Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Other Versions of Traveller > Traveller Wargames

Traveller Wargames Discussion of the various Traveller wargames and miniatures systems.

Reply
 
Thread Tools Display Modes
  #81  
Old May 18th, 2005, 02:37 PM
Jeffr0 Jeffr0 is offline
Citizen: SOC-14
 
Join Date: Nov 2004
Location: Harrisonburg
Posts: 1,037
Gallery : 0
Jeffr0 Citizen
Post

No, I haven't seen that one. Hopefully I'm on the right track, then...


Here's a rough draft of my critical hit rules:

http://jeffro.mindsay.com/?date=2005-05-18

The patrol cruiser record sheet has two concentric circles... and the Merc cruiser has 4. The record sheets are just about at the Ogre level of complexity....
__________________
Jeffro's Space Gaming Blog
Microgames, Monster Games, and Role Playing Games
Reply With Quote
  #82  
Old May 19th, 2005, 09:06 AM
Jeffr0 Jeffr0 is offline
Citizen: SOC-14
 
Join Date: Nov 2004
Location: Harrisonburg
Posts: 1,037
Gallery : 0
Jeffr0 Citizen
Post

I've thought up a few more ideas to give a wider range of tactical options...

Proximity missiles get +2 to hit, +2 against Computer program attempts to kill them... but only have a penetration of -1. Another model gives bonuses of +1, +1, and 0 respectively. The Penetration value for the missiles will go up with TL... these figures are just 'run-of-the-mill.'


New Computer Program: Identify. Gives ship a chance to identify information beyond ship size. Modified by range. Turret contents, missile types, missile ETA's, and missile targets are kept secret until a successful roll with this program.

(This program will make it more difficult to pick the exact right programs a ship needs for each turn. Ships will run ECM when they don't need it unless they sacrifice some offensive software to figure out what's going on. The program will also make it difficult to choose the correct range to be at during the opening turns of the engagement.)

Turret contents are left blank on the counter until identified or fired.

Missile info is written on a missile counter and flipped over. (The ETA is calculated at launch according to a table.) The info is not revealed until impact or identification. Some Identify rolls will only reveal partial information-- ie, target and eta only, but not type. The counter is flipped over on the impact phase. The total time in flight is tracked publicly on the showing side of the counter.
__________________
Jeffro's Space Gaming Blog
Microgames, Monster Games, and Role Playing Games
Reply With Quote
  #83  
Old May 18th, 2016, 03:59 PM
robject's Avatar
robject robject is offline
Marquis
 
Join Date: Mar 2002
Posts: 13,926
Gallery : 9
Visit robject's Blog
robject has disabled reputation
Default Thread Resurrect

I've re-read all of these posts, and am thinking of this:

I. Overgame
A. Players bid on resources. Examples: mercenary unit, extra ship, Barony, corsair, Tukera stock. Players may also auction off their own resources.
B. Players fly a ship on a subsector chart to a system hex to place a Factor, land a unit, or conduct business.
C. When a player wants to replace an opposing Factor with one of his own, play switches to the Tactical Game.

II. Tactical Game
A. Players impulse-move units on an appropriate world map.
B. Winning is done via a simple zone of control scheme using terrain and the starport (or starports).

The default mode of the game has Tukera with strong Factors on each system on the Xboat route. We start out in Year 1105. Each turn is one year. The goal is to be the first company to unseat Tukera from any one of those systems by 1116.
__________________
Imperiallines magazine
My Helpful Stuff for Traveller5
IMTU tc+ t5++ 3i(+) au ls+ / OTU 44% an+ dt+ ge- j- jf+ n- pi+ pp+ tr+ tv- uwp+ xb+
Tools Link

Last edited by robject; May 18th, 2016 at 04:10 PM..
Reply With Quote
  #84  
Old May 18th, 2016, 06:54 PM
Whipsnade's Avatar
Whipsnade Whipsnade is offline
Citizen: SOC-14
 
Join Date: Aug 2002
Location: Dover, New Hampshire, USA
Posts: 5,916
Gallery : 5
Visit Whipsnade's Blog
Whipsnade Citizen+Whipsnade Citizen+Whipsnade Citizen+
Default

Fascinating thread...

