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MT vs. CT

  • Thread starter Thread starter Pickles
  • Start date Start date
Try getting the CD using the online ordering system. If you're not in the USA, it tells you to add "out of country" shipping (another $22.00 IIRC) and then charges you for the CD ($35), out of country shipping ($22.00) and shipping (again? WTF?) so "shipping" is more than half the cost of the product *for a CD*

I then proceeded to drivethroughrpg.com and got PDF's of the two titles I actually cared about (IMO Hard Times was worth the cost, Rebellion sourcebook not so much)

As for the "Canadian Menace" we have a new government as of yesterday, and they scare *me* so why should y'all be any different (translation services to 'merkun provided for robject, since he's as far from us as possible)

Scott Martin
 
Try getting the CD using the online ordering system. If you're not in the USA, it tells you to add "out of country" shipping (another $22.00 IIRC) and then charges you for the CD ($35), out of country shipping ($22.00) and shipping (again? WTF?) so "shipping" is more than half the cost of the product *for a CD*

I then proceeded to drivethroughrpg.com and got PDF's of the two titles I actually cared about (IMO Hard Times was worth the cost, Rebellion sourcebook not so much)

As for the "Canadian Menace" we have a new government as of yesterday, and they scare *me* so why should y'all be any different (translation services to 'merkun provided for robject, since he's as far from us as possible)

Scott Martin
 
Try getting the CD using the online ordering system. If you're not in the USA, it tells you to add "out of country" shipping (another $22.00 IIRC) and then charges you for the CD ($35), out of country shipping ($22.00) and shipping (again? WTF?) so "shipping" is more than half the cost of the product *for a CD*

I then proceeded to drivethroughrpg.com and got PDF's of the two titles I actually cared about (IMO Hard Times was worth the cost, Rebellion sourcebook not so much)

As for the "Canadian Menace" we have a new government as of yesterday, and they scare *me* so why should y'all be any different (translation services to 'merkun provided for robject, since he's as far from us as possible)

Scott Martin
 
I want to run a traveller rpg and I have lots of classical and gurps material. I also have a couple of mt material. So I have all I need to run in these versions of the game. But for the timeline I'd like to follow classical and gurps timeline. I dont want to use GURPS so which version should I use, classic or mt? Can I easily convert ct vehicle and ships stats to mt?
 
I want to run a traveller rpg and I have lots of classical and gurps material. I also have a couple of mt material. So I have all I need to run in these versions of the game. But for the timeline I'd like to follow classical and gurps timeline. I dont want to use GURPS so which version should I use, classic or mt? Can I easily convert ct vehicle and ships stats to mt?
 
I want to run a traveller rpg and I have lots of classical and gurps material. I also have a couple of mt material. So I have all I need to run in these versions of the game. But for the timeline I'd like to follow classical and gurps timeline. I dont want to use GURPS so which version should I use, classic or mt? Can I easily convert ct vehicle and ships stats to mt?
 
Employee 2-4601,

I'd say that if you want T20 or MT is down to if you want something more like, and compatible with, CT or if you'd like to go jump on the D20 bandwagon. There are much good stuff in T20, but since I think the basic rules of CT rocks I play MT. I have 2 copies of MT and 1 copy of T20. I can recommend both. Starship combat in MT sucks, but is fixable.

I'd buy MT from eBay. Errata will have to be added to all printings, and buying printed books will look and endure better than home printed from PDF.

Hope that helped.
 
Employee 2-4601,

I'd say that if you want T20 or MT is down to if you want something more like, and compatible with, CT or if you'd like to go jump on the D20 bandwagon. There are much good stuff in T20, but since I think the basic rules of CT rocks I play MT. I have 2 copies of MT and 1 copy of T20. I can recommend both. Starship combat in MT sucks, but is fixable.

I'd buy MT from eBay. Errata will have to be added to all printings, and buying printed books will look and endure better than home printed from PDF.

Hope that helped.
 
Employee 2-4601,

I'd say that if you want T20 or MT is down to if you want something more like, and compatible with, CT or if you'd like to go jump on the D20 bandwagon. There are much good stuff in T20, but since I think the basic rules of CT rocks I play MT. I have 2 copies of MT and 1 copy of T20. I can recommend both. Starship combat in MT sucks, but is fixable.

