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Merchant Ships surviving in the Wilds
ewan@xxxxxx
(07 Feb 2026 21:38 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Alan Peery
(07 Feb 2026 22:01 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Jeff Zeitlin
(07 Feb 2026 23:33 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
David Johnson
(08 Feb 2026 02:59 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Richard Aiken
(10 Feb 2026 23:27 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Alan Peery
(11 Feb 2026 10:45 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Richard Aiken
(12 Feb 2026 22:04 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Thomas Jones-Low
(11 Feb 2026 11:18 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Jeffrey Schwartz
(12 Feb 2026 03:13 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds Rupert Boleyn (12 Feb 2026 10:45 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Richard Aiken
(12 Feb 2026 22:19 UTC)
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Re: [TML] Merchant Ships surviving in the Wilds
Ian Whitchurch
(12 Feb 2026 03:53 UTC)
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On 12/02/2026 16:13, Jeffrey Schwartz - schwartz.jeffrey at gmail.com (via tml list) wrote: > One "feature" of Makers is they're best at producing things 2 TL's down > from the Maker's TL, and generally are limited in the types of things they > can make. > A TL12 Maker specialized for "Ship's Parts" is going to produce the TL10 or > TL11 versions of them. Which means much less durable and reliable and > effective than the part they replaced. > Which is to say "Good enough to keep you going until you get your annual > refit. We hope." > > Keep in mind that RL ships have a machine shop, and that's been a staple of > Traveller all the way back to CT: The Kunir had a nice machine shop, for > example. One difference between a serious merchant/trader ship and a scout/exploration ship is, IMO, that the latter will have proper workshops (and a decent medical bay, plenty of lowberths for the 'dead outside a really nice TL15 hospital', & etc.), while the former won't, because a merchant lands at friends spaceports every week. It's another advantage SDBs and riders have over ships, too - the former don't need to carry their repair shops to the extent the latter might. When I'm designing warships, this is something I consider when looking at their mission and role - warships that are intended to operate as part of a major, fully supported, fleet can get by with less tonnage devoted to machine shops, spare parts storage, and so on. Those intended to go on extended cruises, or to escort convoys through areas without major fleet bases, or the like will need more integral repair and maintenance capability (and probably shouldn't rely too heavily on missiles and other expendables). -- Rupert Boleyn <xxxxxx@gmail.com>