• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Anyone want to help out on Striker III?

After a long break in work (two deaths and school got in the way) on Striker III, I have finally begubn working on it again, and have come up with something that should be much faster to pick up than the original Striker, but have slightly more detail than Striker II (Actually, The Grand Tactical Game/Level for Striker III is pretty much just Striker II with modifications to the combat system,Command/Control, Morale, Spotting/Visibility, and Communication rules)

The current version being worked on is the Tactical and Unit Tactical Game/Level(s).

I will be bringing my Minis back to the Bay Area after summer, so anyone in the Bay Area who wants to work on these... Give me a shout.

I wil be in Houston TX over the Summer (Early June to Mid August, with the last week in July in Pennsylvania for Historicon), so anyone in that area who wants to have a peek at it... Let me know.

I have several Battalions of 6mm troops and vehicles, and a handful of pretty fun scenarios that are going to need brushing up.
 
This is really serendipitous...

I was thinking today that it would be cool to combine the old Star Wars Miniature battles rules with Classic Traveller. So I got to thinking about how I could do that, and to inspire myself I came up with some mock book covers.

I'm no game developer (I'd kind of like to be... but starting out at 36, I doubt I'd ever be very successful at it...), and don't really know enough about tactical combat games to make something original that would be very good.

So knowing that you're working on something makes me wonder if maybe we could collab. I could do some playtesting and graphic design if you're looking to publish. I also used to do really well at painting minis (won a few local comps) and have a camera that can take *really* good macros. I live in the East Bay, so meeting face-to-face would be very possible.

Have a look at the covers I was working on. If you like them, I could repurpose them for Striker III:

Book 1

Book 2

Book 3
 
WOW... YOU need to come over to the CT-Striker group...

Your covers got me to thinking about th ecurrent outline for the game that I am working from (It is slowly moving away from the old CT-Striker format, and towards something much better...)

For instance, I currently still have optional and Advanced rules in Separate books... Seeing you r layout made me realize (or think) "WHY am I doing that?" when it would be much easier on both me writing the rules and the players in looking them up to have all of the Rules needed for play (Basic, Advanced OR Optional) in one place.

I have already included a space for Vehicles and Equipment. I am not going to include Vehicle Design intpo the game as that is supposed to be what FFS is for (Now I just need to make sure that I have some input into that so that it will sync-up with what I hope S III will be.

The Troops and Scenarios is another good idea... Put the rules for setting-up the game, composing forces and scenarios all in one place.... Excellent idea...

I just need to go modify some Outlines now....

Do you need a link to the CT-Yahoo group?

http://games.groups.yahoo.com/group/ct-striker/

I am going to go begin altering Outlines now, and YES... Visual Arts help is something that is needed. I want to produce something that is as visually stunning as GW's product, and I can paint minis pretty well too (Several Origin's best of shows from the 80s to back me up)... Having more mini painters reduces the burden on me to produce the visual content
 
Matthew:

Just joined the group and sent my first post.

We can continue the conversation there, or here, either way...

FWIW, I've always loved games that had "quick start" rules. Maybe there could even be a "Book 0: Introduction" that would introduce new players to some of the basic concepts and have a playable scenario (probably skirmish) that would work as a "learn by playing" aide (IMO, that's always the best way to learn a new game). Of course, that would have to be written *after* all else was final.

Oh, and just so you know... understand that in the great scheme of things, I'm a "creative" before anything else (other than parenting). I have a million ideas per day, and anything I throw out there to you is most likely coming off the top of my head. I'm not intending to distract you from the rules themselves, or push you in any direction. I'm a big fan of the questions "What if...?" and "Wouldn't it be cool if...?"

Feel free to disregard or file away for later any ideas I throw out there. I don't easily get my feelings hurt
 
Re quickstart rules. These are great for running throwaway scenarios at cons, as well. Any version of Traveller would do well to have a quickstart mini ruleset that is actually quick, if only for promotional purposes.

I suspect that quickstart rules which work would be used more than complex rules anyhow.
 
I am planning on something like that (quick Rules), but they will just be under the name of "Tactical Level Combat" or "Skirmish Level Combat"

As it currently stands...

There are three "rule" books:

Book 1: Rules of Engagement (Essential Rules of Play)

Book 2: Boots and Saddles (Vehicles adn Equipment)

Book 3: What the Veterans KNow (Force Composition and Organization, Sample Units and Scenarios)

Also will be three additional small booklets:

Firefight: A brief and step-by-step description of a small unit going through a firefight at the Tactical and Unit Tactical Levels of P;ay,

Each game level (There are four/five: Skirmish, Tactical and Unit Tactical, Grand Tactical, and Operational. Unit Tactical is a slightly faster play than Tactical) will have its own firefight booklet (Or similar at the Grand Tactical and Operational Levels) to describe teh turn sequence in terms of the rules and command/control mechanisms

System Striker: Planetary Warefare in the Future

This Booklet explains what teh Ref's Job is, and Basic descriptions of the Charts and Tables needed to play, and how to set-up tabletop terrain (Some terrain rules are included here, but it is more a visual appeal than actual rules) and base the miniatures (and painting tips)

Grand Visions: Strategy of Combat in Known Space

This book outlines the concept of "Levels of Game Play", introducing the players to the Tactical and Unit Tactical game, and describing the other levels of play (skirmish, Grand Tactical and Operational)basic strategy and tactical doctrine of the Imperium, and has a section on playing non-human/aliens in Striker. Also included are the basic campaign rules (A later expansion rule booklet will detail these)

It was just going to be a re-vamp of CT-Striker, but with T5 coming out... I figured "why am I doing all of this work for a system that most people playing Traveller are probably not going to be using?" I am hoping that I can make the game compatible with all versions of Traveller. That may ve beyond anyone's ablities though.
 
Back
Top