
-------- TML Message #737 --------

Archive-Message-Number: 737
Date: Thu, 30 Nov 89 12:35:40 PST
From: (John Redden) redden@ttidca.tti.COM
Subject: cosmos-11



More varaint rules, very different from trav ship construction but in
spired by the original rules.  Computer programs to do this and much more
comming.

Designed to work with any machine like object (tank, robot and so on).
Missiles are considered to be small starships.


COSMOS Starship Components

These are the building blocks for cosmos ships from about tech level 8
to about tech level 30.  Past 30 "starships" are a quaint oddity.

Basic Parameters
- ---------------------------------------------------------------------------
ln: logrithm base e

TL: Incremental measurement of technological level that constructed the 
    object.

Fuss: Fusion technology.

E-to-M: Direct energy-to-matter technology.

Emass: The objects (vessels) mass devoted to energy production.

Eunits: the total energy units available to the vessel.
        Eunits = ln(TL-8) * Emass

Ecur-units: the number of energy units currently allocated to an objects
	    effect.  It is the division of Eunits to various ship systems.

FEFmass: mass for Eunits of fusion and partial fusion/E-to-M energy units
	 FEFmass = Emass * 40/ln(TL)**2

INTcomp: The current or dedicated intelligence of the computer for this
	 effect (of the object)

PSI: Psionic base of the computer system.
PSS: Psionic strength of the computer system.
PSR: Psionic resistance of the computer system.
PNERV: Computer primary nervous system (like humanoid STR).
SNERV: Computer secondary nervous system (like humanoid DEX).

     See Characteristics for further definition.  There will be a set
     of these for *each* computer system.

BSM: basic total ship mass.

TSM: the total ship mass including the cargo.

DENS: density of the ship in percentage.
- -----------------------------------------------------------------------------
Combat parameters

OCV: offensive combat rating of the object as related to starship combat.

      INTcomp can be derived from a dedicated computer system (for offensive
      systems) or have shared intelligence with a multi-purpose system (see
      discussion on computers).

OCVmass: mass of offensive combat system

     OCVmass = ln(TL-7) * 7 / TL
     OCVbase = INTcomp * ln(TL-7)
     OCV = INTcomp * ln(TL-7) + Ecur-units + Weapons-systems-skills +
	   Tactical skills

ORM: offensive range modifier.
     short range: 0 <= range <= 100*OCV (current OCV is multiplied X 2)
     mid range:   100 <= range <= 10000*OCV (current OCV is multiplied X 1)
     long range: 10000 <= range <= 100000*OCV (current OCV is multiplied X .5)

ODV: offensive damage delivered by the weapon system.

ODVprox: proximity damage by exploding object.  Note each missile counts
         as a seperate ship.  

EXplr: the explosion ratio of a self destructing object.  Related also to
       the density of the object.

EXplr = ln(TL-6) * Eunits * TSM * DENS

       for missiles this is typically 100%, for a "nonrigged" starcruiser
       about 25%.  In this case Eunits are energy units dedicated to the
       explosion.  It is considered a static amount.

ODVen: damage delivered by energy weapons

NOW: number of energy weapon systems

     ODVenbase = ln(TL-8) * NOW
     ODVen = ln(TL-8) + Ecur-units * NOW

ODVenmass: mass of energy weapons.

	   ODVenmass = NOW / ln(TL)

DCV: is the ability of an object to avoid damage via an energy/mass field.

      INTcomp can be derived from a dedicated computer system (for defensive
      systems) or have shared intelligence with a multi-purpose system (see
      discussion on computers).

     DCVbase = INTcomp * ln(TL-7)
     DCV = INTcomp * ln(TL-7) +Ecur-units + Tactics-skill

DCVmass: mass of defensive energy systems

         DCVmass = ln(TL-7)

DSC: is the ships hard defensive screens
     
     DSCbase = ln(TL-10) * ln(TL)
     DSC = ln(TL-10) * Ecur-units * ln(TL)

DSCmass: mass of hard defensive screens

     DSCmass = ln(TL-10) * 10 / TL
- ----------------------------------------------------------------------------
Ship movement and gravatics

MADGcurr: is an energy based, non-gravatic maneuver drive based in Gs.

MADmass: the maneuver drive mass (assigned during ship construction).
     
     MADGbase = ln(TL-8) * MADmass * 5 / TSM
     MADGcurr = ln(TL-8) * MADmass * 5 * Ecur-units / TSM

CGunits: the exchangeable units of produced by a contragravity unit.  A unit
         that produces 100 units could move 100 tons at 1G, 200 tons at .5G
 	 etc.

CGmass: the contra gravity units mass.

CGrange: the range of the contra gravity device in kilometers.
	 
	 there are 3 (known) contra gravity technologies available:

Fuss:
	 CGunits = CGmass * (TL-9) * ln(TL)
	 CGrange = CGmass

Fuss/partial M-to-E:	 
	 CGunits = CGmass * (TL-14) * (TL-14) * ln(TL) * Ecur-units
	 CGrange = CGmass * (Ecur-units)**2

M-to-E:n
	 CGunits = CGmass * (TL-18) * (TL-18) * ln(TL) * ln(TL) * Ecur-units
	 CGrange = CGmass * (ln(TL))**2 * Ecur-units

JU: the hyperspace jump capabilities of the ship.  There are three 
    (known) hyperspace jump technologies.  JU1 is a point-to-point 
    hyperspace jump with fixed time.  JU2 is a point-to-point hyperspace
    jump with variable time.  JU3 is a variable hyperspace jump with
    variable time.  Normally JU is measured in parsecs.  Actually JU3 is
    the same as JUpar.  

INTcompJU: the minimum intelligence of the computer required for each 
           parsec travelled for JU1 and JU2.  For JUpar it defines the
           minimum computer intelligence required for the number of 
	   parsecs per hour.

	   INTcompJU = 1/ln(TL)

JUtime: timing interval of the hyperspace jump in 20 hour days.

JUmass: mass of the jump drive.

JUbase: constant part of JU calculation

JUpar: jump in parsecs per hour

Fuss:
    JUbase1 = ln(TL) * (TL-9) / TSM (or BSM)

    JU1 = Ecur-units * JUbase1

    JUtime1 = 7 days
    
    JUmass1 = JUbase1 * 100 / ln(TL)

Fuss/partial M-to-E:
    JUbase2 - ln(TL) * (TL-14) / TSM (or BSM)

    JU2 = Ecur-units * JUbase2 * JUtime2

    JUtime2 = time in "local" days in hyperspace

    JUmass2 = JUbase2 * 100 / ln(TL)

M-to-E:
    JUbase3 = ln(TL) * (TL-18) / TSM (or BSM)

    JUpar = Ecur-units * JUbase3

    JUmass3 = JUbase3 * 10 / ln(TL)

- ----------------------------------------------------------------------------
Life support, internal energy systems and floor space

SCsum: The total size of creatures in equation.  Take 6.41 as the average
	human large sized person. (see size ratios)

ISYSeunits: energy used by internal energy systems (life support, 
	    communications, low and high resolution scanners).

ISYSmass: mass of internal energy systems.

	    ISYSeunits = SCsum / ln(TL)

	    ISYSmass = ISYSeunits

CRYeunits: energy units used by cryogenic systems.

CRYmass: mass of cryogenic system.

	    CRYeunits = SCsum / (ln(TL)**2)

	    CRYmass = CRYeunits

FLmass: mass of all cabins, bridges, floorspace, equipment, cargo bays and
	the like.

FLsq3: all floor space in cubic meters for the ship.

       FLmass = FLsq3 / (27 * ln(TL))
- --------------------------------------------------------------------------    
Scanning, communications and observing

SClong: long range scanning and communications.

SCldist: distance of long range scanning and communications.

SCshort: short range (detailed) scanning and communications.
	 
	 SCsbase = INTcomp * ln(TL-7)
	 SCshort = INTcomp * ln(TL-7) + Ecur-units + FWD-Observer-skill
- --------------------------------------------------------------------------
Ship Hull

HUmass: Ship hall mass

HUDV: Ship hull defensive value.

Hpips: HUDV in hit points.

	HUDV = ln(TL-7) * HUmass / 100

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #738 --------

Archive-Message-Number: 738
Subject: Administrivia
Date: 05 Dec 89 09:01:47 PST (Tue)
From: jamesp



The list has been ominously quiet lately.  Everyone must be out doing
their holiday shopping.  I suspect it may be pretty slow this month.  Oh
well, over the last 9 months we've averaged around 50 messages/month!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Traveller Mailing List Administrator	  James T. Perkins @ Tektronix, Inc
traveller-request@dadla.wr.tek.com	  Beaverton, Oregon, USA
uunet!dadla.wr.tek.com!traveller-request  "Load Auto/Evade, Beowulf!"

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #739 --------

Archive-Message-Number: 739
Subject: holidays
Date: Tue Dec  5 14:25:09 1989
From: richard@agora.hf.intel.COM (Richard Johnson)



Do any of you put holidays into your campaigns?  Local customs can
be exciting and dangerous...


Richard


All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #740 --------

Archive-Message-Number: 740
Date: Tue, 5 Dec 89 19:46 EST
From: METLAY@vms.cis.pitt.edu
Subject: I love a good SF story, don't you? Yeah, too bad this isn't one.


PART 2

Deep space, between Suleiman and Easter in the Solomani Rim 

	O'Connor drifted gently down the black corridor, controlling his 
motion with an occasional gentle touch of a nearby wall. His suit light 
splashed emptily on the walls and vanished into the darkness up ahead. His 
breath, loud in his ears, was deep and measured, utterly calm. The few lonely 
wads of human tissue remaining in his brain idly interacted with the
efficient, smoothly functioning machines as he simultaneously scanned the 
corridor ahead, kept up a running dialogue with Hector, and listened to the 
voices and data inputs from his friends, elsewhere in the huge, dead ship.
	*Hector, give me telemetry.*
	|drift velocity point nine nine six average for the interstellar 
medium in this section of space angular velocity point zero zero zero zero 
zero four one nine radians per second yaw motion zero point zero pitch motion 
zero point zero|
	"Magnificent work. Huge, glorious in design, and utterly bereft."
	*Sufficient. Where are the others?*
	"Look at this! Sheared off like a giant wirecutter came through!"
	|specify|
	*Grant.*
	"Well, it's a pretty little theoretical problem, anyway; there are no 
holes in the walls, no sign of an explosion--"
	|captain grant is on the bridge at his station do you wish to initiate 
voice communication|
	"--and no signs of tampering, but both drives and the plant are just, 
well, GONE. Like they were never installed!"
	*No, but thanks for asking.*
	"This is thssssrreerrrkkk amazing thing I've evrrrk skkkssrrkkk...."
	|my pleasure next specification|
	*Jaeger.*
	|mister jaeger is filming the interior of the rotating section and 
offloading data to me at a high rate of speed|
	*Patch my eye into the data stream, let's see what he's got.*
	|executing|
	Alien buttresses, rising toward a domed, black sky uncluttered with 
useless stars, trestles upon trestles like a vast, obscene cathedral, the view 
of the lens turning over and over, dizzied by the heights, falling....
	*Okay, I've seen enough. Terminate sequence.*
	|terminated|
	"No neutrino emissions, no neutron flux, nothing! Helen Damnation!"
	*Where's Kherk?*
	|team leader kherkhoulloth is currently exploring the empty water 
tanks in the forward section his signal is muffled by the heavy shielding in 
that section of the ship i am experiencing intermittency difficulties do you 
wish me to boost gain|
	"The portskkkkkrrrk is tHE SAME OLD--"
	*Negative, I can hear him well enough in here. Sanchez?*
	"--STOry, no sign of any srrrrrrkkkkkkkk...."
	|chief engineer sanchez is still examining the power deck|
	*And I thought I had a one-track mind....*
	|incorrect you are point nine one synaptic|
	*No kidding.* O'Connor sighed. It was the first sound he'd made in 
over three hours.
	"Daryavayush? That you?"
	O'Connor noted the tone of concern in Grant's voice. "Yes, sir," he 
replied easily, reaching out to grasp the edge of the portal leading into the 
forward section of the ship. "I'm entering the forward section."
	"Keep in touch. I'd hate to be the threat that ran into you, but 
regular voice contact will keep me from getting old before my time."
	O'Connor smiled mirthlessly. "As you wish, sir. Should I set my 
internal time system to prod me once per hour?"
	Now it was Grant's turn to sigh. "Why couldn't that shell have taken 
out the part of your brain that controls sarcasm?"
	O'Connor's grin widened a tiny bit. "It did, sir," he said pleasantly. 
"I am always literal and serious. You must have realized that by now."
	"Yeah, right. Stay on the line. Sanchez?"
	No answer.
	"SANCHEZ!"
	"YO! Uh, I mean, yessir?"
	"Wake up, dammit! I'm putting together a net line. Jaeger?"
	"Right here."
	"How's your masterpiece coming along?"
	"Impressively. The Hivers built well. I wonder what happened here?"
	"I may have figured it out. Kherk?"
	"Yeah, Captain, I'm here. Boosting my gain."
	"Good. Listen up, people. Hector's come up with a possible correlation 
between known traffic and lost ships in the area and this hulk."
	*Why didn't you tell ME that?*
	|you did not ask|
	"Thirteen Imperial years ago, a Hiver research vessel vanished in this 
section of space. It had a crew of over four hundred Hivers, and get this: It 
was doing research on the Jump-6 barrier!"
	"Hmm. That'd explain a lot. I've heard of Jump drives tearing through 
the hull, but never just vanishing off their mounts!"
	"But what happened to the crew?"
	"No Hivers, living or dead. No equipment at all. Everything stripped 
to the bare walls. My guess is that they cannibalized the entire ship to turn 
their subsidiary craft into lifeboats. I wonder if...hey, Kherk, I'm losing 
your signal!"
	"Oh, don't worry, Captain! I jsssk wanted to finish chhshhh these 
stupid whhhhhkkkkkkks before heading back to th--"
	His voice ended abruptly.
	O'Connor waited for the return of his signal. It didn't come.
	|medical alert team leader kherkhoulloth's vital signs are increasing 
on an exponential curve indicative of severe stress and fear i cannot maintain 
his signal|
	"KYAAAAAAAAAAAAAAIIIIIIIIIIIIII!"
	*Where is he?*
	"Kherk! We heard a scream, what's wrong?"
	|forward section extreme starboard water tank direction map follows|
	"Ca, Ca, C-C-CAP, CAPTAIN! SANCHEZ, O'CONNOR, EVERYBODY!"
	*Received. On my way.*
	O'Connor shut his cybernetic eye, allowing the mapped route through 
the twisting corridors to play out inside his skull. He kicked in the 
thrusters on his suit, and rocketed across the open expanse of the forward 
section at a dangerously high speed for such an enclosed space.
	"HELP! FIRE! MURDER!"
	"O'CONNOR! Kherk's in trouble!"
	"On my way, sir." O'Connor executed a neat turn and braked to a halt 
by the corridor leading to the water tanks, in what once had been the belly of 
the ship. He saw a frantically weaving headlamp rushing toward him at 
breakneck speed, and quickly reached out a restraining arm, grabbing hold of 
the edge of the portal with the other.
	"HYAAAAAAAAAAAAAAA--OOF!" The metal arm caught Kherkhoulloth hard in 
the chest, dragging him roughly to a halt. Through the silvered glass of his 
helmet O'Connor could see the frantic stare of the screeching Vargr, the foam 
on his chops. He took a half second to review what little he knew about battle
hysteria in Vargr, decided he had insufficient data for a suitable response, 
and shrugged. With a mighty heave, he slammed Kherkhoulloth hard against the 
nearest wall.
	The clang reverberated through the walls of the ship and could be 
heard through the micorphone in Kherkhoulloth's helmet. After a moment, his 
struggles ceased, and he drew a long, shuddering breath.
	"Thanks. I'm okay now," he managed shakily. "Let go of me!"
	*Hector?*
	|vital signs returning to normal limits albeit slowly|
	"What's going on over there, dammit! O'Connor?"
	"I have Kherk, sir. He's badly frightened but not hurt."
	"Tell that to my ribs, you walking rust heap!"
	"What the hell made him scream like that?"
	"Unknown. No immediate threat in evidence."
	"No, no! It's okay, I'm sorry I scared everyone, I was just really 
startled out of my wits. You'd better come and see this, Daryavayush...."
He led the way back to an open, black hole in the deck, O'Connor following 
with gun drawn. Kherkhoulloth pointed down into the hole.
	"Down there. It's horrible!"
	*Patch my eye to Jaeger's camera. I want this recorded.*
	|executing|
	"O'Connor, this is Jaeger. Is that your view I'm seeing now?"
	"Yes. Keep it recording, Iscin." O'Connor knelt by the hole, reached
down, and gently propelled himself down into the opening. Every member of the
crew heard his sudden intake of breath. 
	"What the hell can scare O'Connor?"
	"I don't want to know."
	"No, you don't." Kherkhoulloth shivered. "You really don't."
	O'Connor stepped forward, regarding the corpse carefully. It was a 
human, adult, probably female, and any information beyond that wouldn't be 
easy to ascertain. The body had been nailed spreadeagled to the inside of the 
tank wall, upside down, and had been systematically flayed apart inch by inch. 
It must have taken her days to die, he thought grimly. And as to how it had 
felt... he gently touched the jaw, felt it move slackly even in rigor mortis. 
She had screamed so loudly she'd dislocated her jaw right out of its socket.
The dead eyes hung from their sockets, exploded in the vacuum. The flesh was 
utterly frozen, but before it had chilled her lifeblood had flowed over the 
deck and dried in a sickening brown pool.
	It was then that O'Connor saw the next corpse. It was an Aslan male, 
his fur torn out in fistfuls, tail half sawn away, bowels raked out. The man's 
eyes were shut tight, his jaw frozen shut: even in his agony he wouldn't cry 
out. Beside him there was another human. And another. And another....
	His eyes flicked around the inside of the tank, counting. Ten, eleven, 
twelve, thirteen-- wait a minute! The last corpse was that of a Droyne, its 
wings carefully shredded into bloody ribbons and tied into knots, its scales 
pulled out one by one, every joint bent backward and broken. A single spar of 
metal was driven through its skull, and its mouth was bound bulgingly shut 
with a tangle of computer cable. O'Connor gently undid the cable and pried the 
mouth open, suddenly curious. The others were allowed to scream; this one...?
	Slowly, floating eerily in the zero gravity, a stream of gold disks 
floated out of the stretched, bloody mouth, one, two, three dozen of them. 
	O'Connor gently gathered them out of the air and put them away in a 
pocket. The one blank spot on the wall, right behind the ladder, came aglow 
under the light of his headlamp: a series of lines of text, scrawled crudely 
in blood.
	"O'Connor? Are you all right?"
	He didn't answer. Instead, he looked closer, trying to make out the 
words. As his eyes followed the text, he heard Jaeger reading aloud....
	
	"Here they lie, victims of his sense of humor
	 They thought they had all the answers
	 What they got wasn't what they expected
	 He is alone and yet with each and all of us
	 He is strong, angry, mighty in triumph
	 He was human once, and still is, mostly--
	 What's left, we're working on.

	 Hi ho."

	O'Connor straightened up. "We're going to need coldsleep capsules to
preserve the bodies," he said coolly. "Back away from the opening, Kherk, I'm 
coming out."
	"Bodies? WHAT bodies?"
	"Uh, 'Hi ho'?"
	"Would somebody please tell me WHAT'S GOING ON?"
	O'Connor drifted up into the hallway, and met Kherkhoulloth's troubled 
eyes. "We're coming back, sir," he said softly. "We'll have visuals to show 
you, and a full report. But you aren't going to like it."
	And as he turned to seek the way out, Kherkhoulloth leading the way, 
O'Connor wondered idly if he still had the part of his brain that could have
nightmares.
	*And if I do,* he added, *Could I shut it off?*
	|insufficient data|

TO BE CONTINUED

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #741 --------

Archive-Message-Number: 741
From: (Jo Jaquinta) jaymin@maths.tcd.ie
Subject: Deck Plan Program -- partner required
Date: Tue, 5 Dec 89 17:24:04 GMT


	I am nearly finished the first half of a starship deck plan
	creating program. At this stage I would like to hand development
	onto some programmer with a larger variety of output devices.

	The program takes as its input various info fromthe starship
	description (e.g. message 736) and produces a series of rectangular
	solids, each containing some subsystem of the ship.

	What needs to be done is for someone to takes these three dimensional
	blocks and represent them meaninfully on screen, plotter, printer
	or whatever suits their fancy. 

	I am heading off for Christmas on 15th December so anyone interested
	and wanting to get a head start over Christmas please contact
	me before then.
				-- Jo Jaquinta
				jaymin@maths.tcd.ie

Io, the greek goddess of input and output. -- D. E. Knuth

All opinions and material above is the responsibility of the originator.
Submissions: traveller@dadla.wr.tek.com, or uunet!dadla.wr.tek.com!traveller
Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #742 --------

Archive-Message-Number: 742
Date: Wed, 6 Dec 89 14:29 PST
From: ("Scott, part time fuzzy") SELLSWORTH@hmcvax.claremont.edu


  Hello all.

  Has anyone looked at Gurps Space?  I like the traveller universe and the
"feel" of it, but I dislike the ways skills are handled, as well as the
horrendously inefficient fusion/AM plants.  (for example: an atomic missle is
going to do much, much more damage than a conventional one.  Likewise, an
antimatter missle could easily build up stellar catastrophe size in a
relatively small space.)

  I was thinking of adapting the standard task system to the Gurps style rules,
then implementing most of the features of the travelller starships in gurps
terms and playing in the standard imperium.  It could be very interesting.

  Anyhow, if anyone has any ideas, let me know.  (Note to the star system
generation folks: the machine that I can usually talk to you from is not
letting me at the moment.  This will be fixed by the time I get back in Jan.)

  (James:Congrats on the success of the TML.  Impressive.)

  See you all.

  Scott Ellsworth
  sellswor@jarthur.claremont.edu
  SELLSWORTH@HMCVAX

All opinions and material above is the responsibility of the originator.
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Administrator: traveller-request@dadla.wr.tek.com (James Perkins)
The TML is made possible by facilities provided by Tektronix, Inc.

-------- TML Message #743 --------

Archive-Message-Number: 743
Date: Fri, 8 Dec 89 07:21:31 PST
From: (John Redden) redden@ttidca.tti.COM
Subject: Cosmos 12



Second in a series of alternate rules on starhips.  Inspired by 
progammability in original travller rules.

___________________________________________________________________________


Basic starship operation

The operational parameters for different tech level star ships are
different.  Some may be present in one technology and not present in
another.  Common to tech level 8 to tech level 30 ships are the number
of Eunits that the chip can generate.  Thus each ship has a number of
Eunits that are available for *variable* functions of the ship.  The
distribution of Eunits to various ship functions should conform to a
number of predefined configurations or programs.  Starships may be
reconfigured during the movement phase of the round.

There are number of Variables that are programmed for a configuration:

OCV ODVen EXPL DCV  DSC MADG CGunits CGrange JU SCshort

When the starship is constructed there are a number of total Eunits
for ship consumption from one or more Energy generators.  Some Eunits
must be dedicated to internal systems (ISYSeunits) others go into
these programmable variables.  These Eunits are assigned to the
variables so one or more actions are optimized.

Typical configurations might be:

Green One subspace: 5% OCV 5% ODVen 5% DCV 15% DSC 25% MADG
                10% CGunits 0% JU 10% SCshort 25% reserve.
Normal subspace programming with energy reserve.

Green Two subspace: 5% OCV 5% ODVen 5% DCV 5% DSC 50% MADG
          25% CGunits 0% JU 5% SCshort 0% reserve.
Fast movement subspace programming.

Green One hyperspace: 5% OCV 5% ODVen 5% DCV 5% DSC 5% MADG
		  5% CGunits 30% JU 5% SCshort 35% reserve.
Normal hyperspace programming with energy reserve.

Green Two hyperspace: 0% OCV 0% ODVen 0% DCV 0% DSC 0% MADG
		  5% CGunits 90% JU 5% SCshort 0% reserve.
Fast hyperspace programming.

Yellow one: 12% OCV 12% ODVen 12% DCV 12% DSC 12% MADG
	    12% CGunits 0% JU 5% SCshort 23% reserve.
Balanced defense and offense with reserve.

Yellow two: 25% OCV 12% ODVen 12% DCV 25% DSC 5% MADG
	    5% CGunits 0% JU 5% SCshort 12% reserve.
Defense with greater offense.

Yellow three: 25% OCV 12% ODVen 23% DCV 25% DSC 5% MADG
	      5% CGunits 0% JU 5% SCshort 0% reserve.
Defense with high level of offense.

Red one: 10% OCV 5% ODVen 30% DCV 30% DSC 10% MADG
	 0% CGunits 0% JU 0% SCshort 15% Reserve.
Offense with greater defense.

Red two: 15% OCV 5% ODVen 35% DCV 35% DSC 10% MADG
	 0% CGunits 0% JU 0% SCshort 0% reserve.
Offense with high level of defense.

Red three: 0% OCV 0% ODVen 50% DCV 45% DSC 5% MADG
	   0% CGunits 0% JU 0% SCshort 0% reserve.
Maximal defense.

