Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.
I think the answer to the vehicle speed question lies in limiting turning and acceleration. Does a standard air/raft have inertial dampers? Probably not. So you probably don't want to hit more than a 1G turn and you probably don't want to accelerate too fast. I'd even suggest that air/rafts and grav vehicles are less maneuverable than ground cars and aircraft due to the absence of surface friction or even control surfaces.
Car Wars and Traveller have always felt like close cousins to me. I'd probably rule 30 degrees : -1 and 30 kph : -1 So a ninety degree turn at 90kph is made at -6.
I've got some IMTU civilian and military vehicles - off-road vehicles, trucks, grav vehicles, various AFVs and suchlike. I did a few house mods to re-balance striker where it has some issues but have tried to keep the touch light on that.
The vehicle damage rules work OK and you can do custom tables (a la Twilight:2000) for anything you want to change the rules on. For example, I did some larger grav transports (about the size of a Chinook) that are mostly empty space, so I did custom damage rules to reflect the relatively low likelihood of hitting anything vital with small arms fire.
One issue I find with Striker is that weapons do a lot of damage. One solution I use is to cap the positive wounding DM on anything armour piercing at half it's penetration. A little bit of selective nerfing (and enhancing in one or two cases) helps to tame the worst excesses.