I'd buy MT from eBay. Errata will have to be added to all printings, and buying printed books will look and endure better than home printed from PDF.

Hope that helped.
 
Originally posted by Employee 2-4601:
</font><blockquote>quote:</font><hr />Originally posted by Fritz88:
You can get them at drivethrurpg, as well, in electronic format.
The main problem with electronic books is that you have to either use them on-screen only (a matter of preference, not to mention computer availability for some of us, I for example have access to a computer about 10 hours a day - most of which I can't dedicated to RPGing - in the weekdays and roud the clock only in weekends) or print them, which adds to the cost. For example, I can print for an expensive 0.2 New Israeli Shekels (circa 0.045 US$) per page, which could increase price by 25%-50%.

Originally posted by SgtHulka:
Then, in Azhanti High Lightning, you need an 8 just to hit something (IIRC). That evens the playing field a bit, since in Snapshot you only needed an 7 to hit Cloth armor with an assault rifle, and only a 1 with a (much less easily acquired, i.e. more likely to be in the hands of your enemy) Gauss Rifle. Or was there a mechanic in AHL that decreased the to hit number based on autofire?
By the way, how is Striker in this regard?
</font>[/QUOTE]CT-Striker has a basic to-hit roll of 8+ at effective range (10+ at Long and 12+ at Extreme range). This is modified by the initiative of the shoter, and other modifiers for cover, speed of target, and so on... Then it has a 2D6 penetration roll v armor value to determine the damage done to a target (1D6 pen v armor for vehicles, which to me seemed to be rather idiotic as the differences in pen to armor on vehicles usualy ranged from 10 to 50 difference in armor and penetration of the weapon... Made it a sort of "All or nothing" mechanism)

I have been working on Striker III for a while, and I am trying to find ways that even out some of the penetration rules, and separate damage done from sheer penetration. After all, if a Penetration 120 Pulse Laser hits a tank that has an Armor value of only 50, it is likely just going to punch a few holes in the vehicle. If none of those holes happens to be through a vital system then it effectively does nothing but ventilate the vehicle.

I am still hung up on three different methods to resolve this problem, and I am trying to get ahold of MT and TNE to see how they work (as I want Striker III to be useable by most Traveller melieus)
 
Originally posted by Employee 2-4601:
</font><blockquote>quote:</font><hr />Originally posted by Fritz88:
You can get them at drivethrurpg, as well, in electronic format.
The main problem with electronic books is that you have to either use them on-screen only (a matter of preference, not to mention computer availability for some of us, I for example have access to a computer about 10 hours a day - most of which I can't dedicated to RPGing - in the weekdays and roud the clock only in weekends) or print them, which adds to the cost. For example, I can print for an expensive 0.2 New Israeli Shekels (circa 0.045 US$) per page, which could increase price by 25%-50%.

Originally posted by SgtHulka:
Then, in Azhanti High Lightning, you need an 8 just to hit something (IIRC). That evens the playing field a bit, since in Snapshot you only needed an 7 to hit Cloth armor with an assault rifle, and only a 1 with a (much less easily acquired, i.e. more likely to be in the hands of your enemy) Gauss Rifle. Or was there a mechanic in AHL that decreased the to hit number based on autofire?
By the way, how is Striker in this regard?
</font>[/QUOTE]CT-Striker has a basic to-hit roll of 8+ at effective range (10+ at Long and 12+ at Extreme range). This is modified by the initiative of the shoter, and other modifiers for cover, speed of target, and so on... Then it has a 2D6 penetration roll v armor value to determine the damage done to a target (1D6 pen v armor for vehicles, which to me seemed to be rather idiotic as the differences in pen to armor on vehicles usualy ranged from 10 to 50 difference in armor and penetration of the weapon... Made it a sort of "All or nothing" mechanism)

I have been working on Striker III for a while, and I am trying to find ways that even out some of the penetration rules, and separate damage done from sheer penetration. After all, if a Penetration 120 Pulse Laser hits a tank that has an Armor value of only 50, it is likely just going to punch a few holes in the vehicle. If none of those holes happens to be through a vital system then it effectively does nothing but ventilate the vehicle.

