• 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.

Ok, I caught the Starfield bug, hard.

infojunky

SOC-14 1K
Peer of the Realm
The old Xbox was showing its age, so I acquired a new one. With it I figured I would give Starfield a go, as a fan of Fallout it wasn't a big leap. Amusingly it has really been scratching the Traveller itch quite pleasantly.

The scale of the game in Traveller terms is about a Quadrant of a Sectors worth of systems.

It is a small ship setting, you basically start with a Scout Ship... The biggest ships look be 1000ish tons range. (sidetone I have been pondering basing a modular ship design system based on it as well)

One can tinker with Ships, bases, weapons, armor, food, and drugs. So there is a bunch of Gearheady stuff as well.
 
I quite like Starfield, though I haven't finished it or played it in a while (which is quite normal for me and crpgs).
Me too, though with all the Election noise here in the US, I had to do something to retain my sanity.

And it really scratch the Traveller itch.

The funny thing is how it handles Jumps, where fuel range is more important than absolute jump range mostly. I have been pondering this for my games a lot over the past few years.
 
If designing a setting from the ground up using TNE/FF&S, and thus standard jump drives and HEPlaR, it's a major consideration, as if you're confident there'll be no combat a warship probably has 'fuel' for several jumps (and thus so can couriers and the like).
 
If designing a setting from the ground up using TNE/FF&S, and thus standard jump drives and HEPlaR, it's a major consideration, as if you're confident there'll be no combat a warship probably has 'fuel' for several jumps (and thus so can couriers and the like).
Sure, poke at my other pet projects.... HEPlaR for landing/close maneuvering engines and fusion torches for the heavy lifting. With TNE's take on ContraGravity.

My initial thoughts were to Use Book 2/5 as my base line and redefine requirements from there. Though I have been slowly penciling in a mass based version of those rules-sets. Honestly I was looking at substantial redefining ship movement to a day per jump and a day per insisted planet/orbit change then working from there.
 
Back
Top