First read through kept reminding me of Avalon Hill's old Merchant of Venus game. Like Republic of Rome from the same company, the players competed against each other and the game. (IIRC, there was an alien race which appeared somewhat randomly as raiders.)

Everyone is a merchant in MoV moving goods and trying to avoid the raiders/pirates. That's fun, but it doesn't work for the varied styles/types of play you're looking for.

Second read through reminded me of Stars Without Number's faction rules. Those rules are meant to produce a continually running/updating background for the referee's campaign. The referee can then insert his players into any event the system produces and their actions can then influence the outcome.

Factions in SWN can be pretty much anything; planetary governments, merchant houses, cults of various kinds, intelligence agencies, criminal organizations, free traders, anything. They're rated for things like size, wealth, cunning, and so forth. They can buy, earn, use, move, attack with, defend with, and lose different kinds of assets. Certain types of assets are only available to certain kinds of factions. Factions can also be assigned different kinds of goals.

Players as factions might be an interesting mechanism.

Riffing off your riffing here... Tukera/Marquis Aramis is a faction controlled by the game/system. It's the competitor all the players need to worry about. The players themselves are one of several factions within the subsector/game map. One could be Oberlindes trying to break into the market, one a government flexing it's muscles among it's neighbors, one a free trader crew just scraping by, one the local Ine Givar, one a noble house trying to unseat the Marquis, and so forth.

Each player has different goals, different starting strengths, different starting asset, etc. The players will interact with each other indirectly and directly. "Winning" will depend on how they well they meet, fail to meet, or exceed their goals.
Reply With Quote
  #85  
Old May 19th, 2016, 08:09 AM
robject's Avatar
robject robject is offline
Marquis
 
Join Date: Mar 2002
Posts: 13,926
Gallery : 9
Visit robject's Blog
robject has disabled reputation
Default

Quote:
Originally Posted by Whipsnade View Post
Fascinating thread...
[...]
Riffing off your riffing here... Tukera/Marquis Aramis is a faction controlled by the game/system. It's the competitor all the players need to worry about. The players themselves are one of several factions within the subsector/game map. One could be Oberlindes trying to break into the market, one a government flexing it's muscles among it's neighbors, one a free trader crew just scraping by, one the local Ine Givar, one a noble house trying to unseat the Marquis, and so forth.

Each player has different goals, different starting strengths, different starting asset, etc. The players will interact with each other indirectly and directly. "Winning" will depend on how they well they meet, fail to meet, or exceed their goals.
That's a great riff. Different abilities, responsibilities, and goals gives it just a bit of a "Cosmic Encounter" feel to it. I like it. Thank you for giving me something to think about.

I do like the "players vs the game" orientation, which could suffice for a solo game with some re-playability.
__________________
Imperiallines magazine
My Helpful Stuff for Traveller5
IMTU tc+ t5++ 3i(+) au ls+ / OTU 44% an+ dt+ ge- j- jf+ n- pi+ pp+ tr+ tv- uwp+ xb+
Tools Link
Reply With Quote
  #86  
Old May 19th, 2016, 07:36 PM
Whipsnade's Avatar
Whipsnade Whipsnade is offline
Citizen: SOC-14
 
Join Date: Aug 2002
Location: Dover, New Hampshire, USA
Posts: 5,916
Gallery : 5
Visit Whipsnade's Blog
Whipsnade Citizen+Whipsnade Citizen+Whipsnade Citizen+
Default

Quote:
Originally Posted by robject View Post
... just a bit of a "Cosmic Encounter" feel to it.

That's the name of the game I couldn't remember!

Quote:
I do like the "players vs the game" orientation...
It's a balance. There's competition between the players too. It's just that, if you and your fellow players concentrate too much on each other, the game can easily win.

I remember a Republic of Rome tourney at an AvalonCon back in the early 90s where the game won on each of the initial round tables! The AH staff had to scramble around putting together a system to identify which players "lost the least" so that they could then seat them in the tourney's final round.

Quote:
... which could suffice for a solo game with some re-playability.
IIRC, the Merchant of Venus solo version was basically the regular game with one added system. All that system did was increase the frequency at which the alien raiders appeared to shut down travel routes. A solo player would see the map get "smaller" every turn with systems and regions cut off while trying to rack up credits.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.