Search found 150 matches

by Linwood
Wed Oct 04, 2017 1:03 am
Forum: Traveller
Topic: Wealth and Tech Availabilty
Replies: 12
Views: 839

Re: Wealth and Tech Availabilty

I think there’s two possibilities to consider. The obvious is the local billionaire effect - someone who either through money or other means (retired Traveller?) brings in high-tech gear for personal use. So long as there’s a B or A star port maintenance, consumables, etc may not be a huge concern.(...
by Linwood
Sat Sep 30, 2017 1:46 pm
Forum: Traveller
Topic: Questions about sensors, comms, signals, etc.
Replies: 31
Views: 3562

Re: Questions about sensors, comms, signals, etc.

Circling back to sensors - the conversation focused on visual sensing. What about gravitational - probably not for tracking the starship's mass but maybe for a gravity ripple or wave signifying a jump had occurred?
by Linwood
Sat Sep 30, 2017 1:30 pm
Forum: Traveller
Topic: Planetary and Starport sensors
Replies: 11
Views: 608

Re: Planetary and Starport sensors

If the local Starport Authority is responsible for handling orbital traffic it will have a planet-wide sensor network (or access to one). If not, it will likely be analogous to a modern-day airport with sensor systems covering just their area. For Type E starports that may mean a pair of binoculars ...
by Linwood
Sat Sep 30, 2017 1:17 pm
Forum: Traveller
Topic: Starport defences
Replies: 68
Views: 3999

Re: Starport defences

GarethL has a good point. A lower-tech or poor world (especially one outside a polity like the Imperium) likely won't be able to afford the defenses a TL 12 world could muster. Worlds without space-faring tach would either have to buy fighters or SDBs or simply do without. I like the suggestions for...
by Linwood
Sat Sep 30, 2017 12:57 pm
Forum: Traveller
Topic: Radiation Trait?
Replies: 43
Views: 2179

Re: Radiation Trait?

Radiation shielding may make sense on a civilian vessel designed for harsh environments. I designed a ship for the party in my campaign that was originally built for close-in study of stars and similar high-radiation environments. There may be other applications.
by Linwood
Thu Sep 21, 2017 11:05 am
Forum: Traveller
Topic: Space Mines
Replies: 50
Views: 2080

Re: Space Mines

My personal experience w/ land-based mines suggests the strategic purpose of quick-laid mine fields (as opposed to more permanent mine fields) was less about destroying the enemy as it was putting obstacles in place that would either delay his advance or redirect it. So in some applications it's les...
by Linwood
Tue Sep 19, 2017 10:01 am
Forum: Traveller
Topic: Space Mines
Replies: 50
Views: 2080

Re: Space Mines

I think a set of interdiction satellites would be a good fit for what I have in mind. Thank you all!

Although baithammer now has me thinking about one-shot particle accelerator mine fields....
by Linwood
Sun Sep 17, 2017 3:36 pm
Forum: Traveller
Topic: Space Mines
Replies: 50
Views: 2080

Space Mines

I'm toying with thoughts of creating a "space mine find" to defend a secure facility but it looks High Guard doesn't discuss this topic. I'm envisioning the "mines" as essentially very small space stations w/ a station keeping drive, power supply, basic sensors and the equivalent of a missile turret...
by Linwood
Sat Sep 16, 2017 4:41 pm
Forum: Traveller
Topic: Do you allow psionics?
Replies: 54
Views: 2598

Re: Do you allow psionics?

