Ship design questions

EDG

Mongoose
What does a self-sealing hull actually do in game terms? I couldn't find any mention of its game effects other than the description - if it doesn't do anything then why bother spending the money on it?

Computers: I get that a computer has a Rating, and it can run programs whose individual ratings add up to that Rating. But the designs in the book don't add up - for example, the Close Escort has a Model 4 computer that has a rating of 20, but it's got Jump Control 4 (rating 20), Evade 2 (15) and Fire Control 3 (15), which add up to 50.

I'm presuming that it's not going to be running these all at once (it usually won't need jump software in the middle of combat), and I guess it can't fire and evade at the same time but is there anything (other than TL) stopping someone from putting a model 6 computer in and being able to run Evade 2 and FC 3 at the same time? Are there any combos of programs than NEED to be on at the same time (other than Manoeuvre) as any others?
 
EDG said:
What does a self-sealing hull actually do in game terms? I couldn't find any mention of its game effects other than the description - if it doesn't do anything then why bother spending the money on it?

I'm guessing it seals...itself ;)

In game terms, there doesn't seem to be a mechanism per se, but probably it could either be assumed to regenerate up to a small amount of hull damage; or simply allow small breeches to be ignored.

Computers: I get that a computer has a Rating, and it can run programs whose individual ratings add up to that Rating. But the designs in the book don't add up - for example, the Close Escort has a Model 4 computer that has a rating of 20, but it's got Jump Control 4 (rating 20), Evade 2 (15) and Fire Control 3 (15), which add up to 50.

I'm presuming that it's not going to be running these all at once (it usually won't need jump software in the middle of combat), and I guess it can't fire and evade at the same time but is there anything (other than TL) stopping someone from putting a model 6 computer in and being able to run Evade 2 and FC 3 at the same time? Are there any combos of programs than NEED to be on at the same time (other than Manoeuvre) as any others?

Any program can be run as a lower version of itself...so one can run combinations of evade and gunnery depending on need.

I'd have to look at the rules, but I think evade can take the place of Manuever.

Antihihjack, ships library, and various levels of interfaces may be an issue for simultanious running, also.

As to the higher computer issue, no, none that I'm aware of. Cost is an issue, too, as is supply chain maintainance for military ships. But yes...one of the easiest ways to get an combat effectiveness upgrade on any ship is to put in more computiing power. Makes sense, too.
 
Cost, pure and simple - that jump from Mod/4 to Mod/6 is going to set you back 20 MCr instead of 5 Mcr. Though if the redundant systems rule didn't prevent it, you could have a Mod/2 maneuver and fire control computer and a separate Mod/3bis jump computer, for a mere 3.16 MCr, and still have a backup box to run Jump-2 in an emergency....

Remember that if you aren't making a full Jump-4 you could run a smaller Jump Control progam and have some space left for offensive/defensive software.

As you've intuited, though, most ships aren't designed to fight and jump at the same time, and Traveller vessels are particularly vulnerable in the run up to Jump.
 
ninthcouncil said:
As you've intuited, though, most ships aren't designed to fight and jump at the same time, and Traveller vessels are particularly vulnerable in the run up to Jump.

For those particularly tense knuckle-biting attempts by players to get the hell outa dodge ahead of the possie......
 
captainjack23 said:
ninthcouncil said:
As you've intuited, though, most ships aren't designed to fight and jump at the same time, and Traveller vessels are particularly vulnerable in the run up to Jump.

For those particularly tense knuckle-biting attempts by players to get the hell outa dodge ahead of the possie......

Absolutely!!! :D
 
I'd have thought the self-sealing hull would have given some kind of bonus to repair rolls or something. Otherwise it's not worth having if it's just a cosmetic effect (though frankly I'd have thought that every hull was self-sealing anyway, given the likelihood of micrometeoroid collisions).
 
EDG said:
I'd have thought the self-sealing hull would have given some kind of bonus to repair rolls or something. Otherwise it's not worth having if it's just a cosmetic effect (though frankly I'd have thought that every hull was self-sealing anyway, given the likelihood of micrometeoroid collisions).

Assuming one is minimaxing for a miniatures game, yes; or that the GM doesn't allow some kind of bonus, out of sheer inflexibility. Otherwise there area whole set of realism advantages; plus in roll playing terms are that the lack of one allows the GM to take advantage of a whole set of player annoyances and surprise emergencies:

BANG.." What was thaaaat. Okay, good. Okay, sealed breech in main-7 Get a patch crew up here."
vs

BANG.. "What was thaaaaaaaaaaaaaauuuuuuuugghhh.........
 
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