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How Do We Improve T5?

Definitely Sector Generation and Character Generation are the highest priority. There is no much supporting functions that flow into the rest of what is required, it makes sense to start there.

- Dice Simulation (non-graphical) is nearly done

- Imperial Calendar is done (Needed for birthdates)

... <snip some other stuff> ...

- I want to have Sector Generation completed at the same time as Character generation because of Birthworld and home world. And is also the base for the full adventure manager.

This is just to give you an idea of where I have been and what is in process. I am just starting on building a website to house more detailed information and a place to download the tools when they are ready.

Good luck! If you need testers, let us know.

Cheers,

Baron Ovka
 
A decent set of fun workable rules for space combat would be a good start :rant:
AGREED! At a scale of <= 10k dTons. BITS Power Projection is fine for huge ships. But players rarely operate at that scale. I've looked at modifying BITS Power Projection to add more directionality and optimized for <= 10k dTon ships where each turret is displayed on the SSD. I'm currently trying to figure out which construction system to optimize it for, and I am leaning toward MT (re-scaled to 14^3m per dTon) with fewer, larger, deadlier missiles similar to TNE, but not that big. 0.5 dTons is huge (TNE FF&S). It's about the size of a Polaris SLBM. Or by aspect ratio (diameter : length)
3:1 = 1.438m x 4.313m
4:1 = 1.306m x 5.224m
5:1 = 1.212m x 6.062m
6:1 = 1.141m x 6.846m

I'm leaning toward using real world naval torpedoes as a model. A 21" WWII torpedo is about 0.102 dTons. Those Soviet 650mm "whales" come in at 0.261 dTons. And then there is the dinky little Common Very Light Weight Torpedo... It's literally the size of submarine decoy!
 
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