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Subj:   XTML biweekly: Msgs 54-57 V1#8

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XTML biweekly   Sun Jun 12 21:00:03 EDT 1994    Volume 1 : Issue 8

Today's topics:

BUN# =AMN= =DATE====== =FROM==========  =SUBJECT/BODY==========================
   2    54 08-Jun-1994 Erwin Fritz      for James Perkins (with apologies) << T
   3    55 11-Jun-1994 v.ujcik@genie.g  Traveller @ Origins << All,
   3    56 12-Jun-1994 Stefan Matthias  CT,etc. pp.: Looking for adventure idea
   3    57 12-Jun-1994 Stefan Matthias  CT,etc. pp.: Imperium & Dark Nebular bo

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Bundle: 2
Archive-Message-Number: 54
From: erwin@fritz.cuug.ab.ca (Erwin Fritz)
Date: Wed, 8 Jun 94 19:17:35 -0700
Subject: for James Perkins (with apologies)

This isn't actually meant to be posted to the XTML but I don't know
James' Internet address.  I apologize to those whom I've inconvenienced.

I need to know more about list servers like the one which is used for
this mailing list.  Can you tell me more about them?  Where can I get
one for evaluation purposes?


- -- 
erwin@fritz.cuug.ab.ca

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Bundle: 3
Archive-Message-Number: 55
From: v.ujcik@genie.geis.com
Date: Sat, 11 Jun 94 15:45:00 UTC
Subject: Traveller @ Origins

All,
 
     All those going to Origins next month, please raise you hand.
Don't be shy....raise 'em high!
 
     I would be glad to act as coordinator for a get-together of
whatever type is agreed upon....meal, room, game session, multiples
of the above, etc, etc.
 
     While both Loren Wiseman and Frank Chadwick are listed as
special guests, there is a dearth of Traveller listed in the
convention guide. So I thought I'd try to get some interest
sparked. Maybe we can even talk them into giving a special talk
just to the Traveller types attending
 
     I'm cross posting this to the TML, xboat, and on GEnie.
 
     I'm not sure if it's a good idea to post back through the
mailing list, (if James says it's okay, then do) so I'll take info
via personal email. If I get enough response, I'll post a summary
or two back to the mailing lists. Let me know when you're arriving
and departing, times you are definitely *not* available to meet
(i.e. other game or seminar you're attending), and type of meeting
you'd prefer.
 
     Oh yeah, no flames will be tolerated about different versions.
If there is enough interest, we can break up in order to
accommodate the TNE haters and the CT/MT despisers. However, I'm
just offering my services as an unbiased intermediary. This is a
representative democracy (tm) and the majority will be allowed to
guide the discussion. The attender assumes all
liability.....whoops, got carried away there.
 
     Anyway, I'm not a Hater or a Despiser, so I'm open to email
from all! Hope to see some of you there....
 
               Happy Travellering,
 
                    Duke James of Ujcik
                    (aka Jim Ujcik)
 
Certified Flight Instructor-Instruments                   Amateur: WD9HBC/6
GEnie: v.ujcik                             Internet: v.ujcik@genie.geis.com
 

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Bundle: 3
Archive-Message-Number: 56
Date: Sun, 12 Jun 1994 15:45:04 +0200
From: Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
Subject: CT,etc. pp.: Looking for adventure ideas

Hello.

My problem with Traveller is, to find some good adventure ideas that
'feel like science fiction'. Often, I think, it's no more than a
ordinary fantasy adventure. Yesterday, I've browsed through my old
Traveller book (it's black, too -- but it's the German version) and
found some short adventure ideas (under the heading "the sub sector
awaits you") better than all I recently saw from GDW.

That adventures seems all to be combat missions with a short briefing,
a shoot out and a rewards collection. IMHO very boring and I don't
like such kind of military campaigns. Looks like a dungeon walk, you
you ask me.

So I wonder if anybody has some ideas for some 'good old' adventures
(hopefully without mercenaries) (s)he could post here.

For example, the adventure about that TL 16 space station in Challenge
72 had a good idea -- but the adventure again was a "kill all what
moves" type of setting. Or is my prejudice true, that the combat part
in the TNE rulesbook is so large, because all the game should be about
is combat?? (I don't hope so.)

bye.
- -- 
Stefan Matthias Aust // ...and they told us, what they wanted
                    //  was a sound that could kill someone...


