Re: Naval Vessels in Traveller

By [unnamed sender] ·

TML message #3594From bundle 291Read the whole thread (2 messages)All messages with this subject

Replies:
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