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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Wed Feb 22, 2012 11:06 pm 
Mongoose

Joined: Fri Nov 19, 2010 6:29 am
Posts: 150
The Campaign Guide, on page 36, has an entry entitled Giant Space Battle, which references another entitled Space Battle. The reference states that Space Battle is found on page 36 when it is in fact on page 57.

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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Tue Mar 13, 2012 2:26 pm 
Cub

Joined: Tue Mar 13, 2012 9:50 am
Posts: 5
How you I level up my character in Great Traveler Games?


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Tue Mar 13, 2012 4:17 pm 
Cosmic Mongoose

Joined: Fri Dec 19, 2008 11:57 pm
Posts: 2640
jonathon10 wrote:
How you I level up my character in Great Traveler Games?


Traveller doesn't have a level system.

The Traveller Core Rulebook on page 59 covers Learning New Skills though.


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Thu Mar 15, 2012 9:04 am 
Weasel

Joined: Mon Sep 06, 2010 11:44 am
Posts: 27
As much as I would love to buy Book 9 Robot, I mean, who doesn't love robots, I hear it is so flawed it's not worth the effort.

When that is cleaned up I will purchase it.


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Sun Mar 18, 2012 12:52 pm 
Banded Mongoose

Joined: Sun Sep 27, 2009 5:34 pm
Posts: 306
Location: Pocklington, East Riding of Yorkshire
Imeanunoharm wrote:
As much as I would love to buy Book 9 Robot, I mean, who doesn't love robots, I hear it is so flawed it's not worth the effort.

When that is cleaned up I will purchase it.


Ditto. And also Mercenary (less bases info and more combat orientated stuff), Animal Encounters (no animal speeds), Campaign Guide (everything by the sound of it).

Regarding errata I have already mentioned a lot of errata for the Core Rule Book and other books both on here and on the Citizens of the Imperium website, I'm not doing it all again. If anyone wants to find the load of errata postings on these two Traveller sites its easy enough to do yourself without me having to spend any more of my valuable time on it.

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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Mon Mar 19, 2012 7:22 am 
Weasel

Joined: Mon Sep 06, 2010 11:44 am
Posts: 27
In other news, after posting that I read a lot of positive stuff about the new vehicles book and purchased it in pdf form. I quite like it.

Word of mouth affects sales obviously.


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Tue Mar 20, 2012 7:25 pm 
Mongoose

Joined: Tue Jan 15, 2008 3:09 am
Posts: 102
Location: Ohio, USA
I'd like to see more information in the main rulebook. The system isn't very complex and information is already spread out over so many books, and not done particularly well, that the game is feeling quite fiddly.


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Tue Mar 27, 2012 6:37 pm 
Mongoose

Joined: Sat Nov 10, 2007 11:30 pm
Posts: 131
Location: Gold Country, CA
Core Rule Book, page 143 "Sensors" lists Visual and Thermal among the sensor types. It references a table on page 108, under Spacecraft Design, Electronics, that does not include Visual or Thermal sensors among the types listed.

This isn't dealt with in the current player's guide, either.

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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Sat Mar 31, 2012 8:27 pm 
Cub

Joined: Thu Nov 25, 2010 7:34 pm
Posts: 1
The Mercenary Career Summary Table on page 15 still doesn't cross-reference correctly with some of the Survival and Promotion requirements on the subsequent detailed career pages, despite some having had some errata applied previously, and Soldier of Fortune on page 15 is still replaced with Gunslinger on page 31.
The same goes for High Guard too.

I have the very first printed versions of both of these, and I am aware that later prints [which I do not have] do take into account some errata, but I do hope the clean-up takes into account the [even more] errors that are in those earlier editions and not just from the later prints!

Hope it doesn't take too long, and Good Luck with it!


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Sat May 12, 2012 7:25 pm 
Stoat

Joined: Mon Dec 22, 2008 1:12 pm
Posts: 70
Mercenary (most based on "real-world" ideas for how militaries work):

1. Please fix the battle system for units. Specifically, the bit where units are different sizes for different unit strengths. This is militarily silly. For example, I can understand how unit sizes change for, say, a tank platoon or an infantry platoon, but why between similar types of unit? Why would a heavy infantry platoon be a different size than a regular platoon? Or Close Quarters platoon? (what the hell does that mean, anyway?).

2. Please describe, in the recruiting section or somewhere, how many admin or whatever are needed for a unit. We have to sort and recruit them, according to the rules, but how many do we need? One paper-pusher per 100? 1000? How many maintenance guys and gals for our tanks and planes? Or what?

3. Please give some sort of multiplier to tell us what pay should be for what size unit on the pay tables on page 53. As written, they don't make a lick of sense, since they have nothing to do with unit size. For a particular mission, if I have 20 cadre for a 3 month training mission, paying me 20000cr would be stupid; and yet, that's exactly the compensation package I can roll. What if I'm being paid to train a world's military and I've got 100 cadre trainers? Still could be 20000cr. That just doesn't make sense. Of course, that means the ticket creation rules would need to say how many troops are needed for a particular mission, unless the assumption is small squad sized military forces only (in which case, why the mass battle system)?

