Re: FFS: K'kree Lose Starflight
In reply to #7819 FFS: K'kree Lose Starflight by Steven M Bonneville
> Bundle: 623 > Archive-Message-Number: 7819 > Date: Mon, 30 May 1994 01:29:18 -0500 > From: [email removed] (Steven M Bonneville) > Subject: FFS: K'kree Lose Starflight > > More troubles on the FF&S/BL front: > > Lately I decided to try to check out the boundaries of the starship design > rules by building a K'kree Xeekr'kir! (Imperial designation "Merchant"). > Obviously, FF&S/BL is meant for Imperial ships only. However, the only > main differences were in accommodations, airlocks, and a few other details > of ship design which were easily converted from CT rules. (The changes > can roughly be summed up that the K'kree require twelve times the space > Humans do for movement and living.) > > The trouble came when I started calculating crew sizes. K'kree usually > travel in herds -- besides working crew, accommodations need to be set aside > for wives, bodyguards, advisors, and so on. Between this and their space > requirements, they needed 5000+ ton ships in CT. This allowed, in CT, a > primary crew of ten or so, and about sixty or seventy family members, some > of whom also had shipboard duties of various types. The ship I designed > had jump-2, one gee drives. > > But crew requirements have exploded in TNE. This 6000 ton ship required > some 4 engineers for the drives in CT/MT. In TNE, my preliminary and now > abandoned calculations indicate a requirement of some 64 engineers. This > effectively closes out K'kree star travel on this size class of ship. My > quick estimates suggest that the K'kree may now require starships in the > battleship size class under TNE rules (100,000+ tons). > > Now, I don't know what the justification for the increases in crew size are > in TNE. If it's a reaction to the *#@$ virus, they neither say so anywhere > nor provide alternative crew calculations for non-Virus campaigns. Any > input or comments on this business? > From what I recall of TNE's spiel on starships, you now have lots of crew because you can't trust your computers any more (or maybe that's the inference I drew). It makes things kind of difficult for retro-designing old rules starships -- I bought FFS over the weekend and tried to redesign the Fiery class GE using FFS. I *think* I'm doing the design right but I still end up with a fast escort with less armour than the Gazelle and a measly 17 G-turns of thrust. I think some tweaking of the engineering/maintenance numbers for crew sizes are in order. What I plan to do is compare the engineering crew requirements in CT, TCS and MT and see how they look compared to TNE/FFS. If anyone's interested, I'll report back to the list. > Furthermore, this sort of thing sharply limits the size of the ships that > human adventuring crews can run with the party. And warships of significant > size will have truly stupendous crew requirements. > > Somebody asked recently why so many old-time "classic" Traveller players > are complaining about the rules changes, because they'd never seen AD&D > players react like this when AD&D Second Edition came out. Well, my friend, > that's because TSR didn't do something that at times I could describe with a > pungent four-letter Anglo-Saxon word to the rules. Right now is one of those > times, but I'm restraining myself. AD&D 2nd Ed. *is* AD&D. TNE isn't quite > old Traveller. So some of us who played for a long time with the old rules > get upset sometimes when things we think had better work don't, again. It > doesn't happen so much over there, I hear. > You said it. I've been playing Traveller since 1983 or so and I don't like the idea of using TNE rules for the Imperium. That said, I think the new rules are failry good (except for the personal damage rules, but I'm working on that :-). As a result, I'm working on a non-Imperial background at the moment which has been stalled somewhat due to getting FFS and discovering all those variant technologies ... > Frustrated Starship Architect, > > Steve Bonneville > [email removed] >