Deepnight Revelation

Discuss the Traveller RPG and its many settings
Moppy

Re: Deepnight Revelation

Postby Moppy » Wed Dec 11, 2019 12:25 pm

Annatar Giftbringer wrote:
Wed Dec 11, 2019 12:06 pm
Moppy wrote:
Wed Dec 11, 2019 11:54 am
2) Links are impossible to see in this forum. I didn't even realise it was a link until the pointer changed as i moved it.
Sorry about the visibility, I hoped italics would help but in hindsight perhaps I should have made it more obvious, like this:

I’ll keep it in mind for future posting!
You should not need to apologise for a shortcoming of the platform!
Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Wed Dec 11, 2019 12:33 pm

Moppy wrote:
Wed Dec 11, 2019 12:25 pm
Annatar Giftbringer wrote:
Wed Dec 11, 2019 12:06 pm
Moppy wrote:
Wed Dec 11, 2019 11:54 am
2) Links are impossible to see in this forum. I didn't even realise it was a link until the pointer changed as i moved it.
Sorry about the visibility, I hoped italics would help but in hindsight perhaps I should have made it more obvious, like this:

I’ll keep it in mind for future posting!
You should not need to apologise for a shortcoming of the platform!
No worries, it’s a simple thing to do but easy to forget. Good to keep in mind, every little thing that makes communication clearer is a good thing :)

Anyways, the picture came from here: Deepnight Revelation update #2
Moppy

Re: Deepnight Revelation

Postby Moppy » Wed Dec 11, 2019 12:39 pm

LOL, that scout is rad-shielded.

So having to fly in the wilderness of space and maybe, just maybe, get zapped by an anomalous star is grounds for rad shielding.

However being a combat ship and almost guaranteeing your exposure to particle weapons is not.

I'm of the mind that we should house rule rad shielding is present automatically on military, and most paramilitary, and retcon the designs in the book.
Old School
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Re: Deepnight Revelation

Postby Old School » Wed Dec 11, 2019 1:37 pm

If you’re actually going to use the Military design ships in your campaign, they all need to be redesigned. They were not optimized for the mongoose system, and their design is somewhat haphazard as a result.
Sigtrygg
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Re: Deepnight Revelation

Postby Sigtrygg » Fri Dec 20, 2019 9:50 pm

Just a heads up in case you haven't checked your emails or kickstarter recently.

The pdf version of the core 4 books of DNR were sent to my drivethru account earlier today - other backers should have theirs too I would imagine.

Also a question for Matthew - just wondering where to post errata...
Geir
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Re: Deepnight Revelation

Postby Geir » Sat Dec 21, 2019 7:23 am

Not an answer from Matthew, but my plan to post my errata and semi-rants in the Kickstarter, since that's the audience that will actually will see these materials as they develop.
I will say one thing though, since it's really bothering my picky little mind: Not enough fuel processors. It would take 6.75 days to process enough fuel for a 4 parsec jump, so unless you're jumping on unrefined (not recommended since a really serious drive overall is not simple in the middle of the wilderness) then there's no way you can clear more than 8 parsecs (max) a month. Need to at least triple the amount of processors to keep pace.
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Re: Deepnight Revelation

Postby MongooseMatt » Tue Dec 24, 2019 10:09 pm

The KS page is good for all comments!
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com

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