Daneel Olivaw
SOC-11
Hi all,
I was thinking about sailing ships the other day - most notably the Spartiate, a Napoleonic-era frigate, and the Bluenose, a fishing vessel and icon of our Canadian heritage.
The Spartiate was, for unknown reasons, slightly faster at night than during the day. Legend attributed this to the rumour that she had been built with stolen timbers.
The Bluenose was incredibly fast, and no one could recreate her speed in a similar design, nor could any other ship of the time outrun her. Apparently, she settled suddenly in her cradle while under construction; it has been suggested that this may have affected her hull in such a way as to improve her sailing characteristics dramatically.
I wonder about adding random elements to Traveller's construction processes, so that final characteristics may be slightly adjusted (up to plus or minus 10%, for example) after the normal construction steps have been completed.
This kind of variance could itself be a function of the location and circumstances under which a ship is built. A huge, fully automated Imperial factory complex, churning out thousands of the same design, would provide little or no chance of random variance. An outlying system, having adapted technology and methods from other areas, may be more likely to produce the odd deviation.
You could also consider the possibility that some random variances are the result of local engineers' particular skill or resources, and that the variances themselves can become standard "bonuses" for designs from that location.
Obviously, you would want to be careful to limit the use of this element to PC and particularly important NPC ships, vehicles, robots, etc. You could also use a ship's engineer's skill levels to determine how much of the ship's "hidden potential" he or she can use..."Scotty, we need more power!"
So, my free-trader takes just under one week to complete a jump, but requires 10% more maintenance work (and expense) to keep running.
Perhaps I've missed some huge thread on this already, but I'd be curious either way to see if people would enjoy this kind of element in their game.
I was thinking about sailing ships the other day - most notably the Spartiate, a Napoleonic-era frigate, and the Bluenose, a fishing vessel and icon of our Canadian heritage.
The Spartiate was, for unknown reasons, slightly faster at night than during the day. Legend attributed this to the rumour that she had been built with stolen timbers.
The Bluenose was incredibly fast, and no one could recreate her speed in a similar design, nor could any other ship of the time outrun her. Apparently, she settled suddenly in her cradle while under construction; it has been suggested that this may have affected her hull in such a way as to improve her sailing characteristics dramatically.
I wonder about adding random elements to Traveller's construction processes, so that final characteristics may be slightly adjusted (up to plus or minus 10%, for example) after the normal construction steps have been completed.
This kind of variance could itself be a function of the location and circumstances under which a ship is built. A huge, fully automated Imperial factory complex, churning out thousands of the same design, would provide little or no chance of random variance. An outlying system, having adapted technology and methods from other areas, may be more likely to produce the odd deviation.
You could also consider the possibility that some random variances are the result of local engineers' particular skill or resources, and that the variances themselves can become standard "bonuses" for designs from that location.
Obviously, you would want to be careful to limit the use of this element to PC and particularly important NPC ships, vehicles, robots, etc. You could also use a ship's engineer's skill levels to determine how much of the ship's "hidden potential" he or she can use..."Scotty, we need more power!"
So, my free-trader takes just under one week to complete a jump, but requires 10% more maintenance work (and expense) to keep running.
Perhaps I've missed some huge thread on this already, but I'd be curious either way to see if people would enjoy this kind of element in their game.