Traveller, The Rise of Empire: A Naval Design, Procurement and Command Quest

I'm in favor of laying down the first MMV and maybe a Block-II at the same time.
Normally I'd argue against handing S'taxians our most modern design, but since the Junta deal went though without pushback there's no real point in doing so anymore. But, since we've got room for 4K without infringing on existing constructions we might as well use it to for an up-scalled 4K multi-role or the flotilla support ship.
The next level of armor, which would provide essentially double the effect.
Hmmm... Tempting. Honestly, if there was some sort of stealth to pick from I'd do that, but without it on the table I'm thinking the most generalist bonus might be beat.
 
But why upscale? The 3k design is already perfectly capable.
It allows us to go back to the original concept and add more marines and shuttles. Or, we could add an infirmary and more room for rescue missions. Or, cut drop tanks for more operational independence. Or, make range 3, with internal fuel for 4 jumps and drop tanks for 2 extra. But mostly, because we now have 8K+4K yards which makes 4K the nice default size for sub-capital ships in the future.
 
Honestly, I'm still a fan of the 3k - it still lets us do some nice parallel building while maintaining slack and it's still basically... like midway between the IC and Monitor in terms of bulk.

I'm still like very up in the air regarding tech. I kinda want better jump drives, but better C&C systems also seems like it would be a good multiplier.

Like none of the options are bad at first glance it's just spoiled for choice.
 
Eh, armor doubling doesn't really feel like the end all be all though? Like yeah it would be nice as the generalist option, but the other choices are in competition with it which means they are at least as good. Plus it could be something entirely different. Honestly the Command and Control is really the option pulling me in, especially with how uncharted and unsurveyed our local cluster is (I think it equates to the computer systems).
 
Might also increase crew efficiency and let us get away with smaller crews or less pilots per ship (or increase the size at which a single pilot can handle a ship for example).
 
Honestly, I'm still a fan of the 3k - it still lets us do some nice parallel building while maintaining slack and it's still basically... like midway between the IC and Monitor in terms of bulk.
Yeah, but with an extra 4K worth of yards the slack is not much of a problem. It's likely that we'll be doing alternating runs of two 4K multi-roles with one 6K monitor and two cruisers in our main yards, while S'taxu builds the whatever specialist craft or station module we need and rounds up the difference with more cruisers.
I'm still like very up in the air regarding tech. I kinda want better jump drives, but better C&C systems also seems like it would be a good multiplier.
I'm not sure what C&C would mean if there's no FTL communication in Traveller. But, in general, there are no wrong answers. I'm chosing Advanced Drive Layouts. If we get increased speed, it's going to be paradigm-shifting. If we get miniaturization, that still means benefits for each ship in the fleet.

[X] Plan Logistics
-[X] Part-fund an SIS orbital platform to conduct long-term studies of the planet.
-[X] Advanced Drive Layouts
-[X] Flotilla Support Ship
 
Eh, armor doubling doesn't really feel like the end all be all though? Like yeah it would be nice as the generalist option, but the other choices are in competition with it which means they are at least as good. Plus it could be something entirely different. Honestly the Command and Control is really the option pulling me in, especially with how uncharted and unsurveyed our local cluster is (I think it equates to the computer systems).
Well the thing is it's kind of the hardest thing for us to improve right now. Want more guns, build a bigger ship, want more tonnage space, build a bigger ship, want more armour? Nope, has to be 8 points.
 
[X] Plan Logistics

Seems fine to me. Learning more about drive layouts will help us figure out if our jump dispersion issues are a fundamental issue with the tech or not, which will inform our future fleet development.
 
It allows us to go back to the original concept and add more marines and shuttles. Or, we could add an infirmary and more room for rescue missions. Or, cut drop tanks for more operational independence. Or, make range 3, with internal fuel for 4 jumps and drop tanks for 2 extra. But mostly, because we now have 8K+4K yards which makes 4K the nice default size for sub-capital ships in the future.

The original concept remains solid, I believe, especially at 3K and with, hopefully, addition of the plan I'm drawing up.
 
Let's get revolutionary with it, y'all!

[X] OPLAN Event Horizon
-[X] Part-fund an SIS orbital platform to conduct long-term studies of the planet.
-[X] Improved Plant Efficiencies
-[X] Something Else-A finalised variant of the Multi Mission Vehicle taking onboard all criticism and using modernised technology (3,000 tons) ~and~ one example of the Bodkin Long Range Escort (850 tons, torps, PD-barbettes, and light FLF Ranger landing capability.)

