Re: Ships that don't work (was Re: [Traveller_TNE] Clippers and

Part of thread: Re: Ships that don't work (was Re: [Traveller_TNE] Clippers and · 1 reply Re: Ships that don't work (was Re: [Traveller_TNE] Clippers and — Eamon Watters


I think Franklin Cain had an alternate solution at BARD, X-Boat Tender-enabled 'calibration points' in the RC, but drop tanks might be more economic for getting ships to a permanent station.

Eamon

________________________________
Sent: Tuesday, 19 June 2012, 0:30
Subject: Re: Ships that don't work (was Re: [Traveller_TNE] Clippers and Tigresses and spheres, oh my!)


 
Forgot to mention this:

BUT, I've always been a big fan of drop tanks. The RC is very
expeditionary-minded, they would work it out.

> Yeah, the idea was that some parts of ship fabrication were more tightly
> constrained than others ("A starport" stuff), and that was the base spine
> for the Clippers. The building out from there could be more widely farmed
> out ("B starport" stuff). But never as easy as on the PPT slides when they
> came up with the idea. JSF. FCS. ALMS. Crusader. MBT-70. LCS.
>
>> Reminds me of the the streamlined Fusilier and Lancer Classes from PoT -
>> designer time (in game terms) saved by basing them on the Aurora Clipper
>> spine, but massive engineering redesigns needed because the streamlined
>> configurations necessitated a tripling of tonnage.
>>
>> It's kind of like the Ticonderoga Cruisers, which were based on the
>> Sprucans (~8000 tons), coming out at 24,000 tons instead of the approx
>> 10,000 tons they actually did.
>>
>> I also reckoned, that once the Solee War got going, certain Centrists
>> would get panned for limiting these RCN Destroyers to J-2 - making for
>> an
>> arduous trip to the frontlines from Aubaine.
>>
>> Eamon
>>
>
>
>