Starship Design
Replies:
- #367 Starship Design by Adrian Hurt
[I reformatted this article, before it was distributed, to make it more readable--James] This is in response to Ameer Sulaiman's response to Jim Cunningham's article about starship design. After all the kinks, I don't like the system. I liked the High Guard design rules the first time I saw them. That's why I bought the book. It takes time to design a ship in High Guard, but it's worth it. You get something that you couldn't have made before. When I saw the MegaTraveller design rules I was suprised by their length and by how little they add to play. Every goodie except sensors was already available, either in Robots or in Striker. In High Guard it is easy to preplan. You find the total of the fixed displacement components and the total of the percentage based components. You only need to allow a few extra power points for weapons and agility. This is enough to tell you the size of the hull. In MegaTraveller, one must consider control points, mass, volume (in kl), and power ranging from Kilowatts to Gigawatts. The best you can do is take a guess at how big it will be (not easy for someone designing their first ship). Then come the goodies, pages of them. How can you resist the latest technology? What do you need on your ship? Is the neural activity sensor really good for anything? How many forms of radios do you need? What about a robot arm? Can I get my ship to load itself? After those pages, the margin built in to your guess (assuming you were lucky enough to have a margin for error) can dissappear, making you recalculate every volume dependent component. The design of any small craft under 20 tons has become a special case under the new rules. This is important as it is not possible to build a fighter like the one in the Imperial Encyclopedia. To see one of the more obvious flaws, note that the power plant generates 186 Mw, while the 2 beam lasers consume 250 Mw each when they fire. Keeping track of volume and mass while trying to shove enough components into a tiny package to make a decent vehicle is not a task I enjoy. Anybody try to build a special grav vehicle to go with that custom ship? Combining Striker and High Guard was a mistake. It is the source of the problems with (very) small craft, and it adds little of use to the game. The weapons and electronics that go into a starship are very different from those that go into tank. I doubt I will ever have occasion to mount a howitzer on a starship, and I don't even want to think about a tank mounting a UCP T particle accelerator.