If you could change just one thing about the new Traveller..

TrippyHippy

Emperor Mongoose
...what would it be?

Considering that there is only a week to go before final submissions are in, what do you think is the key area that you would want to see changed, or revised before the game goes to print?

For me, after due consideration about the lack of a Citizen career (which I guess will have to be represented by Nobles with low Soc, in the interim), my major concern is the Starship design system.

For me, the presentation and explanations provided in this chapter are not the best - and it's been the one chapter that has left some of my players bored and fidgity. The 'displacement tonnage' values are not used uniformally - with many tables reverting back to 'Vol' which is just confusing. There isn't an easy breakdown of prioritising 'points spending' (for example, they could have a 200 ton cargo, having up to 20 points to spend on Drives, up to 50 tons on fuel, etc, and choices then being given for these specific amounts. Some of the utilities you can buy aren't really all that well explained either - and the whole process seems to come across like reading a disorganised catalogue written in Swahili. Finally, there isn't enough example ships given (which I'd like to see with illustrations). One of the characters generated in the playtest earned a scientific lab ship - but there isn't one given as an example in the Starship chapter.

Anyway, that's my whinge, what's yours?
 
Once you take into consideration that I've already come up with ways to tweak the mechanics to my liking, my main interest also lies with starship design.

While I have ordered T5, I'm not counting on the fact that the starship design system there will be simple and flexible enough for my needs, so I'm hoping to rely on the MGT version.

I'd like to see the power system fixed up, per the suggestions on these forums, the addition of a few extra options (variable size small craft bays, machine shops, scientific bays (fairly necessary if we're going to have lab ships), sick bays and the like. The use of luxuries to provide Steward DMs also needs fixing.

I presume the range of stock ships will be expanded; not to do so would be a gross failure.

Just behind that, I'd like to see a few minor improvements to starship combat. Use of sandcasters currently requires no skill and virtually no input from the player, and the pulse/beam laser stats don't match up with their descriptions. The rules for performing multiple tasks during space combat also don't make sense (you can keep performing actions until you run out of time, but your timing die from any one action apparently sets your iniative, and thus you can't act again until you get to 6 ticks).
 
Decouple the combat system from the timing/effect mechanic (which isn't particularly well-suited for resolving combat anyway).
 
Starship operating expenses are way to high. They are more than CT, which was allso high. I would like interstellar commerce to work for more than just the mega shiping lines and rich high population worlds. The risk vs reward and ROI, is so bad you could never get a bank loan for a free trader. I know this is reason for subsidies and subsidized merchant ships. But with MGT higher operating costs, all Jump 1 and many small Jump 2 ships lose big time by takeing passengers vs cargo. Steward salaries + Life support costs for staterooms + Maintenance costs make it better just to never put in those 500,000 cr staterooms in the first place and be a pure cargo mover......

As it is now, the 200 dTon Free trader is a nogo ship class. You would be better off with a 100 dTon armed Packet ship. With a Gunner to get those 5 dTon Mail drums that pay 25,000cr each. It's jump 2 drives let you set up a subsector trade rout to the low trade volume worlds off the X-Boat rout, that the big shiping lines only service once a month or less. You might even get rich with speculative trade. But could make it as a freight ship. You would of course not take passengers, as they kill the bottom line. Leave them for the Jump 3 Liner that stops by every few months.

Edit: If you need or want to run passegens for charter trips. Have a Packet ship class that can put a 30 dTon Cutter Modual in it's main cargo hold and have a 2nd 5 dTon hold for the Mail Drum, that can be used as a Air/Raft or other small vehicle airlock / hanger, ect.
 
I'd remove the problem of stat-bonus-bloat issue evident in the task system. It's the main thing turning me off from buying MGT.

The task system is a core mechanic, effecting most aspects of play. The stat bonus bloat problem is a real issue with the game system, and its being ignored.
 
Supplement Four said:
I'd remove the problem of stat-bonus-bloat issue evident in the task system. It's the main thing turning me off from buying MGT.

The task system is a core mechanic, effecting most aspects of play. The stat bonus bloat problem is a real issue with the game system, and its being ignored.

Hey ! Welcome back !
 
More advanced weapons. MGT is actually pretty good for it's selection of TL10-13 weaponry, but there's still more options for lower tech (ie present day) stuff.

Basically, I want more types of gauss weapons. :)

[EDIT] and, of course, more damage - they're a bit weedy right now.
 
The timing/effect die mechanic. It looks wonderful and fresh at first glance, but is broken upon a deeper look --> Harder task rolls (with net -DMs) that succeed actually have increased chances of being done quicker and with more critical success! The reverse being true also, as tasks get easier (net +DMs), they also tend to take longer and have less critical successes if they succeed!

Gotta be changed or the entire task system will be house-ruled in my group. Not a good start, so this is my one thing that needs to be changed. I don't want to play T5, I want the simper Mongoose without having to house-rule several things.
 
Basically, I want more types of gauss weapons.

They are on their way in Mercenary. Let me tell you!

Armour-Rifle Man-Portable (ARMP) anyone? How about the MagRail Sniper Cannon?

You will be pleased to see the higher-tech stuff soon enough! :)

-Bry
 
Mongoose Steele said:
Armour-Rifle Man-Portable (ARMP) anyone? How about the MagRail Sniper Cannon?

Does this mean we'll be seeing the first Traveller Glitterboy armour soon? ;)
 
Mongoose Steele said:
Basically, I want more types of gauss weapons.

They are on their way in Mercenary. Let me tell you!

Armour-Rifle Man-Portable (ARMP) anyone? How about the MagRail Sniper Cannon?

You will be pleased to see the higher-tech stuff soon enough! :)

-Bry


Well that's spanking good, sir! :D

Talking of 'Mercenary', I'm a lil' bit nervous of the talk I've seen of expanded chargen.

Is this going to be just a greater range of options and choice of skills, or is it going to end up with Merc' n High Guard chaps having a much larger amount of skill levels than 'standard' chaps (which became a major problem in CT)?
 
Does this mean we'll be seeing the first Traveller Glitterboy armour soon?

Funny that, but I just finished typing the rules for Artillery Battle Dress like maybe an hour ago...

Is this going to be just a greater range of options and choice of skills, or is it going to end up with Merc' n High Guard chaps having a much larger amount of skill levels than 'standard' chaps (which became a major problem in CT)?

Nope. The expanded Char Gen adds the new skill types to the original tables as "Substitution Skills" (take them if you have the book and want to), and the new Careers are based on taking terms for starting characters. Existing characters can still wear the mantle of merc and call themselves a Striker, have all the same skill and gear access to do so, but are no less 'cool' than someone who began their character using the terms in the Merc book.

Does that make sense?

It might be a bit of a snark with people who are looking to start games with MRT main book immediately if they want to take a term or three in the new merc careers, but hopefully *crosses fingers* we will get this book published with the quickness and people will not have to wait long.

We really wanted to turn MRT's Mercenary into something more than just an add-on; and I'm hoping I'm doing the original justice with it.

Cheers all,
Bry
 
Cool. That was what I was hoping for. :)

It makes sense, anyway. The chargen system seems to have the ability to modify the careers for your particular game built in, so there could be several versions of each career depending on which part of the service they ended up in.

Be nice to have a blank career template ready as a download <hint, hint :wink: >
 
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