--- On Tue, 10/16/12, Onno Meyer <[email protected]> wrote:

> Brandon replied to me:
> > > * Two air/rafts in 0.5 Spacedock means pretty
> small
> > > air/jeeps.
> > 
> > Right. There should be only one air/raft (165 cf, 5.1
> stons).
> 
> O.5 dtons spacedock are 250 cf. They should hold 125 cf of
> subcraft.

It's a 0.5 dton capacity spacedockm; GT spacedocks and vehicle bays are 
normally listed with capacity, not actual size.
 
> > The tug is slow and expensive (the jump drive alone is
> worth more than two
> > 200-dton lighters but takes up only 10 dtons). Part of
> the "rental
> > agreement" is that the lighter must protect the tug
> from pirate attack from the
> > time the tug attaches to the lighter until it releases
> the lighter.
> 
> If piracy is a serious issue in the region, why not use 
> properly armored hulls?

Because then the ships can no longer turn a profit -- they have to add more 
maneuver drives to cope with the added wight, which also cuts into the space 
available for the hold, so the ship becomes more expensive and generates less 
revenue.

Anyway, a smart pirate doesn't want to fight a ship -- it lowers it's value and 
might damage something really expensive inside.

> > > * How do you plan to refuel? One of the lighters
> would have
> > > to
> > >   be a skimmer, which limits the
> ability to carry big
> > > modules.
> > 
> > Orbital refueling stations. This could be as simple as
> an old freighter
> > with jump drives removed and the cargo hold converted
> to a fuel tank.
> > Depending on how far the nearest fuel source is, it
> could be stocked by 1-3 40
> > dton fuel skimmers.
> 
> What if the pirates get the gas station? The starship would
> be 
> stuck. Most classic Traveller designs which go into exciting
> places can refuel.

In CT, streamlining didn't cost 20% of your internal volume and unstreamlined 
ships still had some wilderness refueling capability.

Brandon
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