High Guard Update - Comments Needed!

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AndrewW
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Re: High Guard Update - Comments Needed!

Postby AndrewW » Fri Aug 27, 2021 4:51 am

paltrysum wrote:
Thu Aug 26, 2021 6:04 am
Unfortunately, High Guard is not the place for new skills. Perhaps submit a piece for the next Companion. :wink:
Well, there have been new skills in some versions of High Guard.
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Re: High Guard Update - Comments Needed!

Postby Melbourne Accords » Sun Aug 29, 2021 2:32 am

Sorry about the late post.

Our groups really enjoy vector-based space combat (based on Mayday). It would be great to see this as an option in the revised version of High Guard.
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Re: High Guard Update - Comments Needed!

Postby cunningrat » Wed Sep 01, 2021 7:14 pm

MongooseMatt wrote:
Tue Aug 03, 2021 11:12 am
* Combine spacecraft and space station construction rules.
If it hasn't been mentioned yet -- would it be possible to roll in the Base construction rules from the Drinaxian Companion?
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Re: High Guard Update - Comments Needed!

Postby Boldtaar » Fri Sep 03, 2021 9:25 pm

I started creating a quick reference page (Using VTT Fantasy Grounds) combining text from core and high guard book with some house rules (mostly fill in the blanks and range band difficulties) to speed things up when playing and not have to flip thru several books and pages when rolling for seensor checks.
Could be a good update to include something similar in core or high guard book.
Image
(work in progress)


Also don't know someone mention already but someone drop the ball on EM (Electromagnetic) in core book and high guard.
EM is in the Sensor Details page 150 but not in the Sensor types on page 151 in core book and not mention at all in high guard book when installing sensors page 19.
Last edited by Boldtaar on Sat Sep 04, 2021 2:04 am, edited 2 times in total.
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adzling
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Re: High Guard Update - Comments Needed!

Postby adzling » Fri Sep 03, 2021 9:31 pm

Better space combat rules.

What we have currently is ok for two ships duking it out but what happens when you have three or more?

There is no way to judge relative position/ range.

Our table would prefer a simplified vector-based system as we could then have meaningful space battles with more than two ships...
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Re: High Guard Update - Comments Needed!

Postby Boldtaar » Fri Sep 03, 2021 9:48 pm

I use a combat range tabel. it helps alot and helps the players visalus the action. Fun to see the missiles getting closer and closer.
But i'm still new to handling space combat and mostly used the core books and not used the fleet battle rules
Image

Can't remember where i found this one but know there is similar but simel one on drivethrurpg TAS section
Last edited by Boldtaar on Sat Sep 04, 2021 1:55 am, edited 1 time in total.
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adzling
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Re: High Guard Update - Comments Needed!

Postby adzling » Sat Sep 04, 2021 6:19 pm

i use the same one, also in fgu ;-)

however it doesn't solve the problem of multiple ships in combat and their relative positions.

all it does is tell you relative position to one ship (the one in the center) all other ships have no position relative to one another.

so therefore it's useless in any situation where you have more than one ship on both sides of the combat (or multiple factions for that matter).

vector movement and real positioning would solve this
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Re: High Guard Update - Comments Needed!

Postby Cleon_Entun » Sat Sep 04, 2021 6:35 pm

I don't really feel that vector movement would work ; I mean, it's an entire wargame altogether, and even if Traveller is already a important resource managements game, I feel that throwing vectorial movements around would lose the "Rules-light" side of this edition. I haven't really sudied the matter, but I think it would be too much math or bogging down for the average role-players.
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Re: High Guard Update - Comments Needed!

Postby TrippyHippy » Sat Sep 04, 2021 8:08 pm

I’d love to include vectors as an advanced system in space movement. It elevates the game from bog-standard space opera into a game that actually celebrates real physical science - and I love that.
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paltrysum
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Re: High Guard Update - Comments Needed!

