Originally posted by Bob Weaver:
I've been looking for a place to slide this question in . . .
Would you mind sharing your "house rules" on improving a ship's M-drive? The Starship Operator's Manual from DGP discusses "overdriving" the drive to get more than the listed thrust on a temporary basis. I figure that PC's should at least have some chance of upgrading/fine tuning their drives to permanently increase the thrust rating, even if it is by percent-of-G. There exists of course the possibility for abuse (say, a Suleiman-class scout that can do 6.5G) but it would make a worthwhile goal for an PC group to "Soup-Up" their ship.
Oh lovely, why didn't I think of that!
I'm always looking for ways to soak up the PC's extra creds and I'm a (small n) car-nut so I have a passing familiarity with aftermarket gizmos and enhancement, gotta remember to apply RL to Traveller more often
, and the other way around less so
Based on that and the SOM (my favorite Traveller publication btw)...
Part 1 - Temporary Active Improvement
The SOM allows temporary overdriving of the thrusters (and presumably the powerplant to support the extra power required) at up to 140% for extended periods (days) with little danger if done carefully, to a maximum of 400% for brief periods (less than 5 minutes) and only by competent engineers and at some risk. Hmm, the SOM doesn't seem to have actually spec'ed the task, oh wait, it might use a performance-based task, yep, hum, its been awhile...
OK, for MT, an altered form of the basic performance-based task to actually have a chance at +400% (rather than a maximum 400% 'cause the numbers work better) with the maximum allowed DM of +8:
Select the task difficulty:
SIMPLE is by the book and you run the drive and/or power plant within its normal operational parameters. Normally no roll needed and no performance change. This task is SAFE and may be handled by UNSKILLED personnel.
ROUTINE is a bit more hands on and may introduce some performance improvement. This level is usually the standard for an Apprentice Engineer. The systems added performance is computed as the Engineer's task DM total x (1d6-1)% on success. The typical result boosts performance by +20% to a maximum of +40% and the system may be operated at this level for a week between checks. Failure results in the performance above being actually a loss (i.e. negative) of performance until repaired, in addition to any other effects. Repair difficulty is ROUTINE and requires no more than standard tools and time.
DIFFICULT involves closer attention but offers more potential for improvement though with some risk of damage. Journeyman Engineers are usually confident enough to operate at this level. The systems added performance is computed as the Engineer's task DM total x (2d6-2)% on success. The typical result boosts performance by +40% to a maximum of +80%. There is a small chance that despite the engineers best intentions no improvement will result. This task is FATEFUL and checks need to made daily. Failure results in the performance above being actually a loss (i.e. negative) of performance until repaired, in addition to any other effects. Repair difficulty is DIFFICULT and requires no more than standard tools and time.
FORMIDABLE should only be attempted by Master Engineers but they will usually make significant improvements in performance. The systems performance is computed as the Engineer's task DM total x (5d6-5) for the added % on success. The typical results boost performance by +100% to +200%. The task is FATEFUL and HAZARDOUS. Checks must be made every four hours. Failure results in the performance above being actually a loss (but you don't go backwards or implode if its more than a 100% loss
) of performance until repaired, in addition to any other effects. Repair difficulty is FORMIDABLE and requires no more than standard tools and time.
IMPOSSIBLE improvement should not be attempted though many gifted Master Engineers will try it now and then. The systems added performance is computed as the Engineer's task DM total x (10d6-10)% on success. The typical result boosts performance by +200% to a maximum of +400%. The task is FATEFUL and HAZARDOUS. Checks must be made every 30 minutes so this is only useful in limited circumstances. Failure results in the performance above being actually a loss of performance until repaired, in addition to any other effects. Repair difficulty is IMPOSSIBLE and requires no more than standard tools and time.
Part 2 - Permanent Aftermarket Improvement
Warning - The following alterations to your powerplant and/or thrusters will void your warranty and may make insurance and financing difficult or impossible. Proceed at your own risk
ROUTINE aftermarket parts are quite common, especially for older ships that may be suffering reduced performance. The work requires a class A or B Starport. The systems added performance is computed as the Engineer's task DM total x (1d6-1)% on success. The typical result boosts performance by +20% to a maximum of +40%. Failure results in the performance above being actually a loss (i.e. negative) of performance until removed, in addition to any other effects. Repair difficulty is ROUTINE and requires no more than standard tools and time. The cost of the parts and installation is 0.00001 x the full cost of the system. Cost is halved for DIY work or in the case of a refund for unsatisfactory results if done by a professional. Up to 3 seperate aftermarket kits may be installed at a time with each adding its % boost.
DIFFICULT performance alteration involves more work but offers more potential for improvement though with some risk of damage. The systems added performance is computed as the Engineer's task DM total x (2d6-2)% on success. The typical result boosts performance by +40% to a maximum of +80%. Failure results in the performance above being actually a loss (i.e. negative) of performance until restored, in addition to any other effects. Repair difficulty is DIFFICULT and requires no more than standard tools and time. The cost of the parts and installation is 0.0001 x the full cost of the system. Cost is halved for DIY work or in the case of a refund for unsatisfactory results if done by a professional. Up to 2 seperate alterations may be installed at a time with each adding its % boost.
Aftermarket parts and Alterations may not be mixed, only one or the other may be in effect at a time. Temporary Active Improvement can not be used on systems with Aftermarket parts or Alterations.
Comments? Its been a while since I did any MT so if someone wants to check it for reasonable game balance etc. that'd be great.
Now I need to work up the CT/T20 version
Whoops, almost forgot. No matter what the improvement gained I'm pretty sure the maximum possible accelleration for Thrusters is 6g. Its some kind of gravimetric physics limit (least IMTU and I think OTU). If you're using a fueled manuver drive then you also need to burn a like amount of extra fuel.