Sorry, what is the reason for that?We need to take out the more indepth gas giant refuelling at the very least.
Sorry, what is the reason for that?We need to take out the more indepth gas giant refuelling at the very least.
They're terrible. It feels like they were written reflecting a modern understanding of how dangerious gas giants are.Sorry, what is the reason for that?
That’s an in game choice you make. Not a reason to remove the rules though.They're terrible. It feels like they were written reflecting a modern understanding of how dangerious gas giants are.
with rules as written, its very foolish to very depsperate to try and and wild refuel them.
Unless you're a well skilled pilot in the +3 range its very possible to get stuck in layers unable to esacpe and die.
Have you looked at the Research Rules in the Deepnight Revelation series? Specifically Chapter Ten, in the Referee Handbook. I use that all of the time now (it replaced the rules from Book 10: Cosmopolite, although they have a great reference for small scale projects)That’s an in game choice you make. Not a reason to remove the rules though.
Anyway, what I’d like to request for the future is a book, designed around a lab ship, which has rules for doing experimental science. Basically, a sort of ‘mad science’ book mirroring the work done by wizards in Ars Magica - but with scientists in space. Not sure the best place to request this, but here we are.
Item | Description | Notes | Tonnage | Price (MCr) |
Hull | 360 Tons, Dispersed Structure | 130 Hull Points | 9 | |
Modular Hull | Has seven connecting mounts that can handle 30-50ton modules, up to the 400-ton capacity. | 210 | 4.725 | |
Armour | Advanced Solar Coating (main core only) | TL-12, Power:11 | 22.4 | |
Radiation Shielding (main core only) | -1000rads | 0.35 | ||
Jump Drive | Jump 2 (TL11) | 25 | 37.5 | |
M-Drive | Thrust 2 (TL9) | 4 | 4 | |
Power Plant | Fusion (TL15), Power 180 | 9 | 18 | |
Fuel | J-1 (400t), 4 weeks of operation | 40.5 | ||
Bridge | Hardened by Shielding | 20 | 1.8 | |
Computer | Core/50/fib (TL-15 Retrotech) | - | 2.8125 | |
Electronics | Enhanced Signal Processing Station | 2 | 8 | |
Sensors | Improved w/Extended Array | 9 | 12.9 | |
Sensor Station | 1 | 0.5 | ||
Weapons | ||||
Craft | Air/raft | 0.25 | ||
Docking Space (4 tons) | 5 | 1.25 | ||
Docking Clamp (Type II) | Handles 31-99 tons of small craft | 5 | 1 | |
Docking Clamp (Type III) | Handles 100-300 tons of starship | 10 | 2 | |
Research Pinnace (docking clamp) | 0 | 9.825 | ||
ATV (on Pinnace) | 0 | 3 | ||
Systems | Advanced Probe Drones x15 | 3 | 2.25 | |
Staterooms | High | Administrator-Captain | 6 | 5 |
Standard x2 | Pilot, Engineer | 8 | 5 | |
Double-Occupancy x3 | Medic, Steward, Small Craft Pilot, Mechanic, Sensor Operator x2 | 12 | 5 | |
Common Areas | Administrator's Office | Advanced Entertainment System | 2 | 1 |
Standard | 4.5 | 1 | ||
Workshop | 6 | 0.9 | ||
Library | 4 | 4 | ||
Medical Bay | 4 | 2 | ||
Cargo Hold | 10 | |||
Total | Cost | |||
400 | 148.91625 |
Shucks- I realized that I may have co-opted this thread...mea culpaHave you looked at the Research Rules in the Deepnight Revelation series?
