I found that during ship design, it speeds the flow along a bit to hit the MCr decimal system.
I didn't realize that about MGT. If that's the case, then, yes, definitely, MCr should be used.
Dune. (if you can pull this off, mad respect.)
Terran Trade Authority
Foundation (I second the motion presented above)
The Blade Runner world?
The William Gibson World?
hmm...
You know what I'd love to see as an ATU? The Alien universe, but with not so much emphasis placed on the Alien. I'd like to see the rest of the universe explored. Different careers. Different obstacles to overcome (besides running for your life from the Aliens).
The Alien movies hint as such an interesting universe that I'd like to see more stuff about the megacorps, the independent scouts and miners, the colonists, the starship manufacturers, the other arms of the military (besides the Colonial Marines).
There's just so much to those films that could be explored.
A task system is really essential for any RPG. Now, an experienced Ref may be able to manage without it, but you need to know what the rules are before you ignore them.
Every rpg has a task system, though. CT certainly has one. It's unstructured, it's a method of handling tasks (and is probably best described by MWM in the beginning pages of The Traveller Adventure).
An inexperienced Ref won't be familiar enough with how the system works - or trusted enough by the players - to be able to come up with reasonable rolls on the spot without a task system to guide him.
Once you know how everything works, then you can choose which bits to use.
If you're referring to CT as "not having a task system", then I have to strongly disagree with you.
I mean, that structureless system worked, for
years, just fine, with what was then the most popular science fiction rpg on the market.
Even inexperienced refs used it.
But, what I do agree (and what I think CT has needed for years) is a nice little chapter on how to do throws--not unlike what MWM writes in the Traveller Adventure. That should be in the main rules--guidelines for GMs on using a structureless task system, creating throws on-the-fly, and such.