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Advances in traveller?

  • Thread starter Thread starter Trent
  • Start date Start date
...But, I think the last thing my players would want is an NPC ship... :)

The last time I played, I had the Merchants & Merchandise supplement, and due to some great thing my character did*, he managed to get his ship refitted with a LHeP(Or) series computer with feature 2001 ("This feature allows the impression of the personality of any historical character upon the CPU."). Oddly enough, Marilyn Monroe was the personality, and that ship had some personality. And never get it upset...the medbay had computer-controlled restraining straps! It was a type VI/fib, 10dTon.

*I wish I remembered what he did, but that was 20+ years ago. I still have the character & ship stats in my Deluxe Traveller box (which is only held together by a lot of tape!), and I could use him as a fairly good NPC should I manage to get to play/ref again (we were a bit too generous then, so this character is really too much for Traveller as I would play it now)
 
As in T20 (and Mongoose Traveller), Traveller 5's bridge is where you usually have sensors and the computer (and, presumably, avionics). This is to some degree a departure from CT. In addition, MGT and T5 both have small bridges available for the smallest starships.


Traveller breaks the universe up into characters, who are the actors, and things like equipment, which is always acted upon. The technological extension of that is that, if you can install a robot brain in a ship, then that ship becomes a character -- player- or non- -- and that means a personality.

Imagine the issues if you could put one of those in a guided missile.

But, I think the last thing my players would want is an NPC ship... :)

Hey! Automonmous ships can be fun. Ever see "Lexx"?
 
In the beginning, there was only darkness, and the Bomb.

And the Bomb said, "Let there be light!" ...
 
Sure it's generalized as 'minimum 20 tons', but that's the easiest mechanic. As with any game, a certain amount of suspension of disbelief is required.

In this case, however, it's more a case of "Suspension of a Math degree requirement to play". Simplification in the name of "Start playing!" if you will.

It is, IMHO, still useful to know what that 20 tons represents in case you get a gearhead in your group, but "useful" can be taken care of in many cases by a simple list. In CT and T20, if it isn't drives, weapons, cargo, fuel, computer, or quarters, it's "Bridge". The classic plans for the Type S illustrate this nicely: the upper gallery and port-aft common room are both part of the Bridge tonnage, as they were both 'working' hardware bays prior to de-militarizing.
 
The classic plans for the Type S illustrate this nicely: the upper gallery and port-aft common room are both part of the Bridge tonnage, as they were both 'working' hardware bays prior to de-militarizing.

But they're not required afterwards, therefore the true bridge minimum size is smaller than stated.
 
But they're not required afterwards, therefore the true bridge minimum size is smaller than stated.

Or they never were really part of the bridge tonnage to begin with :)

Or more accurately they were never really part of the ship to begin with. They don't fit (deckplans vs dimensions and overall tonnage) so they should be ignored. The belly cargo hold also doesn't fit. So guess what that 3ton space at the back really is? At least in my take on it.
 
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A marine walks up to you, what would you notice first?

a) his rank and hash marks identify him as a "Gunnery Sergeant with 5 terms of service".

b) he is wearing Battle Dress and pointing a FGMP at you.

The 'Gearheads and Grognards' may have a small point. :D

Anybody pointing pointing an FGMP at me automatically changes my opinion... at least with my 'out-loud-voice'... :P:
 
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