Spinward Flow
SOC-14 5K
Usually when people like my teenaged self headed towards the Starship Construction rules in LBB5, the immediate imperative was to angle for TL=15.
After all, it was "the best" ... so why settle for anything less?
And given the way the construction system was structured ... there were NO advantages to be had in angling for any starship designs below TL=15 (or at least, none that were obvious enough to register).
Power plants required more tonnage, costing more MCr to purchase (and maintain) as well as more crew required to staff the (larger) engineering section.
Armor required more tonnage with lower limits on maximum armor factor.
Turret weapon factors lost +DM.
Bay weapons lost weapon factors.
Spinal weapons required more tonnage and in a lot of cases more EP (a triple whammy of tonnage, increased power plant+fuel and crew requirements).
Computer models available (and thus maximum hull code) were limited by tech levels.
Fuel purification plants required more tonnage and cost more.
For most Adventure Class Ships (ACS), all of those factors conspired to create a mentality of "TL=F or Bust" when it came to custom designing starships to have fun with.
So I have a somewhat vested interest (both as a Player and as a Referee) in seeking some way(s) that allow "low tech" starships in the TL=9-12 range (when power plants are 3 tons per EP in LBB5.80) to have what might be considered "hidden advantages" that aren't immediately obvious at first glance from a purely Munchkin Gamer perspective.
First and foremost would be ... COST.
LBB4, p43 contains this Note on Prices and Tech Levels
Now, as a generic rule of thumb, I would further define that price drop as being:
If a TL=9 starship becomes 15*(15-9)=90% cheaper to purchase at a TL=15 Industrial starport type A shipyard ... suddenly Glisten/Glisten, Mora/Mora and Trin/Trin's Veil become THE de-facto go-to shipyards of the Spinward Marches for construction of TL=9 starships used throughout the Spinward Marches in the 1105 era of CT.
By contrast, the same TL=9 starship built at TL=13 Lunion/Lunion or Strouden/Lunion would instead cost 15*(13-9)=60% cheaper to purchase.
Of course, the problem with such a ruling is that it runs afoul of the "but what about TL=9 built at TL=16 Industrial shipyards?" problem. Because of where the linear scaling is set, it's possible to wind up with a 7 tech levels differential which results in a 105% cheaper cost to purchase ... in other words the shipyard would wind up paying the buyer to take the ship from them because a TL=9 design is so "worthless" to construct at TL=16.
Instead of paying MCr100 for a MCr100 base price starship, the shipyard pays you MCr5 to take possession of the low tech starship.
So there are some scaling limit problems when tech levels aren't merely limited to the TL=9-15 range (which CT pretty explicitly was).
But we're better than that now.
The other big advantage of owning a low tech starship would be (ironically) ... ease of maintenance.
In LBB1-3, and in LBB2 in particular, tech levels operated on a "you must be this high to buy this toy" basis, where the only hurdle was acquisition. Little to nothing was ever mentioned or implied about the Logistics Tail of trying to maintain and service high tech equipment ... including items (like starships) that easily exceeded the local tech level. I personally view this as an oversight in rules design for CT so as to simplify things enough to fit into the LBB format without padding out the word count too much. However, it also creates edge case oddities where if all you need is a type A/B starport to maintain your starship(s), regardless of tech level, you can wind up with places like Vilis/Vilis/Spinward Marches being "perfectly fine" with performing annual overhaul maintenance on ACS TL=15 starships with little to no notice.
Which brings to mind the question of why anyone would assume that the drydock yards on TL=10 Vilis will have an "unlimited" supply of parts and spares to refurbish a TL=15 starship that needs to have annual overhaul maintenance done on it?
I mean ... logically ... TL=10 Vilis would have an industrial supply base capable of manufacturing parts and spares of TL=10 locally, but presumably not of TL=15 (otherwise they would be a TL=15 world society). And as anyone who has ever worked in aerospace maintenance can attest to ... if you don't have the spare parts to replace (mission critical) stuff, that machine is going to be grounded until you do. You can't just "wish" the requisite parts and spares into existence ... and they aren't a result of Cargo Cult worship practices. High tech items have to be manufactured SOMEWHERE ... and if that somewhere "isn't local" then it will need to be transported (in this case, either the part comes to the ship or the ship goes to the part).
