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K'Kree space for Travellermap.com

In generating worlds near the K'kree homeworld you might want to keep in mind that there are 10 nearby worlds that have High-Tech (for K'ree anyways).

The CT method for K'kree worlds trends high on TL, so that's not a huge issue. That's also an are that would be subject to extensive tweaking since it has been continuously occupied with no interregnum for thousands of years.
 
The CT method for K'kree worlds trends high on TL, so that's not a huge issue. That's also an are that would be subject to extensive tweaking since it has been continuously occupied with no interregnum for thousands of years.

Balance that with their extreme conservatism.
 
It refers to the complete change that occurred after their war three thousand years earlier.

The K'kree are a technological match for the Imperium and always have been. Psychologically, however, the K'kree were flipped from extrovert to introvert by the war with the Hivers.

At a metagame level, the K'kree are the only Major Race to have meaningful modifications to ship building that have tactical and strategic ramifications; they simply cannot use their technology as efficiently as Humaniti can. Or the Vargr, or especially the Hivers.
 
At a metagame level, the K'kree are the only Major Race to have meaningful modifications to ship building that have tactical and strategic ramifications; they simply cannot use their technology as efficiently as Humaniti can. Or the Vargr, or especially the Hivers.

GypseyComet,

*** What are some of these meaningful modifications? I know about the claustrophobia and the fear of being alone, but are there different technological devices or needs? ***

Thanks!

Shalom,
Maksim-Smelchak.
 
GypseyComet,

*** What are some of these meaningful modifications? I know about the claustrophobia and the fear of being alone, but are there different technological devices or needs? ***

Thanks!

Shalom,
Maksim-Smelchak.
48 Td per adult, instead of 4.
12x the rate for human ships...

but engineers are still 1/100Td of drives.
 
I don't think life support costs change, just the amount of space they need. I recall reading something about K'Kree ship design needing simulated vast fields, complete with a simulated tree and simulated weather. I wrote a seed in my blog about some Imperial's trying to escape K'Kree space, and having to camp out in the ship because they hijacked a K'Kree scout or trader.

Back on topic; to be honest I've always been somewhat shocked that the K'Kree and Vargr aren't closer together. I would think that design wise that would make for a huge "hot zone" between the two species.
 
I don't think life support costs change, just the amount of space they need. I recall reading something about K'Kree ship design needing simulated vast fields, complete with a simulated tree and simulated weather. I wrote a seed in my blog about some Imperial's trying to escape K'Kree space, and having to camp out in the ship because they hijacked a K'Kree scout or trader.

They do, I looked it up in AM2.
 
It is ultimately that crew overhead that cuts into K'kree ship efficiency. Money is only important to PCs.

In a Human ship, 50 tons of drives essentially take 54 tons of ship due to the engineer. On a K'kree ship, 50 tons of drives take 98 tons of ship.
 
It is ultimately that crew overhead that cuts into K'kree ship efficiency. Money is only important to PCs.

In a Human ship, 50 tons of drives essentially take 54 tons of ship due to the engineer. On a K'kree ship, 50 tons of drives take 98 tons of ship.

The economics do matter in terms of what passages SHOULD cost... and what routes are worth running or not. Not that K'Kree can function on worlds that aren't shirtsleeve... if it requires suits or habitats, they simply cannot live there. If it needs tunnels, again, not going to happen.

A whole species of claustrophobes.
 
Ah, but imagine the genetic mutation of a K'kree that is agoraphobic and needs to have tight spaces around it to feel secure. That species variant would surprise the noodles out of a PC group...
 
Ah, but imagine the genetic mutation of a K'kree that is agoraphobic and needs to have tight spaces around it to feel secure. That species variant would surprise the noodles out of a PC group...

The rest of the herd would kill him. Yes, they're THAT xenophobic. They are all borderline paranoid claustraphobic xenophobes who barely tolerate their clients who convert from omnivorism to vegetarianism...
 
The rest of the herd would kill him. Yes, they're THAT xenophobic. They are all borderline paranoid claustraphobic xenophobes who barely tolerate their clients who convert from omnivorism to vegetarianism...

Well, there's THAT... :)
 
Yeah, I don't want to pursue this digression too much, but I think the GT writeup says that fighter pilot K'Kree, or K'Kree who are deemed insane or otherwise able to kick the innate fear and sit in a cockpit or pilot small starships, are looked upon with fear and a little envy.

So, those K'Kree do exist, but they're essentially mental patients of sorts, or rare breeds.

I do wonder about the possibility of K'Kree settling hostile worlds, or worlds needs enclosed environments. It seems doable, but it seems that such a colony would require the same kind of expanded parameters as their starship design criteria.

Instead of enclosed domed shelters that other species can live in by themselves with maybe two or three other people, I can see K'Kree setting up stadium sized pre-fabs. Maybe it's because I still have "Logan's Run" on my mind (see my blog), but I wonder if maybe some "radical" K'Kree architect or designer maybe came with a concept like that, and how that might alter K'Kree space.
 
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