ProfGrizzlyJon
Cosmic Mongoose
Is there any reason that a ship cannot have multiple power plants? I could not find rules to the contrary
There are rules for an emergency power plant.Is there any reason that a ship cannot have multiple power plants? I could not find rules to the contrary
That is not necessarily true if the intention is to build in a distributed power structure. Knock out part of a distributed network, and the rest of the network should still continue to function.You can have as many power plants as you want, but they are still one power system when damaged or malfunctioning.
Could be that would be more complex and need more staff Engineers or drones to maintain the infrastructure. Shutting down part of the system to free up more power for elsewhere would unlikely work in that configuration?My intent is to have a decentralized power infrastructure; with a power plant for each component and battery packs that are filled by the ones not in continual use.
And here is the real answer:That is not necessarily true if the intention is to build in a distributed power structure. Knock out part of a distributed network, and the rest of the network should still continue to function.
But, in general, Traveller does not have a sufficiently granular combat system to handle it.
A back-up system is a complete separate system.Back-up Systems
Much like a frozen watch, ships are often built with duplicate systems to replace those damaged or destroyed in combat. These are normally jump drives, manoeuvre drives, power plants and computers so the ship can keep functioning even when its most important systems are destroyed. Whichever of the two devices is functioning at a higher output (obviously the main system when no damage has been sustained) is the one that is active, and the main system and back up may not function at the same time.
My intent was to attach the power plant to the component, so it is damaged by critical hits at the same timeI think FF&S has options for that. But, in general, Traveller does not have a sufficiently granular combat system to handle it. The critical hits system degrades functionality in increments (unless you get a really severe crit). This is generally understood to be partial systems failure from specific sub systems of the power plant being damaged.
If you want to have multiple power plants, then you probably need to change the crit system so lesser crits destroy/disable individual units instead of degrade the whole system.
And here is the real answer:
Yes, well, be careful about your reasoning. There is the general (or core rulebook) case, FF&S case, TCS case and HG case - each could have it's own "real answer" that is different to each other. I only had evidence for core rulebook, then rest is my own real world engineering acumen applied to science fiction concepts. Yes, I could use that for local house-rules, although I'd prefer to see some recognition reflected in the published Traveller system. Question of this thread asks "Is there ANY reason ..." suggesting to me that non-rulebook reasons might also be useful to discuss, where explicit rules are apparently absent.MgT1 Trillion Credit Squadron had this to say:
A back-up system is a complete separate system.
One set of drives.
Thanks for your diligence in researching this! However, this evidence of "two sets of drives" is not the same as a distributed system, although both imply "more than one," they operate in different ways. The "two sets of drives", as per your example, only works as a monolithic device.Drawn as two sets of drives, no problem.
Still works as one set of PP and M-drive for damage purposes.
The question at that point is what is the effect of a crit to the power plant? Essentially, what this seems likely to result in that whatever draws from the main power plant (the drives? Life support?) is going to take 100% of the impact of a PP hit. Or PP is not a thing that can get crits because it isn't a discrete system at all and something needs to replace that on the chart.My intent was to attach the power plant to the component, so it is damaged by critical hits at the same time
While that would be an easy house rule, consider that unless you overpower the component scale power plant, one critical hit will cause it to stop powering a system, while that same hit only degrades the system system being powered.My intent was to attach the power plant to the component, so it is damaged by critical hits at the same time