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01:58, 4th May 2024 (GMT+0)

OOC Chatter (1)

Posted by NerullFor group 0
Tal Atvar
Marine, 21 posts
Tue 8 Sep 2020
at 23:21
  • msg #285

Re: OOC Chatter (1)

Are we at the meeting with the reps yet?    Because the GM knows where I am and I will be fashionably late by ten minutes or so due to my location and activity.    (I've already discussed it with him.)
Andrew Steward Copeland
Captain, 30 posts
Self exiled Noble
Scout Service Survivor
Wed 9 Sep 2020
at 00:03
  • msg #286

Re: OOC Chatter (1)

Barring unexpected events such as traffic, earthquakes or assassination attempt Andrew  should be at the meeting.
Frederick Vicuna
Broker, 17 posts
Astrogater / Broker
Human 66BCE89
Wed 9 Sep 2020
at 00:55
  • msg #287

Re: OOC Chatter (1)

I'm planning on attending.
Tal Atvar
Marine, 22 posts
Wed 9 Sep 2020
at 01:05
  • msg #288

Re: OOC Chatter (1)

With the appointment time fast approaching, Tal excuses himself from the search and will rush back to his quarters and quickly shower and make himself presentable for the general public.    He'll then leave his quarters for the appt.    Baring traffic or an earthquake he'll make the appointment about ten to twelve minutes late.
Heike Ubangi
Steward, 17 posts
Starlet: Able Spacewoman
UPP 376968
Wed 9 Sep 2020
at 10:02
  • msg #289

Re: OOC Chatter (1)

I'm sorry but I think I'm going to have to drop out of my traveller games.  I'm just not feeling it.  Again, sorry.
Nerull
GM, 113 posts
God of Death
Wed 9 Sep 2020
at 11:19
  • msg #290

Re: OOC Chatter (1)

In reply to Andrew Steward Copeland (msg # 286):

Yes, I must have forgot.
Danila
Pilot, 41 posts
Wed 9 Sep 2020
at 12:02
  • msg #291

Re: OOC Chatter (1)

Alyx Karoll:
That makes her the most likely to give the real story, not the official line. Alyx will focus on getting a chance to talk to her alone (with his technical advisor Carver).


As a player I would offer to discuss our actions in-character all together right after the meeting with the Board representatives, since my character also is curious about what happened to the freighter but doesn't know that you are planning an investigation, which he would gladly join.
Nerull
GM, 118 posts
God of Death
Fri 11 Sep 2020
at 16:59
  • msg #292

Re: OOC Chatter (1)

In reply to Danila (msg # 291):

Welcome Gvoudzon to the game. A lurker has stepped in to replace Heike and he took the Vargr NPC. I just have the NPCs now and the crew is all players!
Alyx Karoll
Steward, 67 posts
Retired Entertainer
UPP 597FFA
Fri 11 Sep 2020
at 17:26
  • msg #293

Re: OOC Chatter (1)

In reply to Nerull (msg # 292):

Welcome aboard!
Carver Arvel
Engineer, 43 posts
UPP 798BCA
<REDACTED>
Fri 11 Sep 2020
at 18:26
  • msg #294

Re: OOC Chatter (1)

Congrats on your promotion Gvoudzon!
Nerull
GM, 122 posts
God of Death
Fri 11 Sep 2020
at 18:28
  • msg #295

Re: OOC Chatter (1)

In reply to Carver Arvel (msg # 294):

Better interaction if he's a PC.
Andrew Steward Copeland
Captain, 33 posts
Self exiled Noble
Scout Service Survivor
Fri 11 Sep 2020
at 18:33
  • msg #296

Re: OOC Chatter (1)

welcome to the fun.
Nerull
GM, 123 posts
God of Death
Sat 12 Sep 2020
at 13:20
  • msg #297

Re: OOC Chatter (1)

In reply to Andrew Steward Copeland (msg # 296):

Tal is back and safe.
Gvoudzon
Vargr Gunner., 9 posts
Sat 12 Sep 2020
at 14:08
  • msg #298

Re: OOC Chatter (1)

Thank woof all! Since English is not my mother language (which is French - yes I also play Iita on the other game), Gvoudzon is sure to sound alien :)
Nerull
GM, 124 posts
God of Death
Sat 12 Sep 2020
at 14:14
  • msg #299

Re: OOC Chatter (1)

In reply to Gvoudzon (msg # 298):

You can change the portrait if you want to. Flesh him out some more if you like.
Khuevaengh
Sensors-Comms, 46 posts
Vargr - 7C9CC6
Sun 13 Sep 2020
at 01:35
  • msg #300

Re: OOC Chatter (1)

Keep in mind that 10 shares can convert to 5% more of the takings: we'd keep 55% of what we make instead of 50%. In the long term that's actually a good deal, even if it leaves us with only two shares for upgrades.

The ship also has a couple of turrets right now IIRC, with double or triple lasers. Unless we have an awful lot of Gunnery experts that's probably all that we can handle since Fire Control software would be beyond the computer's bandwidth capabilities, not to mention costing a small fortune in itself.

