Search found 166 matches

by Zowy
Mon Feb 11, 2008 6:33 pm
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

I know this is very last minute, but how about an event-driven trade system? I've been thinking about this for a few days, and here are a slightly more specific suggestion. Start by describing the difference between most freight and passenger traffic (= regular traffic) and the traffic PCs are enga...
by Zowy
Mon Feb 11, 2008 6:11 pm
Forum: Traveller
Topic: Starship Power System Defective?
Replies: 92
Views: 18681

Good luck haveing Particle Accelerator weapons on a merchant ship, under CT rules. The barbettes are TL 14 and 5 dTons, the turret ones are TL 15 and 3 dTons. You can put only 1 weapon in each mount. Then you have the problem of geting your ship impounded for haveing Naval grade weapons on it and th...
by Zowy
Mon Feb 11, 2008 7:54 am
Forum: Traveller
Topic: Starship Power System Defective?
Replies: 92
Views: 18681

Even your 400-600 dTon subsidized merchants are not much better. They will be next to useless as auxiliaries for their subsidezeing government, other than as a back line resuppy ship or a decoy, that will die to the first real warship that sees it. Gee what a suprise. Merchant ship dying quickly wh...
by Zowy
Mon Feb 11, 2008 12:56 am
Forum: Traveller
Topic: Starship Power System Defective?
Replies: 92
Views: 18681

The way armor, weapons and energy interact is hopelessly broken. Hull and structure is bad allso :? Tradeships are like tissue paper, they will want to fire missiles at long range and hope to get a few lucky hits. Before the heavy armored Corsair can close to energy weapon range and rip them to shre...
by Zowy
Sun Feb 10, 2008 3:11 am
Forum: Traveller
Topic: Chris, et al: Spinward Marches
Replies: 11
Views: 3219

I don't want the Spinward Marches "fixed" to much. It is after all the main area for the bases, outposts and settlements of the Ancient Droyne. The Final War spaned 2,000 years and made a mess of the area :? But many of the worlds they did not use planet busters on can fall outside the norm. Please ...
by Zowy
Sat Feb 09, 2008 1:23 am
Forum: Traveller
Topic: Will you buy Mongoose Traveller when released?
Replies: 176
Views: 31573

Your right, I don't think there are rules spelled out for external cargo pods in CT. I remember now we added them from Supplement 7 ( Traders and Gunboats ) extrapolation. The Close Escort had 100-ton disposable fuel tanks. The SDB has a 200-ton jump shuttle. The Cutter was given 30 ton modules. Fro...
by Zowy
Fri Feb 08, 2008 7:16 pm
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

This is why the megacorporations like Tukera can crush the little guy. Useing jump 3 or 4 ships on the main routes, they do alot of scheduled freight and passenger bussines and allso move long range high profit items over multi-subsector ranges. While maintaining Jump 1-2 ship service on the feeder ...
by Zowy
Fri Feb 08, 2008 6:36 pm
Forum: Traveller
Topic: Will you buy Mongoose Traveller when released?
Replies: 176
Views: 31573

Not sure, there are a number of things that would need house ruleing on just to make things work for me ( mainly starship building and trade rules for the type of games I play ). I will wait and see what the OGL finished set looks like fisrt. Allso rules are still missing a number of things. Small s...
by Zowy
Thu Feb 07, 2008 5:16 pm
Forum: Traveller
Topic: space ship generation Q's
Replies: 6
Views: 1960

Missiles = 12 per dTon
Sandcasters = 20 per dTon
by Zowy
Thu Feb 07, 2008 1:44 am
Forum: Traveller
Topic: Starship Financing Questions
Replies: 13
Views: 3724

I will take old broken CT, over new broken MGT. :?
by Zowy
Tue Feb 05, 2008 7:46 pm
Forum: Traveller
Topic: Gen Con 2008: Traveller Events...
Replies: 29
Views: 5506

OMG ......... A Chamax Plague Ship :shock:

People are so going to die :twisted:
by Zowy
Tue Feb 05, 2008 1:25 am
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

Other than the text on page 2, "Technology Levels." Where Jump 1 is TL 9-10 and each extra TL gives you 1 more jump distance, up to Jump 6 at TL 15. The only TL limit I can find in the MGT rules for Jump distance is the Computer. Is it powerfull enough to to run your Jump Control program? Model 5bis...
by Zowy
Mon Feb 04, 2008 2:54 pm
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

Yep, passengers = bad news for a Jump 1 ship. You are spending 500,000cr each, to build the staterooms and then paying monthy costs for stewards and life support. Pure cargo ships are the way to go with MGT rules, which is very non-Travellerish. Mixed Passenger / Cargo designs are supposed to be the...
by Zowy
Mon Feb 04, 2008 4:17 am
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

Common Spacecraft : Free Trader; Type A ( Basic ) 200 dTon Hull .................................... 8.0 Mcr Streamlining w/Fuel Scoops .............. 0.8 Mcr Jump Dive A .................................... 10.0 Mcr 10 dTons Maneuver Drive A ............................. 4.0 Mcr 2 dTons Power Plan ...
by Zowy
Sun Feb 03, 2008 5:24 pm
Forum: Traveller
Topic: Passages x distance: some thoughts on cost.
Replies: 153
Views: 27167

This is a repost from the .... If you could change just one thing about the new Traveller.. .. thread. Jump 1 ships shoud NOT bother with passangers in the new rules. They should stick to being cargo movers. Steward requirements and overhead costs are to high. The 500,000cr cost per passenger stater...
by Zowy
Tue Jan 29, 2008 7:17 pm
Forum: Traveller
Topic: New CT UWPs and Stats (FINAL!)
Replies: 64
Views: 12370

I think the Jump1 Main is a relic of the Vilani Imperium and the fact that they used mostly Jump 1 ships. If I remember right, it was contact and war with the Solomani that spurred development of higher jump drives.
by Zowy
Sun Jan 27, 2008 9:17 pm
Forum: Traveller
Topic: New MGT 3.2 Stats and UWPs (FINAL!)
Replies: 12
Views: 3558

I don't like all the low TL worlds. My games tend to have a lot of TL 9-11 worlds and my trade ships tend to be built on TL 11-13 hulls. I never was a fan of seeding lots of low TL colonies. With fusion power and automation you shold be able to have a level 8-9 Tec base even on your colony, mineing,...
by Zowy
Sun Jan 27, 2008 8:09 pm
Forum: Traveller
Topic: If you could change just one thing about the new Traveller..
Replies: 48
Views: 10978

Starship operating expenses are way to high. They are more than CT, which was allso high. I would like interstellar commerce to work for more than just the mega shiping lines and rich high population worlds. The risk vs reward and ROI, is so bad you could never get a bank loan for a free trader. I k...
by Zowy
Sat Jan 26, 2008 5:43 pm
Forum: Traveller
Topic: Terraforming as a Trade Classification
Replies: 65
Views: 14018

I dislike haveing to use TechoMagic, to explain away things like low G worlds with to much atmosphere. Haveing so many mid to large population, low Tec worlds that need higher Tec lifesuport than they can make. Interastellar commerce, that is in many ways unsound. Due to high overhead costs and the ...
by Zowy
Fri Jan 25, 2008 6:53 pm
Forum: Traveller
Topic: Terraforming as a Trade Classification
Replies: 65
Views: 14018

It seems to me terraforming a small world by droping chunks of water/gas asteroids on it might work short term, i.e. 1,000 - 10,000 years dependiong on how fast the atmosphere would bleed away of due to low G. Would work even better on worlds that have lots of permafrost gas/water that you could mel...