Traveller.
Remind me about the basic ship you start with.
Here's what I think i remember: skeleton crew, no shields, no weapons, minimal cargo and no minimal ability to take a hit. The ability to go from system to system, but only in the local neighborhood.
Am I remembering right? Am I wrong?
I know there are other ships you can start with, especially as a scout. I'm meaning like the ship that you get and owe money on.
Monday, December 12, 2016
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Google Type S Scout/Courier. (I don't have the details to hand but that's what it's called. :-)
ReplyDeleteFrom memory: It was 100 displacement tons which was the smallest the system could handle, but this meant it was small enough that it could manage Jump-2. It had minimal everything, could sleep four (or eight at a squeeze) and had a single hardpoint for a turret.
ReplyDeletehttps://www.freelancetraveller.com/features/shipyard/analysis.html
ReplyDeleteThat's about what I should have expected. Of course tonnage is a stat. Why wouldn't it be.
ReplyDeleteHard points, Net Commerce ratings, Jump Stats. Yeah, that all sounds like Traveller.
Thanks, guys. I am apparently not recreating Traveller, which is good to know.
Net commerce rating would have been a very useful stat, but Classic Traveller, and I think all other editions, just had, 'tonnage allocated to cargo' which you had to try an fill by roleplaying negotiations or by rolling on tables to discover what commerce opportunities there were. When you had refuelled and filled your cargo space as efficiently as possible you would jump to the next planet and try selling the stuff you had picked up, again either by roleplaying or random rolls.
ReplyDeleteThis cycle of,
Jump - Sell - Upgrade? - Buy - Jump
really could be the entire game if you wanted it be.
I'm fairly sure that the concept of a single 'Net Commerce Rating' for a ship would have felt to many players that you were trying to steal they game out from under them.
Brian Ashford Yeah. That was kidna my problem with Traveller World, the pbta hack. Things were too abstracted and it no longer felt like Traveller to the players -- if there's no account management, is it really Traveller?
ReplyDeleteI remember hard negotiations for three tons of chocolate bars. And then, on some other world, using those as cover in a firefight against religious zealots for whom they were an abomination.
ReplyDeleteJason Morningstar That sounds perfect!
ReplyDeleteMy favourite Traveller game featured me as a captain/owner of a Scout/Courier who had been contracted to fly some crazy rich archaeologist (a PC) around as he tried to find some ancient stuff with his nukes and bulldozer. He always said that if it was worth finding it would survive the nuke.
The point that I'm not getting around to is that Traveller should always have the option of trade, finance and complex negotiations, but ignoring them and having a firefight should always be an option too.
I remember that one of our systems was in really good shape, thanks to our collective efforts. It's what we rally around. It's why we bother to keep this hunk of junk running.
ReplyDeleteJay Treat Did you just edit this to be more awesome, or am I unable to read?
ReplyDeleteEither way, yes. Imma planning for them to decide. I forsee an upgrade path, and the ship's officers decide what is upgraded.
The game starts with a scout ship one & 8 PLAYERS. And ore a scout two & 8
ReplyDeletePlayers. It ease to work up in the astound bellet.
Are you a real person or a bot, Vaughn Nebeker?
ReplyDeleteYes I A REAL PERSION.
ReplyDeleteTell me whatcha love about traveller, Vaughn Nebeker
ReplyDeleteThat all right one can pick up minerals & some times ship
ReplyDeletein the Astrid belts.
I like design space ship engins
ReplyDeleteIt why I work the astoyed belt. it allowed one to salivge (a dagger Class ),
ReplyDeletethe scout ships are a one man crew it alows one to get around the cost
of ships