Which is a long winded way of saying that high tech starships ought to be "tethered" to a required for high tech level worlds capable of building/maintaining starships of that technology level.
In other words ... a TL=13 starship ought to require annual overhaul maintenance at TL=13+ worlds with a type A or B starport ... not just "any old A/B starport will do" kind of thing.
And as soon as you introduce that "high tech starships require high tech maintenance" logistics tail requirement, suddenly EVERYTHING changes in terms of being able to operate on the fringes of civilization in the low tech backwater regions.
If you can't maintain something, then it's only useful until it breaks ... creating a "burner" style of disposable consumption and usage.
Instead of buying a starship to use for 40 years, you buy it and only use it for 1-2 years until it stars falling apart and then you sell (used) and buy a new one.
By contrast, if you have a high tech shipyard build a low tech starship at a significant discount ... that low tech starship can be maintained at an increasingly wide variety of ports of call. So a TL=9 starship built in a TL=15 shipyard will have a significant cost reduction to the construction cost for purchase (and consequently, bank financing! ) while also being low tech enough to easily maintain throughout a wide swath of locations. That low(er) tech barrier to maintenance then makes it possible for the low(er) tech starships to find niche roles and markets along the fringes and backwater worlds that would be uneconomical for higher tech starships to ply their trade in, simply because the logistical tail "tethering" them back to their high tech shipyards of origin gets to be "too long" for practicality (spend more time ferrying to and fro long distance each year just to keep up with maintenance).
Put those two factors together ... cheaper to buy, easier to maintain ... and suddenly it makes a whole lot of sense for commercial shipping to angle for low tech starships (TL=9-11) as being the best investments, rather than always angling for the highest of the high tech available in every single instance.
Thoughts?
After all, it was "the best" ... so why settle for anything less?
And given the way the construction system was structured ... there were NO advantages to be had in angling for any starship designs below TL=15 (or at least, none that were obvious enough to register).
Power plants required more tonnage, costing more MCr to purchase (and maintain) as well as more crew required to staff the (larger) engineering section.
Armor required more tonnage with lower limits on maximum armor factor.
Turret weapon factors lost +DM.
Bay weapons lost weapon factors.
Spinal weapons required more tonnage and in a lot of cases more EP (a triple whammy of tonnage, increased power plant+fuel and crew requirements).
Computer models available (and thus maximum hull code) were limited by tech levels.
Fuel purification plants required more tonnage and cost more.
For most Adventure Class Ships (ACS), all of those factors conspired to create a mentality of "TL=F or Bust" when it came to custom designing starships to have fun with.
So I have a somewhat vested interest (both as a Player and as a Referee) in seeking some way(s) that allow "low tech" starships in the TL=9-12 range (when power plants are 3 tons per EP in LBB5.80) to have what might be considered "hidden advantages" that aren't immediately obvious at first glance from a purely Munchkin Gamer perspective.
First and foremost would be ... COST.
LBB4, p43 contains this Note on Prices and Tech Levels
In General, prices will tend to drop by 5-15% at each tech level after the level of introduction of an item, with examples of the Item sold at the regular base price generally incorporating improvements or representing deluxe models.
Now, as a generic rule of thumb, I would further define that price drop as being:
- -5% per tech level drop down on Non-industrial worlds.
- -10% per tech level drop down on worlds which are neither Industrial nor Non-industrial.
- -15% per tech level drop down on Industrial worlds.
If a TL=9 starship becomes 15*(15-9)=90% cheaper to purchase at a TL=15 Industrial starport type A shipyard ... suddenly Glisten/Glisten, Mora/Mora and Trin/Trin's Veil become THE de-facto go-to shipyards of the Spinward Marches for construction of TL=9 starships used throughout the Spinward Marches in the 1105 era of CT.
By contrast, the same TL=9 starship built at TL=13 Lunion/Lunion or Strouden/Lunion would instead cost 15*(13-9)=60% cheaper to purchase.
