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Detailed System Construction Rules

Originally posted by Malenfant:
But I know I'd rather have much more information than I actually need and distill what's relevant from that, than have too little and have to guess or fudge at what I'd need.
Heh, Traveller seems to have that effect on people ... ;)

I'm happier with more data or detail than I will ever need, because that gives me the option of condensing or deleting the bits I don't want. And I do condense and simplify things a lot IMTU.

I don't really like systems which try to present information like this in an overly abstracted or simplified form. It just means I'll have to check up on it, anyway ...

Mal, keep up the good work!
 
Fortunately, there is an invention designed to solve the problems with presenting simple, practical results of complex and laborious calculations.

It is called software.

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Soft where?



If it can't be done with a couple of simple tables and 2d6 than it's not Scottich, er Travller ;) and if it's nay Scottich Travller then it's crap!

;)

OK, so I'm a wee bit silly tonight. I blame the hour and not the cups.

But seriously, I think maybe for this grand scheme of Mals that is the only way to go. And as others have pointed out with the wonders of modern technology applied to our olde game we could even have true 3D space to fly around in


I hope to live to see a fully immersive ROLE playing application of Traveller engaged in real time by players around the world on the net through their computers. I hope to, but I don't dare believe it. Besides there are more pressing needs that such talent and resources could be better put towards, like actually getting into REAL space. Not that my vision of said game couldn't foster such visionaries as are needed to do that but I fear it could just give them an easier avenue to their dreams of space and doom us all to being stuck on this rock, nice as it is in general.

I tend to wander and ramble as much in a topic as I would down the street on an evening like this, again tis the hour not the drafts ;)

I bid you all faire dreams and good rest.
 
Originally posted by far-trader:

I hope to live to see a fully immersive ROLE playing application of Traveller engaged in real time by players around the world on the net through their computers. I hope to, but I don't dare believe it. Besides there are more pressing needs that such talent and resources could be better put towards, like actually getting into REAL space. Not that my vision of said game couldn't foster such visionaries as are needed to do that but I fear it could just give them an easier avenue to their dreams of space and doom us all to being stuck on this rock, nice as it is in general.

I also would love to see our old favorite game (that many of us spent our youth playing and are still playing now that we have grandkids) become "computerized" internationally. Perhaps even having all the charts and graphs and starship design on discs

Unfortunately, if scientists ever actully developed Jump drive, we would almost all find ourselves stuck on the third rock from the sun in this solar system.
Leaving us only our imaginations to help us escape for a short periods of time. Which is pretty much where we are now, right?
 
So, is there a consensus as to which of the systems is better/worse than the others?

I mean, for the laymen, they "all look good to me". They can be lying to me with a deadpan poker face and I wouldn't know the difference.

I'm sure others have put them to a more detailed study.
 
GT:First In produces the most realistic planetary systems out of all the Traveller generation systems. But it still can't handle things like multiple stars very well.

The rest are all badly flawed to one extent or another, being based on CT.
 
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