Re: Naval Vessels in Traveller

A thread of 2 messages, 29 January 1992 to 30 January 1992, in the order they were sent.

#3594 Re: Naval Vessels in Traveller

Hans made a few comments on Naval construction.

Well, I'll try to give a few reactions.

1) Inertial compensators:
My reading of inertial comps, is that the compensators in place can handle at
LEAST 6G's of acceleration just fine.  In my opinion, the big fast military
ships cost too much already (at least they do as compared to High Guard).
Having to install 6 times as much Inertial Compensators would just add to the
cost of the whole thing.

To justify this, I would say that the reason a Merchant ship would want the
ability to handle accelerations higher than their maneuver drive is for
collisions.  There was a bit in MegaTJournal #2, where they talk about a ship
that hit (essentually) an airborne whale.  The crew died because their
inertial comps were out.  This suggests that they would have survived had they
been functional.  Well, I'll tell you an impact like that is gonna produce
an acceleration of a LOT more than 6 Gs.  To my mind this indicates the comps
can handle a lot MORE than 6G Gs when working properly.  When you're loaded up
with breakable cargo, or passengers, or cargo that you don't wanna shift
around a lot.  The extra bit of compensation is justifiable.

2) Psi shielding for ships:
Well, why not?  It would be of very dubious use in preventing Zho Teleport
commandos though.  Remember, they have limited range.  Also there is the
problem that the attacker would still have to match vectors with the defender
to avoid the teleporters from slamming into the bulkheads of the ship they
are teleporting on to.

Such a maneuver would be VERY difficult.  You would have to be EXTREMELY
accurate in your determination of where the target is.  (sensor & piloting
tasks rated at Worse than impossible)  (Not to mention the fact that
presumably you are also getting shot at!)

But I would assume it would be effective against attacks by telepathy,
clairvoyance, and telekinesis.

It has dubious value for capital ships, but intruder type ships attempting
to penetrate the Naval Base at Chronor might find it useful.

3) Durability:
Hard to say.  I would oppose increasing the time required between maintanance
for ships.  If anything, once a year is a LONG time to leave something alone,
especially when you depend upon it for your LIFE!  Aircraft are overhauled
every 100 hours.  I have assumed that ships undergo maintainance constantly.
Spreading the cost out over an entire year.  Then, at the end of a year, the
inspection comes.  At that time, all systems MUST perform at specifications or
the ship's flight worthiness certificate will be revoked.

Maybe Steve Higginbotham can give us a clue as to how long Boomers go bettween
overhauls?

But if the availability of ports suitable for overhauls bothers you for Naval
vessels, I would suggest you take a look at the X-Boat tender.  I would say
that a properly manned X-Boat Tender could service up to say a 400 ton ship.
This would cover your basic X-Boats, Scouts, Gazelles, Fireys, and Patrol
Cruisers.

For larger Naval vessels, build a larger tender.  I'd guess a battle rider
carrier could manage it for her brood.

Scott Kellogg
"Let's Get Dangerous!" --Darkwing Duck

#3624 Re: Naval Vessels in Traveller

>
>I don't like the way there are so many fleets either.
>
>But I don't like having to go to a different system of vehicle construction
>just to rectify it.  I think playing with the accounts is more likely to bear
>fruit than changing the vehicle design system.  For one thing, you end up
>turning out vehicles that are incompatible with the rest of the system.  I
>don't wanna have to come up with my own design every time when I need a ship.
>Neither do I want to design ships that no one else can use unless they
>subscribe to my particular variant.

That's a valid point. But you know, I could much easier use a ship with
slightly incompatible design than a universe that has a serious logical
flaw in it. And I can ignore ship design discrepancies much easier than
discrepancies in the background universe. I could cure the problem with
too many ships easily by making up my own frontier area from the Imperium
where there are no high-pop planets within 30 parsecs. But I'd rather stay
in The Spinward Marches. So what if my ships all use 6 times as many inertial
compensators as the ones I copy from you? If that really bothers me I'll
just let your ships come from a planet that made really efficient ships. One
planet isn't going to be much of a problem, there's a limit to how many
ships one planet can build ("Sorry, no, our spaceyards are booked up solid
for the next three decades").

>Rob Dean and I came up with a variant rule where the construction rules made
>no sense.  But I annotate the difference for the ship's I put out, and send
>the conversion for it to the normal system as well.

Well, IMO some aspects of the Traveller universe dosen't make sense
(others are great, which is why I'd like to fix the ones that dosen't).

>Here's another cost I think should be added into naval vessels:
>Vac suits for the entire crew.

Ouch! ;-)

Touche. Let me retract the bit about every little bit helping ;-)
I admit that some expenses are too trivial to bother with.
Nevertheless, A couple of percent here and a couple of percent
there is not really all that trivial when we're talking multi-
thousand T starships.

      Hans Rancke
University of Copenhagen
     [email removed]
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir