Apr 4, 2025 10:36 am
ForeverDED says:
@Delta The Traveller:TNE supplement World Tamers Handbook has a chapter on "Colonial Economics and Infrastructure." I never played 2300 so I don't know how compatible the two systems are, but back in the 90s, GDW was trying to have a uniform rule system across product lines. You can probably find the pdf on DriveThruRPG or eBay.I've actually had a look at all of the Zozer games Hostile supplements, and some of the Cepheus engine stuff and tried very hard to put it all together in the past... and just couldn't really get it to work out in my head the way I wanted it to. The Pirates of Drinax supplement had some base building stuff that I think could work out if I really forced it to, but finding a way to scale it up that isn't just a linear translation is the challenge. I also have a tendency to flounder when my projects are too sandboxy, either from my own issues of worldbuilding bloat and eventual burnout, or not pushing players hard enough to get past their own choice paralysis.
I was also on a mecha kick when I dreamed this all up and the custom rules for creating a vehicle, especially with walkers, makes my head spin.
I think I at least had a pretty good explanation for the walker vehicles in my setting, as they're typically worse in general at combat compared to traditional military crewed vehicles like tanks (especially grav tanks) and gunships.
My reasoning was in regards to tonnage displacement and the configurability actually make the walkers ideal for shipping to frontier areas as industrial equipment. And would be the primary set of vehicles the colonists would use to defend themselves against threats on the frontier, and require less crew (only 1 seat to control).
Last edited April 4, 2025 1:13 pm