Postby paltrysum » Sat Sep 04, 2021 9:59 pm

Cleon_Entun wrote:
Sat Sep 04, 2021 6:35 pm
I don't really feel that vector movement would work ; I mean, it's an entire wargame altogether, and even if Traveller is already a important resource managements game, I feel that throwing vectorial movements around would lose the "Rules-light" side of this edition. I haven't really sudied the matter, but I think it would be too much math or bogging down for the average role-players.
Exactly this. Vector-based space combat games are cool, but not in the context of an RPG. I’ve played Brilliant Lances. I enjoyed it quite a bit. In the TNE era, we used it to run space combat, but here’s the thing: those sessions had near zero role playing. There wasn’t time. I’ve heard others here point out that vector is simple: just use the Mayday or Triplanetary rules, failing to note that those, too, are separate games.

High Guard does not contain the space combat rules; the Core Rulebook does. It will contain fleet combat rules, but the design of these rules — much like those in the CRB — will be to enhance role playing, not hinder it. Vector-based movement is implied, just as it is in the CRB, but it is abstracted to enhance speed of play.
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Re: High Guard Update - Comments Needed!

Postby Sigtrygg » Sat Sep 04, 2021 11:36 pm

Instead of turning MgT into a cartoon physics cinematic game there needs to be the harder option of a vector movement system, if LBB:2 could do it then there is no reason MgT HG 2.1 can't offer it. Take a look at GURPS Spaceships, the various iterations of Full Thrust as just two examples. A vector movement option doesn't need to be Attack Vector in detail, there are plenty of concise variants of vector movement rules for inspiration.

High Guard, being the spaceship expansion for the core rules needs to include it, the roleplaying encounter combat is, as you have already stated, covered by the core rulebook (and even that is too complicated for a role playing encounter for which I turn to my house rules based on the CT ship's boat skill combat system and the CT Starter edition range band rules).
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Re: High Guard Update - Comments Needed!

Postby TrippyHippy » Sun Sep 05, 2021 11:41 am

In the context of the possible inclusion of basic ship construction rules in the Traveller Core Update, I don’t think it would be out of context to make advanced space combat rules somewhere, and an updated High Guard could be it.

Basic vector-based rules needn’t be any more complex than suggesting the use of a grid-map and direction markers. The basic idea is simply the Newtonian idea that an object continues to move at a given velocity - which has a magnitude and direction - unless another force accelerates it somehow. Then you simply add the new vector quality to the existing one. Obviously, it is a step up from total abstraction, but I think it makes space combat a real strategy game just to get the maneuvers right and that becomes absorbing for a gamer like me.

If you really want to make it complex, you could acknowledge that an acceleration ought to be calculated as a vector subtraction not an addition based on ∆v = vi +(- vf), and calculate the results with trigonometry (and probably a calculator). This might be a step too far...
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Re: High Guard Update - Comments Needed!

Postby Condottiere » Sun Sep 05, 2021 11:54 am

This probably requires an eventual software solution, to simplify it to point and click.
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adzling
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Re: High Guard Update - Comments Needed!

Postby adzling » Wed Sep 08, 2021 3:51 pm

paltrysum wrote:
Sat Sep 04, 2021 9:59 pm
High Guard does not contain the space combat rules;
It would be a good place for advanced space combat rules that incorporate vector movement imho
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adzling
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Re: High Guard Update - Comments Needed!

Postby adzling » Tue Sep 14, 2021 5:41 pm

Pretty please incorporate the expanded Boarding Rules from the Mercenary Kickstarter Specialist book into the new highguard.

thank you!
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Re: High Guard Update - Comments Needed!

Postby adzling » Tue Sep 14, 2021 11:30 pm

Please clarify minimum fuel tankage requirements in HighGuard.

Current HG mentions minimum of 1 ton fuel tankage yet Mercenary and Solomani front have ships with fractional ton fuel tankage.

thanks!

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