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Seeking opinions

Vladika

SOC-14 1K
Would like to know what others think of COACC - Close Orbit & Airspace Control Command.

Any and all opinions please, but particularly how it relates, or could relate, to CT/HG2.

Thanks in advance for your informed opinions.
 
In terms of character generation, the more the merrier, as players can be more selective in their careers.

In terms of a military branch, I'd reintegrate it back into the army.

Leave interception to the Navy, as two principles apply, speed is life and high ground.
 
Just gave it a quick look. I think its good for ideas.

I don't think it really presents a solid system to simulate combat in the upper atmosphere. Looks like its just has bits and pieces of stuff.

When I get a chance I'll look closely at the air-to-air combat system.
 
Would like to know what others think of COACC - Close Orbit & Airspace Control Command.

Any and all opinions please, but particularly how it relates, or could relate, to CT/HG2.

Thanks in advance for your informed opinions.

The design system can be used with Striker pretty easily - just ignore the damage ratings. It's not in any reliable way compatible with CT-Bk5:HG, except the advanced character generation.

The setting info is decent. It establishes the Army has exclusive control below a certain point, and the Navy above a certain point, and in between is COACC turf - and COACC is linking system and imperial navies, and the Army. It also establishes that, as far as the Imperium is concerned, airforces and wet navies are part of the Army, even tho' different JIS rank titles are standard.
 
I had hoped for that holy grail of Traveller players like myself, an integrated interface combat system. Sadly it really doesn't even try to present a system for integrating space vessels in atmospheric combat or conducting an assault on a world/system - instead it is an aerial combat wargame that doesn't measure up to other contemporary GDW air combat wargames such as Air Superiority/Air Strike.

There are actually two air combat wargames in COACC - a slightly more abstract range-band system and a more detailed plotted system. I'm not sure why the space available was used in this way rather than presenting rules for spacecraft working in with aerial craft, but there you have it.

At the time it struck me as a vanity project. MT was so lacking in adventures at that point, and yet the book they brought out was almost a niche within a niche.

The one thing it did do was re-introduce tac missiles to the MT universe. Sadly in a way that wasn't easily translatable to the regular MT combat system.
 
The vehicle design system relates more closely to MegaTrav than CT, for obvious reasons. You've got that hit point thing going on, for example, and the MegaTrav attenuation bit which replaces Striker's effective/long/extreme range stats, and the damage point bit. However, MegaTrav is a modified Striker, so de-modifying it to work with Striker is pretty straightforward. I recall that it did some weirdness with autofire bonuses for certain weapons, but that's not insurmountable. All-in-all I liked the potential for greatly expanding Striker's/MegaTrav's design potential, especially with a selection of ready-made missiles and a nice array of free-fall ordnance.

Combat rules I couldn't speak to, having never played them. I don't see any reason you couldn't just use whatever combat rules you were comfortable with, with perhaps some tweaks to account for some of the special weapon requirements.

There are some nice ready-made craft, but MegaTrav products are infamous for errata. If you're porting into CT, take them as a useful given and forget whether they're right or wrong. You'll need to calculate maneuver points if you're using Striker combat, but that's fairly simple.
 
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