Megatraveller

By Scott, part time fuzzy ·

TML message #128From bundle 12All messages with this subject

  Hello all.  I hope this is not a repeat, but I finally got MT, and I wanted
to compare notes.

  General system:looks cleaned up to a great degree.  As the recent scuffle of
jack of all trades shows, they are not completely clear, but they seem to be
better than all of the stuff I used formerly.

Now for the caveats:
  Did anyone proofread this puppy?  It seems like an inordinate number of
tables and charts are just plain wrong.  First example:

  Merchant prince character generation:I was unable to find the specialty
schools referred to in the rules.  I found them in my merchant rince rulebook,
and they worked, but this is a disturbing table to be missing.

  Second BIG feature:hit charts for beam weapons.  I think they flipped the
numbers on most of the table.  WHY is it harder to hit with a factor 9 beam
than a factor 1 beam?  Or have I got this reversed...

  Second problem:why would one ever want to buy fusion guns over plasma guns?
 They cost more, use more power, and take more guns to give the same factor at
a given tech level.  Am I missing something, like a plus one or two on the
damage tables?

  What are the special effects, if any, of antimatter missles?

  How does one use a white globe?

Did they flip the signs on the reulsor table against missles?

   A question:  Should not a higher tech level be able to produce smaller
drives?  I wonder why a tech 15 jump or manuver unit takes up the same space
and power as a tech 11, or a tech 21 setup.  This seems odd...


  Big caveats for the moment...  As I keep looking and using, I will see what
else I can come up with.  Any help on calling these would be appreciated.  In
geberal, it looks like a clean system, but who can tell.


                                         Scott