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SDBs and Jumpships

Will T^20 incorporate guidelines and rules for starships? And the custom creation of same? If so, are there plans for a "High Guard" supplement to support greater design detail?

EvilPheemy
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by hunter:
T20 will be using High Guard as it's core shipdesign system

Hunter
<HR></BLOCKQUOTE>

Wow! That's great news! Is this the same High Guard I have, the little black book (Book 5, IIRC)?



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"Illegitimis non carborundum." - General Joseph Stilwell
 
yup, same one. Only thing we are doing really is 'tablizing' a number of the formulas. This way you can either use the tables for the most common hull sizes, or use the formulas, whichever you prefer.

High Guard ship combat will also pretty much remain unchanged for the most part, with the only real change (currently) being a replacement of the 'to hit' and 'penetration' tables being reworked with D20 style tasks.

Hunter
 
I have to say, d20 Traveller is, for me, one of the very few "must-buy" d20 products in production. This makes it even more of a "must-buy."

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"Illegitimis non carborundum." - General Joseph Stilwell
 
Will we be able to use Classic Traveller, High Guard designed ships in T20 without conversion? In other words, if we have Fighting Ships will we be able ot use the Destrooyer escort as is, just looking at the page in Fighting Ships? That would be incredibly awesome.

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Dave "Dr. Skull" Nelson
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by DrSkull:
Will we be able to use Classic Traveller, High Guard designed ships in T20 without conversion? In other words, if we have Fighting Ships will we be able ot use the Destrooyer escort as is, just looking at the page in Fighting Ships? That would be incredibly awesome.
<HR></BLOCKQUOTE>

That is the plan. The USP and other data should all easily be used within the T20 system.

The whole idea is to try and keep the previous material printed as usable for T20 as possible.

Hunter
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by hunter:
That is the plan. The USP and other data should all easily be used within the T20 system.

The whole idea is to try and keep the previous material printed as usable for T20 as possible.

Hunter

<HR></BLOCKQUOTE>

Will you be fixing or explaning any of the persived problems with High Guard? (see CT-Starships discusion group on Yahoo)
Peter V.
 
Depending on HG solely means you are either reprinting HG in your book or forcing people to buy the first of Marc's reprint volumes. The first has potential for vast disappointment, the second for mass refunds.

High Guard is too fleet oriented for good RP. I would STRONGLY recommend you put in a large word count on how to make HG rolls mean something for a free trader.

HG predates most of what is personal about ships. I would look at inserting things like shops and sickbays into the quarters list, providing coherent guidelines for some of the fuzzy concepts that GDW stretched HG to fit (external docking, jump governors: yea or nay, etc).

Make the decision regarding Droptanks NOW, and either include them or not (since the Imperium didn't develop them until after the date for this book...).

Decide whether you are going to go with the sexy-but-unrealistic CT/MT starship weapons or the more realistic-but-ugly armament of TNE and T4. Or do both and shorten space combat effective ranges considerably.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by GypsyComet:
High Guard is too fleet oriented for good RP. I would STRONGLY recommend you put in a large word count on how to make HG rolls mean something for a free trader.

HG predates most of what is personal about ships. I would look at inserting things like shops and sickbays into the quarters list, providing coherent guidelines for some of the fuzzy concepts that GDW stretched HG to fit (external docking, jump governors: yea or nay, etc).

Make the decision regarding Droptanks NOW, and either include them or not (since the Imperium didn't develop them until after the date for this book...).

Decide whether you are going to go with the sexy-but-unrealistic CT/MT starship weapons or the more realistic-but-ugly armament of TNE and T4. Or do both and shorten space combat effective ranges considerably.

<HR></BLOCKQUOTE>

Wow... I'd forgotten about all those problems. I've never really had a problem with it, as by the time I let players have ships regularly, I was running MT... And MT really has the sme ship problems. (And a few more...).

I too want to see labs, and sickbay space. Would be really nice. Shops (Machine and electronics) which give a DM on repair rolls would be good, too.

Please, fix the computer sizes for higher tech levels. In MT, Striker, and FF&S 1&2, all other electronics shrink with TL. Why computers didn't was always a beef for my players (I never really thought about that aspect until recently).

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-aramis
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Smith & Wesson: The Original Point and Click interface!
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
I too want to see labs, and sickbay space. Would be really nice. Shops (Machine and electronics) which give a DM on repair rolls would be good, too.

Please, fix the computer sizes for higher tech levels. In MT, Striker, and FF&S 1&2, all other electronics shrink with TL. Why computers didn't was always a beef for my players (I never really thought about that aspect until recently).
<HR></BLOCKQUOTE>
Computers are my hobby-horse. The computers, as written, are 1960s technology extrapolated, and they are wrong. Junk the program rules and call the "Computer displacement" "Sensor displacement" instead. High sensitivity sensors will require bigger apperatures (telecopes or antennas) which more-or-less matches the computer scaling in the rules.
The Central Data Processing system is built into the bridge percentage. I think at TL10+ this should be an "Artificial Personality" that can receive verbal inputs (I recommend wet-Navy protocals to avoid confusion. "Computer, lets jump as soon as we're clear." "Activate Jump on clearing the atmosphere, aye." "Belay that! Jump at 100 diameters.") but not a true Hal-type AI unless you pay big bucks.

I like the idea of a sickbay to give Medics a modifier. I have always assumed that a big-ship medic had a stateroom to himself, half of which was sickbay, but this was never codified.
I assume that the drive precentages include nominal shop percentages, but I can see buying more advanced machinery.



[This message has been edited by Uncle Bob (edited 02 June 2001).]
 
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