With the successful inauguration of at least one part of S'taxu's military strength into a burgeoning alliance of worlds, the Multispectrum Warfare Office proposes a grand experiment to capitalize upon the tremendous discoveries in sector 01:02's ancient data cache-beginning with long-term surveys of the inhabited pre-industrial world we have only recently begun to understand. With the new yard spaces provided by the Council as part of our Home-fleet Integration Program (HIP), we should seize the chance to build the most modernized proposal of the Lancer Multi-Mission vehicle, equipped with the new Type 25 Rotary Standoff Launcher and the necessary space for a company of FLF infantry and their dropships to ride along into the deep black, buoying the design with greater fuel efficiency and more advanced engines that will firmly place its range alongside that of our Scout and Surveyor designs. Furthermore, our design team has incorporated these new antech-derived advances into renovating one of the MWO's "pet projects" and one close to this officer's heart: the Quarrel-class escort destroyer. The new 850-ton Bodkin Long Range Escort is designed with range, firepower, and light landing capability in mind, replacing the shuttles standard to our other scouting craft with a single military dropship and a half-platoon (12 troopers) of FLF drop infantry. Mounting a spinal version of the older Type 20 rotary missile launcher designed for the original Lancer proposal alongside the latest particle-beam barbettes for point defense, the Bodkin will travel alongside our exploratory expeditions and hurl considerable firepower into the face of any opponent who meets our peaceful surveys with violence.
 
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Ok, anyone else want to get weird with it and build a carrier (if not for this vote, then maybe the next)? Early small-craft doctrine means better capabilities when it comes time to enter combat with them. Plus, I wanna see if we go manned or drone.
 
[X] Plan Logistics
Expanding our fleets range is a must for future exploration and for preparing for first contact with Hermosa.
 
Yeah, would be interested in seeing something for the world - I'm a little in the air myself. Kinda inclined to leave them to it unless there's really something there for us to do.

I can go either way on logistics versus MMV now myself. But I do want to start on the MMVs at the very least once the monitor finishes.

[X] OPLAN Event Horizon
 
-[X] Something Else-A finalised variant of the Multi Mission Vehicle taking onboard all criticism and using modernised technology (3,000 tons) ~and~ one example of the Bodkin Long Range Escort (850 tons, torps, PD-barbettes, and light FLF Ranger landing capability.)
Wait, both a multi-role and a smaller multi-role escort? There's no need for both at once. Of the two, I'd rather see the larger craft, since a 850 tonne escort is not enough to provide sufficient firepower to defend scouts. Not against anything larger than the smallest in-system defender. What is it supposed to defend against?
Ok, anyone else want to get weird with it and build a carrier (if not for this vote, then maybe the next)? Early small-craft doctrine means better capabilities when it comes time to enter combat with them. Plus, I wanna see if we go manned or drone.
What's the advantage of a carrier against a classic warship in your view?
 
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I'm indifferent to a carrier craft, but mainly because I'm not sure about the usefulness unless we're going full drone carrier.

Drone carrier would presumably let us really do stand-off attacks at relatively low cost, so I would be interested in pursuing that as a possibility.

But I'm not sure if strike-craft can carry heavy enough ordinance to make it worth it. Maybe some kind of large "carrier" or "tender" carrying a bunch of smaller escort-like craft that detach and deploy post-jump? If that concept can work, would let us cram a lot of firepower into smaller craft for their size since we could dispense with jump engines and fuel and slap ordinance and armor on them.
 
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What's the advantage of a carrier against a proper warship in your view?

Small strike craft...go fast...Viper Mk. II...Starfury...F-105 but in space...

sorry I entered a fugue there.

Also, RE: the Bodkin. We need small vessels that can shoot long enough for the Scouts and DSS'es to escape. Just to use S'taxu as an example, everything but Rock and Castle were sub-1000 designs. There's no reason to assume other industrial polities also don't rely on "small craft" to do their in-system work, and anything bigger will still freak when we huck a nuclear Guideline at it.
 
Small strike craft...go fast...Viper Mk. II...Starfury...F-105 but in space...

sorry I entered a fugue there.

Also, RE: the Bodkin. We need small vessels that can shoot long enough for the Scouts and DSS'es to escape. Just to use S'taxu as an example, everything but Rock and Castle were sub-1000 designs. There's no reason to assume other industrial polities also don't rely on "small craft" to do their in-system work, and anything bigger will still freak when we huck a nuclear Guideline at it.

Yeah, it's worth pointing out that so far we're the only ones to really build anything over 1,000 tons and the monitor is probably the biggest ship in our local group.

I'm not gonna complain too much about that, but I think smaller craft absolutely have a place.
 
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