Entertainment choice and that’s fine. I treat the vacc suits as mini spaceships and express how much of a spacer a character is and resource choices.Been playing since 1979 and it has never mattered, a suit is a suit.
That's not true of all editions; it's true of CT, for example, blatantly false for MegaTraveller... and yoyos about for other editions.One if the issues with Traveller's technology system is the lack of efficiency and progression. As an example, Vacc suits in Traveller rarely get lighter, less expensive, or add additional features. This true of pretty much all components, equipment, and weapons. There is no systematic way to reduce cost, weight, or manufacturing time. There is no benefit to additional capabilities and if there are they are always more expensive.
I do recall in the old days a supplement or article that discussed technological progression of vacc suits, and that may have been DGP. There was even a modular build system for custom vacc suits in CT JTAS.
Should components and equipment get lighter, cost less, or add capabilities. Not just vacc suits as an example, but all technology?
Just one man's opinion, but I thought it would be a neat discussion.
Best regards.
Yeah, but isn't that part of the issue and not a solution. I am just working through the things that frustrate me in 2025, and tech progression is one of them.That's not true of all editions; it's true of CT, for example, blatantly false for MegaTraveller... and yoyos about for other editions.
Again, Vacc suits may have been a bad example, but there isn’t one for Mongoose Traveller 2e, nor is there a general system for tech progression. There are pieces here or there, but not an overall system.In MT WBH the vacc suits improve with the TL, being lighter and affecting less to DEX, as do the PLSS ).
Also, from TL14 on, tailored vacc suits exist.
EVA vs inside hull pressure suits with oxygen lines next to seating.One is more of a vehicle:
View attachment 6880
vs what would be typical in Traveller:
View attachment 6881
True, and in the end Traveller tech is there to satisfy story requirements, in furtherance of the game. Too much digging into the tech will create a level of crunch that most people won't find satisfying.And I'll just throw this out there about tech progressions: we usually get it wrong. Things jump and change in odd directions. You think Traveller gamers love to argue about star system generation? TL is the same. So really for me it is entirely IMTU. I have one planet that had TL 17 or so AI but no jump drives (it collapsed a few thousand years back; think one of these explains that system: https://traveller-ct.blogspot.com/search/label/pax stellar )
and of course, this book is an interesting read and mostly says things will suddenly change without a lot of warning: https://en.wikipedia.org/wiki/The_Structure_of_Scientific_Revolutions
an established set of rules for specifics on TL progressions is, to me at least, a fool's errand. Some things will get better/cheaper/easier to use, other things as mentioned in this thread (bolt rifles for instance) really won't progress.
And while it is a lot of fun to discuss it, in the end I'd just wing it using existing examples (World Builder - I have the Grand Census book and that vacc suit is there and all my Scouts have a tailored vacc suit of course). And Mongoose also has some detailed in a few places: I have the ship deck plans I backed on KS and they have Naval vacc suits detailed a bit if I recall. See https://www.mongoosepublishing.com/products/element-class-cruisers-shipbuilders-blueprints)
edit: corrected link
Era | TL range | Examples |
---|---|---|
Pre-Industrial | 0 to 3* | From the stone age to just prior to internal-combustion engines.* * |
Industrlal | 4 to 5 | Internal combustion engines, mass production, nuclear power, and miniaturised electronics. |
Pre-Stellar | 6 to 8 | Personal supercomputers, interplanetary travel, and early antigravity. |
Early Stellar | 9 to 10 | Fusion power, interstellar jump drive, and antigrav vehicles. |
Avg Stellar | 11 to 13 | Sophisticated robots, large jump-capable starships, holocrystal data storage, personal antigrav belts, and extensive terraforming. |
HI Stellar | 14 to 16 | Man-portable fusion power plants, antigrav suspended cities, huge jump capable starships, convincing pseudo-human robots, and age-retarding medicine (anagathics) commonplace. |
Extreme Stellar*** | 17 and above |
Era | TL range | Examples |
---|---|---|
stone age | 0 to 1 | early to late neolithic |
Pre-Industrial | 2 to 3 | From the smelting of metals to just prior to steam engines. |
Industrlal | 4 to 6 | steam engines, mass production, nuclear power, and miniaturised electronics. |
Pre-Stellar | 7 to 8 | Personal supercomputers, interplanetary travel, and early antigravity. |
Early Stellar | 9 to 10 | Fusion power, interstellar jump drive, and antigrav vehicles. |
Avg Stellar | 11 to 13 | Sophisticated robots, large jump-capable starships, holocrystal data storage, personal antigrav belts, and extensive terraforming. |
Hi Stellar | 14 to 16 | Man-portable fusion power plants, antigrav suspended cities, huge jump capable starships, convincing pseudo-human robots, and age-retarding medicine (anagathics) commonplace. |
Pre-Galactic | 17 to 20 | |
Early Galactic | 21 to 24 | |
Avg Galactic | 24 to 27 | |
Hi Galactic | 28 to 30 | |
Pre-Singularity | 31 to 32 |