external for larger but smaller might be best to have internal? What does
Traveller have, the old Scout Class or like?

Mike


On Sat, Jun 9, 2012 at 3:21 AM, Onno Meyer <[email protected]> wrote:

> Hello everybody,
>
> I have finished the last of the 100-ton freighters, and the comments
> by David and Johannes got me thinking about bigger ships.
>
> Containers:
> * Internal or external carry? If they are sealed against vacuum, an
>  external rack may be the easy way to carry them, and to get rapid
>  turnaround times in port. (There are in-universe reasons why that
>  might be less important, see below.)
> * External carry could be hardpoints, external cradles, or tractor
>  beams. Hardpoints are 5% of the container mass, cradles are 10%,
>  tractors are 10% plus power plant. And if you divide the same
>  volume into multiple smaller hulls, the armor and structural
>  mass goes up, too. A container ship could pay a hefty mass
>  penalty, compared to a bulk transport. How bad is it? Only a
>  few designs will tell ...
> * A few large containers would give a tug plus barge look-and-feel.
>  As an extreme, the ship could haul a single container, larger
>  than itself.
> * At "low interstellar" TLs (TL10-12), external containers could
>  make surface landings impossible. On the other hand, it could
>  be a good idea to separate surface-to-orbit and orbit-to-FTL
>  craft, anyway. At 0.2 parsec per day, it could take months or
>  years in hyperspace, and why haul big STL engines along for
>  that ride?
> * By the way, such a time scale makes it pointless to save a few
>  hours in port. After months in hyperspace, the crew deserves
>  some shore leave, the ship might require maintenance, etc. And
>  for the GM, that gives plenty of adventure hooks.
> * On the other hand, cargo in sealed containers with standard
>  shapes has advantages even if it is carried internally. Think
>  cargo containers for aircraft vs. containers on (wet) ships.
>
> Crew Size:
> * For game reasons, I prefer ships were the players are the
>  entire crew. The 3E rules as written give big and expensive
>  ships high maintenance requirements, but that could be
>  solved by a house rule, by simple-minded robots, by
>  microbot swarms, or at higher TLs by living metal.
> * A small crew in a large ship gives adventure hooks, too. The
>  Nostromo in Alien is one option, the Destiny of Stargate
>  Universe is another -- a big ship could have sections that
>  haven't been entered for decades, centuries, millenia.
>
> Family Ships:
> * Johannes mentioned the idea of families on board, with plots
>  based on the dynamics within the crew. Who needs an Alien if
>  the Old Man is just as scary, and refuses to retire in peace?
> * When we talk about families, does that mean a generation ship
>  where people are born, raised, live and die? It doesn't have
>  to be a ship which spends centuries between ports, as in the
>  usual sublight generation ship meme. You could have a
>  situation where voyages take a year or two, and a 'triangle
>  trade' takes a decade. Would you leave your family at home
>  that long? Cf Cherryh's merchanters in the Alliance/Union
>  universe.
> * How large is the crew? If each ship is one closed society, you
>  need a decent gene pool. If different ships meet and there is
>  an exogamy tradition, each individual crew can be smaller.
> * What is the minimum size to retain technology? Are the kids
>  taught by apprenticeship, or is there a college/university?
>  How many students, how many faculty?
> * There could be family ships where young professionals are hired
>  at a port and live on a ship until retirement. Children would
>  be born, and raised on the ship until they go to a boarding
>  school college in port. The ship might have a primary school
>  teacher or two, and crew take turns at teaching middle school
>  classes (the astrogator teaches maths, the engineer teaches
>  physics, the commo officer teaches languages, etc.).
> * Is the ship trading to support the family, or does it carry
>  the family to allow trade? Cf the Stargate Atlantis episode
>  Travelers.
>
> I think there are enough permutations to come up with a few
> interesting ships.
>
> - The crew could be small and in hibernation during the
>  flight (Alien), large enough to raise kids, but still
>  integrated with the larger galactic society, or an
>  encosed, isolated society.
> - A few big containers carried externally, many smaller
>  containers carried externally, smaller containers
>  carried internally, or breakbulk cargo internally.
> - The ship could be easily capable of surface landings (TL13+)
>  or dependent on shuttles (TL11-).
> - Armed or unarmed? If it is technically a sovereign nation,
>  the ship has to take care of itself. By contrast, if the
>  ship is registered on a planet, the government could take
>  a dim view on civilian armed starships.
>
> Any suggestions?
>
> Regards,
> Onno
>
> PS -- I presume you recognized the Light Transport Mk.III.
>      Any predictions what I'll do for Mk.VI and Mk.V? :-)
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