I built a modular lab ship for that purpose (Granted, it used the Retrotech I posted on in a different thread) and have added laboratory and research modules for a "corporate sponsored research" campaign:
Item Description Notes Tonnage Price (MCr) Hull 360 Tons, Dispersed Structure 130 Hull Points 9 Modular Hull Has seven connecting mounts that can handle 30-50ton modules, up to the 400-ton capacity. 210 4.725 Armour Advanced Solar Coating (main core only) TL-12, Power:11 22.4 Radiation Shielding (main core only) -1000rads 0.35 Jump Drive Jump 2 (TL11) 25 37.5 M-Drive Thrust 2 (TL9) 4 4 Power Plant Fusion (TL15), Power 180 9 18 Fuel J-1 (400t), 4 weeks of operation 40.5 Bridge Hardened by Shielding 20 1.8 Computer Core/50/fib (TL-15 Retrotech) - 2.8125 Electronics Enhanced Signal Processing Station 2 8 Sensors Improved w/Extended Array 9 12.9 Sensor Station 1 0.5 Weapons Craft Air/raft 0.25 Docking Space (4 tons) 5 1.25 Docking Clamp (Type II) Handles 31-99 tons of small craft 5 1 Docking Clamp (Type III) Handles 100-300 tons of starship 10 2 Research Pinnace (docking clamp) 0 9.825 ATV (on Pinnace) 0 3 Systems Advanced Probe Drones x15 3 2.25 Staterooms High Administrator-Captain 6 5 Standard x2 Pilot, Engineer 8 5 Double-Occupancy x3 Medic, Steward, Small Craft Pilot, Mechanic, Sensor Operator x2 12 5 Common Areas Administrator's Office Advanced Entertainment System 2 1 Standard 4.5 1 Workshop 6 0.9 Library 4 4 Medical Bay 4 2 Cargo Hold 10 Total Cost 400 148.91625
I think they are just presented wrong with "deep skimming" as the one with the baseline time to complete. If you presented Shallow Skimming or whatever the safe one is as the typical time (even if that's still 2x the deep skim time) and then the more dangerous deeper skimming as faster, then it wouldn't be that bad. Then the typically routine skimming is the "taking extra time on top of that for +2" action.It's a direct consequence of task library-itus - the perceived need to have a dice roll for every action.
In most versions of Traveller gas giant skimming is so routine it is narrated. But this is Mongoose, the rool of kewel says there must be a roll of the dice.
Trouble is the task difficulty is set far too high, it should be so routine for a trained pilot to skim from a gas giant that you have to roll a natural 2 a couple of times in a row. By making it a task you are likely to fail if repeated a few times then the next rule of dice rolls for everything pops up - over time you will fail if you keep rolling dice.
The main reason I disliked MegaTraveller was the task roll bloat - Mongoose appears to be going the same way.
Think of this - how many planes fly everyday - how many take off and landings - how many accidents even in bad weather.
Now apply the MgT task system - no one would ever get on a plane again.
But this thread is for release schedule rather than discussing rules intent![]()
Sounds like working as intended. Otherwise, why sell fuel at starports? Skimming is an option, and should not be attempted by amateurs....with rules as written, its very foolish to very depsperate to try and and wild refuel them.
Unless you're a well skilled pilot in the +3 range its very possible to get stuck in layers unable to esacpe and die.
Well, the rules are presented in the Traveller Companion, however - a book of optional rules. If it isn’t a core rule, and you don’t want to use them....don’t!It's a direct consequence of task library-itus - the perceived need to have a dice roll for every action.
In most versions of Traveller gas giant skimming is so routine it is narrated. But this is Mongoose, the rool of kewel says there must be a roll of the dice.
Trouble is the task difficulty is set far too high, it should be so routine for a trained pilot to skim from a gas giant that you have to roll a natural 2 a couple of times in a row. By making it a task you are likely to fail if repeated a few times then the next rule of dice rolls for everything pops up - over time you will fail if you keep rolling dice.
The main reason I disliked MegaTraveller was the task roll bloat - Mongoose appears to be going the same way.
Think of this - how many planes fly everyday - how many take off and landings - how many accidents even in bad weather.