Black one:  35% OCV 40% ODVen 5% DCV 5% DSC 5% MADG
	      5% CGunits 0% JU 5% SCshort 0% reserve.
Maximal offense.

Grey one: 10% OCV 10% ODVen 10% DCV 10% DSC 10% MADG
	  10% CGunits 10% JU 10% SCshort 20% reserve.
Equal spread of energy.

White one: 90% EXPL 10% MADG
Missile or self destruct with maximum explosion damage.

Blue one: low OCV low ODVen low ODVprox low DCV mid DSC low MADG
          high CGunits nil JU high SCshort (and a reserve of Eunits)
Maximize probing and sensors.


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-------- TML Message #744 --------

Archive-Message-Number: 744
Date: Sun, 10 Dec 89 03:11:18 EST
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Cyberware



	Has anyone use any cybertech stuff with Traveller adventures? I am
planning on writing an article on it. Thanks for any input...

				Mac

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-------- TML Message #745 --------

Archive-Message-Number: 745
Date: Sun, 10 Dec 89 03:16:26 EST
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: MegaTraveller Computer Game.



	Oh yea, before I forget. There is a computer Role playing game under
development at this point. It's due out in the first quarter of 1990. It's
a IBM PC game. I will be based on MegaTraveller, more on this later.

			Mac

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-------- TML Message #746 --------

Archive-Message-Number: 746
Subject: computer games
Date: Mon Dec 11 18:21:18 1989
From: richard@agora.hf.intel.COM (Richard Johnson)



Anyone out there care to comment on existing space-oriented computer
games?  I have two: "Star Command" and "Sentinel Worlds".  Both seem
kind of fun, but I can't play them without thinking what fun it would
be to have a real MT-type space game.
	Richard


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-------- TML Message #747 --------

Archive-Message-Number: 747
From: (Adrian Hurt) adrian%cs.heriot-watt.ac.uk@nsfnet-relay.ac.uk
Subject: computer games
Date: Tue, 12 Dec 89 10:05:12 BST


Richard Johnson writes:

> Anyone out there care to comment on existing space-oriented computer
> games?  I have two: "Star Command" and "Sentinel Worlds".  Both seem
> kind of fun, but I can't play them without thinking what fun it would
> be to have a real MT-type space game.

Have you ever seen "Elite"?  Originally written for the British BBC Micro, this
game has been converted for a range of machines, including IBM PC, C-64 and
Atari ST.  You are the pilot of a small starship; your objective is to go
around trading in various commodities (some illegal), make money, and upgrade
your ship.  You also get attacked by various bad guys, namely pirates and the
alien Thargoids.  There are missions to accomplish, which you are given as the
game progresses.  The trading, and some of the planetary data, bears some
resemblance to Traveller.

Another such game is "Federation Of Free Traders", written for the Atari ST and
Amiga.  I don't know if it's available in the U.S.A.  Like "Elite", you are a
space trader out to make money and kill things.  The planetary data is pure
Traveller format, though the galaxies supplied bear no resemblance to any
published Traveller sectors.  This game isn't as good as "Elite", as the prices
of goods don't change much between planets, even very different planets; and
the opposition doesn't act as intelligently.

Both these games are more "arcadish" than the ones Richard mentioned, in that
they involve more shooting and less strategy.  But they feature some nice solid
3-D graphics, and involve a lot more than just going around shooting things.

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #748 --------

Archive-Message-Number: 748
Date: Wed, 13 Dec 89 10:18:10 EST
From: (Greg Givler - PA) givler@cbmvax.commodore.COM
Subject: Re:  computer games


[Whole pile of included header lines from Adrian's message deleted - James]

>Richard Johnson writes:

>> Anyone out there care to comment on existing space-oriented computer
>> games?  I have two: "Star Command" and "Sentinel Worlds".  Both seem
>> kind of fun, but I can't play them without thinking what fun it would
>> be to have a real MT-type space game.

Adrian Hurt writes:

>Have you ever seen "Elite"?  Originally written for the British BBC Micro, this
>game has been converted for a range of machines, including IBM PC, C-64 and
>Atari ST.  You are the pilot of a small starship; your objective is to go

It is also now out for the Amiga, although I have not seen it.

>Both these games are more "arcadish" than the ones Richard mentioned, in that
>they involve more shooting and less strategy.  But they feature some nice solid
>3-D graphics, and involve a lot more than just going around shooting things.

