wbnc said:Traveler is good in some ways, it leaves a lot fo the detail tot he REF and plaeyrs to custom tune to their campaign...but sometimes I really wish I had a bit more crunch to the system...usually if I look at a player and tell him..umm that wont work the way you think it does...it's enough. But when a person goes all "but the rules don't say that..it gets tricky..fortunately not many people I game with are that hard to reign in.
I[ve found ways to handle the lack of hard coded rules. and if you take the bare bones combat system and apply a few basic tweaks you can do a fair job with minutures. by using vectors..and tracking thrust.
I'e played both starlfeet paperwork, and book keeping...and renegade legion..they are very good at modeling the tactical movement of a starship... with a bit more paperwork and number tracking. I'd happily use either to supplement a game if I had players familiar with the systems.
also with a bit of work either victory at sea, or call to arms would work as well...if you want a more detailed combat simulator....it takes a bit more work but its fun, and relatively stable.
SFB wasn't too bad as far as bookkeeping, or at least it wasn't terribly onerous for a ship or two per player. I loved the weapon damage rules from RL, would be interesting to dovetail something like that into Trav. I've yet to get to ship combat rules, but I am reading that they are different, which is good. Player ships are relatively small, so damage to them should be more damaging overall than say a larger warship able to absorb damage.
Haven't played V at Sea in a VERY long time! Didn't the original come out in Strategy and Tactics magazine? It got computerized too, though I never played it (did play the SSI Interceptor, still have the 5 1/4 floppies too!)
AndrewW said:Don't know yet. It may get revised.
Let's hope so.