Allensh said:
First, I hope nothing in the Mongoose version of Traveller EVER approaches the level of complexity of Fire, Fusion and Steel. THE one sure way to turn off new players from the game is to make it require scientific calculators, spreadsheets and/or an engineering degree to use the design rules. Absolutely no more complexity than High Guard or Striker!
I'm not expecting massive complexity, but I also wouldn't want things so abstracted that I'm left wondering how what I'm seeing is even related to reality. Though again it does disturb me that educational standards appear to be so low nowadays that people are apparently terrified of seeing a square root sign anywhere.
Secondly, Traveller has to be Traveller. The alternate tech stuff can be in other books, although some in the core book would be ok as long as nothing important gets cut. I do not agree that after all these years we can go back to a "no Third imperium at all" core book.
I don't believe that the Traveller corebook will have any utility as a SF toolkit if it doesn't include alternate technologies and if it isn't as generic as possible. Throw in the OTU stuff as examples perhaps, but make sure it's as adaptable and open as possible.
Otherwise it basically makes a mockery of the "rulebook and setting book" approach that Mongoose has said they're taking.
For alternate techs I would at least expect a minimal treatment of the following (rules for use, and implications of use):
FTL drives: Warp drives (travelling through normal space at FTL speeds, eg Star Trek or 2300AD), Jump drives (where the ship travels from A to B in a fixed time (that could be zero)), Stargate drives (a la Buck Rogers, where the ship doesn't carry a jump drive but uses an external device to go FTL), Hyperdrives (where the ship enters another universe in which it can manoeuvre and possibly fight too, e.g. Babylon 5).
STL drives: Reactionless (e.g. Traveller's thruster plates), Chemical (e.g. HEPlaR, rocket drives)
Also I'd expect at least a minimal treatment of the following technologies: Biotech (basic genemods, artificial life, living spaceships etc), AI (robots, sentient ships, limited/full sentience etc), Nanotech (e.g. nanoswarms to replicators), Cyberware (artificial limbs to enhanced limbs).
(EDIT: To be fair, some of the *tech stuff
is mentioned in the playtest doc, so that's good

)
Otherwise, if these aren't in there then basically I can see no reason for anyone to adopt the Traveller rules for their SF games - particularly if they'll be released as OGL. The technological assumptions are what make SF settings unique - if the tools aren't provided in these rules to create a wide range of technological possibilities, then this project is about as useless for making ones own SF setting as CT was and one would be better off sticking with D20 Future or D6 Space or GURPS Space or HERO.