I am still hung up on three different methods to resolve this problem, and I am trying to get ahold of MT and TNE to see how they work (as I want Striker III to be useable by most Traveller melieus)
 
Originally posted by Employee 2-4601:
</font><blockquote>quote:</font><hr />Originally posted by Fritz88:
You can get them at drivethrurpg, as well, in electronic format.
The main problem with electronic books is that you have to either use them on-screen only (a matter of preference, not to mention computer availability for some of us, I for example have access to a computer about 10 hours a day - most of which I can't dedicated to RPGing - in the weekdays and roud the clock only in weekends) or print them, which adds to the cost. For example, I can print for an expensive 0.2 New Israeli Shekels (circa 0.045 US$) per page, which could increase price by 25%-50%.

Originally posted by SgtHulka:
Then, in Azhanti High Lightning, you need an 8 just to hit something (IIRC). That evens the playing field a bit, since in Snapshot you only needed an 7 to hit Cloth armor with an assault rifle, and only a 1 with a (much less easily acquired, i.e. more likely to be in the hands of your enemy) Gauss Rifle. Or was there a mechanic in AHL that decreased the to hit number based on autofire?
By the way, how is Striker in this regard?
</font>[/QUOTE]CT-Striker has a basic to-hit roll of 8+ at effective range (10+ at Long and 12+ at Extreme range). This is modified by the initiative of the shoter, and other modifiers for cover, speed of target, and so on... Then it has a 2D6 penetration roll v armor value to determine the damage done to a target (1D6 pen v armor for vehicles, which to me seemed to be rather idiotic as the differences in pen to armor on vehicles usualy ranged from 10 to 50 difference in armor and penetration of the weapon... Made it a sort of "All or nothing" mechanism)

I have been working on Striker III for a while, and I am trying to find ways that even out some of the penetration rules, and separate damage done from sheer penetration. After all, if a Penetration 120 Pulse Laser hits a tank that has an Armor value of only 50, it is likely just going to punch a few holes in the vehicle. If none of those holes happens to be through a vital system then it effectively does nothing but ventilate the vehicle.

I am still hung up on three different methods to resolve this problem, and I am trying to get ahold of MT and TNE to see how they work (as I want Striker III to be useable by most Traveller melieus)
 
Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Maksim-Smelchak:
In my case, I'm designing a wargame to fit the Traveller universe and I've found the later edition materials invaluable as they provide lots of background not previously available.
Why not use Striker (or Striker 2)? </font>[/QUOTE]Having seen some of Planetfall (Maksim's game) it is mostly a generic system that he is creating a Traveller supplement for. It is made to be faster playing that Striker (or Striker II.. and III now) and contains less gearhead stuff...

Depending on how it works out, I may use his version of Planetfall as the Operational level rules for Striker III. Striker III is being written with 5 levels of play: Skirmish, Tactical, Unit Tactical, Grand Tactical, and Operational... Skirmish level is similar to the combat system of Ashanti High-Lightning, and I am told that i should have a look at the combat system of TNE, which I thought was similar to that of Striker II, but I need to have a look anyway. Tactical and Unit Tactical are similar to the Basic CT-Striker, but Unit Tactical uses some of the mechanics from Striker II, and it allows for less detail in some of the combat mechanics as well (But otherwise, the biggest difference is that Unit Tactical has a turn length 2x that of Tactical, and there are no Individual Mounted troops other than officers and a few NCOs), Grand Tactical is VERY similar to Striker II (having the same turn length and mechnics for giving orders, but without chits for the orders). Operational level is for depicting division level combats. It is basically a mini-campaign game that can be used to move units around a larger theatre level game board,a nd then used to fight the "encounters" between units with one of the lower level units of combat (Tactical, Unit Tactical or Grand Tactical) depending upon how large the "encounter is...

Max's game is very much like the Grand Tactical or Operational level game... I am looking forward to it very much...
 
Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Maksim-Smelchak:
In my case, I'm designing a wargame to fit the Traveller universe and I've found the later edition materials invaluable as they provide lots of background not previously available.
Why not use Striker (or Striker 2)? </font>[/QUOTE]Having seen some of Planetfall (Maksim's game) it is mostly a generic system that he is creating a Traveller supplement for. It is made to be faster playing that Striker (or Striker II.. and III now) and contains less gearhead stuff...

