Aquatic ships would have been easy to do quick and dirty and dumb, but
much harder to do right, and I wanted to do them right, so we didn't even
try with FF&S. You need to deal with wetted area and wave-making
resistance and length and fineness and all that in order to get speed and
power right, and that's the whole point behind designing wet ships. And
don't forget sailing ships.
I also cut a choo-choo train design sequence out of World Tamer's Handbook
because it wasn't any good.
> You know what we have demonstrated is just how versatile a system TNE
> actually is. With just a few more bits it could have become even more
> versatile. It was missing a few things, notably maritime construction
> sequences and power plants were not efficient enough (was their meant to
> be
> a size efficiency chart as per MT?) and vehicle hulls ended up too heavy.
> But as long as the actual rules were followed things that were wrong would
> be consistently wrong.
>
> Antony
>
> -----Original Message-----
From: Eamon Watters
Sent: Friday, 29 June 2012 10:34 AM
Subject: Re: Projectiles in Space Combat (was Re: [Traveller_TNE] Re: 6mm)
>
> Yes, you would need a different universe, or maybe a lower tech level to
> account for such things. I just chipped in with my post because I thought
> there was a bit of uncertainty as to whether we were referring to standard
> or modified TNE-verse.
>
>>From: Antony Farrell <>
>
>>I agree that projectile and for that matter plasma and fusion guns are
>>not a reasonable option in a standard TNE universe. Which is why I
>>postulated a
>
>>universe with no gravitic focussing which drops laser ranges,
>>especially at
>
>>the lower TL end of the spectrum, way down. Then to keep balance the
>>range
>
>>modifier of PAs and Meson Guns needs to be modified to make these
>>weapons much short ranged. Then with 3 minutes turns and approx 200 km
>>hexes projectile weapons become useful as normal ship board weapons.
>
> I had an isolated TL-9 society in one of my settings that used det lasers
> as
> the main space weapon, with projectiles for close-in work. The TL-9 lasers
> were just not usable on the ship sizes used by this society.
>
>>Fire control is largely computer controlled in any case. You could add
>>a beam pointer to a projectile weapon if you wanted, I would just
>>assume this is the central axis of a conical firing solution the this
>>time scale by the way the standard beam weapons only fire 1 shot (this
>>is for the 10/30 minute
>>base) the rate of fire for a projectile weapon should be much higher
>>which will help with these short range firing solutions.
>
> True.
>
>>In my experience most players prefer "hollywood" style combat, flying
>>down the trench of the death star etc. Rather than a variation on
>>submarine v
>
>>submarine combat.
>
>
> I can see the appeal, though there's a lot of roleplaying potential in the
> 30 minute game turn in TNE. For Hollywood style there's always COACC-style
> fights.
>
>
>
>
much harder to do right, and I wanted to do them right, so we didn't even
try with FF&S. You need to deal with wetted area and wave-making
resistance and length and fineness and all that in order to get speed and
power right, and that's the whole point behind designing wet ships. And
don't forget sailing ships.
I also cut a choo-choo train design sequence out of World Tamer's Handbook
because it wasn't any good.
> You know what we have demonstrated is just how versatile a system TNE
> actually is. With just a few more bits it could have become even more
> versatile. It was missing a few things, notably maritime construction
> sequences and power plants were not efficient enough (was their meant to
> be
> a size efficiency chart as per MT?) and vehicle hulls ended up too heavy.
> But as long as the actual rules were followed things that were wrong would
> be consistently wrong.
>
> Antony
>
> -----Original Message-----
From: Eamon Watters
Sent: Friday, 29 June 2012 10:34 AM
Subject: Re: Projectiles in Space Combat (was Re: [Traveller_TNE] Re: 6mm)
>
> Yes, you would need a different universe, or maybe a lower tech level to
> account for such things. I just chipped in with my post because I thought
> there was a bit of uncertainty as to whether we were referring to standard
> or modified TNE-verse.
>
>>From: Antony Farrell <>
>
>>I agree that projectile and for that matter plasma and fusion guns are
>>not a reasonable option in a standard TNE universe. Which is why I
>>postulated a
>
>>universe with no gravitic focussing which drops laser ranges,
>>especially at
>
>>the lower TL end of the spectrum, way down. Then to keep balance the
>>range
>
>>modifier of PAs and Meson Guns needs to be modified to make these
>>weapons much short ranged. Then with 3 minutes turns and approx 200 km
>>hexes projectile weapons become useful as normal ship board weapons.
>
> I had an isolated TL-9 society in one of my settings that used det lasers
> as
> the main space weapon, with projectiles for close-in work. The TL-9 lasers
> were just not usable on the ship sizes used by this society.
>
>>Fire control is largely computer controlled in any case. You could add
>>a beam pointer to a projectile weapon if you wanted, I would just
>>assume this is the central axis of a conical firing solution the this
>>time scale by the way the standard beam weapons only fire 1 shot (this
>>is for the 10/30 minute
>>base) the rate of fire for a projectile weapon should be much higher
>>which will help with these short range firing solutions.
>
> True.
>
>>In my experience most players prefer "hollywood" style combat, flying
>>down the trench of the death star etc. Rather than a variation on
>>submarine v
>
>>submarine combat.
>
>
> I can see the appeal, though there's a lot of roleplaying potential in the
> 30 minute game turn in TNE. For Hollywood style there's always COACC-style
> fights.
>
>
>
>