kilemall
SOC-14 5K
I never took Mayday seriously, if for no other reason then the time scale, but it might be more appropriate a model for a simplified CRT in a trading game.
I never took Mayday seriously, if for no other reason then the time scale, but it might be more appropriate a model for a simplified CRT in a trading game.
A planet that is Amber Zone from an effective pirate blockade might spend quite a bit more to get their goods/passengers through.Obviously the game is different if you're looking for trouble, even with a ship equipped for it.
But we're back to the core tenet of combat: Combat is VERY expensive. If MCr are just sitting on the docks at any random starport ready for the taking, then, lock and load, and away we go. Is the expectation to rise from freshly mustered out captain with a mortgage to one with 100-200MCr in the bank to purchase (finance), run, and crew a Merc cruiser? In that case, routinely blowing 20MCr on repairs, "tis but a scratch!".
"Let's go clear out some pirates!"
Hope that pays well.
Perhaps if they critically need Computers. 6 of them at 4MCr each selling for 10x the rate at 240MCr. Good work when you can get it. Worth risking 10MCr in damage.A planet that is Amber Zone from an effective pirate blockade might spend quite a bit more to get their goods/passengers through.
The latter reminds me of an old James Bond movie...They just going wait by the loading dock and force their way on at the starport? Or just swallow them up in orbit?
Others just have generic DMs based on crew quality. Green -1, Regular 0, Crack +1. And then they may have rules show how a crew goes from Green to Regular to Crack (typically deployment time) back to Regular to Green (typically due to combat losses).Mediocre ships with good crews ought to be superior to good ships with mediocre crews.
You're right... really, all the rules needed was some encouragement in that direction. "Players should be encouraged to attempt to improve their odds in various ways during combat."The fact that crew skills are such a relative "non-factor" in combat performance is something of an oversight in how LBB Traveller handled ship to ship combat (the "real" stress test of ships and their crews).
Ship combat ought to be a Team Sport ... not a 1v1 between commanders.
Amongst the OSR and FKR, yes.You're right... really, all the rules needed was some encouragement in that direction. "Players should be encouraged to attempt to improve their odds in various ways during combat."
...Although really, CT is a complete skeleton in EVERY respect. Isn't that what gives it its staying power?
Bad habit of mine.You're right... really, all the rules needed was some encouragement in that direction.
I don't know that I buy that- between Gunner Interact and the Evade programs engaging the gunners vs. pilots, with the computer operator sweating the computer phase shutdowns keeping it running and the engineer trying to keep power up or better yet excess power for Double Fire, there is plenty in the original rules for the crew to do.I'll agree that this is one area where Traveller is a bit lackluster.
Mediocre ships with good crews ought to be superior to good ships with mediocre crews.
The fact that crew skills are such a relative "non-factor" in combat performance is something of an oversight in how LBB Traveller handled ship to ship combat (the "real" stress test of ships and their crews).
Ship combat ought to be a Team Sport ... not a 1v1 between commanders.