Depending on how it works out, I may use his version of Planetfall as the Operational level rules for Striker III. Striker III is being written with 5 levels of play: Skirmish, Tactical, Unit Tactical, Grand Tactical, and Operational... Skirmish level is similar to the combat system of Ashanti High-Lightning, and I am told that i should have a look at the combat system of TNE, which I thought was similar to that of Striker II, but I need to have a look anyway. Tactical and Unit Tactical are similar to the Basic CT-Striker, but Unit Tactical uses some of the mechanics from Striker II, and it allows for less detail in some of the combat mechanics as well (But otherwise, the biggest difference is that Unit Tactical has a turn length 2x that of Tactical, and there are no Individual Mounted troops other than officers and a few NCOs), Grand Tactical is VERY similar to Striker II (having the same turn length and mechnics for giving orders, but without chits for the orders). Operational level is for depicting division level combats. It is basically a mini-campaign game that can be used to move units around a larger theatre level game board,a nd then used to fight the "encounters" between units with one of the lower level units of combat (Tactical, Unit Tactical or Grand Tactical) depending upon how large the "encounter is...

Max's game is very much like the Grand Tactical or Operational level game... I am looking forward to it very much...
 
Originally posted by Bromgrev:
</font><blockquote>quote:</font><hr />Originally posted by Maksim-Smelchak:
In my case, I'm designing a wargame to fit the Traveller universe and I've found the later edition materials invaluable as they provide lots of background not previously available.
Why not use Striker (or Striker 2)? </font>[/QUOTE]Having seen some of Planetfall (Maksim's game) it is mostly a generic system that he is creating a Traveller supplement for. It is made to be faster playing that Striker (or Striker II.. and III now) and contains less gearhead stuff...

Depending on how it works out, I may use his version of Planetfall as the Operational level rules for Striker III. Striker III is being written with 5 levels of play: Skirmish, Tactical, Unit Tactical, Grand Tactical, and Operational... Skirmish level is similar to the combat system of Ashanti High-Lightning, and I am told that i should have a look at the combat system of TNE, which I thought was similar to that of Striker II, but I need to have a look anyway. Tactical and Unit Tactical are similar to the Basic CT-Striker, but Unit Tactical uses some of the mechanics from Striker II, and it allows for less detail in some of the combat mechanics as well (But otherwise, the biggest difference is that Unit Tactical has a turn length 2x that of Tactical, and there are no Individual Mounted troops other than officers and a few NCOs), Grand Tactical is VERY similar to Striker II (having the same turn length and mechnics for giving orders, but without chits for the orders). Operational level is for depicting division level combats. It is basically a mini-campaign game that can be used to move units around a larger theatre level game board,a nd then used to fight the "encounters" between units with one of the lower level units of combat (Tactical, Unit Tactical or Grand Tactical) depending upon how large the "encounter is...

Max's game is very much like the Grand Tactical or Operational level game... I am looking forward to it very much...
 
Originally posted by Judas:
After all, if a Penetration 120 Pulse Laser hits a tank that has an Armor value of only 50, it is likely just going to punch a few holes in the vehicle. If none of those holes happens to be through a vital system then it effectively does nothing but ventilate the vehicle.
Judas, I would agree with you if your example had been a soft target with a KE weapon. But, I think any weapon striking a tank and penetrating is going to shed a lot of energy as it penetrates - leaving behind a spray of molten metal and vapors. In the case of a laser, I think it will also torch the gases inside the tank on its way through to the other side - turning the vehicle into a convection oven for the occupants.
toast.gif
 
Originally posted by Judas:
After all, if a Penetration 120 Pulse Laser hits a tank that has an Armor value of only 50, it is likely just going to punch a few holes in the vehicle. If none of those holes happens to be through a vital system then it effectively does nothing but ventilate the vehicle.
Judas, I would agree with you if your example had been a soft target with a KE weapon. But, I think any weapon striking a tank and penetrating is going to shed a lot of energy as it penetrates - leaving behind a spray of molten metal and vapors. In the case of a laser, I think it will also torch the gases inside the tank on its way through to the other side - turning the vehicle into a convection oven for the occupants.
toast.gif
 
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