So, the title asks the question. You look at a TL advantage, say the spinal weapons - why are we including a 100% increase in the cost for the TL advantage? Here for the sake of saving 20% weight of the weapon, you are asking people to give up buying 2 spinals at the old weight! The TL advantages are much the same. Incredible cost increase... for what? There is nothing driving minimal tonnage that the TL on weight saving is resulting in to the degree provided.
You can pay more for a minimal saving on weight for jumps, but you're paying through the nose... why? The saving in space vs. the cost increase is not justified with the result. 100% increase in the jump cost for a 10% saving in fuel. Nope. Just build a bigger ship and get the benefits of the increased hull points and hard points.
The whole structure of the current pricing in Traveller means the high TL driven item gets a massive cost increase out of proportion with the effectiveness of the unit so built. A TL advantage is supposed to be that, an advantage. But what's happening if you consider the costs of the unit... it's a disadvantage! If Traveller was tonnage based or there was deliberate pressure to build small most of this would work, but it doesn't, we want to drive builds to be larger. Which is counter productive to what we are doing. Either that, or we are not pricing the relative values of advantages properly. A large hull should cost more than the proportional cost increase of the TL advantage, so it becomes cost effective to use TL advantages because you are saving space on a credit per credit basis.
Which then has a significance when you are trying to build for balance. You can't use cost in translating TL, in fact you get into serious trouble doing it. You build an effective low tech design, and if you are trying to balance by cost to a higher TL ship, that is simply a higher TL nothing special in itself, you can't do it.
Is there really any need to do anything but a marginal cost increase in theses cases - and then let the TL of the ship drive everything. You're either building at TL15, or you're not so you can't get it or it won't work. Is it not that simple? It's much more balanced game if the whole tech level pricing is pulled down to more equivalent cost/performance parameters.
Look at missiles and torps, they are specifically priced to realistically represent the performance of the unit... on a level playing field across technology levels - why can't other items?
You can pay more for a minimal saving on weight for jumps, but you're paying through the nose... why? The saving in space vs. the cost increase is not justified with the result. 100% increase in the jump cost for a 10% saving in fuel. Nope. Just build a bigger ship and get the benefits of the increased hull points and hard points.
The whole structure of the current pricing in Traveller means the high TL driven item gets a massive cost increase out of proportion with the effectiveness of the unit so built. A TL advantage is supposed to be that, an advantage. But what's happening if you consider the costs of the unit... it's a disadvantage! If Traveller was tonnage based or there was deliberate pressure to build small most of this would work, but it doesn't, we want to drive builds to be larger. Which is counter productive to what we are doing. Either that, or we are not pricing the relative values of advantages properly. A large hull should cost more than the proportional cost increase of the TL advantage, so it becomes cost effective to use TL advantages because you are saving space on a credit per credit basis.
Which then has a significance when you are trying to build for balance. You can't use cost in translating TL, in fact you get into serious trouble doing it. You build an effective low tech design, and if you are trying to balance by cost to a higher TL ship, that is simply a higher TL nothing special in itself, you can't do it.
Is there really any need to do anything but a marginal cost increase in theses cases - and then let the TL of the ship drive everything. You're either building at TL15, or you're not so you can't get it or it won't work. Is it not that simple? It's much more balanced game if the whole tech level pricing is pulled down to more equivalent cost/performance parameters.
Look at missiles and torps, they are specifically priced to realistically represent the performance of the unit... on a level playing field across technology levels - why can't other items?