What do you feel needs to be Updated in Traveller' Tech

Twi'lekk_Den-keeper said:
Also, more variation on the different starship drives (solar sails, Ion drives, Ramscoup, Neuclear) would be nice, along with getting rid of that horribly annoying and nonsensical you-will-be-in-jump-for-a-week-no-matter-what rule.

So, you are asking for Fire, Fusion and Steel. At least drive wise. Ok.....
 
Twi'lekk_Den-keeper said:
you misunderstand. lazers, fusion reactors, etc. all are PHYSICALLY POSSIBLE, and theoretically economical. Gauss guns have been tried and tested, and the fact is, the energy/bullet speed ratio is way too high for it to ever replace gunpowder. Not so with railguns, which work better all around.

Ok. if you say so. AFAIR the issue was power density of the the array and materials composition. But what do i know, just have friends who have worked on these issues.

Power has always been the issue with all energy weapons.
 
Energy intensive weapons could use a better narative description - not of HOW they work, but of the EXPERIENCE of firing one.

Imagine ionized electric arcing along the barel of your Gauss rifle, the multiple sonic booms as the needle leaves the barel at hypersonic velocity, the lingering smell of ozone and the crackle of the cooling components. That's not an experience one would soon forget.

Now try to imagine a FGMP!
 
Can someone pleae explain the differene between a rail gun and a gauss gun? My understasnding was that both used a magnetic field to accelerate a projectile
 
Twi'lekk_Den-keeper said:
along with getting rid of that horribly annoying and nonsensical you-will-be-in-jump-for-a-week-no-matter-what rule.
I did just that for my ATU and have described the jump times on the website.

Traveller Jumpdrive Deviation

In Traveller, the jumpdrive stays active for a week no matter the distance a starship jumps.

In the ATU described on this website, this is not the case. A starship can enter and exit jumpspace as required. The distance travelled is proportional to it’s jump rating and the time spent in jumpspace. A jump-1 vessel can travel 1 parsec in a week. A jump-2 vessel can travel the same distance in 3½ days.

A vessel can also stay in jumpspace for longer than a week if they have the fuel available on board to do so. A jump-1 vessel could therefore travel 2 parsecs in 2 weeks without exiting jumpspace if they have the fuel to do so.
 
atpollard said:
Energy intensive weapons could use a better narative description - not of HOW they work, but of the EXPERIENCE of firing one.

Imagine ionized electric arcing along the barel of your Gauss rifle, the multiple sonic booms as the needle leaves the barel at hypersonic velocity, the lingering smell of ozone and the crackle of the cooling components. That's not an experience one would soon forget.

Now try to imagine a FGMP!
Agreed ... and some miniaturisation at higher tech levels. No large backpacks. Belt energy storage (Blakes 7) and disposable/rechargable gun clips. The B5 supplement should give you the plasma pistol in any case (PPG).
 
I believe the US Navy is now investing in mass drivers of some kind for a near future warship which will also require a fission plant to power it but that bit is proven technology. Of course various militaries have been playing with mass driver technology since at least WW II if not before without useful results.

One problem that has already been encountered with experimental very high velocity conventionally launched rounds is that they can melt from the friction of passing through the atmosphere.

As a spaceship weapon they could be very interesting and have appeared in several fictional settings – Harry Harrison’s Wheel World trilogy and others.
 
klingsor said:
I believe the US Navy is now investing in mass drivers of some kind for a near future warship which will also require a fission plant to power it but that bit is proven technology. Of course various militaries have been playing with mass driver technology since at least WW II if not before without useful results.

One problem that has already been encountered with experimental very high velocity conventionally launched rounds is that they can melt from the friction of passing through the atmosphere.

As a spaceship weapon they could be very interesting and have appeared in several fictional settings – Harry Harrison’s Wheel World trilogy and others.

6400 m/s*s Is around the max velocity for a projectile after which air turns to goo for it.
 
kafka said:
Blasters essentially a high dmg energy weapon with low charges
Bionics/Cybernetics

I actually worked up some of these (blasters especially). I intend to put them in a word document, eventually.
 
Personally I think the whole Traveller tech progression needs to be looked at to reflect what we actually have available on Earth now. Of course many would disagree on details, but as a rough guess if you assume 2008 Earth is at TL8 then since we dont have Fusion power but many later generation fission piles that's OK at TL8. Computers based on what we can get on a TL8 real world then the computers appear to match the TL11 or even TL12 ones in the game so this needs to be lowered. Medical areas I would make TL8 Earths medicine (in those regions that can get it) as equivelent to TL9. Still no sign of antigrav so that can stay at TL9 and still no jump drives. Hand held lasers may be close but are not around so in this case laser tech is behind.

Would this distort the game?
 
Well that's true and with fuel costs continuing to rise I can see country towns here putting hitching rails back up for horse traffic in the not too distant future.
 
Some of the miltech I had hoped to see in MGT: Mercenary...

1. Satellite/GPS guided munitions and counter-measures for them. Ubiquitous on today's battlefield, and a good reason to fight hard for control of close orbit!

2. Rods from God, i.e. deadfall ordnance from orbit travelling at hyper-velocity by time of impact, guided by some plausible means.

3. Over the horizon radar and other means of non-LOS electronic detection.

4. Better swim gear, like the exoskeleton currently being developed for the USN/USMC/USSOF.

5. Unmanned vehicles for all roles that don't require human discretion. For instance, (as well as the recon applications already included) unmanned flying gas stations for refuelling, cargo haulers, route clearance vehicles, commo relays, etc.

6. (Astonishingly) Tac missiles.
 
Oh yes, I remember what else I'd change about Traveller tech:

TL-0: Stone age.
Tl-1: Bronze age ONLY.
TL-2: Iron Age ONLY.
TL-3: Medieval Europe.
TL-4: Renaissance Europe.
TL-5: Industrial Age.
 
I think the old problems people had with computers, especially ships' computers, were more to do with the software, in that what we now consider "commonplace" (library software, games etc) took up so much space that you had to shut down your game of "The Hobbit" for the ship to handle Jump entry. This is obviously barmy, and no longer holds true, since such "utilities" are generally "Rating-zero".

The old size issue and cost can, IMO, adequately be explained as "workstation space" and "supporting tech" (printers, cabling racks, control interfaces and the like).

I have a sneaking suspicion I didn't have to allocate *any* tonnage to computers in the couple of small starship designs I've worked through... haven't got my book to check.
 
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