MegaTraveller Ship Design

A thread of 2 messages, 27 April 1989 to 1 May 1989, in the order they were sent.

#326 MegaTraveller Ship Design

from UXC.CSO.UIUC.EDU::danilenk
>Does anyone out there feel that the Megatraveller ship design system
>actually works? In the process of writing the adventure for Traveller's
>Digest, I finally had to learn the new systems for design and combat.
>I hate to say it, but I don't like them. Call me a relic from the
>old Traveller days. I don't care. I think that a) the rules need to be
>edited and text added to explain the design process

I agree.  In order to create a large merchant ship I spent 2-3 days poring
over that information.  At the end, I got a useable ship but I find that
it has quirks in that I made it more powerful than any merchant ship has
any right to be.  Guidelines along "this constitutes a merchant", "this
constitutes a pirate corsair", "this is a blockade ship", etc would be
nice.

It would also be nice if, for interior design, there were some templates
for the engines, jump drives etc.

>and b) the added
>complexity is not worth the added realism. I think that grafting on the
>sensor rules onto High Guard and cleaning up the combat system would
>have been a much better way to go.
>

Well, I don't mind the complexity as long as it isn't something you
have to do on the spur of the moment.  Imagine trying to do it while
adventuring :-)   I haven't tried the combat yet.  What is it like?

>As a result of all this, I think that I will henceforth playtest the
>adventure using old Traveller and then convert it into Megatraveller
>for publication. Opinions?

My gut feeling is that it will be painful.  I am currently running
"Murder on Acturus Station" as a MT adventure and it took too long
to map the Traveller descriptions, needed rolls, etc into MT tasks
and so forth.
>				Jim Cunningham
>				Traveller Relic

Arturo Perez

#331 MegaTraveller Ship Design

>I agree.  In order to create a large merchant ship I spent 2-3 days poring
>over that information.  At the end, I got a useable ship but I find that
>it has quirks in that I made it more powerful than any merchant ship has
>any right to be.  Guidelines along "this constitutes a merchant", "this
>constitutes a pirate corsair", "this is a blockade ship", etc would be
>nice.

I have to disagree. I tend to view the Traveller/MT universe as a star-faring
version of the 18th-19th century sailing era. During that time, merchants were
often as heavily armed as warships, although usually a bit bigger than warships
of similar armament due to their cargo holds. Pirate corsairs were simply
warships or merchant ships under new management. I always had a great
disrespect for the 400t Corsair, available to Pirates under the old "Citizens
of the Imperium" book. A distinctive corsair like that would be attacked at
once by any Navy ships in the area. Better to have a free trader with some
decent weapons, and perhaps an upgraded computer. The Vargr corsair is exempt
from the above as, unlike in the Imperium, corsairing is an acceptable way of
life for Vargr. Of course, such a ship entering Imperial space does so at its
own risk!

>I think that grafting on the sensor rules onto High Guard and cleaning up the
>combat system would have been a much better way to go.

I thought that's what they've done. They've also added a set of miniature
movement rules, replacing the High Guard long/short range, which is a good
idea except that it's unrealistic. The best movement system I ever saw was
the "Mayday" game, which had markers for present, past and projected positions
for each ship and missile. This simulated the motion of spacecraft much better.
Try flying backwards or sideways in MegaTraveller! Of course, if you're using
a lot of ships, the simple High Guard system cuts out a lot of work.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]