In reply to Danila (msg # 918):
When I first joined this game I thought I could work with my knowledge of MGT 1 to muddle through this campaign <
waits until laughter subsides>. Eventually I had to get to MGT 2 core rules as well as the Spinward Marches supplement. When you presented all these fantastic designs I realized I needed to also purchase a MGT 2 High Guard in order to make informed decisions. I glad I did because I wasn't aware the changes to the system and the brain power needed to come up with a ship that is a good fit for our group.
And this point I have not so much critiques as questions on certain aspects of the design
I love the external cargo concept. It bring to mind the LSP Deneb class Modular Starship
https://wiki.travellerrpg.com/...ass_Modular_Starship
This is why using the 30 ton cutter modules with your ship came to mind. I was also think that including a 50 ton modular cutter would allow for ease of moving cargo no what type of starport we go to. could also be used to transport ships with no jump drive as well haul away 400 tons or less derelict ship to salvage/plunder. I definitely want to know what you envisioned how we can use the external cargo/docking for fun and profit.
Years ago when I was playing Cyberpunk 2020 I once asked my GM if my solo could obtain more powerful weapons and armor. his reply was
'Do you want to have to use it?' What I need to know from you and the rest of the crew if we are up to dealing with opposition that will require the increased firepower we would be wielding, also is our beloved GM up to doing the extra work this will require on his part. BTW I didn't realize that small bay are -2 against ships 2000 tons or less.
I also got some ideal on getting help on the mortgage payment but I think I will save that for another entry. I need to sleep.