In my upcoming ATU:
- Navy service renamed Space Force (the actual name of a particular service, in-setting, may vary). Standard ranks tweaked/renamed
- Marines service renamed Troopers (ditto)
I will retain the LBB#1 merchant ranks. Those fit perfectly what I envision.
- no gravitics, so stacked decks for thrust simulated ''gravity" may be a thing
- spinning space stations
- no/few portholes and windows (except on smaller craft, trans-atmospheric)-- use view screens instead
- if the bridge is in the forward (away from rocket thruster exhaust) end of the vessel, that's to put more compartments and more shielding between the crew and fusion power plant-- see above about windows on interplanetary ships
- Those 2-D star charts are jump charts, but grossly simplified. Jump space is ''smooshed flat." (Not my idea, but I'm using it. It seems that some other Traveller fans have explained it this way for years. Does anybody know who came up with the notion first?)
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Based on what I have read in LBB#2, space travel in the game works a lot more like, well, space travel, than like oceanic travel.
So I really don't need any rules changes. It's really all just swapping out some terminology and maybe tweaking ship deck design.
But that's what
I plan for my upcoming ATU.
What about you guys?
Do you use space navies with midshipmen, ensigns, admirals, etc.? Lots of naval traditions? Just a few?
Marines with cutlasses?
Space pirates that look rather like Age of Sail pirates, real or romanticized?
Weather in jump space?
A romantic/retro-tech/rule-of-cool take on solar sail technology for interplanetary travel?
1) I think the use of archaic terms and traditions makes a lot of sense in a far-flung space empire as a form of cultural glue - making people feel connected to the whole. So it makes perfect sense to me the Imperium would do this especially in the navy.
2) Navy or Air Force? Could be either I guess and possibly based on function i.e. if in YTU the space forces are built around carriers and fighters then maybe archaic air force terms/ranks and if it's based on ships of the line then navy? (Or both with rivalry between the two).
3) For me the above leads to wanting a naval rank structure roughly following age of sail Britain with a tri-partite split between ratings, mates (NCOs) and officers but in a hi-tech navy I'm not sure that makes sense and so needs the lower ranks greatly compressed so for example maybe
E1 Rating (rookie)
E2 Midshipman (trained specialist)
O1 Ensign
other officer ranks
Marines would be much more NCO heavy as they would often be used in small detachments.
So - function first to decide the categories - then archaic terms applied to the categories.
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I also divide the navy into three branches: line (pilots and gunners), science (navigation, computers, medical sub-branch) and engineering with captains mostly coming from the line branch.
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gravitics / port holes / bridge etc
I want port holes etc in my SSU so I'm toying with the idea of having some kind of a tech split between J-1 and J-2 so my SSU is different from my J-3+ BSU.
For example if gravitics is expensive or takes a lot of power (or gets more expensive / uses more power with size i.e. volume based?) then differences between small and large ships could be explained that way: small ships or large and expensive ones (navy) might have gravitics but large ships on a budget wouldn't.
Similarly spinning space stations might be cheaper and more cost-effective than gravitic ones.
Along the same lines a merchant container ship with a spinning crew quarters might be cheaper but expensive passenger liners use gravitics (maybe with a spinning "steerage" section).
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"Marines with cutlasses? Space pirates that look rather like Age of Sail pirates, real or romanticized?"
I do. I see it as a psychological thing - humans in space trying to distract themselves from the vastness of it all by clinging to common tropes. Uniforms also.
Modified though. My favorite pirate weapon is a rocket launcher for low-g designed to look like a flintlock pistol. It has a targeting system and when locked on squeezing the trigger ejects the rocket at low velocity. Once out of the barrel the rocket fires and carries it to the target.
Also I think the tropes would be wrong or mixed up due to time so pirate / viking / punk style mashups.
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"weather in space"
This is a big one and I intend to do this at some point. The basic idea would be a gravity ocean and the jump drive, gravitics etc are all based on manipulating this. The gravity ocean would have tides, storms, whirlpools etc. The hazards could be avoided by following a safety first jump practice but risky jumps would be possible - so basically an extension of the misjump idea. If you made a risky jump, misjumped and got stuck in the "gravity void" for a time then as well as space weather there might even be void creatures coming through the walls - or at least you might imagine they were as I was going to have misjumps / space weather have some connection to psionics.
Apart from that solar flares and Star Trek like anomalies are a good source of "weather" mishaps imo.
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I want it all in one universe - an Asimov style BSU with a weird science / star trek anomalies / firefly / space viking style SSU running alongside
