Lately I've been toying around with a custom ship design ruleset for MTU, mostly to combine what I like in a single place and leave out what I won't use. It's a hybrid of LBB2 and LBB5 -- generally the rules of the latter applied in the spirit of the former -- with no regard paid to other versions of Traveller (which I don't even own). I thought I'd post what I've been thinking about it here to get suggestions.
* Hull Size
I want the rules to work (fairly) seamlessly for making small craft. So hull sizes are 10, 20, 30, ... 100, 200, 300, ... 1000, 2000, 3000, ... I thought of a cute 'size code' for a USP: a 300-dton hull has a size code of 23, meaning "two zeroes with a three at the front", though it's hard to see 28 and think of that as 800-dtons. So perhaps it's too cute and should just be the first number. Small craft are size 1, small ships are size 2, etc. Vehicles are size 0. Hull price is a flat MCr 0.1 per dton, with no engineering/main compartment worries.
* Streamlining/Configuration
No partial streamlining, I think, but I might go back on this. I'm thinking streamlining will cost hull space, about 5% for aerodynamics, avionics, landing gear, fuel scoops, etc.
I'm torn on configuration. I like the simplicity and freedom of just noting streamlined or not, but I love the specificity and color of the HG configurations if not their actual numbers.
So configuration are hull price and volume modifications which may or may not include streamlining. A needle/wedge hull is streamlined for free but loses 10% of hull to wasteage (yes, the ISS is cheap). A saucer/disk is streamlined at the normal 10% / -5%. Cylinders are 20% / 0% (more efficient to streamline in terms of waste space, but more expensive to build). There will be "Other, streamlined" and "Other, unstreamlined" entries to opt out of the system entirely.
* Drives
I like the LBB2 drop-in drive code system, but I'm afraid the tables get too big to scale from 10-90 dtons up to 1000-9000 dtons. So with a bit of reluctance I'm going with the HG system with % of hull required to get a certain rating. I'd like to be convinced otherwise though..
For maneuver drives, I don't like the disconnect where small craft seem to have an enforced TL of 7-9 (minimal gravitics, lots of thrusters/attitude jet action) while ships have pretty extensive gravitics (TL10). I want it to be an exclusively TL thing where you can make a small craft with grav drives or a 1000-dton ship with thrusters and acceleration couches. So probably two sep. tables for M-drives.
I'm going with power plants not needing to match jump drives, and halving the tonnage needed for jump fuel, which frees up a lot of space for higher jump ships (although see the next item).
* Electronics
I'm combining (over-detailed) computers and (barely covered) senors into a general electronics system and rating, which is bought like a HG drive to produce an electronics rating for a ship, a single number from 1-9ish. The ship's E-rating must meet or beat the ships J-rating.
I like this idea, even if it takes away the fun tough choices one had to make with computer size and program loads. I hope that the E-rating can be tied to the combat system in such a way to add back interesting tactical choices there; I plan on ransacking the awesome simple sensor and sensorlope ideas for that
Bridges are about half the size, although I might forgo it entirely in favor of buying 'control seats' for each crew position (2 dtons each).
* Life Support?
Crew/passenger accommodations sort of assume this but I thought it might be interesting to peel it off and make it an explicit system. Like say taking 1 dton and MCr 0.4 for a person-month with some recharge rules, but then allowing to buy cheaper range for smaller ships (person-days) and longer for the big ships. Might make it cheaper and longer-lasting across the board just to lower its profile a little bit.
* Weapons
I haven't decided yet whether ot use HG's energy points. They do add an extra dimension to picking weapons...
* Hull Size
I want the rules to work (fairly) seamlessly for making small craft. So hull sizes are 10, 20, 30, ... 100, 200, 300, ... 1000, 2000, 3000, ... I thought of a cute 'size code' for a USP: a 300-dton hull has a size code of 23, meaning "two zeroes with a three at the front", though it's hard to see 28 and think of that as 800-dtons. So perhaps it's too cute and should just be the first number. Small craft are size 1, small ships are size 2, etc. Vehicles are size 0. Hull price is a flat MCr 0.1 per dton, with no engineering/main compartment worries.
* Streamlining/Configuration
No partial streamlining, I think, but I might go back on this. I'm thinking streamlining will cost hull space, about 5% for aerodynamics, avionics, landing gear, fuel scoops, etc.
I'm torn on configuration. I like the simplicity and freedom of just noting streamlined or not, but I love the specificity and color of the HG configurations if not their actual numbers.
So configuration are hull price and volume modifications which may or may not include streamlining. A needle/wedge hull is streamlined for free but loses 10% of hull to wasteage (yes, the ISS is cheap). A saucer/disk is streamlined at the normal 10% / -5%. Cylinders are 20% / 0% (more efficient to streamline in terms of waste space, but more expensive to build). There will be "Other, streamlined" and "Other, unstreamlined" entries to opt out of the system entirely.
* Drives
I like the LBB2 drop-in drive code system, but I'm afraid the tables get too big to scale from 10-90 dtons up to 1000-9000 dtons. So with a bit of reluctance I'm going with the HG system with % of hull required to get a certain rating. I'd like to be convinced otherwise though..
For maneuver drives, I don't like the disconnect where small craft seem to have an enforced TL of 7-9 (minimal gravitics, lots of thrusters/attitude jet action) while ships have pretty extensive gravitics (TL10). I want it to be an exclusively TL thing where you can make a small craft with grav drives or a 1000-dton ship with thrusters and acceleration couches. So probably two sep. tables for M-drives.
I'm going with power plants not needing to match jump drives, and halving the tonnage needed for jump fuel, which frees up a lot of space for higher jump ships (although see the next item).
* Electronics
I'm combining (over-detailed) computers and (barely covered) senors into a general electronics system and rating, which is bought like a HG drive to produce an electronics rating for a ship, a single number from 1-9ish. The ship's E-rating must meet or beat the ships J-rating.
I like this idea, even if it takes away the fun tough choices one had to make with computer size and program loads. I hope that the E-rating can be tied to the combat system in such a way to add back interesting tactical choices there; I plan on ransacking the awesome simple sensor and sensorlope ideas for that
Bridges are about half the size, although I might forgo it entirely in favor of buying 'control seats' for each crew position (2 dtons each).
* Life Support?
Crew/passenger accommodations sort of assume this but I thought it might be interesting to peel it off and make it an explicit system. Like say taking 1 dton and MCr 0.4 for a person-month with some recharge rules, but then allowing to buy cheaper range for smaller ships (person-days) and longer for the big ships. Might make it cheaper and longer-lasting across the board just to lower its profile a little bit.
* Weapons
I haven't decided yet whether ot use HG's energy points. They do add an extra dimension to picking weapons...