Evil MT bugs

By Scott, part time fuzzy ·

TML message #146From bundle 13

  New typos found in rules:

  1.  it is impossible to construct a ship with an armor factor of 9 by the new
rules.

  2.  Unless you only plan to run a meson screen for a few minutes a day, don't
even bother installing one.  They demand FAR too many megawatts per cubic meter
to run.  Try dropping the power requirement by a factor of 10 or so

- --note:doesn't it seem odd that a higher tech civilization can't produce
versions of lower tech things that do more damage and the weigh less?

  3.  Errors corrected in charts of fusion weapons
    {details posted later if anyone is interested}

  I am thinking of cutting fuel consumption by a factor of two or three on the
power plants; this would put them approximately equal to old book two/five
designs.

  4.  Correct me if I am wrong; a white globe is visible, unlike a black globe.
 It blocks all energy heading in, like a black globe, and one's own weapons and
movement are not impeded while it is on.

  Has anyone gotten around to proofing the charqacter generation system yet?
 I only noticed a missing chart in the merchant prince section, but I have not
been very thorough.

  A final note:I am hoping to redesign the system around a percentile scale,
with player skills running from 0 to 50, and the task profiles giving the odds
of doing a particular task (e.g, roll over 5 percent to do a routine task, over
80 to do one of the difficult ones, and over 130 for an almost impossible one.
 Add skill)

  This would help in that then one can have skills altering during play without
upsetting game balance, and one can have a greater variety of skills 'in the
works'

  See y'all around
                                                           Scott
                                                       [email removed]