Reynard said:
Yeah, see that makes it rougher for the referee when everything become a random draw for what happens next. A card system to hold system data can be good for easy access to mapped out worlds thought it could just as easy be a list on paper or a computer but it should not be a surprise scenario for the ref.
A game in which players with so much latitude in movement must have a way for the ref to control the scenarios over such a huge area so worlds become independent of a map but, instead, a location and journey time since warp is no longer dependent on stepping stones along the way. You see that in other RPGs that aren't dependent on map detail.
Stepping stones is an artificial device, a real starship which didn't have FTL wouldn't worry about stepping stones either. Distance traveled is a function of velocity and time. If I made a subsector map where every hex was 40 parsecs across instead of 1, then every hex would have an Earth Clone World in it, there would be 80 worlds on that map. With a Warp 10, it would take 4 weeks to travel 1 hex, with warp 20 it would take 2 weeks, and with warp 40 just 1 week.
Maybe I ought to redo that chart and indicate that the warp drive uses matter and antimatter as fuel while the maneuver drive just uses hydrogen for its fusion reactors. Now that's an idea. What of I also reduced the costs of spaceships but made up for the costs by making antimatter a significant part of the ship's cost? Does that seem like a good idea? I always thought Traveller spaceships were hideously expensive anyway. What if a Launch cost Cr1,400,000 instead of Cr14,000,000?
A Scout Type S costs Cr27,540,500 What if I made the Scout Ship without the antimatter cost Cr2,754,050 instead? and made the antimatter fuel cost Cr25,000,000 instead? That would be for, the 4 ton power plant or about Cr6,250,000 per ton of power plant, lets say its for 4 years of operation instead of just a month. After 4 years the antimatter in the power plant is depleted and the power plant is removed and replaced with another power plant with another 4 years worth of antimatter. Lets just say no fusion power plant is required if there is an antimatter power plant. Fusion power plants are used in system ships because they are much cheaper.
Refueling an antimatter power plant is a delicate process, and the antimatter costs way more than the power plant anyway so no one bothers. Antimatter power plants are sold like nonrechargeable disposable batteries. When a power plant uses up its supply of antimatter it is destroyed in some safe place, as their may be a residual about of antimatter left inside the magnetic bottle, the the result usually is an explosion out in deep space. Antimatter power plants have a lot of fail safes built in to prevent containment failures, it is simply not worth it to refill an old used power plant who's containment device may not be up to date with industry standards anyway. So instead of buying more antimatter, you buy a new power plant with antimatter in it. Unlike the rulebook, this antimatter is available at teck level 10, but it is much more expensive! Antimatter starships are not allowed to land in populated areas, on the off chance that an antimatter explosion might occur Starports are all located in space a safe distance from the inhabited planet, a space port handles all nonstarships including shuttles.
This would make this setting more Star Trek like, don't you think? I believe antimatter would not be legal on a planet's surface, only the military would have access to such stuff Antimatter starships would be designed like the Enterprise, that not designed to land.
What do you think of this?