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Cost and Size modifiers fot TL

I there, this is my first post on this board. I just dusted off my MT books and decided to get back into the game. A Long time ago I ran into an article in Dragon or Challenge Mag about modifying Equipment for size and cost (and I think fuel usage too) when at higher TL than equipment was originally created at. Does anyone have this or something similiar?

I have been reading a lot of the forum topics and see that I have a lot of catching up to do!
 
I've played/am playing around with ideas for tech differences based on strength of materials ( tech related ) and efficiencies based on tech. So far, I'm using tech/( tech+1) to generate an efficiency curve approaching maximum efficiecy as tech goes up.

for example...How much better is a compact, hi-tech IC engine made of ceramic than a large lo-tech engine made of iron.

...it seems to work okay so far for simple powerplants at least.
...I need to test these ideas with transmissions ( I have an entire different and heretic idea on how to handle those )
 
I use EITHER x0.9 Cost per 2 TL, or Mass x 0.5 per 2 TL for most consmer goods and for things which lack obvious TL progressions in the Encyclopedia. (I don't allow same for vehicle components, for simplicity. Then again, I no longer use MT's vehicle system, either, using T20 instead, and simply rating the design in MT terms.)
 
This was like 'If a Jump-1 drive was invented at TL9 then it would be slightly cheaper, slightly smaller (and I think use slightly less fuel too!) when produced at TL 10, then slightly less at TL 11 and so on, the article had a bunch of charts with it.

I guess I will have to come up with my own something like Aramis.

Thanks Guys
 
Does anyone have this or something similiar?

There's an article and chart in the JTAS that cross references TL and Starport (for imports) class. I think Frank Chadwick developed it (might be wrong). And, the chart is referenced in a couple of JTAS articles.

The first article discusses the value of local currency and what that world credit will buy on another world.

I believe its the system used by the GDW guys when they were actually gaming in the Traveller universe.
 
>This was like 'If a Jump-1 drive was invented at TL9 then it would be slightly cheaper, slightly smaller (and I think use slightly less fuel too!) when produced at TL 10, then slightly less at TL 11 and so on, the article had a bunch of charts with it.

I've developed something similar in my architecture for a 2300AD based campaign but its not "TL" based but on the number of decades since that tech was developed so nuclear reactors get a big (24) bonus to things like minimum size and output since 1960 is the base year ! Costs don't decline that fast but since they are often mass based its certainly noticable

Since I'm developing most of my architecture as a spreadsheet its not really as complicated as it would be on paper and its easy to compare eg is it better to use a fission or fusion reactor to get that 100MW
 
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