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What does T5 need?

Daddicus

SOC-13
I like T5. I'm not a fan-boy, but I do see a lot of promise.

But, if T5 is going to take off as most of us hope, it needs some help. I would like to propose this thread for ideas. ANYTHING goes, no matter how goofy or implausible. One never knows if in the wreckage of a bad idea there exists a gemstone in the rough.

Please don't use this thread for discussion of the ideas. It will get too long that way, and quickly lose its usefulness. If you want to discuss an idea, please start a new thread. Reference that thread in a post to this one, and reference the idea post in the opening post of the new thread.

[Post owners: If someone starts a thread on your idea post here, (if you are allowed by forum rules) please edit your post to point to the new thread. That will help others find the discussion.

NOTE: Even if you don't agree with the person who started the discussion post, please. Don't take it personally.]
 
My first idea: Actually, the organization is good, but it's in the "engineering-speak" , which not many people can follow. What's needed is a cross-reference, preferably in-line. I have to believe InDesign can do that, but I don't know for sure.
 
An on-line copy of the rules. Not a PDF. A true, on-the-Internet subscription-based and secure full copy of the rules. I have no idea how to get this done.
 
What T5 needs more is a professional editor with game design experience (who has editorial control), and playtesting, not beta testing.

Neither of these is going to happen.
 
Right now, I am focused on a T5 version of "Pocket Empires" because I am finding that many of the questions I want answered for Lemish require an update of the T4 ruleset. I know that Pocket Empires is just a supplement and not really what Traveller was designed for, but at the moment, my interest is in this area.

This is probably way down on the list of things that Marc is going to do, but still, at this moment, it is what I need to proceed with Lemish worldbuilding.
 
When I first read the OP, the thought that first came into my head is: A NEW TASK SYSTEM.

I can't stand the T5 task system.

But, it's so integrated into the game that, in order to change out the task system, you couldn't just plug-n-play something more palatable. You'd have to re-write major portions of the game.

So, T5 using a different task system is a pipe dream. It will never happen.



My second, more constructive comment is this: T5 needs to be broken down to its base elements then completely rebuilt. Every chapter needs to be checked for typos and contradictory information. And, the systems need to be completely checked for problems.

Start with the task system. Fix the Spectacular Success problem. Then, move on from there: The character generation, the combat chapter, the makers, etc.

And, the game needs some alternative rules in major areas. Keep the abstract combat and Range Band movement system, but also include a grid based system for those who like to plot combat on a graph. Some type of easy, generic ammo tracking needs to be added to combat and the GunMaker.

Stuff like that.
 
Incredible artwork, stuff on par with GW's Warhammer products but with a sharp edged high tech look to it.

Miniatures support, but I always say that.

A matching 600 page Imperium book.

Radio control lighter than air free trader.
 
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