Hardpoints Kurt Feltenberger (26 Jan 2023 02:51 UTC)
Re: [TML] Hardpoints Jeffrey Schwartz (26 Jan 2023 15:16 UTC)
Re: [TML] Hardpoints Richard Aiken (26 Jan 2023 22:56 UTC)
Re: [TML] Hardpoints Jeffrey Schwartz (27 Jan 2023 01:14 UTC)
Re: [TML]Hardpoints Jonathan Clark (28 Jan 2023 00:52 UTC)
Re: [TML] Hardpoints Tom Rux (27 Jan 2023 13:06 UTC)
Re: [TML] Hardpoints Evyn MacDude (28 Jan 2023 01:22 UTC)

Re: [TML] Hardpoints Jeffrey Schwartz 27 Jan 2023 01:14 UTC

Casaba Howitzers....

Yeah, baby, yeah.

It is difficult to get more "rule of cool" than that.

On Thu, Jan 26, 2023 at 5:57 PM Richard Aiken - raikenclw at gmail.com
(via tml list) <xxxxxx@simplelists.com> wrote:
>
> The Seven Worlds SF setting for Savage Worlds posits globular ships which mount reaction drive engines as pods attached to a series of monorail lines which encircle the hull. Where the lines cross engine pods can transfer between them. As far as a propulsion system goes, this struck me as needless complication made just for the sake of being different. The setting doesn't feature either antigravity or inertial damper tech, such a system would grant only a dubious improvement to maneuverability, while definitely adding additional complexity to break down in combat.
>
> But it strikes me that using such a network to mount hardpoints might make good sense, especially for ships too ungainly to rotate quickly enough to bring a new hardpoint to bear or concentrate all operational hardpoints on one target. Such a network would work especially well where (as in my current setting) you have self-contained hardpoints, where nothing external other than targeting data is required. (My "blaster cannon" are multi-barrel casaba howitzers, firing physical ammunition consisting of small nuclear shaped charges.)
>
> On Thu, Jan 26, 2023, 10:17 AM Jeffrey Schwartz - schwartz.jeffrey at gmail.com (via tml list) <xxxxxx@simplelists.com> wrote:
>>
>> The thought occurs to me that the easy way to do this would be to
>> charge for the higher priced hull
>>
>> So if you paid for a 1200 ton hull, but only took home 1000 of it,
>> then you could have 12 hard points.  (The extra money goes into lots
>> of bracing)
>>
>> I would think there might be a reason to put limits on that, before
>> someone makes a 100 dton "gunship" with 9 hard points....
>>
>> T5 uses up internal tonnage when you add layers of armor... maybe
>> something like that?
>> Hardpoints after 1 per 100 tons requires N tons per hardpoint?
>>
>> T5 also has "Deployable Turrets" , where the turret is normally in a
>> hull niche, but when you enter combat it separates from the ship,
>> being linked by gravitic tow and getting broadcast power
>> What about designing a 3 ton "towed turret" that goes in a 5 ton bay?
>> Sort of like the streamed/towed sonar arrays?
>> The turret would be a 2 ton platform containing orientation thrusters
>> and support systems attached to a 1 ton turret, and powered by
>> superconducting cables in the tow line.
>> Sort of like an engineless fighter
>>
>> On Wed, Jan 25, 2023 at 9:52 PM Kurt Feltenberger - kurt at thepaw.org
>> (via tml list) <xxxxxx@simplelists.com> wrote:
>> >
>> > I was watching a video about a historical warship earlier and it was
>> > mentioned that it carried (it was a "light cruiser" version of a "heavy
>> > cruiser" - the difference being the main guns) more turrets than it's
>> > original host design.  This got me to thinking whether a ship could have
>> > excess hardpoints built into the design, say 12 hardpoints for a
>> > 1000dton ship, and only use the extra hardpoints when one of the
>> > original ten was damaged.
>> >
>> > Just a passing thought and probably not worth the effort it took to
>> > type, but there it is.  ;-)
>> >
>> > --
>> > Kurt Feltenberger
>> > xxxxxx@thepaw.org/xxxxxx@yahoo.com
>> > “Before today, I was scared to live, after today, I'm scared I'm not living enough." - Me
>> >
>> >
>> > --
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