Re: Playing vastly different styles of CT Games was (Re: [TML] Skill caps)
Rupert Boleyn 22 Jun 2020 06:26 UTC
On 22Jun2020 1255, xxxxxx@gmail.com wrote:
>
>
> On Sun, Jun 21, 2020 at 7:50 PM Rupert Boleyn <xxxxxx@gmail.com
> <mailto:xxxxxx@gmail.com>> wrote:
>
> I was fine with it, errata aside. Well, that and being frustrated
> that
> so many of the basic ships had to be made at TL15, which meant that
> actually very few worlds were making free traders, etc. DGP really
> should have made sure that their system could design sensible
> versions
> of the common smaller ships at lower TLs.
>
>
> Here is another disconnect. Many low to mid level planets, in most far
> out regions, Tech E/F are rare.... so why were all the ship designs
> TL-15? And if you think some standard designs are not effective money
> makers for trading ships, imagine if you drop the TL!
> Yes, I agree that there ought to have been more attention to the
> actual texture of the known sectors (and esp the ones players would
> play in at the fringes) when they thought out balance points in ship
> building.
By the way, that you could design some of the smaller ships at TL10-12
was one of the things that sold me on TNE (and FF&S).
In MegaTraveller's Imperial Encyclopedia every ship and boat is TL15,
except the Close Escort and Gig, which are TL14 (as they were in CT). In
TNE's core book the Far Trader is TL12, as are the Subsidized Merchant,
the Liner, SDB, and all the small craft, while the Free Trader is Tl10.
--
Rupert Boleyn <xxxxxx@gmail.com>