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July 21st, 2014, 06:10 PM
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What Is your wish list for ships you'd love to see
Everyone has different tastes and different bench marks they use when judging ships, and other bits of kit...I know my own tastes, and my fellow gamers but I am really curious what other people like and dislike.
If you were looking over a new collection of ships what sort of vessels would you like to see in it.
What I would like to see on the showroom floor
As for Commercial Vessels.
My own tastes tend to run toward the run of the mill, rank and file working ships. secondary craft that might be swarming around a High port, or parked on a down port. Nothing too fancy but ships that would be something you might travel on, or might serve as an setting/prop for an adventure.
Military vessels I like a good cross section from patrol vessels and scouts up to the big battlewagons. I really do not like gimmick ships,one trick ponies, or ships that are more likely to be moored at a depot, or naval yard than out doing the actually day to day work of the fleet.
I am really fond of the smaller vessels corvettes frigates, and destroyers since your more likely to see one of those, than a Battleship or carrier. also small vessels are more suitable for PC groups, since they tend to have small close knit crews rather than the population of a small city.
secondly what would yo NOT want to see in it. I mean lets face it we all have that one thing that can turn us off.
My turnoffs.
Vessels that are nothing but a stack of statistics, without any style, history, or background....I know books tend to be very picky about the amount of background and descriptive text in a catalog, but I also like a ship that has some flavor to it rather than just an impressive stat block and a few pics....
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July 21st, 2014, 09:34 PM
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Citizen: SOC-14
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Some realistic naval auxiliary vessels, such as repair ships, ammunition ships, large personnel transports, provisioning ships, hospital ships, and possibly even large Liquid-H tanker ships.
As for commercial ships, a reasonably cost-effective Jump-3 merchant ship, that does not require a subsidy would be nice. Some non-jump capable ships for intrasystem use are also needed.
Also a wider range of standard ship designs, say a Free Trader that does not need atmospheric streamlining as it services worlds with no atmosphere and asteroids belts.
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July 21st, 2014, 11:03 PM
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More 100-ton and adventure type ships.
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July 21st, 2014, 11:34 PM
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Citizen: SOC-14
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Quote:
Originally Posted by Spinward Scout
More 100-ton and adventure type ships.
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As I am a small-ship universe person, I would echo that, and look for more ships of 600 tons and below.
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Star Port Administrator: El Paso, El Paso, Sword Sub-sector, Piper-Norton Out Rim Sector
Link to Piper Sector: http://www.zarthani.net/ridder-mankind_to_the_stars.htm
Do you have a security clearance? New Nov. 30 Blog Entry
http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.
They that go down to the sea in ships,
that do business in great waters;
These see the works of the LORD,
and his wonders in the deep.
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July 22nd, 2014, 12:25 AM
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Citizen: SOC-13
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Quote:
Originally Posted by timerover51
Some realistic naval auxiliary vessels, such as repair ships, ammunition ships, large personnel transports, provisioning ships, hospital ships, and possibly even large Liquid-H tanker ships.
As for commercial ships, a reasonably cost-effective Jump-3 merchant ship, that does not require a subsidy would be nice. Some non-jump capable ships for intrasystem use are also needed.
Also a wider range of standard ship designs, say a Free Trader that does not need atmospheric streamlining as it services worlds with no atmosphere and asteroids belts.
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Ya just had to go and give me an idea.... 
well the Jump 3 hauler is feasible the smallest, cost effective model I came up with is 600 tons ... I need to check my math but I think I have it right...
for an initial unit the cost effectiveness is profitable...by the best formula I have.... If it were mass produced the profit making potential improves slightly.
600 ton
Standard Hull
Hull | 12 |
Structure | 12 |
thrust | 1 |
Jump | 3 |
4 triple turrets.
18 tons reactor fuel
180 tons Jump Fuel
Endurance 1 jump 3/2 weeks.
Cargo 233 tons.
Crew
Captain
2 pilots
2 engineers
4 gunners/deckhands
1 Steward
Net tonnage
238 cargo
7 staterooms 28 tons
J-3 Hauler
Tonnage | Hull 12/ Structure12 | Configuration | Standard Hull | Armor | none | Screens | none | Jump Drive | Type H | M-drive | Type E |
Power Plant | P-Plant H | Reactor Fuel | 16 tons, 2 weeks | Jump Fuel | 180 | fuel scoop/processor | 80 tons per day | Bridge | 4 crew | Computer | Model III | Electronics | Basic Civilian | ]turrets | 4 x triple turrets | | beam laser, beam laser, sandcaster | fire control | 4 tons | State rooms | 12 Doubles | Ships Locker | | Cargo | 238 tons | Base Unit cost | 254.25 Mcr |
Standardized design cost 228.85
Standardized streamlined hull version 233.65
Cost effectiveness rating 3.00
CER formula From http://www.freelancetraveller.com/fe...d/tonnage.html
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July 22nd, 2014, 12:41 PM
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Citizen: SOC-14
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I would like ships of 15000 tons and less, for a range of /tls from 9 to 15.
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July 22nd, 2014, 01:55 PM
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I would like to see far more military interface ships, drop ships, assault flights etc. Also modular ships such as seen in TNE-Reformation Coalition where different modules can be inserted for specific purposes. Traveller does not really support a lot of customization and it would be nice to see more variety. Your ship is your home, your weapon, your salvation and Trav kinda disappoints on cool things to put into it.
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July 22nd, 2014, 03:01 PM
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Citizen: SOC-14
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Quote:
Originally Posted by Kilgs
I would like to see far more military interface ships, drop ships, assault flights etc. Also modular ships such as seen in TNE-Reformation Coalition where different modules can be inserted for specific purposes. Traveller does not really support a lot of customization and it would be nice to see more variety. Your ship is your home, your weapon, your salvation and Trav kinda disappoints on cool things to put into it.
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The JTAS No. 5 has a modular cutter. I assume that is what you mean.
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Star Port Administrator: El Paso, El Paso, Sword Sub-sector, Piper-Norton Out Rim Sector
Link to Piper Sector: http://www.zarthani.net/ridder-mankind_to_the_stars.htm
Do you have a security clearance? New Nov. 30 Blog Entry
http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.
They that go down to the sea in ships,
that do business in great waters;
These see the works of the LORD,
and his wonders in the deep.
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July 22nd, 2014, 11:36 PM
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Citizen: SOC-14
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Join Date: May 2001
Posts: 3,668
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Quote:
Originally Posted by timerover51
The JTAS No. 5 has a modular cutter. I assume that is what you mean.
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So does the Mongoose main rulebook. I'd point at the GURPS book just on Modular Cutters, but they made their version shorter and squat. It is still a fine reference for modular design, though.
I rather like the long, sleek form in Mongoose, which has one of the sexiest Modular Cutter pics ever to grace our fine game.
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July 22nd, 2014, 11:47 PM
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Quote:
Originally Posted by timerover51
The JTAS No. 5 has a modular cutter. I assume that is what you mean.
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Kilgs actually is referencing the Reformation Coalition Modular Clippers
Jump capable ships of a couple of kilotons IIRC.
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