Re: Space Weapon Effective Ranges-->Ship Design

Part of thread: Re: Space Weapon Effective Ranges-->Ship Design · 1 reply ↳ In reply to Re: Space Weapon Effective Ranges-->Ship Design — dcndcn13 Re: Space Weapon Effective Ranges-->Ship Design — dcndcn13
Part of it was getting more specific and granular than FF&S design intended
without a real change in the rules ("What was the jump drive doing with
that h2? Some of it was being burned in a high yield power plant inside
the Drive but some was getting ejected to form a bubble outside the ship)
much less invalidation of designs from Supp 9, etc (which DGP obviously
didn't think of). I wanted to allow even Vilani ships to be able to use
grapples, etc without needing subcraft needing that same grid.

On Thu, Jun 28, 2012 at 1:25 PM, <> wrote:

> **
>
>
> Nice idea, having different races use different technology combinations,
> but easier to do in your own campaign than to try to sell it and
> adjudicate it in an established universe. That was something GDW tried in
> 2300 but would have been harder to retrofit onto Traveller.
>
>
> > yeah, it was clear. I was still using "a" grid but not "the" (DGP) Grid.
> > It was more along the lines of the layout of the h2 "nozzles."
> >
> > My ultimate intent IMTU was to have different ways of doing the same
> > thing.
> > So that while the Coalition (and Solomani amongst others) didn't use the
> > DGP grids, the 1st Imperium Vilani did and so they showed up in more than
> > a
> > few designs in the 3I. But it wasn't required. This would have led to
> > "specialized" cards where I could throw a left hook at the player who
> > thought he knew everything there was to know about a particular field
> (and
> > would let me introduce "new" cards if they encountered a strange alien
> > race
> > who had this crazy idea... that actually worked)
> >
> > Similarly, I had decided Thruster Plates breakthrough was at TL15 in the
> > 3I
> > and possible at TL14 with certain TL15 advances but required close
> > integration of the T-plates with CG lifters that made it... dangerous to
> > use after the release of Virus ("Grav Pong" was practically impossible to
> > prevent). Most 3I designs were still HEPlaR by that reckoning, but more
> > due to the Vilani's cliched traditionalism and Solomani infrastructure
> was
> > still mostly HEPLaR as well due to the TL deal. But there were these
> > oddball prototypes running around that the players might run into...
> >
> > Definitely saw the opportunity in equipment/weapons modding/repair as
> well
> > but was more interested in doing alternate technology (big B5 fan at the
> > time) and contemplating if I wanted to introduce hyperspace into that
> > Traveller Universe or do a new alternate universe game with TNE rules....
>
>
>