Of course, the problem with such a ruling is that it runs afoul of the "but what about TL=9 built at TL=16 Industrial shipyards?" problem. Because of where the linear scaling is set, it's possible to wind up with a 7 tech levels differential which results in a 105% cheaper cost to purchase ... in other words the shipyard would wind up paying the buyer to take the ship from them because a TL=9 design is so "worthless" to construct at TL=16.
Instead of paying MCr100 for a MCr100 base price starship, the shipyard pays you MCr5 to take possession of the low tech starship.
So there are some scaling limit problems when tech levels aren't merely limited to the TL=9-15 range (which CT pretty explicitly was).
But we're better than that now.
The other big advantage of owning a low tech starship would be (ironically) ... ease of maintenance.
In LBB1-3, and in LBB2 in particular, tech levels operated on a "you must be this high to buy this toy" basis, where the only hurdle was acquisition. Little to nothing was ever mentioned or implied about the Logistics Tail of trying to maintain and service high tech equipment ... including items (like starships) that easily exceeded the local tech level. I personally view this as an oversight in rules design for CT so as to simplify things enough to fit into the LBB format without padding out the word count too much. However, it also creates edge case oddities where if all you need is a type A/B starport to maintain your starship(s), regardless of tech level, you can wind up with places like Vilis/Vilis/Spinward Marches being "perfectly fine" with performing annual overhaul maintenance on ACS TL=15 starships with little to no notice.
Which brings to mind the question of why anyone would assume that the drydock yards on TL=10 Vilis will have an "unlimited" supply of parts and spares to refurbish a TL=15 starship that needs to have annual overhaul maintenance done on it?
I mean ... logically ... TL=10 Vilis would have an industrial supply base capable of manufacturing parts and spares of TL=10 locally, but presumably not of TL=15 (otherwise they would be a TL=15 world society). And as anyone who has ever worked in aerospace maintenance can attest to ... if you don't have the spare parts to replace (mission critical) stuff, that machine is going to be grounded until you do. You can't just "wish" the requisite parts and spares into existence ... and they aren't a result of Cargo Cult worship practices. High tech items have to be manufactured SOMEWHERE ... and if that somewhere "isn't local" then it will need to be transported (in this case, either the part comes to the ship or the ship goes to the part).
Which is a long winded way of saying that high tech starships ought to be "tethered" to a required for high tech level worlds capable of building/maintaining starships of that technology level.
In other words ... a TL=13 starship ought to require annual overhaul maintenance at TL=13+ worlds with a type A or B starport ... not just "any old A/B starport will do" kind of thing.
And as soon as you introduce that "high tech starships require high tech maintenance" logistics tail requirement, suddenly EVERYTHING changes in terms of being able to operate on the fringes of civilization in the low tech backwater regions.
If you can't maintain something, then it's only useful until it breaks ... creating a "burner" style of disposable consumption and usage.
Instead of buying a starship to use for 40 years, you buy it and only use it for 1-2 years until it stars falling apart and then you sell (used) and buy a new one.
By contrast, if you have a high tech shipyard build a low tech starship at a significant discount ... that low tech starship can be maintained at an increasingly wide variety of ports of call. So a TL=9 starship built in a TL=15 shipyard will have a significant cost reduction to the construction cost for purchase (and consequently, bank financing! ) while also being low tech enough to easily maintain throughout a wide swath of locations. That low(er) tech barrier to maintenance then makes it possible for the low(er) tech starships to find niche roles and markets along the fringes and backwater worlds that would be uneconomical for higher tech starships to ply their trade in, simply because the logistical tail "tethering" them back to their high tech shipyards of origin gets to be "too long" for practicality (spend more time ferrying to and fro long distance each year just to keep up with maintenance).
Put those two factors together ... cheaper to buy, easier to maintain ... and suddenly it makes a whole lot of sense for commercial shipping to angle for low tech starships (TL=9-11) as being the best investments, rather than always angling for the highest of the high tech available in every single instance.
Thoughts?