P.S. #4 - No need for base info. This section is useless, since there are no rules for making mercenary bases anyway. Also, some of it was just wrong (for example, the bit about TL 4 Merc bases being more about firepower than manpower - really? I'm assuming the writer meant WWII? Where would a merc unit get the industrial backing to run, say, their own tank pool in the equivalent of 1945? It was hard for small national governments to do it; how could a merc unit?).

In fact, I can't think of any era when manpower isn't what a merc unit is for. It isn't for firepower - that's beyond what a merc unit in our modern world can afford (or can get hold of, but that's a Law Level argument, I suppose).

So, yes, this whole section could be dropped out of the book, and not even missed I bet. There are no rules for keeping in supply, or having enough medics, or any of that stuff, so why bother with it? If numbers can be provided for how much is needed, then fine. But there aren't any at all anywhere, so why is it there?


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Thu Jul 26, 2012 6:17 am 
Shrew

Joined: Thu Jul 26, 2012 3:41 am
Posts: 16
In Mercenary, another thing to fix is the unit sizes on p. 74. I realize that sizes have meant different things in history and that this is somewhat abstract but:

"Fire Team" at 10 men

A fire team always means half or a third of a squad, almost always 4 men
at full strength in contemporary usage as well as prior Traveller usage
(CT Mercenary, Striker). Saying it's 10 men is just odd.

In modern usage, historically and in Traveller about 10 men could be a "squad"

"Squad" at 20 men

A squad in modern military - and all prior Traveller usage varies a lot
but it is always 6 to 13 men. I don't think any army, real or fictional,
ever used a 20-man squad. A squad is usually a third or a quarter of a platoon

In modern usage, historically and in Traveller half of a platoon is a "section."

The other numbers are reasonable, but the above are just wrong in terms of both real-world
and all prior Traveller usage. You could fix them EASILY by just changing "Fire Team" to "Squad" and "Squad" to "Section" (historically two squads) however, though it would probably be best to add another line below for 4 man fire team!!!


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Thu Jul 26, 2012 6:26 am 
Shrew

Joined: Thu Jul 26, 2012 3:41 am
Posts: 16
I spotted two issues with ship sensors (unless this has already been caught) when trying to
run a pirate vs. merchant encounter in the Traveller Core Rulebook:

(1). Visual and Thermal sensors appear on the Sensors Table on p. 144. Indeed, they are the best
sensors - unlike radar the are can give you minimal detail at Distant range.

Two problems:

(a) How do you get these sensors? Visual and Thermal are omitted from all "Includes" columns for all classes of Electronics on p. 108.

(b) If they are included, what good is radar/lidar? Visual and thermal give better results at all range and don't give the user away!

(2) Sensors appear to have no limit on their range, because Distant is "50,000 km+" rather than 50,000-to some limit and if visual and thermal ARE available they can perform minimal detection at that range. Yet in HIGH GUARD certain sensors of more advanced type have ranges limited to 150,000 or so.

Should there be some limit on Distant range so ships cannot just start rolling dice and hoping for the best at 500,000 or 2,000,000 or whatever km?


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Thu Jul 26, 2012 6:39 am 
Shrew

Joined: Thu Jul 26, 2012 3:41 am
Posts: 16
A related issue to the sensors came up in the same combat.

"Distant" range is listed as 50,000 km+ and most beam weapons can shoot that far. Shouldn't there be a limit on this, so ships can't shoot up others or blast planets at 500,000 or 5,000,000 km?

Suggested errata: HIGH GUARD's alternate combat system already adds a very distant range that is twice distant range. Suggest adding to Traveller Core Rulebook p. 146 under the table:

"Distant: 50,000-100,000 km. Beyond this is Very Distant; all weapons are out of range."


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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Mon Jul 30, 2012 12:44 pm 
Lesser Spotted Mongoose

Joined: Mon May 24, 2010 6:59 pm
Posts: 694
Just adding a link to a CSC suspeced errata thread.

viewtopic.php?f=89&t=50272

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 Post subject: Re: The Great Traveller Clean-Up!
PostPosted: Thu Sep 06, 2012 2:21 am 
Shrew

Joined: Thu Jul 26, 2012 10:53 pm
Posts: 16
Book 6: Scoundrel, p33 Under new skills, the Forgery skill is added. Ironically, none of the career skill tables for any of the Scoundrel careers offers the forgery skill. The only way to get it is to take it as the result of an event or a connection.

I would suggest that rather than making forgery a new skill, make it a task requiring the use of existing skills (such as language, computer, deception, etc.) rather than adding another new skill.


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