>From: ("Scott, part time fuzzy") [email removed]
>Subject: Megatraveller
> 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.
Still too much old stuff. Yes, they are better than the old stuff,
but they are still worse than almost everyone elses. I personally
used GURPS rules instead of MT's.
>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:
That's my impression too. Too much stuff has been left out and omitted.
> 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?
I think that the beam weapon chart is a typo.
I believe fusion gun have some pluses to do damage.
> What are the special effects, if any, of antimatter missles?
Some people say that it's just like nuclear missle but cannot be block
out except by proton screen. I don't believe that. The cost and the
fact that a special screen has been designed for it's use indicates
that it's much more potent than that. Remember, fission, or even fusion,
comsumes a very very small portion of matter. With antimatter, almost
all matters are converted into energy.
> How does one use a white globe?
It is supposed to be just like the black globe except it does not
impede anything from coming out. I don't think it's resonable.
a thing cannot absorb and giving off energy at same time.
I would treat it as a force shield and requires HEFTY amount of
power to operate. Of course, the A/M powerplants provide the extra
power.
>Did they flip the signs on the reulsor table against missles?
I guess so.
> 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...
I thought it's unreasonable too.
Another thing about the table.. I would prefer them to give out formulas
instead of tables. Some tables are just a waste of space.
The rule for shipbuilding is decent, but it does take a lot of work.
One thing I noticed is that some new factors are useless.
Like the hull cripples/ destroyed points. No where in the rule
says anything about it.
The combat is almost unchanged from High Guard. I think it's time for
something new. One thing I don't like is the factors. I prefer
a more linear system of factors. How do you know just how powerful
is a factor T meson gun is comparing to a factor 4 laser? The differece
may be thousands of times... I think the factor system should be dropped
The Imperial Encyclopaedia is especially bad. It is useless. It does not
give enough information about the game world, and those information it
does give are too fragmentory and incoherent to use. A lot of stuffs
are just lifted from the ancient Traveller. It's time for something newer.
Traveller 2300 is much more coherent, and playable, than the much more
expansive MT.
I am very disappointed in this. The Travaller game world is THE best
in the SF genre, yet GDW produce this junk for all its potencial.
MT is fit only as a reference book- and not very good one at that.
Over all, I am very disappointed.
> Scott
James Chou