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MT Starship Combat

Aramis, is this the progression you use?

2+, damage x 2 (min. 1)
4+, damage x 4 (min. 2)
8+, damage x 8 (min. 4)
16+, damage x 16 (min. 8)
 
Aramis, is this the progression you use?

2+, damage x 2 (min. 1)
4+, damage x 4 (min. 2)
8+, damage x 8 (min. 4)
16+, damage x 16 (min. 8)
 
Originally posted by Aramis:
So far, you've only pointed to one flaw not shared with all other incarnations of traveller to some degree: The lack of an initiative system.
Actually, all versions of Traveller are somewhat lacking in this. The best initiative system, in my opinion, is the one 2300 AD uses.
Other flaws are not shared by other versions. STRIKER combat, for example, does not have such steep break-off points for target size and range, nor is a very difficult shot automatically prevented from doing serious damage.

Yes, you, in theory, can get to the x16 level, on an extremely easy shot with high skill. Total die roll of 20 (12+8). It's not in the official rules that way, but all my fellow Alaskan MT fans do run it that way.
Okay, but that is a house rule.

The 50MW needs to be trimmed. Also, look at the penetration; the 50 has lower pen.
All beam lasers have their damage calculated as power input x2, and their pen calculated as per STRIKER. If you change this for one laser, you should change it for all of them. If you want to keep spacecraft-scale damage down while still keeping smaller weapons viable, you should adopt some sort of nonlinear progression.

Regards,

Tobias
 
Originally posted by Aramis:
So far, you've only pointed to one flaw not shared with all other incarnations of traveller to some degree: The lack of an initiative system.
Actually, all versions of Traveller are somewhat lacking in this. The best initiative system, in my opinion, is the one 2300 AD uses.
Other flaws are not shared by other versions. STRIKER combat, for example, does not have such steep break-off points for target size and range, nor is a very difficult shot automatically prevented from doing serious damage.

Yes, you, in theory, can get to the x16 level, on an extremely easy shot with high skill. Total die roll of 20 (12+8). It's not in the official rules that way, but all my fellow Alaskan MT fans do run it that way.
Okay, but that is a house rule.

The 50MW needs to be trimmed. Also, look at the penetration; the 50 has lower pen.
All beam lasers have their damage calculated as power input x2, and their pen calculated as per STRIKER. If you change this for one laser, you should change it for all of them. If you want to keep spacecraft-scale damage down while still keeping smaller weapons viable, you should adopt some sort of nonlinear progression.

Regards,

Tobias
 
Originally posted by Aramis:
So far, you've only pointed to one flaw not shared with all other incarnations of traveller to some degree: The lack of an initiative system.
Actually, all versions of Traveller are somewhat lacking in this. The best initiative system, in my opinion, is the one 2300 AD uses.
Other flaws are not shared by other versions. STRIKER combat, for example, does not have such steep break-off points for target size and range, nor is a very difficult shot automatically prevented from doing serious damage.

Yes, you, in theory, can get to the x16 level, on an extremely easy shot with high skill. Total die roll of 20 (12+8). It's not in the official rules that way, but all my fellow Alaskan MT fans do run it that way.
Okay, but that is a house rule.

The 50MW needs to be trimmed. Also, look at the penetration; the 50 has lower pen.
All beam lasers have their damage calculated as power input x2, and their pen calculated as per STRIKER. If you change this for one laser, you should change it for all of them. If you want to keep spacecraft-scale damage down while still keeping smaller weapons viable, you should adopt some sort of nonlinear progression.

Regards,

Tobias
 
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