aircraft are meant to be fuel self-sufficient for the design combat radius. Special circumstances, such as ferrying or longer-ranged missions call for the use of additional fuel tanks to be added. But the normal operations do not.
And this is where actually the starship rules are unclear for jump travel. One part of the rules assumes that a starship WILL use the fuel in external tanks first to jump, and thus they drop off right before the jump is finalized. Another part of the rules says that a ship can take it's drop tanks with it through jump - though it still has to pay for the tonnage of the tanks as if it was part of the normal hull. Since these aren't starship hull materials, do they fall apart after one jump? Are they truly reusable over and over again??
The amount of jump fuel required was decreased to give ships more internal tonnage to play with. Since this is allowed within the rules, why don't we remove all cabins from ships and put in low berths? When a crew member comes off shift, they simply thaw out their replacement and climb in themselves. That's allowed within the rules too, right? There's no rule against getting in and out of a low berth every 12hrs. If you have a medic and proper medical equipment there's not even any risk of dying. Whoo-hoo! We just saved 4Dtons per pair of crew members! And the life support costs, too, because without any cabins I'm not required to pay for it. Also allowed within the rules. I could go on and find more holes in the rules to cheat at building a spacecraft. But there's no real point is there? Rules lawyering will always get a player a min-max design that has no realistic basis in the world. Paper designs always sound great on paper.
But at this point I'm pretty much argued out over the topic. I do hope the powers that be reign in this rule lawyering madness, but clearly nobody else seems to give a frak that this breaks multiple other game concepts. So more power to you guys. I, for one, won't be abusing the design system in this manner.