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Bundle: 3
Archive-Message-Number: 57
Date: Sun, 12 Jun 1994 15:45:04 +0200
From: Stefan Matthias Aust <sma@informatik.uni-kiel.d400.de>
Subject: CT,etc. pp.: Imperium & Dark Nebular board games

Hello.

Some days ago, someone mentioned the games Imperium (IM) and Dark
Nebula (DN). I own both games. I like Imperium but I think, DN isn't
as good as IM. 

In DN, because of the variable map often one player can be easily
isolated by blocking only one world. Move your whole fleet to that
world in your first move and if the opponent don't want a decision
combat he's blocked. Moreover, the jumproutes are often `unrealistic.'
There's a Jump-7 between TAIDA NA and OJA on the original-layed-out
map and a lot of other near distance worlds there aren't jump routes
at all. Because there're only four map with connection to all 4 sides,
there aren't that much different arrangements you might think. But
it's a nice idea to gain benefits through exploration during the
play. IMHO the game isn't designed carefully enough.

IM is better, but not much. Maybe both games aren't that successful
because they aren't very fair. I've made the observation that in IM
the Imperial players wins more often than the Terran player. In DN
nearly every game we played the Solonami player has won. Has anybody
made other observations?

I would like to discuss some rules (btw, I own the german version of
IM, so I've translated it back with the help of the DN rules):

Movement: Do you allow a jump into deep space? (I would think no,
because you can only jump along the green lines and you don't know the
jump number of the ships.)

Is a jump from deep space to a world allowed? (Maybe the same missing
jump number argument, but what if the distance is shorter than the
lines that connected that world?)

We tried an extension rule, that a monitor can be transported with 4
transports. Comments?

Is it sufficient to have a tanker with the jumping fleet or has the
tanker stay at the tertiary star? Or has it to be there one turn in
advance?

We changed the rules (in IM) that all capital ship can transport
fighter, too. So only outpost can be transported only be tranports.

Combat: Terran monitors aren't useful at all. Terras only effective
weapon (I as an Imperial player are afraid of) are the missile
boats. If the Imperial player has the smaller fleet, there's a 72%
chance, that range is long in the 2nd combat round, too. That's often
enough time to destroy the Terran fleet.

Do I undervalue the Bx ships? I think, they aren't worth their money.
Because you will go bankrupt because of mantenaince costs.  So we
reduced costs by 1 for all ships.

Who declares a break off first? Attacker or defender? (I vote for
attacker)

If all ships of a fleet are visible, the complicated ship allocation
phase has been proven to be superfluous, because our `chaotic
challenging' "I will attack this ship, then I will defend with that
ship -- no that will be attacked, too." lends to the same result.

Is the combination High Intensity Short Range Missile Fire allowed?

I never found Suicide Attack useful at all. The +1 bonus isn't worth
the destruction of the own ship, I think.

In DN the hiring of allies is IMHO too easy. Because most neutral
units don't have a missile factor >= 10, so it's a 83% success
chance. (I understand the rule that the missile factors of the neutral
give the DM)

I think, surface combat is broken. Neutralized troops are dead - they
only don't know yet. I think, a -1 (or -2) DM to their combat strength
would be a better rule. What means the rule, that shielding troops can
limit the combat but that the rules say that combat go one until all
units of one side are destroyed? If two troop counter fight together,
will there stength be added? Will the defender destroy only one of
them or both together?

If there's a Terran strength 4 jump troop (JT4) attacking a strenth 2
regular imperial unit (RI2) and an outpost, the RI2 will do defence
fire, having a chance of 1:6 to destroy the JT4, then the JT4 will
have a 5:6 change of destroying the RI2 ?? Let's assume that none of
them will be destroyed. So, the RI2 will be supported by the outpost
and chances change to 2:6 and 4:6 ?? Correct? The JT4 will probably
win and destroy the outpost next, because it can't destroy the JT4.
Too easy...

We changed the rules that landed ships etc aren't destroyed but
captured (if that's possible due counter limitation). Also there's the
rule that damaged ships has to land to be repaired. So an attack may
be very valuable...

Btw, has anybody tried to use the rules with another map?  Has anybody
`designed' other types of ships or even better, a formular for a
general design?

bye.
- -- 
Stefan Matthias Aust // ...and they told us, what they wanted
                    //  was a sound that could kill someone...


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End of XTML Biweekly
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