Now apply the MgT task system - no one would ever get on a plane again.
But this thread is for release schedule rather than discussing rules intent![]()
This is a good point to note in the Deepnight Campaign (making me quickly go and dig it up!).Have you looked at the Research Rules in the Deepnight Revelation series? Specifically Chapter Ten, in the Referee Handbook. I use that all of the time now (it replaced the rules from Book 10: Cosmopolite, although they have a great reference for small scale projects)
Isn't that listed as part of Mysteries of the Ancients? (not necessarily the research rules, but an update of Research Station Gamma).Remake Research Station Gamma, include rules for scientific research, lab ships etc.
Just a little rescheduling, no biggie.I shouldn't have jinxed things by saying timing was perfect for Mystery Of The Ancients as I see this has been pushed back. Matt, can I ask what the cause is and the chances of it slipping further? Totally appreciate these things happen...
There are also (different) rules for gas giant skimming in the Drinaxian Companion. My current (Drinax) campaign is using those. It might be an idea to have both alternatives, along with something of a restatement of the "how to handle this if you don't want to bother" rules (from the core rulebook):I think they are just presented wrong with "deep skimming" as the one with the baseline time to complete. If you presented Shallow Skimming or whatever the safe one is as the typical time (even if that's still 2x the deep skim time) and then the more dangerous deeper skimming as faster, then it wouldn't be that bad. Then the typically routine skimming is the "taking extra time on top of that for +2" action.
The idea of giving players the opportunity to do more with the skimming and with evading in gas giant atmospheres is good. But as you say, the implication that deep skimming is the default makes the task difficulties too high.
A ship with fuel scoops may gather fuel from bodies of water using hoses. It may also scoop hydrogen from a gas giant, requiring a Difficult (10+) Pilot check (1D hours, DEX). Fuel gathered in the wild is unrefined but a ship with fuel processors may refine it. More notes on fuel scooping are covered in the Traveller Companion.
In my game, every point of negative effect is a critical hit and time lost. The pilot who botched the roll has to determine their fate with the offending dice... just to push the pressure and superstition of bad dice...Sounds like working as intended. Otherwise, why sell fuel at starports? Skimming is an option, and should not be attempted by amateurs.
IIRC, it's a Difficult Pilot check, which isn't that hard to make, though skilled pilots have failed the roll in my games. For story purposes, I don't have them plunge into the gas giant, but they did do damage to the ship that required some repairs.
There are quite a few large ships scattered about. But they are rarely focused on because they are almost always background material. Those ships have huge crews, so they would really only come up as adventure settings unless you were playing the merchant equivalent of Star Trek bridge crew. That's not super helpful, but there are stats (if not deckplans) for those ginormous corporate freighters out there. The largest I know of off the top of my head with an actual floorplan is the Skander, which is a 4000 ton. But I know there are at least stats for Tukera ships in the 10k ton range, I just don't remember where, since I don't personally have a use for them.Hi,
"I don't know much, so I'll give my opinion." I've been playing Traveller for a short time - about three years, unfortunately, I didn't get my hands on it earlier. I've been playing since '93.
What I miss in the game, or in the Mongoose publishing line:
a) large ships - there are only a few ships with a capacity of over 10,000 tons of cargo. Some worlds require millions of tons of goods (e.g., food) from outside the system.
b) description of intra-system transport
c) few technical, mining, and rescue ships - mainly military or commercial ships appear
d) space bases
e) list of all equipment, goods, ships, vehicles, etc. - I have all the supplements, but browsing through them is... problematic
f) I understand that you like to apply a kind of recycling of supplements - in Cyberpunk2020, there was once an addition with all the weapons. Think about how many such supplements you can release
g) description of networks, the internet - at these TLs, there is VR and AR... How to hack them? How long does it take?
h) methods of defending a system or planet. In my opinion, there is no coherent mechanics for how a TL10 system with 100,000 people can protect itself from pirates.