Search found 1153 matches
- Fri Nov 23, 2012 7:09 pm
- Forum: Traveller
- Topic: Low lottery
- Replies: 25
- Views: 3199
Re: Low lottery
Since it was asked in a previous reply: Time frames are listed on p.50 of the Core Rules. Basically, by taking a longer amount of time than "normal" to perform a skill check you get a +1DM bonus to your skill roll. Conversely as book example shows, you can go faster and incur a -1DM penalty. So eac...
- Wed Nov 21, 2012 5:07 pm
- Forum: Traveller
- Topic: Low lottery
- Replies: 25
- Views: 3199
Re: Low lottery
Can you expand on the bit about time increments please? Presuming this is directed to me and not about the task mechanic Time Increment rules but about the low berths themselves... Standard low berths (imo) require several minutes to prep and install a passenger and several minutes to prep and remo...
- Tue Nov 20, 2012 7:06 pm
- Forum: Traveller
- Topic: Low lottery
- Replies: 25
- Views: 3199
Re: Low lottery
...IMO I think this is another one of Mark Millers concepts of linking his traveller universe with sea travel in the mid-late 1800's. Where steerage passengers over long hauls have an uncomfortably high chance of not making it to their destination. Just a guess, but it fits his original concept. It...
- Tue Nov 20, 2012 4:36 am
- Forum: Traveller
- Topic: Low lottery
- Replies: 25
- Views: 3199
Re: Low lottery
Yep, the RAW for low berths are very brutal. Personally I am not convinced that a form of transport that kills half of those who use it would be allowed... I'd agree, unless extremely desperate or without any other choice (convict transport leaps to mind for the latter, refugees for the first). How...
- Sun Nov 18, 2012 5:04 pm
- Forum: Traveller
- Topic: Alternative science cascade skills
- Replies: 17
- Views: 3053
Re: Alternative science cascade skills
I've never been terribly satisfied with the cascade skills in science as presented in the Mongoose Traveller main rulebook. In fairness, coming up with a categorisation of the sciences that is (a) realistic (b) consistent with the established skill system (c) simple I think you've done a good job o...
- Fri Nov 02, 2012 4:24 pm
- Forum: Traveller
- Topic: "Drones" being deployed by US Navy
- Replies: 10
- Views: 1872
Re: "Drones" being deployed by US Navy
Thanks phavoc, I'll have a look at them again (I'm sure I've skimmed them) later so I know what I'm talking about in future 

