Now that Don has more or less requested unofficial fixes to many of
the isues in TNE, we probably should list them here. We have already
listed a few from FF&S, but what about the main rulebook, Brilliant
Lances and Battle Rider?
>From FF&S we have:
Problem: Death Star Lasers
What needs to be done: Laser must be limited somhow
Proposed solution: Limit output energu to TL*50MJ
My comment: I agree on limiting, but for lower TL crafts, this
limiting factor will render them almost useless, even against equally
TL crafts when the armor creeps up a little.
Problem: Smal Arms Energy Weapons
Description: In the module once and future emperor in the main
rulebook there is a NPC which has a fusion pistol of some sort.
However, making one with FF&S reveals several problems. Main problem
is that a pistol sized weapon will have a recoil into the twenties or
more.
Solution:
http://www.travellerfreeport.com/index.php?option=com_remository&Itemid=30&func=fileinfo&id=24
My Comment: It fixes the problem, however I am not really happy with
it.
Problem: Helicopter rotors seems to be underpowered
Description: Compared to real helicopters, FF&S lists too little lift.
Solution: Double the lift based on MW.
My comment: None as I haven't had much experience with helicopter
design.
Problem: Mass Driver penetration is skewed
Description: Seems to be a scale problem.
Solution: Unknown
My comments: I have no experience with mass drivers, so I have none to
offer at this time.
Problem: Inflated Engineer Crew
Description: Engineer crew is based on PP output in MW. This seems
unrealistic as A 500MW fusion plant will need the same crrew as a
500MW steam engine.
Solution: base crew number on Powerplant volume?
My comment: This really needs some fixing. I have tried basing crew
numbers on popwerplant volume, using a 50MW TL 8 plant as a base: Per
standard rules this gives a crew requirement of one. However as
powerplant sizes and computer multiple scales differently, numbers
seems strange in the extreme ends.
Problem: Turret efficiency multiplier
Description: Tank turrets waste a certain percentage of the overall
hull volume based on TL. This really affects tanks designed at lower
Tls as there is almost impossible to make early tanks within design
parameters.
Solution: Design tanks with turrets the same way as CT Striker. Use
two open topped huls and merge theme. One is the hull, the other the
chassis.
My comments: I like this idea for two reasons. 1) it makes it easier
to fit equipment into the turret. 2) it is easier to design a series
of tanks that are based on the same chassis, but got different types
and sizes of turrets.
Another bonus is that it is easier to design a tank with a different
armor value in hull and turret.
Problem: High ROF cannons does only base damage.
Description: The main rulebook states that weapons with high ROF only
does one hit during its fire phase. However, this limits the damage to
weapons as the 30mm Vulcan anti-tank gun carried by an A10. This
weapon can fire up to 100 rounds a second.
Solution. Combine ROF and damage value. Something like
Sqrt(ROF)*damage or something
My Comments: None
There is probably several other problems in the TNE rules that hasn't
been adressed here. Add to the list and keep commenting.
If the discussion is difficult to follow here, I may open my forumes
on www.travellerfreeport.com again just for this discussion.
Roger Malmstein
www.travellerfreeport.com