Search found 89 matches

by collins355
Wed Nov 19, 2008 8:41 pm
Forum: Traveller
Topic: A hand with sand please.
Replies: 24
Views: 2969

Shall I cut and paste the arguments over sand on TML over the years? To say this topic has been done to death is the understatement of the century! Not sure if this topic was deliberate trolling or not? Next we'll have Phil reviving his Vilani topics (no Phil, this is most definitely not an invitati...
by collins355
Wed Nov 19, 2008 10:26 am
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

I'm not sure that it solves the issue of weapons of a comparable tech level being able to hurt AFVs of that TL, unless you re-jig the damage-armour values (in which case I'd suggest you might as well do the right thing and design a proper graded system across TLs using material technology progressio...
by collins355
Tue Nov 18, 2008 10:16 pm
Forum: Traveller
Topic: HG: No fusion gun turrets?
Replies: 14
Views: 2127

A reason that just occurred to me for the absence at the ship-turret scale is that space-combat HE is basically a small-scale HEPlaR drive, tuned (by TL) for either fire-hose (hose... of FIRE!) or fusion temperatures. As such, those weapons would need a fairly direct plasma channel connection from ...
by collins355
Tue Nov 18, 2008 10:03 pm
Forum: Traveller
Topic: Shipboard Radar/Microwave systems as weapons in MGT
Replies: 15
Views: 2208

David Fulgham of Aviation Week has probably published the most in the open source world on this application of AESA technology so I'd check out some of his articles, if you have not already.

In TNE FF&S it stated on page 53 that "space based area jammers" have a typical radius of effect of 45,000kms.
by collins355
Tue Nov 18, 2008 9:43 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

To avoid several more pages of back-and-forth. Yes, KK is right, a standard MGT TL5 single-shot "rifle" cannot do more than 18 damage in usual circumstances (however, using the 'aiming to kill' rule in MGT Mercenary page 71, it could do up to 24 points damage). And, yes indeed, there do exist real h...
by collins355
Sun Nov 16, 2008 3:12 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

I somehow fail to understand the apparent magnitude of the problem. :? Rust I respect your opinion on areas you clearly are knowledgeable about. I would accept it if you said "I don't care much for ground combat at anything more than the bar-room brawl scope and so this Mercenary stuff doesn't appl...
by collins355
Sun Nov 16, 2008 11:02 am
Forum: Traveller
Topic: HG: No fusion gun turrets?
Replies: 14
Views: 2127

Yeah, charged particle guns in space are a bit silly, but there's enough handwaving going on already to allow them to be very VERY short ranged weapons, possibly more defensive than offensive, or possibly what makes a starship truly nasty on the ground. Turreted Fusion Guns. Nothing kills interface...
by collins355
Sun Nov 16, 2008 10:48 am
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

I've bitten my tongue trying to avoid the usual 'I said, no I said' discussion, but time for a couple of observations... re 'fun' (TM): I don't accept this explanation at all. It cuts right across the core principles of roleplaying in general and certainly Traveller. We don't reward/encourage player...
by collins355
Sun Nov 16, 2008 10:27 am
Forum: Traveller
Topic: Size modifiers
Replies: 3
Views: 815

page 66 of the core rules, a bit hard to find, but firing at "most" vehicles gets a +1DM because of their size.
by collins355
Fri Nov 14, 2008 8:27 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

Re: weapons, weapons, and not a drop to shoot

I dont know what you, the designer, can do at this point, if you arent allowed to change anything. I think as long as you are aware that there are "issues" with the weapon/armor balance at some levels, that will placate some of the angry natives. Um, have to totally disagree on this point. Having r...
by collins355
Thu Nov 13, 2008 10:37 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

Preferably by someone with a clue about weapons and their use. So much better than that "other book" which has now been recycled into something more useful - bedding material for a rodent. I have let ALOT of these sorts of comments about my knowledge concerning weaponry, technology and the like sli...
by collins355
Tue Nov 11, 2008 9:35 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

Re: Weapons in Mercenary

the LMG uses the heavy weapon skill (I would use the man portable sub-skill). And the LMG uses the range and modifiers for assault weapons. Take care E. Herdan Which is an extraordinary design decision. A light machine gun in MGT becomes less accurate (and hence effective) at ranges exceeding fifty...
by collins355
Tue Nov 11, 2008 4:14 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

Looks like a classic case where the OGL may come to the rescue. Anyone working on a thrid-party supplement by any chance? Given the previous indications on this board from Mongoose that they have a weapons design sequence they are holding in reserve, that seems like a waste of time. Why spend ages ...
by collins355
Mon Nov 10, 2008 6:45 pm
Forum: Traveller
Topic: Invincible Fighters
Replies: 7
Views: 1105

And this gets to the crux of the issue with making fighters a key part of your space combat system. I'm pretty agnostic on that debate, but if you are going to make space fighters the equivalent of strike aircraft in today's naval engagements then you need to think through all the implications prett...
by collins355
Mon Nov 10, 2008 1:12 pm
Forum: Traveller
Topic: Missile Launchers on Ships
Replies: 51
Views: 6341

Fighters always did seem a bit pointless for large scale actions in Traveller . Dangerous against merchants though so good for things like anti-piracy or a mercenary action. So you might see them in local navies but in a fleet action they are just wasted tonnage. Now whether you like this or not de...
by collins355
Fri Nov 07, 2008 1:10 pm
Forum: Traveller
Topic: Weapons in Mercenary
Replies: 147
Views: 19188

Re: Weapons in Mercenary

the LMG uses the heavy weapon skill (I would use the man portable sub-skill). And the LMG uses the range and modifiers for assault weapons. Take care E. Herdan Which is an extraordinary design decision. A light machine gun in MGT becomes less accurate (and hence effective) at ranges exceeding fifty...
by collins355
Thu Nov 06, 2008 9:41 pm
Forum: Traveller
Topic: Mercenary: LMG ammo
Replies: 4
Views: 1008

Re: Mercenary: LMG ammo

Am I plain dumb, or is there no ammunition costs for the LMG (and some other weapons) listed in Mercenary ? thanks, Mad Dog Until we get some official errata for our Mercenary weapons (god help whoever is working on that), that is a feature not a bug (as is the absent ammo weights). It certainly ma...
by collins355
Thu Oct 30, 2008 12:44 pm
Forum: Traveller
Topic: Military Campaigns
Replies: 10
Views: 1603

How useful the MGT Mercenary Supplement is depends a lot on the military background/interest you and your players have. People with a military background as well as those with an above interest in military organisation, weapons etc. will have some serious issues with the book like + Lack of useful ...
by collins355
Fri Oct 17, 2008 10:49 am
Forum: Traveller
Topic: How does Traveller handle artificial gravity on ships
Replies: 44
Views: 6531

So *compensated*, closer to 3 than 4 at minimum. Fine. I don't have the tables to hand, but I'm pretty sure they start at 1. And "maximum" has to cover "sprint" abilities. A high G escape to Jump distance is quite short, and if you know your crew is fit, strapped into acceleration couches (which ca...
by collins355
Mon Oct 13, 2008 7:54 pm
Forum: Traveller
Topic: Why I LOVE Missiles!
Replies: 34
Views: 4376

Yes they would, burt in space all corse corrections require a delta-v which costs fuel or reaction mass. Dumb fire projectiles don't have that issue. Which is why they'd miss a lot :) Besides, in Traveller you have a magic reactionless drive that just needs power. Load up your AKV with the smallest...