So far in my campaign psionics have been along the line of useful but not particularly powerful. There's one character w/ mid-level psi ability and no tech or drug-enabled enhancements. Big contribution to date was in calming a panicky government official in the midst of a crisis which made it easie...
by Linwood
Sat Sep 16, 2017 4:27 pm
Forum: Traveller
Topic: So. Where are the Aliens
Replies: 22
Views: 1305

Re: So. Where are the Aliens

Seconding the use of the T5 sophont generator. Page organization could be improved but the details it produces usually provide some good ideas about the race's culture and behavior.
by Linwood
Sat Sep 16, 2017 4:22 pm
Forum: Traveller
Topic: Planetary information/ System information
Replies: 6
Views: 476

Re: Planetary information/ System information

I've been using the system generator in T5 with a few adjustments - mainly reducing the populations on secondary worlds for low-tech primary worlds. For systems in frontier areas I recommend a similar practice but YMMV.
by Linwood
Sat Sep 16, 2017 4:15 pm
Forum: Traveller
Topic: Radiation Trait?
Replies: 43
Views: 2179

Re: Radiation Trait?

So - how intense is any lingering radiation likely to be for those brave souls boarding the wreck after for salvage? Something like 1-10% of the original damage in rads/min immediately after the attack sounds arguable, tapering off to rads/hr after a period of time.
by Linwood
Tue Sep 05, 2017 10:32 am
Forum: Traveller
Topic: Mongoose Traveller and T5 compatibility
Replies: 37
Views: 2344

Re: Mongoose Traveller and T5 compatibility

I'm not sure I'd ever run a T5 campaign - I've lost my taste for highly detailed rules sets. But I agree w/ Reynard - the sophont generator is quite useful and a few of the other tools for building depth into one's own universe look handy.
by Linwood
Sat Aug 26, 2017 1:44 am
Forum: Traveller
Topic: Vargr Corsair Bases
Replies: 13
Views: 898

Re: Vargr Corsair Bases

If an important trade route crosses independent space it's possible the Imperium - or a megacorp - might take an interest. It's also possible that an independent system might enter into a defense treaty w/ the Imperium in exchange for trading privileges or basing rights. If the Imperial Navy engaged...
by Linwood
Sun Aug 20, 2017 9:56 pm
Forum: Traveller
Topic: New Paizo SF RPG: Competitor with Traveller?
Replies: 292
Views: 15280

Re: New Paizo SF RPG: Competitor with Traveller?

Looked like Starfinder was drawing a lot of interest at Gencon this year - long line at the special booth set up to sell the core rule book. So at present it looks like a success in the marketplace. I can't speak to the content because I haven't looked at it. But I'm having trouble considering "elve...
by Linwood
Sun Aug 20, 2017 9:26 pm
Forum: Traveller
Topic: Lifeboat Concepts
Replies: 19
Views: 1229

Re: Lifeboat Concepts

A lot of awesome concepts here. Thank you all very much!
by Linwood
Thu Aug 17, 2017 2:09 am
Forum: Traveller
Topic: Lifeboat Concepts
Replies: 19
Views: 1229

Re: Lifeboat Concepts

I didn't realize fractional-dton drives were allowed, AnotherDilbert. That opens up a number of interesting possibilities! Also wondering why ordinary low berths are less power-hungry (per person) than emergency low berths. Seems a bit odd but I don't mind taking advantage of it. I suspect my imagin...
by Linwood
Wed Aug 16, 2017 7:46 pm
Forum: Traveller
Topic: Lifeboat Concepts
Replies: 19
Views: 1229

Lifeboat Concepts

I'm looking for some ideas and maybe a bit of design help for lifeboats - craft w/ more capacity and endurance than a re-entry pod but (thinking as a corporate accountant) as cheap as possible. The craft should be capable of carrying at least two emergency low berths (plus a standard low berth for t...
by Linwood
Sun Aug 13, 2017 1:07 pm
Forum: Traveller
Topic: Apps for Traveller
Replies: 9
Views: 770

Re: Apps for Traveller

That would be handy. Not to mention cool...
by Linwood
Fri Aug 11, 2017 12:27 am
Forum: Traveller
Topic: Multiple Tasks in combat
Replies: 3
Views: 288

Re: Multiple Tasks in combat

Some slow-firing or slow-reloading weapons should not be able to attack more than once a round. Bows and black powder weapons come to mind. Bulky or Very Bulky weapons (not capable of Autofire) might also fall into this category if the user doesn't have the appropriate STR (or doesn't have the weapo...