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To MT or not to MT

What gets me is the total collapse of the Imperial economy. The “safe zones” shrink to nothing.

I think I will prefer to believe that Big D. wakes up one morning in 1115 and decides that he is just not gonna do it.

The Imperial edifice must stand.
 
What gets me is the total collapse of the Imperial economy. The “safe zones” shrink to nothing.

I think I will prefer to believe that Big D. wakes up one morning in 1115 and decides that he is just not gonna do it.

The Imperial edifice must stand.
 
What gets me is the total collapse of the Imperial economy. The “safe zones” shrink to nothing.

I think I will prefer to believe that Big D. wakes up one morning in 1115 and decides that he is just not gonna do it.

The Imperial edifice must stand.
 
Well, like many economies based on Free Trade and Interdependence, it was only natural that the economy would collapse combined with the investment strike from the Vilani. Keeping the Imperial edifice would just be a rehash of the Imperial Civil War (a separate Milieu) but the Rebellion was something fundamentally different which is what led to so many blunders in the early years...simply because they thought it was another Civil War.
 
Well, like many economies based on Free Trade and Interdependence, it was only natural that the economy would collapse combined with the investment strike from the Vilani. Keeping the Imperial edifice would just be a rehash of the Imperial Civil War (a separate Milieu) but the Rebellion was something fundamentally different which is what led to so many blunders in the early years...simply because they thought it was another Civil War.
 
Well, like many economies based on Free Trade and Interdependence, it was only natural that the economy would collapse combined with the investment strike from the Vilani. Keeping the Imperial edifice would just be a rehash of the Imperial Civil War (a separate Milieu) but the Rebellion was something fundamentally different which is what led to so many blunders in the early years...simply because they thought it was another Civil War.
 
Originally posted by Aramis:
From where I sit, one's best bet is to go ahead and use the MT systems for everything except:
</font>
  • Trade and Commerce</font>
  • Ship/Vehicle Design</font>
  • Ship Combat</font>
Aramis, could you tell me why you don't like the Ship/Vehicle design rules? I'm curious.

(For background, I don't use the OTU, but my own homebrew campaign, with a feel more like Poul Anderson's Polesotechnic League, TL10-11 common, TL12 advanced, and anything higher rare and very unusual.)
 
Originally posted by Aramis:
From where I sit, one's best bet is to go ahead and use the MT systems for everything except:
</font>
  • Trade and Commerce</font>
  • Ship/Vehicle Design</font>
  • Ship Combat</font>
Aramis, could you tell me why you don't like the Ship/Vehicle design rules? I'm curious.

(For background, I don't use the OTU, but my own homebrew campaign, with a feel more like Poul Anderson's Polesotechnic League, TL10-11 common, TL12 advanced, and anything higher rare and very unusual.)
 
Originally posted by Aramis:
From where I sit, one's best bet is to go ahead and use the MT systems for everything except:
</font>
  • Trade and Commerce</font>
  • Ship/Vehicle Design</font>
  • Ship Combat</font>
Aramis, could you tell me why you don't like the Ship/Vehicle design rules? I'm curious.

(For background, I don't use the OTU, but my own homebrew campaign, with a feel more like Poul Anderson's Polesotechnic League, TL10-11 common, TL12 advanced, and anything higher rare and very unusual.)
 
PP:fleet/escort is a great game - change the scale of the damage boxes and you can make it quite an exciting PC scale combat system.

You can also borrow bits from Full Thrust, upon which it is based.
 
PP:fleet/escort is a great game - change the scale of the damage boxes and you can make it quite an exciting PC scale combat system.

You can also borrow bits from Full Thrust, upon which it is based.
 
PP:fleet/escort is a great game - change the scale of the damage boxes and you can make it quite an exciting PC scale combat system.

You can also borrow bits from Full Thrust, upon which it is based.
 
Originally posted by Old Badger:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
From where I sit, one's best bet is to go ahead and use the MT systems for everything except:
</font>
  • Trade and Commerce</font>
  • Ship/Vehicle Design</font>
  • Ship Combat</font>
Aramis, could you tell me why you don't like the Ship/Vehicle design rules? I'm curious.
</font>[/QUOTE]Ship/Vehicledesign is too complicated.

I don't mind 4 axis design sequences (Cost, Mass, Volume, Power), but I do object to 7 significant digits in the designs for a player-scale ship.

I'd prefer a more HG-style approach with 4 layers: Ships (100TD+), Small Craft (10-200Td), Vehicles (0.1-20Td), and Personal Scale Equipment (0.01-1Td).

Each layer needs to be intercompatible (a problem with T20 vehicles; they aren't).

FF&S falls down because it covers everything to the liter and kilowatt, even on capital ships.

I dislike ship combat because I dislike HG's combat system; it's not PC Friendly in either incarnation.

As for T&C, I'm working on a hybrid of T20/MT that I think will work better than either alone.
 
Originally posted by Old Badger:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:
From where I sit, one's best bet is to go ahead and use the MT systems for everything except:
</font>
  • Trade and Commerce</font>
  • Ship/Vehicle Design</font>
  • Ship Combat</font>
Aramis, could you tell me why you don't like the Ship/Vehicle design rules? I'm curious.
</font>[/QUOTE]Ship/Vehicledesign is too complicated.

I don't mind 4 axis design sequences (Cost, Mass, Volume, Power), but I do object to 7 significant digits in the designs for a player-scale ship.

I'd prefer a more HG-style approach with 4 layers: Ships (100TD+), Small Craft (10-200Td), Vehicles (0.1-20Td), and Personal Scale Equipment (0.01-1Td).

Each layer needs to be intercompatible (a problem with T20 vehicles; they aren't).

FF&S falls down because it covers everything to the liter and kilowatt, even on capital ships.

I dislike ship combat because I dislike HG's combat system; it's not PC Friendly in either incarnation.

As for T&C, I'm working on a hybrid of T20/MT that I think will work better than either alone.
 
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