- Fri Nov 02, 2012 4:06 pm
- Forum: Traveller
- Topic: "Drones" being deployed by US Navy
- Replies: 10
- Views: 1872
Re: "Drones" being deployed by US Navy
When I read those rules, I assumed they were talking about the Drone Control station, where the Remote Operator was located, not the Computer on the drone itself. Could be. That sounds much more reasonable. I was just going by the post above, and may have even failed to properly understand the issu...
- Fri Nov 02, 2012 3:13 pm
- Forum: Traveller
- Topic: "Drones" being deployed by US Navy
- Replies: 10
- Views: 1872
Re: "Drones" being deployed by US Navy
...Must be using early TL 6 mainframes :lol: . You might not be far off on that ;) One of the suggestions some time back for the bulkiness of CT computers was that they were vacuum tube monsters rather than transistor/ic miniature marvels for hardened survival reasons. Just look at the punishment t...
- Mon Oct 29, 2012 9:47 pm
- Forum: Traveller
- Topic: unmanned jump ships (Q for GMs)
- Replies: 85
- Views: 11962
Re: unmanned jump ships (Q for GMs)
Which does of course lead to some interesting problems when the players find that they are the only qualified crew on the 100,000Dton liner as the entire crew have steward skills and a few pilot/engineer zero's and that random acident just took out the entire AI and its backups along with main engi...
- Mon Oct 29, 2012 7:44 pm
- Forum: Traveller
- Topic: unmanned jump ships (Q for GMs)
- Replies: 85
- Views: 11962
Re: unmanned jump ships (Q for GMs)
There really is no reason to not have drone vessels... I don't want MTU universe dominated by ships that have no place for PC's... Well, that won't happen clearly... Fighting ships need human crews for human decision-making... Why? IFF and protocols should eliminate that before long. We already hav...
- Sun Oct 28, 2012 6:28 pm
- Forum: Traveller
- Topic: unmanned jump ships (Q for GMs)
- Replies: 85
- Views: 11962
Re: unmanned jump ships (Q for GMs)
I recall reading once that 2 or 3 interfaced systems is the best for fault detection cross checking and that adding more than 3 into the loop actually introduces false fault detection issues just like that of the space shuttle example above. I can't recall the source of the information though, nor c...
- Thu Oct 25, 2012 1:45 am
- Forum: Traveller
- Topic: unmanned jump ships (Q for GMs)
- Replies: 85
- Views: 11962
Re: unmanned jump ships (Q for GMs)
Basically much of the space related skills and manned positions come down to artificially required to make it a role playing game. Once the tech supports advanced enough programming you don't need Pilots, Gunners, Navigators and such. The issue then becomes one of inventing reasons why the game univ...
- Tue Oct 23, 2012 3:03 am
- Forum: Traveller
- Topic: Animated jump shadow
- Replies: 14
- Views: 2916
Re: Animated jump shadow
Fills my screen and then a bit, on a 22" widescreen monitor set at 1920 x 1080. I'm using Firefox, it might be a browser issue. Or some settings on your end.
- Sun Oct 21, 2012 10:27 pm
- Forum: Traveller
- Topic: Animated jump shadow
- Replies: 14
- Views: 2916
Re: Animated jump shadow
Wouldn't the ellipse of the shadow be modelling that though Gamer Dude? As it says in the diagram: "Shadow is elliptical as Barnard's star is at an angle to the ecliptic." I'm not saying they have the angle correct (but suspect they do), but an elliptical jump shadow implies an angled vector (out of...
- Mon Oct 15, 2012 12:25 am
- Forum: Traveller
- Topic: Ship "Gunner" renamed WSO
- Replies: 14
- Views: 2678
Re: Ship "Gunner" renamed WSO
Next thing you'll be saying is a computer can shoot (or pilot for that matter) much better and faster than a human...


- Tue Oct 02, 2012 3:31 am
- Forum: Traveller
- Topic: Azhanti High Lightning in MGT
- Replies: 24
- Views: 4345
Re: Azhanti High Lightning in MGT
Ah, that works, thank you ShawnShawnDriscoll wrote:Rules as read.

(...flashback to high-school, a debate term?)
- Mon Oct 01, 2012 8:16 pm
- Forum: Traveller
- Topic: Azhanti High Lightning in MGT
- Replies: 24
- Views: 4345
Re: Azhanti High Lightning in MGT
Yep, RTT answered this above. "Readin, Ritin, and Rikithmatic"lastbesthope wrote:I think RAR is actually RAW, Rules As Written
LBH

...I'm sure I've seen others use RAR (for RAW) too and wondered if it was that or some other word similar in meaning.
- Mon Oct 01, 2012 8:07 pm
- Forum: Traveller
- Topic: Azhanti High Lightning in MGT
- Replies: 24
- Views: 4345
Re: Azhanti High Lightning in MGT
Just remember, according to RAR, only staterooms have Escape Pods. Barracks, Acceleration Couches and Low Berths are NOT included in the calculation of the number of escape pods. High Guard might use different rules? Nope. High Guard pretty clearly states that Escape Pods are tied directly to the s...
- Fri Sep 28, 2012 5:24 pm
- Forum: Traveller
- Topic: Azhanti High Lightning in MGT
- Replies: 24
- Views: 4345
Re: Azhanti High Lightning in MGT
IF the low berth personnel are included in the escape pod calculations then why wake them at all? At first, I thought the beds were the low-berths. But the beds are the staterooms. The escape pods are vertical. I want to say they shoot out through the floor. I don't have the book with me right now....
- Fri Sep 28, 2012 5:11 pm
- Forum: Traveller
- Topic: Azhanti High Lightning in MGT
- Replies: 24
- Views: 4345
Re: Azhanti High Lightning in MGT
...Over 3,000 escape pods. I'll have fun figuring out where those things shoot out from. Espescially when a low-berth crew has to unfreeze first and then run to an escape pod during a battle they are losing. IF the low berth personnel are included in the escape pod calculations then why wake them a...