Condottiere
Emperor Mongoose
High Guard is simple, probably because it's artificial.
Though, all over the place.
Though, all over the place.
The chassis system has its merits for quickly assembling a vehicle Lego style, but a lot of the inconsistency is that there in no sub-layer to ensure standardisation.My suggestion would be a modification of the chassis system that’s uses it as basic framework for building a vehicle. With a baseline of speed, endurance and agility for the vehicle than options like different power plants and other options.
So why not go the extra step and rate the power plant?With this type of system you can have a power plant section that gives a quick description of the various power plants while customizing they’re use for various vehicle chassis types. This would simplify designing while being able to give lots of design options. For example a light ground vehicle could have a steam engine option, heavy load ICE option, high performance ice, MHD all modifying aspects of the chassis.
The work is for those of us who enjoy it. The Lego system is the tier above for people who just want good enough but also is consistent.If you look at the 2300 vehicle book you can see the expanded the VH chassis system and I believe Gier can go to the next level using the system while keeping the system reasonably usable without unneeded and unnecessary complexity with ends with the same numbers just taking a lot more work.
It seems easy enough to do; most of that is a suspension type called 'legged', just choose the number of sets of legs. Even just one set allows movement; more is marginally faster & more stable. Most anime mecha use a drive called 'Myomer', but Solomani have built diesel, petrol, and electric motor powered legged vehicles. Defining performance is not too much of a stretch, either -- lots of existing games describe how well 'legged' propulsion performs vs 'wheeled' and 'tracked' and 'hover'.A semi frequent question ask, is for bi pedal mechs. A lot of Battle Techs and sometime Gundum. While Traveller doesnt go that much anime, it can go towards BT.
Is it worth while to offer more for those kind of mech styling?
From the previous VHB one of the main things lacking of scaled weapons for such a thing.
I would just be scaling weaponry down from High Guard, and up from Robots and Field Catalog. Most vehicles don't have arms at all, but it seems straightforward to include that as a possible option; just scaling up arms from 'Robots'. Since it is not a book specifically about Robots, I would expect the treatment of manipulators to be a bit less detailed & have fewer options.Speaking of, actually - how tricky would it be to allow Titanfall-esque weaponry? Vehicle-scale weapons adapted to humanoid grips - but that'd probably need more detail in the manipulator arms than'd be desirable.
Hands down, if the new Vehicle Handbook uses the same chassis system, then I won't be buying it.The fusion plant doesn’t work because the author used 2300 standards for the fusion plant instead of regular Traveller. Gier and I already figured a fix for the fusion plant (no space requirements just a cost increase). The space system is not the problem because at its core it’s no different from dtons just a smaller increment. As for the chassis system it’s a find concept that from what I’ve been told by many people was great in MgT1 but the original author wasn’t the one who rewrote it for MgT2. So far all you’ve given us is you opinion no rational or logical argument. You fail
Most vehicle maintenance will not be done by their crews. Most people do not fix their own cars. Most companies so not fix their own trucks. etc...High Guard specifies one skilled engineer or mechanic per 35 dTons of powerplant; on the one hand it is easy to extend to drivetrains and suspension -- on the other hand adding all of them still only requires far less than one per (typical) vehicle.
Basically all (non-self-driving) vehicles are going to need a driver; everything beyond that is about having enough crew to perform needed tasks in various situations. Sure we can make 'x crew required' if we want, but it might be a bit too far off into the weeds.
We could also specify typical tasks required during operation of the vehicle -- it would have much the same effect. A person shovelling coal into a boiler is not also steering or handling shore-lines.
We might also specify what frequency & tasks are required for 'routine maintenance'. It is not specifying crew, but it has a similar effect.
Dont worry, the '25 VHB will have new oppertunity for new missing place holdersFYI on page 37 of the Vehicle Handbook there is a missing page number for the light autocannon, it has "page xx".
This is one of this reasons I support fixing the chassis system. It’s actually a good ideal it’s just the execution that’s the problem. It can be done in a ways to fulfill just about any options and vehicles type without requiring an excel spreadsheet to use. Done right it’s a good balance between complexity and functionality.Dunno how its going to be done, but maybe they give classification to the vehicle body and the mission. general utility vehicle (jeep or humvee equivalent), cargo vehicle, armored car (basis for lots of lightly armored vehicles) and tanks. Each has small, medium, large and super. From that you should be able to build just about any vehicle other than say super-sized ones. And each class could have an upper limit on armor factor - at least for same tech range. A TL5 tank (think PzKW 4) has about same armor factor as a lightly armored car of today's TL. And armor would be limited by TL as well (or at least should be - there should never ever be a armor factor 15 TL6 vehicle). Aircraft could be similar, though watercraft are totally different (even LTA like dirigibles could be massive).
There's not much chance of making a system that's coherent and allows you to build a connestoga wagon and the heli-carrier from Shield. Consistency within areas of TL's are probably reasonable. Anything else is gonna have lots of challenges as I see it.
Or just make it Light, Standard, and Heavy. These would affect speed and max armor. If you wished, you could also apply a penalty or bonus to speed or simply require a differently-sized engine.Dunno how its going to be done, but maybe they give classification to the vehicle body and the mission. general utility vehicle (jeep or humvee equivalent), cargo vehicle, armored car (basis for lots of lightly armored vehicles) and tanks. Each has small, medium, large and super.
Armor should be a simple combination of Material, TL, and Chassis Type (see above). Conestoga Wagon? Standard Chassis. Armor? Wood, with whatever that entails (Volume, Price, and Max Armor). TL5 Tank? Heavy Chassis. Armor? Basic Steel. This keeps it the same system as Armor in HG. Same system, just extra armor types for the lower TLs. Also remember the chart about extra space being taken up by armor on smaller craft. The same could apply to Vehicle Armor as well. The more the systems are the same for construction, the greater the ease of use is for players and Referees.From that you should be able to build just about any vehicle other than say super-sized ones. And each class could have an upper limit on armor factor - at least for same tech range. A TL5 tank (think PzKW 4) has about same armor factor as a lightly armored car of today's TL. And armor would be limited by TL as well (or at least should be - there should never ever be a armor factor 15 TL6 vehicle). Aircraft could be similar, though watercraft are totally different (even LTA like dirigibles could be massive).
There's not much chance of making a system that's coherent and allows you to build a connestoga wagon and the heli-carrier from Shield. Consistency within areas of TL's are probably reasonable. Anything else is gonna have lots of challenges as I see it.