Hello Rupert, CT LBB 2 is used to design Starships. Is the small ship universe going to use CT LBB 3 or CT LBB 5 TL limits for the jump drive, maneuver drive, and power plant? If the TL limits are from CT LBB 3 a 5,000 ton hull is not capable of being built as a starship until TL 15 when Jump Drive Drive Types W through Z become available which are the only ones available per CT LBB 2. Tom Rux > On 06/16/2020 12:01 PM Rupert Boleyn <xxxxxx@gmail.com> wrote: > > > On 17Jun2020 0531, Greg Nokes wrote: > > I’ve done a lot of thinking about small ship IMTU’s over the years, > > and it always comes down to: > > > > If you want the attacker and defender to be balanced, you have to > > allow for ships to be roughly the same size as the defenders. > > > > If you say that Jump blocks ships over 5k dton, or 2.4k dton, or 30k > > dton, but you can still build SDB’s and monitors and stations up to > > 500k / 1m dtons; attacking systems with appreciable resources is a > > fools errand. Or you end up with skads of destroyers tossing > > themselves at large, impervious things. > > > > I’d love to have a small ship universe - it really appeals to me, but > > the I’d have to use both hands to hand wave that one away. > > > > The only reason that I’ve ever come up with is cost, but the real > > world kinda disproves that with the mega-ships that we build. > > > > Even if we say that Artificial Grav and Inertial Compensators goes up > > exponentially with the volume of the ship, then build hulls with those > > systems in a subset of the hull. > > > > I fear that humaniti loves to build big things, and we will never find > > a way to hand wave away the happy fun balls. > > Yet aside from aircraft carriers, which the operators devoutly hope > never actually get hit (i.e. never come up against an actual equal > opponent), today we use warships substantially smaller than in the past. > > There's a reason for it, and it can be used to explain a 'small ship' > setting - weapons that can kill a ship of any size in a few hits, but > which can be mounted on small ships. Nuclear missiles without good > damper tech, for example. Now a large ship is just a huge pile of > credits waiting to be set on fire, while a fleet of small ships spreads > the credits out so they don't all burn at once. > > The problem with small ship Traveller settings is that you end up with a > 'huge fleet' setting instead, which might be as bad or worse for one's > purposes as a 'big ship' setting. Using good old Supplement 9 - Fighting > Ships, from CT, we find that a /Sloan/-class Fleet Escort is 5,000 tons, > and thus the biggest ship you could build using Book 3 sizes (it's more > capable than a Book 3 ship, but that's not really relevant to my point > here) and costs about GCr3.3. Using TCS a TL15 world with the mean > population of 1.7 billion people has a naval budget of about MCr850,000, > and can thus afford to build and run over 2,500 Sloans on a peacetime > budget. > > Over the years I've come to the conclusion that the problem isn't the > big ships, it's the '/big worlds/'. Most worlds have quite small > populations (the median and mode is 500,000), but the worlds with > hundreds of millions or billions of people and TL8+ can afford stupidly > big navies - that 'average' world above can afford over twenty > Tigeresses or fifty-odd conventional 200 kDTon battleships. > > If you want smaller ships and small navies in YTU, you need to find some > excuse to remove the hi-pop, mid-high TL worlds. > > -- > Rupert Boleyn <xxxxxx@gmail.com> > > ----- > The Traveller Mailing List > Archives at http://archives.simplelists.com/tml > Report problems to xxxxxx@simplelists.com > To unsubscribe from this list please go to > http://www.simplelists.com/confirm.php?u=zZOCJCw2BI9jPrGTB4OJoibiHbbTEiok