What do you feel needs to be Updated in Traveller' Tech

I would lower the TL of many of the items on the equipment list, and increase the computing power of the computers. Other than that I think it's fine.
 
I usually change the way low berths function as I've detailed in another thread.

Other than that it depends on the setting and game. For a cyberpunkish feel, I'd run a game at TL 8 to 11 in most tech areas, but make all cybernetics, robotics/drones, computers, biotech and software available at these TLs rather than at higher TLs. That would create a universe where starships, weapons, power-plants and so on are low-tech, but biotech/cybertech/electronics/robotics is far more advanced. For a more "classic" sci-fi setting I'd use the originals TLs.
 
I am still in the process of mining GURPS: Cyberpunk&space&tech books, Transhuman Space, Cyberpunk 2020 and other assorted sf stuff for my game.

As a side point I always here that computers are under powered, why?
 
My keywords would be:
- bionics and biotechnology
- computer technology and software
- sonic tools and weapons
- materials (e.g. memory plastics, etc.)
- miniaturization
 
I would like to see more gear. Not weapons, but STUFF. Most of what we have is at the lower end of the TL tree. I would like to see more TL13+ items. Not necessarily TL 16+, just 13-15.

The OTU has a lot of TL15 worlds, but we don't have a lot of info on their toys. What does a TL15 Perscomm/Computer look like? What can it do? What CAN'T it do?

How have Air/Rafts changed from TL8 to TL15? They can't all be the same...
 
Infojunky said:
Delerium said:
More vehicles and a simple vehicle designer.

Simple? Explain.

Not sure why you want me to explain exactly but , a system with these qualities:

(i) Consistent design, but with a few subsets or families of vehicle, to avoid one complex superset. e.g. land/grav/water/air
(ii) Focus on the end results (i..e its game stats) rather than how we got there in too much detail. Details are not required for most game play, ultimately, so don't waste time making overly-complex low-level details.
(iii) Easily adaptable, so you can retrofit or "tech up/down" designs without 20mins of maths calculations


Anyone remember the old Car Wars classic design system. Simple, effect. As above.
 
I want a lot more cybertech stuff available for the setting.
More bioengineered species and races.

I also would like to know why the computers are thought to be a problem in the current setting? The current rules are just fine for surfing web equivalent in the future and I have no problem of special computers to run Astrogation and so on.
 
I don't think the current computers are the problem as much as the computers in the older versions of Traveller were a problem. Previously, ship's computers were not considered part of bridge tonnage. Even the smallest Model/1 computer came in at a dTon (14 cubic meters). Many people felt that was WAY too big for a futuristic computer given modern advances in computers and reduction in computer sizes today.
 
Energy/Laser weapons without the associated backpack.
Blasters essentially a high dmg energy weapon with low charges
Neurowhips and other quasi psionic devices
Computers (portability, capacity and functionality)
The whole Maneuver Drive...have to be able to move and shoot at the same time.
Scanners
Armour
Vehicles think more Blue Planet rather than Voyage to the Bottom Sea
Bionics/Cybernetics
 
I put in my vote for everything so far, and my own: GAUSS GUNS DON'T WORK!!!!! :x
I much prefer rail guns, WHICH ACTUALLY WORK IN REAL LIFE, would be available at TL 9, and would be able to have gigantic clips (bullet size doesn't matter as much with RGs).
Also, more variation on the different starship drives (solar sails, Ion drives, Ramscoup, Neuclear) would be nice, along with getting rid of that horribly annoying and nonsensical you-will-be-in-jump-for-a-week-no-matter-what rule.
 
Twi'lekk_Den-keeper said:
I put in my vote for everything so far, and my own: GAUSS GUNS DON'T WORK!!!!! :x

Neither do hand held laser weapons, plasma weapons, artifical gravity, or any FTL drive... Gauss weapons are the least of the issues with Traveller tech.

Twi'lekk_Den-keeper said:
Also, more variation on the different starship drives (solar sails, Ion drives, Ramscoup, Neuclear) would be nice, along with getting rid of that horribly annoying and nonsensical you-will-be-in-jump-for-a-week-no-matter-what rule.

The week in jump is an essential part of the Third Imperium OTU. By all means, dump it for other universes, but changing that invalidates a vast amount of established content.
 
you misunderstand. lazers, fusion reactors, etc. all are PHYSICALLY POSSIBLE, and theoretically economical. Gauss guns have been tried and tested, and the fact is, the energy/bullet speed ratio is way too high for it to ever replace gunpowder. Not so with railguns, which work better all around.
 
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