Originally posted by Bill Cameron:
The times I used LBB:2 computer rules in ship combat, my players usually enjoyed the 'game within the game' of swapping out programs to meet their current needs and future wishes.
I agree with Bill, here. In many of my CT games in the past, players have enjoyed the strategic element of choosing which program to use at which time.
"You can use
this, and it will do
this for you. But, if you use it, you won't be able to do
this."
It's not unlike choosing a weapon and armor from a few choices in personal combat. The blunt weapon will get you this, but the sharp weapon will get you that.
It's too bad the program rules didn't make it into other versions of Traveller. I know they sure add a dimension to my current game.
We've got this running joke (because the captain of the PC ship couldn't afford anything but the basics for the PC ship) in my game. Some issue will come up, like, "Why can't I use my gunner skill as a positive DM to hit the enemy ship?"
And, the rest of the table will mimic the player of the ship's captain, "I wanted it! But, I can't afford it! It's a milllllllllllion credits!"
The table cracks up (you might have to be there to appreciate it).
The point is: the CT computer rules give players one aspect of the game where they can "soup up" their ships. They're saving and saving, hauling freight, speculative trading, taking charters, trying to get enough credits just to buy Gunner Interact.
It's a fun part of the game.
Heck, I'd like to see more stuff like that in Traveller. Different types of sensor dishes, little addons to the powerplant or M-Drive.
There was a book that came out for the Star Wars RPG that was exactly what I'm talking about here--all cool stuff so that you could be like Han Solo and spend game sessions finding, buying, and fixing up your ship.
And, once starship combat happened, players really winced when that new part they just bought was destroyed or damaged.
CT computer rules add a little taste of this.