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MegaTraveller Discuss of the MegaTraveller ruleset and the Rebellion Milieu

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  #1  
Old July 25th, 2008, 10:23 AM
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Default What's wrong with COACC?

As someone who has used COACC and found a great deal to like about it, I was asked to come here and 'help with errata'.

So what is wrong with COACC?

Please be brief and specific - you are entirely within your rights to hate everything about it, but I have no desire to waste time trying to change anyone's OPINIONS.

Thank you for your participation.

Last edited by atpollard; July 25th, 2008 at 12:01 PM..
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  #2  
Old July 25th, 2008, 11:56 AM
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I had a strong dislike for the design sequence, but that's just me; I have my own ideas about designing vehicles for Traveller and even FFS1 falls short in many areas imho.

iirc, the quick aerial combat rules were good but I never really used them in them Traveller
because of my design-rules bias. That, and it seemed too simplistic as a wargame and over-the-top for a fast and dirty rpg game-within-a-game. I recall using it as a basis for a hex-based dogfight game a long time ago ( something part-way between AH's "Richtofen's War" and SPI's "Air War" ).

The characters creation was very good
The artwork was top-notch

overall, it was a good product, but never quite suited my own personal tastes...it seemed to fall into the cracks between rpg and wargame.

just my opinion based on 15-20 year old memory ( which I expect is not nearly as sharp as it used to be...)
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Old July 25th, 2008, 05:18 PM
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Conversions between mass and volume?
Displacement tonnage of loaded aircraft?
(These were the two major issues I had)
Inability to add airframe modifiers to starships...

It's not a bad design system, it's just that it's not fully compatible with the integrated system in RM.
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  #4  
Old July 25th, 2008, 05:55 PM
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Quote:
Originally Posted by aramis View Post
Conversions between mass and volume?
Displacement tonnage of loaded aircraft?
(These were the two major issues I had)
Inability to add airframe modifiers to starships...

It's not a bad design system, it's just that it's not fully compatible with the integrated system in RM.
If this refers to the COACC design system being fully mass based with barely a nod to the Displacement Ton (or kl), I could not agree more. I wanted to add a turboprop engine to a boat to create one of those 'swamp boats' common in the Everglades, but of course, COACC lists no data on the volume of components, so I was just out of luck.

I thought once about rewriting the COACC design system using Striker and the Starship design system (for about an hour), but I came to my senses and decided that a High Guard-like Aircraft design system would be better.

That project is on hold until FFE releases the TNE Disk so I can incorporate HG, MT and TNE compatibility in one system (to whatever extent the rules will allow). Striker forms a bridge between CT and MT, but I have never seen FF&S.
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Old July 28th, 2008, 11:11 PM
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I don't think there is much technically wrong or bad in a content perspective. My only problem with it was "why did GDW publish this and not advance the Rebellion?" Props to Terry, who did a great job with the content, but IMO, it was the last thing that GDW needed to publish at the time.
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Old July 29th, 2008, 02:08 AM
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Default Lots!

Now, the official errata probably patches much of the utterly unusable bits (boy did they do a bad editing job).

I'll have to haul out my copy sometime soon (next couple or three weeks) and see if I have any thoughts on things that were done badly even after the Errata.
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Old July 29th, 2008, 03:47 AM
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FF&S is essentially MT derived, however...
1) different armor and penetration scales, and thus armor and weapons differently rated
2) non-striker derived/compatible weapon design system
3) addition of surface area as a constraint
4) different computer rules
5) return to CT jump fuel rates
6) per year PP fuel rates (instead of per month.)
7) structure rated for G's, and built as a component, rather than a table lookup.
8) different crewing assumptions
9) very different range assumptions integrated into the weapons designs and sensors systems
10) 3 ton turrets standard, instead of 1 ton
11) 14Td Dton instead of the 13.5Td MT Dton.

It already integrates much of the stuff; working it back into MT stats is prety easily done.

Quote:
If this refers to the COACC design system being fully mass based with barely a nod to the Displacement Ton (or kl), I could not agree more. I wanted to add a turboprop engine to a boat to create one of those 'swamp boats' common in the Everglades, but of course, COACC lists no data on the volume of components, so I was just out of luck.
FF&S will in fact provide many of the needed volumes
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IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
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  #8  
Old July 29th, 2008, 09:30 AM
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Quote:
Originally Posted by aramis View Post
FF&S will in fact provide many of the needed volumes
I am probably the only person waiting for T5 to be released, just so Marc can get back to TNE CD.
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Old July 29th, 2008, 09:37 AM
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Quote:
Originally Posted by atpollard View Post
I am probably the only person waiting for T5 to be released, just so Marc can get back to TNE CD.
Not to mention sorting out the MT CD-ROM scans ...
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  #10  
Old July 29th, 2008, 01:41 PM
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Well, Mr. Pollard, FF&S is available separately via DTRG...
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Smith & Wesson: The Original Point and Click interface!

Archduke of Sylea (CORE 2118)
Duke of the Third Imperium (SPIN 0534)
Count Terra (SOLO 1827)
Count Gorod (REFT 1302)
Count of the Third Imperium (SPIN 2232)
Viscount of Adabicci (SPIN 1824)
Marquis of the Solomani Rim (SOLO 0606)
Marquis of the Third Imperium (SPIN 2410)
Baron of the Third Imperium (SPIN 2231)
Knight of the Iridium Throne (CORE 1434)
Sir William Hostman (OLDE 0512)
Sir William Hostman (DAGU 0622)
Knight of Deneb (REFT 2239)
Knight of Deneb (Spin 2532)
SEH w/Diamonds for Extreme Heroism - Battle of Boughene
MCG - Battle of Boughene
TAS: William Hostman (CORR 2506)
TAS: Bearer (DAIB 1326)
IMTU ct+ tm++ tne tg-- tt+ tmo+ t4- t20+ to ru+ ge+ 3i+ c+ jt au ls pi+ ta he+ st+
Wil Hostman 0602 C539857-9 S A724
OTU: 95% 3i an+ au+ br- cpu± dt± f+ fs++ ge± ih- inf± j± jf+ jm+ jt+ ls- n= nc+ pi+ pp-- tp+ tr+ tv- vi-- xb+-
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