(no subject)

By Burton Choinski. ·

TML message #3660From bundle 301

[email removed] (Brandon Cope) Notes:
[]The subject of armor volume got me thinking a little bit (a dangerous
[]thing...).

 I'll say.  I never got into as much trouble as I did on the torg board
when I started thinking about falling damage.


[] I worked out the ship and armor volume of three different ships,
[]with the armor staying constant in thickness (300mm of WHATEVER). However,
[]to simplify things, I assumed that the ships were box-like, and I did not
[]subtract overlapping volumes (I wasn't in the mood for the math involved,
[]and it just means that the armor is listed as taking more space than it really
[]does; as you will see, this DOES NOT hurt the conclusion).

- -- tables deleted --

I did much the same thing some time ago, also checking my conclusions with
spherical hulls.  In essense, as dimensions are scaled, volume is cubed and
surface area is squared.  Since Armor is based on surface area, the
overall result (if looking at volume) is that armor volume (if thickness
remains the same) is about a .66667 power operation.  That is...

     Armor Vol = Scale ^ 0.6667

Using 100t ships as a base, use tonnage/100 as the scale.  Thus a 1000t
ship sould not have 10 times the weight of armor, but instead only 4.64 times
the weight (assuming configuration is the same).

If reasonable conversions from an "ideal" form can be calculated, (i.e.
if spherical configs = x1, box = x1.3, etc), then a more accurate portrayal
of armor can be gained.
===============================================================================
Steve_Higginbotham writes:
[]Well, no, again.  Most of those Imperial worlds have been settled for
[]5000+ years.  Even the Spinward Marches has been settled for 700+
[]years.  Not very colonial anymore.

Another big problem with the existing system.  You're going to tell me
that Planet X has maintained a population of 1000 for 200+ years, with no
change in TL, Law level, etc?  Time for another refresher course at the IISS
Survey School...

Perhaps the best thing to do is to increase the number of "Cruft" worlds,
a-la 2300ad.  In that world generation system you would be damned lucky to
find a garden (or even habitable) world.  The problem is with having every
hex filled with a habitable and inhabited world.
===============================================================================
[email removed] (Steve Higginbotham) again:

[]Bertil:
[]
[]>  The system as it stands today does not allow this sort of thing.
[]>Pinpoint does *not* fit the description, because there are some things
[]>that can be protected by full armour that can be pinpointed for half
[]>armour (like the power plant) and there are some things that *isn't*
[]>protected by *any* armour and yet pinpoint protects them with 0.5*full
[]>armour (like some sensors and some weapons).
[]
[]So let's fix the pinpoint hit rule.

Better yet, let's go back to the Striker armoring and put some tactics,
firing arcs and the like back into it.  It's true -- it's only a slugfest
in traveller right now, since it all boils down to one shooting at the
other, since all weapons can be targetted and armor covers everything.

I vote for a little more of a "Star Fleet Battles" feel (or at least, 2300ad
feel) for T3.
      -- Burton