Vehicle Design Rules

are there any plans to publish any official vehicle design rules for mongoose traveller. Don't get me wrong its easy to convert vehicles from existing traveller sources, 1 hull point, 1 structure point per displacement ton (although I multiply the latter by performance in G's if greater than 1G). Damage and armour ratings can be used 'as is' and I'm happy to do this until something official comes along.

So any plans for an official vehicle supplement?
 
They have anounced both a civilian and a military vehicle supp. I would be suprised if they dont include a design system.
 
In the same vein, is there any plan to publish a (hopefully more integrated) new version of Striker?
 
Just the other day I was thinking you could use the starship design rules, with very few modifications, to design submarines. All you'd need are some new hull, propulsion, weapon and sensor options and it's done.

I think previously in Traveller it's been established that streamlined starships are basically seaworthy. Maybe that's why the Scout now has 4pt armour - a pressure hull!

Simon Hibbs
 
Well, you could just use Striker.

Or wait until MG rewrites it.

Or you cab do what I do and just wing it..... :twisted:
 
Infojunky said:
Well, you could just use Striker.
I do, unless ...
MG rewrites it.
I'd just like to know if it's planned, so I don't have a lot of abortive fun designing vehicles with Striker now and then redesigning them when Mongoose's new version comes out ... :wink:
 
Vile said:
In the same vein, is there any plan to publish a (hopefully more integrated) new version of Striker?

I hope not... but not for the reasons you might think.

I tried to get into Striker. I really wanted to like it but it was way too crunchy for my tastes. A game where you have to write out detailed orders that couldn't be changed for several turns, or calculate the cubic volume of a vehicle's power plant has a tendency to cause my eyes to glaze over.

If Mongoose where to publish a new Striker, it should be a lot simpler before I'd consider buying it.
 
Mark A. Siefert said:
Vile said:
In the same vein, is there any plan to publish a (hopefully more integrated) new version of Striker?
I hope not... but not for the reasons you might think.
You're right, there - I didn't think about the actual game rules, because I've only ever used Striker for vehicle design. And that's what I'd be interested in if Mongoose were to bring out a new version - hopefully, as you say, with a bit less complexity. Something compatible with ship-design (whatever High Guard will turn out to be), rather than the other way around.
 
You didnt enjoy the 100 turn staff meetongs? I loved striker but could almost never find anybody tomplay it. An I am not that into overly complex anymore
 
zozotroll said:
You didnt enjoy the 100 turn staff meetongs? I loved striker but could almost never find anybody tomplay it. An I am not that into overly complex anymore
Striker was one of those games where I knew lots of people who owned it and almost no one who played it. :(

Daniel
 
dafrca said:
zozotroll said:
You didnt enjoy the 100 turn staff meetongs? I loved striker but could almost never find anybody tomplay it. An I am not that into overly complex anymore
Striker was one of those games where I knew lots of people who owned it and almost no one who played it.

Which is a shame, it's a damn fine game that gives the feel of command on the ground.
 
dafrca said:
Striker was one of those games where I knew lots of people who owned it and almost no one who played it. :(

Daniel

I was one of those who owned it but never "played" it, unless you count creating dozens of vehicles - using a calculator and notebook paper at that. Now I guess I'd use a spreadsheet of some kind and save myself a lot of effort.

I personally like the super crunchy design rules, but would want a way to translate the end result into something I could use in quick and easy gameplay rule set... but that's just me.
 
Played it, still play it (http://collinsj.tripod.com/traveller.htm), and have just got back into the even-more maligned Striker 2 for TNE. Actually, on return, finding Striker 2 not too bad with a few mods to speed play and deal with the scale issues that always plagued it (being just Frank's WWII Command Decision rules with a little Traveller chrome added). It definitely plays faster than the original Striker (you roll fire combat for complete stands at once rather than individuals, for instance), and has completely different Command rules from the original (no stand-around-and-wait O groups, no written orders). Spotting is still the pain it always was with all of Frank's rulesets - far better to go with deterministic no dice spotting.

If only I could create a decent vehicle design spreadsheet (like the one we have for CT/Striker) from FFS1 then I'd be a happy camper.

I'm currently gearing up to play 'Thunder on Zyra' from JTAS 11 using modified Striker 2 rules and 6mm minis. Dozens of vehicles (grav and ground) and hundreds of troops in action.
 
It's pretty easy, I just convert my old MegaTraveller Stuff, taking armour as read, and giving 1 hullpoint per displacement ton (minimum 1) and awarding structure points as 1 point per displacement ton x G rating if greater than 1G (round down for fractional g's).

I'm just keen to know if there's new design rules coming out and when so that I can include vehicles in the adventures I am writing for Stellar Reaches and my own Fanzine.
 
Commander Drax said:
I'm just keen to know if there's new design rules coming out and when ...

Yep, I would also very much appreciate more informations on the planned
supplement for civilian vehicles, especially whether it will also allow the
design of watercraft.
 
Mark A. Siefert said:
Vile said:
I tried to get into Striker. I really wanted to like it but it was way too crunchy for my tastes. A game where you have to write out detailed orders that couldn't be changed for several turns, or calculate the cubic volume of a vehicle's power plant has a tendency to cause my eyes to glaze over.

Unlimited command view and unit predictability is a concern for wargames and orders are one IMO interesting way to model limitations. One way to simulate the fog of war. Mind the way commands were done in Striker is a bit more complex than some I've seen, IIRC more or less requiring a separate referee to adjudicate them properly. Certainly the rules could be more elegantly crafted these days, and I don't think Striker 2's CD basis was any improvement along those lines. :twisted:

Still, the concept can be quite fun, if sometimes frustrating to gamers more used to say, helicopter views and troops that get complete orders instantly and promptly act on them perfectly. ;)

IMO T20 did an alright job of having a fairly complete computer to vehicle to spaceship design system that wasn't that far from CT while incorporating ideas and bits from later versions. It was still a bit daunting at first.

I'd prefer a fairly modular design system that worked the same as opposed to multiple conflicting design systems that produce wildly varying results.

But then I can do without design systems. They're ok and can be useful but a game, not even a science fiction one, doesn't *have* to have them. Make them available later on so the audience is rounded sure.
 
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