GENIE: T3 (Trav 3, the next generation)

By Burton Choinski. ·

TML message #3226From bundle 267

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Let me throw out my application as a rules tester for world generation,
ship and vehicle generation and general mechanics.

(is this going to GDW?  I hope so)

Some comments on some of the rules I would like Loren at all to see...
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1) Worlds
   Time to chuck the 1d6 mentality.  If, as you say, Traveller is heading
   toward a d20 system, world design and generation should be more detailed,
   at LEAST as detailed as variety allowed by 2300ad, with some of the
   World Builder's Handbook thrown in as well.

   One of my big gripes with the old system was the VERY FUDGY Size-Atmo
   connection.  Have the new system generate Size and Density at least.
   Mass and Gravity can be calculated via lookup chart (like in 2300ad).

   I have a set of formulas I Palmed off (someone's, Mr. Brudick?  I
   can't remember) STARFORM program.  This program generated random star
   systems, any I grabbed and reworked some of the formulas to allow the
   feeding of 2300ad data to get useful information.  For Example, given
   Size and Gravity, with a slight random factor and taking into account
   how much solar energy the world receives (this process is actually
   simpler than it sounds), you can come up with a single number representing
   molecular escape velocity.  This MEV can be compared to a simple table
   of elemental MEV ratings...If the world MEV is less than that required
   for O2, then you will obviously not have a T-Norm world.  If not
   high enough for water vapor, the world will be dry and desert like.

   I can create some of these charts if you (at GDW) wish, in a d20 or
   whatever format.

2) Ships
   For god's sake, relegate the G-maximums to the circular file!  While the
   Jump idea is nice, I think the Stutterwarp Idea is better.  However, to
   keep the same flavor as traveller, you CAN make a balance -- Jump ratings
   indicate Cycle rate.  A J-1 ship can cycle 1 Parsec/week, a J2 can
   cycle 1 Parsec in 4 days, 3 days for J3 and J4, 2 Days for J5 and J6,
   1 day for J7 to J9, 12 hours for J10+, etc.

   Power required is based on "guestimated" ship surface area (for the
   jump field, a surface effect) times the cyclic power drain based on the
   J rating.  This WOULD explain why small craft are not suitable for
   jump drives (area goes down a LOT slower than volume due to the power
   laws)

   G rating is, of course, based on mass divided by reaction drive thrust.
   Ships CAN use grav plates for secondary propulsion,
   thus avoiding the need to make holes in the tarmac.  However, thrust
   should drop off as a factor of "current" gravity.

   Example: Grav Tank 100t, produces 200t of grav thrust for 2G's on a 1G
   world (total accelleration = 1G).  At 3.3 planetary radii the gravity is
   now 0.1G.  Thrust is now 20t.  The generators now provide 0.2G thrust, vs
   0.1G, for 0.1G net accelleration.

   Obviously, PROPULSION grav generators are largely ineffective when
   out of the gravity well, but great for getting your ship off the pad and
   a couple thousand KM out before you turn on the fusion drive.  I would
   think this would be REQUIRED procedure for any civilized world (who
   wants a fusion lance pointed in your direction spewing all sorts of evil
   things -- give me a couple score KM of atmosphere, thankyou)

   This gravity requirement does not effect grav PLATES, which
   magnify the gravitational effect of the ship.

3) Vehicles
   Definitely, as Scott Kellogg mentioned, have a very detailed vehicle
   design system (including bits of Striker and MT, with additions from
   COAAC and palming of ideas from 2300ad.  Keep this system as the BASE,
   having it in a supplement book.  However, crank out some basic module
   rules and incorporate them in the main rules so that we can design vehicles
   form DAY ONE without a Cray.  Since the modules are built using the base
   rules, compatability is assured...

4) Science
   Yeah, I know some tradeoffs have to be made to keep the SF flavor
   (FTL, Anti-grav, etc), but please please PLEASE watch the bad science used
   to make the rules fit.  For example, in the MT Ref Guide, Radios are
   a BIG botch job.  I can accept that radios might very well get lighter
   with TL, even with increasing range. (hell, I can accept that Grandfather
   has radio's the size of chicklets that have a parsec receptive range).
   But don't expect me to swallow that with decreasing mass you get a linear
   decrease of power.  Be it back pack or walkie talkie, it's still going to
   take X watts of power to transmit a clear signal Y miles.  Mass isn't the
   limiting factor, distance is (with it's spreading of the EM signal).

   I talked with someone from the SCI.OPTICS internet group about power
   requirements for laser communications.  I have the formula somewhere and
   can get it to you if you wish, but it basically boils down to
   "Power equals Signal frequency", increasing via the square law IF the
   laser beam "spot" is larger than the receiver.  A Gigabit laser will require
   1000x the power of a megabit laser, no matter how you slice it.

5) Characters
   Like I said before, I like the "resume" feel of old traveller, but feel
   that character's are shafted when you compare them to what comes out of
   Mercenary, High Guard or Scouts.  The latter three require TOO much
   rolling of dice, however, so a happy medium between the two systems, AND
   ONLY USING THIS SYSTEM would be ideal.

   Remove SOC as a characteristic.  The characters can roll for a basic
   social level, if you so desire, but I think titles are best left to
   career mustering out or career effects.
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Burton Choinski                                       Phoenix Technologies, LTD
"All opinions are mine, not Phoenix's"                            Cambridge, MA
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