Armor is... problematic. It takes away one of the big advantages of the fat trader ( cargo capacity / tonnage ), probably won't make enough of a difference against a determined pirate attack, and isn't likely to be something we can fit on without putting the ship into drydock for a long time.
This message was lightly edited by the player at 02:03, Sun 13 Sept 2020.
Alyx Karoll
Steward, 70 posts
Retired Entertainer
UPP 597FFA
Sun 13 Sep 2020
at 02:30
  • msg #301

Re: OOC Chatter (1)

Alyx can man a gun. He can't hit anything, but he's played Navy before :).

More seriously, I don't think the ship needs much in the way of combat upgrades. Sensor and computer upgrades to avoid combat are fine (and can help with non combat adventuring). Not that Alyx has a say or much of an opinion, since he's only got experience pretending to do all of this.
Danila
Pilot, 45 posts
Sun 13 Sep 2020
at 19:23
  • msg #302

Re: OOC Chatter (1)

Tal Atvar:
So gentlemen, what say you to the modification of the forward secure cargo into a weapons bay with missiles, two pop up turrets and a mine layer apparatus and keeping the existing two turrets?    Asks Tal to no one in particular but mainly to those assembled within the room.


If we use Mongoose 2nd edition, then there are no firmpoints for a 400 dt ship, there are only 4 hardpoints, which in its turn can be turrets, bays or barbettes. The smallest bay would require 50 tons of space, and while this is a great thing for a naval character, I'm sure our diplobrokers would eat us alive for such proposal :) A single missile barbette requires 4 MCr and 5 tons, it fires 5 missiles per combat round - a  viable option but still expensive.
This message was last edited by the player at 19:24, Sun 13 Sept 2020.
Danila
Pilot, 46 posts
Sun 13 Sep 2020
at 19:27
  • msg #303

Re: OOC Chatter (1)

Alyx Karoll:
Alyx can man a gun. He can't hit anything, but he's played Navy before :).

Sensor and computer upgrades to avoid combat are fine (and can help with non combat adventuring).


Sensor and computer alone will not help to avoid combat.
Maneuver drive or stealth coating will, and both are too expansive.
Nerull
GM, 129 posts
God of Death
Sun 13 Sep 2020
at 19:29
  • msg #304

Re: OOC Chatter (1)

In reply to Danila (msg # 303):

Check the Crew thread, I made an error. hope it is fixed now, I found that tidbit in back as I read.
Khuevaengh
Sensors-Comms, 49 posts
Vargr - 7C9CC6
Sun 13 Sep 2020
at 22:39
  • msg #305

Re: OOC Chatter (1)

If something helps to avoid combat as an ancillary effect, that's great, but the two turrets we have are about as preventative as weapons are going to get. We'd have to completely rebuild the thing as a Q-ship to make it any more useful, and a Q-ship isn't much good as an actual trader - which is what the company expects us to operate as.

Bay weapons would be an outright bad idea on several fronts: the tonnage, the cost, and the fact that the people who own warships will want to know why a tiny trade ship wants to install a weapon that's meant to pop theirs.
Tal Atvar
Marine, 30 posts
Mon 14 Sep 2020
at 01:49
  • msg #306

Re: OOC Chatter (1)

I just thought I would put in my two cents worth in the modifications, I didn't know it was going to set off a fire storm of debate.    The ship is too small for an effective Q-SHIP nor is it a battleship but seriously my character being the more militant one of the bunch would feel better if we had more something either a lot more armor/shields, weapons or an actual squad of Star Marines or Ground Assaults' to actually repel boarders but all that takes money and space so...
Danila
Pilot, 47 posts
Mon 14 Sep 2020
at 07:43
  • msg #307

Re: OOC Chatter (1)

Andrew Steward Copeland:
OCC I am pulling the cost from mongoose version 1 rule. I am a bit peeved that Mongoose separated the shipbuilding rules from core rules. I may forced to buy them later. If the numbers from Mongoose 2 differ feel free to correct me.


The rules in MgT1 and MgT2 differ significantly for the shipbuilding and naval combat. For example, in MgT2 more weapons in a turret give no additional attacks but increase the damage output slightly:

quote:
If two or more weapons are of the same type, they may be fired together. One attack roll is made for all weapons being fired, but each additional weapon adds +1 per damage dice to the final damage total.
For example, if a triple turret with three pulse lasers is fired, it will only make one attack roll but will deal 2D+4 damage (two additional pulse lasers each adding +1 per damage dice).


That means that two sandcasters in one turret are not that effective as two turrets with one sandcaster in each turret.

Also be aware, that lasers in MgT2 are actually defensive weapons because they are very effective in destroying incoming missiles.

And finally, the rule
quote:
Note that a weapon used for point defence cannot be used to make attacks in the same combat round, and vice versa.

means that it is also better to have multiple turrets with a laser in each turret rather than multiple lasers in one turret.
This message was last edited by the player at 07:45, Mon 14 Sept 2020.
Danila
Pilot, 48 posts
Mon 14 Sep 2020
at 07:52
  • msg #308

Re: OOC Chatter (1)

In reply to Nerull (msg # 304):

If we decide to refit the turrets - for example, to install one pulse laser in a turret instead of two beam lasers - is it possible at all? And at can we redeem the cost of the old beam lasers towards purchasing the new pulse laser?
Nerull
GM, 131 posts
God of Death
Mon 14 Sep 2020
at 11:25
  • msg #309

Re: OOC Chatter (1)

In reply to Danila (msg # 308):

you can recover 70% of the cost toward the new laser, if the original cost 1MCr, you can sell them for 700kCr.
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