Here's some forwarded Traveller traffic from rec.games.frp. Anyone out
there have alternative combat mechanisms?
James
_ ___
| | / _ \ James T. Perkins, [email removed], [phone removed]
| |__ | |_| | Tektronix Logic Analyzers, DAS System Software, Disk Services
|[address removed]
This package is sold by weight, not by volume. Some settling of contents may
have occurred during shipping and handling.
- ------- Forwarded Messages
Article: 7518 of rec.games.frp
Path: [email removed]
From: [email removed] (Ed Driscoll)
Newsgroups: rec.games.frp
Subject: Traveller Starship Combat
Keywords: Traveller
Message-ID: [email removed]
Date: 26 Oct 88 20:07:13 GMT
Distribution: usa
Organization: NETI, Inc.
Lines: 20
I'm in the process of redesigning the Traveller starship combat
rules for an upcoming campaign. The rules given in the basic
3-book set are playable, but not nearly detailed enough. I would
at the very least like to add in some maneuvering rules to give
it more of a classic dogfight-in-space flavor.
I've read the High Guard rules a few times and found them all
but incomprehensible. At best, they seem cut out for mass
engagements and not very well-suited to small scenarios.
Is there anyone out there who has a reasonably detailed yet
playable set of rules for small-scale starship combat? If so,
would you be so kind as to post or email them?
I'd also be interested in references to published material on
the subject.
Many Thanks,
Edward J. Driscoll
( ...[email removed] )
- ------- Message 2
Article: 7536 of rec.games.frp
Path: [email removed]
From: [email removed] (James Teh-Tsuey Chou)
Newsgroups: rec.games.frp
Subject: Re: Traveller Starship Combat
Keywords: Traveller
Message-ID: [email removed]
Date: 31 Oct 88 09:42:38 GMT
References: [email removed]
Sender: [email removed]
Reply-To: [email removed] (James Teh-Tsuey Chou)
Distribution: usa
Organization: University of California, Berkeley
Lines: 41
In article [email removed] [email removed] (Ed Driscoll) writes:
>I'm in the process of redesigning the Traveller starship combat
>rules for an upcoming campaign. The rules given in the basic
>3-book set are playable, but not nearly detailed enough. I would
>at the very least like to add in some maneuvering rules to give
>it more of a classic dogfight-in-space flavor.
I am also trying to redesign the rule. They are too abstract and
simplified for my taste.
Dogfight? I don't think you are going to do much dogfighting with
these kind of weaponry and speed. When you get into a range where
you can dogfight, it's within visual range- and with the kind of weapon
you have, it's suicide.
>I've read the High Guard rules a few times and found them all
>but incomprehensible. At best, they seem cut out for mass
>engagements and not very well-suited to small scenarios.
True, and there's too much obsolete baggage from the old traveller.
>Is there anyone out there who has a reasonably detailed yet
>playable set of rules for small-scale starship combat? If so,
>would you be so kind as to post or email them?
I am in the process of designing one- and it's pretty drastic.
I am drawing materials from Harpoon- the naval wargame.
I am throwing away factors and missles- they are ridiculous.
I am emphasizing on sensors/EW since the one with the first shot
is going to have huge advanage with these kind of weapons.
I am trying to base damage on points.
>I'd also be interested in references to published material on
>the subject.
Try Traveller 2300's Star Cruiser. It's not Traveller competible,
but it got some useful ideas.
>Many Thanks,
>Edward J. Driscoll
>( ...[email removed] )
- ------- End of Forwarded Messages