Hans Rancke-Madsen writes:
>IMO a game like Traveller needs both rich, secure, civilized places
with
>an economy that makes it possible for player characters to acquire a
>starship and lonely, wild places where the thug and the privateer roam
>and the only law is the one in your laser cannon.
I agree.
>Also IMO you'll be a bit short of the second type of place in a
universe
>where a single high-population world can finance enough naval vessels
to
>put a squadron of Azhantis in every starsystem in a subsector - at
least
>not when you have two or three high-pop worlds per subsector on the
average.
Likewise.
>You can of course make the pirates tough enough to deal with Azhantis,
but
>that rather defeats the purpose. A pirate should be a threat to player
>characters, true, but it should be a survivable threat.
>
>(You can of course give the player characters a ship that is equal to a
>pirate that is tough enough to deal with Azhantis. That will give them
a
>crew of several hundred NPCs to deal with... ;-)
Not necessarily. He who fights and runs away, lives to run away another
day.
Look at the 18th century. Very few private yachts (which is what a 200
ton free trader is in a universe of 60000 ton cruisers) could defeat a
pirate ship in a fight. The Navy (then British) protected what they
could, but...
You could make the PCs commanding officers of a Tigris, and play like
Star Trek (five year mission, and all that.)
>There's two ways to attack this problem: You can reduce the money each
>world contributes to the navy, and you can reduce the amount of ship
>the navy gets for each credit. I'm working on something wrt the first
>approach, but in this posting I'd like to present some of my ideas for
>the second and would like to hear your comments.
A third way: increase the size of each ship. Under standard rules, a
5000 ton free trader would require a crew of four. If all ships were
built to the limit of their controls, each ship would be much bigger,
and there would be both fewer ships, and less disparity between small
ships and large ones.
>1) SALARIES: _Trillion Credit Squadron_ instructs us to ignore crew
>salaries.
> I'd rather regard it as a legitimate drain on the naval budget.
TCS ignores crew salaries by making maintenance costs 100 times as high
as standard MT. The extra 99x represents the costs of crews, bases,
training centers, recruiting posters, etc.
>2) INERTIAL COMPENSATORS: I'd like to increase the size and power
> requirements of inertial compensators to be proportional to the
> acceleration they are supposed to compensate for.
Not totally unreasonable. Not in accord with MT definition of Inertial
compensators, either... Even so, it is a trivial addition to the cost
of a ship. For example, a 100,000 ton TL15 cruiser (snatched at random
from "shattered ships..") would cost an extra MCr337.5 (to as much as
MCr 1687.5 for a six-G ship) out of a total cost of MCr397,217. An
increase of 0.085% to total cost. Who cares?
>3) PSIONIC SHIELDING: Despite the known limits of psionic powers
> (maximum range extreme orbit), no naval commander would like
> to bet his ship on that.
Especially since combat range will not exceed Far Orbit, much less
Extreme Orbit.
> a naval ship _must_ be either be teleport-shielded or have a large
> number of internal security troops. Imagine the trouble a squad of
> battle-suited marines could do after teleporting aboard a
> battleship. Talk about cost-efficiency!
Unlikely in the extreme. The normal evasive maneuvering should keep the
ship's PE threshold far enough from the launching ship's to cook any
teleporter who tried to do something like that.
>4) DURABILITY: Tactically this reliance on annual maintenance is not a
> good thing. If a war is just 5 jumps away from a naval vessel's
> base, it will be travelling to a from annual maintenance 3 months
> out of every year.
Nonetheless, this is MT's picture. Try FFW (Fifth Frontier War)
sometime. Imperial ships DON'T fight that far from their bases.
Besides, improvements such as you suggest would make those annoying
Naval vessels only about half as numerous, and twice as ubiquitous. If
they could cruise that far from their bases, they.d be EVERYWHERE!
> A good engineer should be able to keep a ship flying for two
> or three years before the negative DMs for missed overhauls actually
> began to apply.
Agreed. But how to implement? Notice the rules in Starship Operator's
Manual on Annual Maintenance. Carry the spare parts, and the job is
simple with the crew doing it's own maintenance continuously.
> Secondly allow a ship to be build with more durable materials and
> higher system redundancies, if one is willing to pay. Perhaps one
> extra year for each 25% extra money spent.
Sure. Install a second jump drive, maneuver drive, sensor platform,
computer, etc. Why be arbitrary about the price? You want redundancy,
buy it from the standard rules. See Leviathan for details.
> Naval vessels would routinely be build for 5 year missions ;-), so
> they would cost double the price of an equivalent civilian ship.
That would still leave 100,000 + naval vessels out there cluttering up
the Imperium, and getting in everyone else's way.
My own notions for cutting number of ships:
{ note that these assume that there are a certain high number of "doves"
in the Imperial senate.}
1) Warships will all be large, general purpose ships (like the
Enterprise).
2) High pop worlds will all be unconquerable, and even unassailable by
ANY number of warships. The planetary defences are mind-boggling in
their size and variety.
3) The Imperial Navy will exist more as a police force (the Patrol?)
than a military venture.
So cut the Naval budget down to trivial levels, since the High Pop
worlds don't need them anyway, and won't pay for one to protect their
neighbors.
Problems: The Imperium would cease to exist, probably. The High Pop
worlds have no use for it, so 97+% of the Imperial population would tell
it to bug off and leave them alone. Maybe the small worlds would get
together in local defense polities, but these would break up as soon as
the leading members reached that point of invulnerability that the High
Pop worlds have.
If High Pop worlds are "invulnerable", then someone, somewhere, is going
to build a fleet big enough to prove that contention wrong. Then the
original problem reappears , but worse than before. (check out the
"Lensman" series by E.E. Smith)
Advantages: No-one needs the Imperium cluttering things up anyway.
Let the High Pop worlds play with themselves, and keep the PCs out in
the frontiers where they belong.
You can always keep any NPC from upsetting the applecart. Keep your PCs
away from more than a billion credits or so, and THEY sure can't build a
"doomsday fleet", so the second problem can be ignored.
Later...
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I have learned to use the word "impossible" with the greatest caution.
--W. von Braun