atpollard said:Just a minor point of clarification, my concern is not with artwork but with the actual rules:
Mongoose Traveller: Core Rulebook: Pg 106
“A ship may have any of three configurations – standard (a wedge, cone, sphere or cylinder), streamlined (a wing, disc or other lifting body allowing it to enter the atmosphere easily) or distributed (made up of several sections, and incapable of entering an atmosphere or maintaining its shape under gravity).”
Mongoose Traveller: Core Rulebook: Pg 106
“A standard-hull ship may still enter atmosphere but is very ungainly and ponderous, capable only of making a controlled glide to the surface. Getting it back into space requires an elaborate launch setup and considerable expense. A standard-hull ship may have scoops for gathering fuel from a gas giant but the process will be much more difficult and less efficient. Larger ships of this type will often carry a specialized sub-craft (such as a modular cutter, see page 135) to perform the actual atmospheric skimming. See Atmospheric Operations on page 137.”
Per the rules, on the same page in the core rulebook, a “wedge, cone, sphere or cylinder” hull cannot land and re-launch without “an elaborate launch setup and considerable expense.”
In general, scale/size has a great deal to do with this... as in going from 100t to 200t doesn't mean a simple doubling in volume mass etc. Things like stresses, torque, etc grow exponentially. Look at a square, 1"x1"... "double it" which to most people means now it is 2"x2"... yet the area just quadrupled.
I agree, and this is why is bothers me that a Standard (a wedge, cone, sphere or cylinder) Hull Small Craft and a needle, wedge and cone shaped Capital Ship Hull can both explicitly land and take-off from a world with an atmosphere, but a Standard Hull ship larger than a Small Craft and smaller than a Capital Ship cannot. It is capricious, illogical and adds nothing to the game. It appears to be a simple errata rather than a grand design that is part of how the creators envisioned the game.
Grav, Contra-grav and Anti-gravity Drives actually have nothing to do with the hull configuration and streamlining issue. The same rules and arguments would apply to a TL 7 (pre-Grav tech) Reaction Thruster Small Craft and 200 ton Interplanetary spacecraft.
Per page 106, the Phoenix SSTO VTOL spacecraft would not be able to land, except via a controlled crash landing, and could not lift-off without an elaborate launch setup and considerable expense (whatever that means in game terms). [Unless it was less than 100 tons or more than 2000 tons.]
Does that pass YOUR smell test?
Just to stir the discussion pot some, I think the rules (or at least they appear to) contradict themselves. First off, the venerable Type S Scout class vessel is a wedge. It doesn't, as far as I can tell, have any lifiting surfaces, control veins or anything else that would be considered streamlining. One could argue that its a lifting body... but then again many things are lifting bodies if you have enough thrust.
Now look at the Free Trader, Far Trader, even the Fat Trader. These don't seem to be the aerodynamic designs as defined by the book.. Yet they land on planets, as well as are copiously illustrated and used as examples for ships that have landed.
My personal take on all this is that pretty much any ship should be able to land on any planet... but with caveats. If the ship has anti-gravity lifting capablities then it should be able to simply lower itself into the gravit well and land at its designated spot. It would basically be akin to a dirigible or even a helicopter. The antigravity works to counteract the ungainliness of the ship. It won't do it fast, it won't do it prettily, but so long as you can counteract gravity, then its really a matter of structural integrity of the vessel entering the gravity well. And, I suppose, the speed at which it enters and the density of the atmosphere. So I don't see a spindly ship diving through a gas giant, as the shear stresses would probably tear it apart. But it could probably survive a slow entry into an atmosphere, and a very extended period of time there sucking in gases. It might also be able to land on an ocean, but again it would have to be slow, and the design would have to be able to at least support itself in a gravity well.
Rather than imposing hard-and-fast rules, I've always taken the idea with a grain of salt. Sure, its nice to zip around the atmosphere and leave in a hurry. But not all ships are going to go to the expense of being designed that way. And of course sometimes you are not going to bother with the expense of designing a ship to do that. Plus, well, who wants to try and land a 500,000 ton warship in an atmosphere? First you probably can't land anywhere but the ocean, or a large field far away from cities (in case of a grav drive failure and you fall to the planet and go boom). But also you don't want to have such a valuable asset stuck at the bottom of a gravity well if the enemy shows up unexpectedly.