STUTTERWARP AGAIN

A thread of 2 messages, 26 October 1992 to 21 November 1992, in the order they were sent.

#4786 STUTTERWARP AGAIN

How to allow GDW to write a generic rule book for TRAVELLER which
describes the mechanics of the universe without contradicting the
existing mechanics.

The big problem with STUTTERWARP is that it makes in-system TRAVELLER
drives appear useless and that it is vastly superior in getting from
point A to point B.

JUMP drive operates in parsecs.  How about revising the scale of the
universe such that each hex (old parsec) equals 10 parsecs now.  Your
TRAVELLER map stays the same ie JUMP-1 equals 1 hex per week.  In fact,
I remember reading a lot of complaints about the scarcity of stellar
objects and this should allow the game scale to expand and more
locations to exist.  This also allows for much more exploration and
the GMs to redefine large tracts of space without changing the basic
IMPERIUM layout.

The above doesn't sound like too difficult a change.  Any problems
that you can see with this?

Secondly, in-system travel is currently via thruster plates but what's
to stop you from placing a gravity-well limitation on STUTTERWARP such
once they get within their discharge radius the STUTTERWARP doesn't
work anymore.  True, you still can zip all over the system but you
need something to get you in and out of those gravity wells.

I'm playing in a 2300 (ie STUTTERWARP) fleet campaign now and the
mechanics of combat are quite simple and fun.  I'm sure that if you
introduced a ship design system that incorporated all three drive
systems (JUMP, STUTTERWARP, THRUSTER-PLATES) then you've got more
variety to play with.

If you're interested in pure TRAVELLER then you make STUTTERWARP
next to useless or ignore it all together in the IMPERIUM expansion
book while removing JUMP and THRUSTER-PLATES from the 2300 expansion
module.

It should be just a matter of adjusting the characteristics and costs
to get the right feel.

Want to add in WARP Drive and Gates?  Again, it should be just a matter
of identifying the mechanics in the TRAVELLER generic rules and then
enhancing/disabling them in the particular expansion module for the
universe that you're playing in.

GDW are trying to get fresh-blood into the game.  You can't stop
them because its their business.  I can relate to a lot of the complaints
about rewriting history and changing the mechanics of the universe
but how about putting that energy, that VERY creative energy into
some ideas and instructions for GDW to use to keep TRAVELLER (and GDW)
growing.

I will now get off my soap-box and ... (huh, who's that? A gun! duck no
run for it blat blat blat) {transmission ends}.

#4971 stutterwarp again...

Corran J. Webster:

>Stutterwarp in the Imperium
>    Why not? But if it is going to be introduced into the Imperium without
>making massive changes to the flavour of the universe it should not out-
>perform the jump drive.

>    Why not have it merely as a superior form of m-drive? This would solve the
>problem that was mentioned of trying to get the 2300AD starship combat system
>without the massive effect on the imperial universe.

There is a problem with this idea:  piracy.  Piracy is an idea well loved
by GDW and most Traveller GMs, and stutterwarp will do bad things to it.
Consider that, even with no FTL, a stutterwarp ship can reach the 100-
diameter limit in about three minutes.  This is going to make it EXTREMELY
difficult for pirates to make a (dis)honest living.  After all, even if their
ships are stutterwarp as well, that still leaves them only three minutes to
detect, close to weapon range, and disable a target before it jumps away.
And assuming the pirate was a miracle worker who could DO this, then he finds
himself only three minutes from the nearest Naval vessel in orbit around the
world his target just left.  So now he has to LOOT the ship within three
minutes, after defeating it in a fight within three minutes.

Sounds tough...


Steve