
More scouty type ships from future history - this time an asymmetrical flying wing - something I've liked for quite some time, thanks mostly from Star Wars (B-Wings, Anakin's freighter) and Eve Online's various vessels I think.
Category All / All
Species Unspecified / Any
Size 1044 x 800px
File Size 235 kB
I do like this one; the asymmetry does give it a very Star Warsy feel, in all the right ways.
(I don't want to be the poor sap stuck in the stateroom that shares a bulkhead with the power plant, though!)
What variation of the ship design rules are you using? I really want to see how you crammed double the usual Type S performance into the same size hull!
(I don't want to be the poor sap stuck in the stateroom that shares a bulkhead with the power plant, though!)
What variation of the ship design rules are you using? I really want to see how you crammed double the usual Type S performance into the same size hull!
Megatraveller's pretty much the system I design all my ships, stations, and grav vehicles with - though with some of the largest starports, when a design's needed, I go with Mongoose Traveller's modular starport system for ease of use.
2 things make Megatraveller's maths a bit off designing 'standard ships' compared to Book2, High Guard, or later Mongoose Traveller. First is Jump fuel - usually kept at about 10% of the total ship volume per jump factor. Megatraveller's is about half this to help compensate for a mess of old Striker rule additions to add more depth and 'character' to designs - sensors, EMM, ground support weapons, communications equipment, control systems, life support - all stuff that's normally handwaved as 'included' without extra volume.
Another of the goofy things Megatraveller did was juggle game balance of lasers versus missiles, where a single laser, which used to be pretty much standard in all Traveller designs, suddenly used 250mw where launchers required only 1mw - the game balance being that you now had to keep track of ammo for missiles. The only problem with this is it -still- meant you had to double or treble the size of a small ship's power plant, AND alot fuel for it, to compensate for lasers always being hot.
Most of the time I get around this by not using lasers at all - it frees up TONS of space for other things. When I want to have laser weaponry on smaller ships, I divide the drive into two sections - a weapons plant, and everything else. It doesn't reduce the volume or cost of all that extra power plant, but you can separate out the fuel requirements for the 'weapons plant' and give it an endurance more appropriate to 'going to red alert' ... days worth of fuel instead of the standard month. On super huge military ships, a handful of laser batteries can always be 'hot' and you can ignore this trick, but anything under 10,000 tons, lasers become a huge resource issue, whereas missiles are practically freebies, space wise.
Game balance comes at the cost of the missile loadouts themselves. I've designed missile cruisers who's total (nuclear) ordnance costs more than the ship itself.
While I love MT's rules and design all these ships to its standard, I don't really expect many others to, or even be able to read a MT readout this many years since the format was regularly used. Its tricky, and even the game designers themselves often made mistakes that show through their spec sheets. I've customized an excel sheet that does all the adding, control point calculations, etc for me, so its not too bad, but I encourage gearheads to use whatever rules they prefer - and if they use my designs, they can manipulate performances, or make them 'unique' to their settings, ie. performance quirks that go slightly outside what's allowed - either as a mcguffin/reward, or in exchange for some other game balancing element (Power quirks, extra expensive to maintain in money or time, tendency to have temporal misjumps, etc.).
2 things make Megatraveller's maths a bit off designing 'standard ships' compared to Book2, High Guard, or later Mongoose Traveller. First is Jump fuel - usually kept at about 10% of the total ship volume per jump factor. Megatraveller's is about half this to help compensate for a mess of old Striker rule additions to add more depth and 'character' to designs - sensors, EMM, ground support weapons, communications equipment, control systems, life support - all stuff that's normally handwaved as 'included' without extra volume.
Another of the goofy things Megatraveller did was juggle game balance of lasers versus missiles, where a single laser, which used to be pretty much standard in all Traveller designs, suddenly used 250mw where launchers required only 1mw - the game balance being that you now had to keep track of ammo for missiles. The only problem with this is it -still- meant you had to double or treble the size of a small ship's power plant, AND alot fuel for it, to compensate for lasers always being hot.
Most of the time I get around this by not using lasers at all - it frees up TONS of space for other things. When I want to have laser weaponry on smaller ships, I divide the drive into two sections - a weapons plant, and everything else. It doesn't reduce the volume or cost of all that extra power plant, but you can separate out the fuel requirements for the 'weapons plant' and give it an endurance more appropriate to 'going to red alert' ... days worth of fuel instead of the standard month. On super huge military ships, a handful of laser batteries can always be 'hot' and you can ignore this trick, but anything under 10,000 tons, lasers become a huge resource issue, whereas missiles are practically freebies, space wise.
Game balance comes at the cost of the missile loadouts themselves. I've designed missile cruisers who's total (nuclear) ordnance costs more than the ship itself.
While I love MT's rules and design all these ships to its standard, I don't really expect many others to, or even be able to read a MT readout this many years since the format was regularly used. Its tricky, and even the game designers themselves often made mistakes that show through their spec sheets. I've customized an excel sheet that does all the adding, control point calculations, etc for me, so its not too bad, but I encourage gearheads to use whatever rules they prefer - and if they use my designs, they can manipulate performances, or make them 'unique' to their settings, ie. performance quirks that go slightly outside what's allowed - either as a mcguffin/reward, or in exchange for some other game balancing element (Power quirks, extra expensive to maintain in money or time, tendency to have temporal misjumps, etc.).
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