I have the 64 version, and it is what I consider a "shoot 'em up" Arcade game.
It is tough, in that you start with no money and are a real easy target.

I do like how the ship handles it is like a real space ship. You have yaw and 
pitch. So it takes some getting used to. The thing I hate the most is the
docking. You have this space station that spins on you have to match its 
rotation and then get in the damn bay entrance cleanly or you die. Nothing 
worse than fighting of all these pirates just to blow up trying to dock.

Greg

- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: G.Givler
215-431-9100                       | The NET: givler@cbmvax.cbm.commodore.com
- -------------------------------------------------------------------------------
"Wild Whores couldn't keep me away!" -- George Fransisco
"That's Horses, George" -- Matt Sikes -- Alien Nation --  Fox Broadcasting --
===============================================================================

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-------- TML Message #749 --------

Archive-Message-Number: 749
Date: Wed, 13 Dec 89 13:01 EST
From: METLAY@vms.cis.pitt.edu
Subject: So long, farewell, auf wiedersehen goodbye....



Alas alackaday!

Hey, gang, my thesis advisor has just informed me that I'm being shipped
off to Oak Ridge for about a month, starting on the day after New Years'.
I'll be back sometime in early February, with luck, and I will of course
immediately reattach myself to the List. But I'm hereby asking James to 
remove me as of the end of the workday Friday, to give me time to clean
up my disks and so forth before I leave. (I have a feeling that just with
my regular mail I'm going to go over quota while I'm gone, and the Oak
Ridge system is restricted, so I can't forward things). I'll be out of here
for vacation on the 20th; if you have anything to ask or say that won't
wait until Groundhog Day or so, catch me now or forever hold your peace.

I wish each and every one of you a safe and happy holiday season.

Dim the lights,

metlay				| HOW TO DIE YOUNG, #999:
Traveller Mailing List Historian| Come back from a month's research trip and 
				| find out that your boss went into your 
metlay@pittvms.BITNET		| Email to find out why you went over quota.
metlay@vms.cis.pitt.EDU		| ("Traveller fiction? WHAT Tra--URK!") |-<



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-------- TML Message #750 --------

Archive-Message-Number: 750
Date: Thu, 14 Dec 89 14:30:09 EST
From: (wilson m liaw) macgyver@cis.ohio-state.edu
Subject: Traveller Digest #17



	Has anyone seen the adventure in Traveller Digest #17 yet? In it, it
revealed the Aslan secret! It turns out they are not a major race after all.

				Mac

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-------- TML Message #751 --------

Archive-Message-Number: 751
From: wrgate.wr.tek.com!reed.UUCP!oresoft.uu.net!richard@tektronix.TEK.COM (Richard The Writer)
Subject: How long can your fleet endure?
Date: Thu, 14 Dec 89 10:01:53 PDT



I found this in sci.military and thought it would be of interest
to those of you who have active military campaigns (and martial 
players):
	Richard Johnson
- -----------------------------------------
>From: dale@rosevax.Rosemount.COM (Dale Borgeson)

in article <12167@cbnews.ATT.COM>, henry@zoo.toronto.edu (Henry Spencer) says:
> 
> My recollection is that off Vietnam, typical carrier operations were
> something like 7 days "on the line" followed by 4 days off to replenish
> fuel and munitions.
	
	I was in a fighter squadron (VF-114) on the Kitty Hawk from
	1970 to 1973. This included two combat cruises to Vietnam.
	On later crusises (72), the AOE class supply ships (I think
	AOE is the correct ship type) like the Kansas City and
	Sacramento were available for unrep (underway replenishment).
	The AOE carries everything; food, JP-5, avgas, ordinance, spare
	parts, and ship fuel (NSFO & ND):one stop shopping.

	With the AOE the the rate of replenishment was mostly determined
	by ordinance. in 72 we were using a lot of bombs ( > 200 tons/day ).
	We would fly for 12 hours and break for 12 hours. we would
	resupply every three to five days during the non-flying time.
	About every 14 days we would have a stand-down day where we were
	supposed to take it easy but the aircraft maintanence people
	(me) worked even harder because all of the planes were available.
	This would go on for 30 to 60 days ( a line period ) after which
	we would go to SUBIC BAY for 4-5 days of liberty and then go back
	to the line. A cruise lasted 9-12 months.

	The AOEs were huge. THe main deck was at about the same level
	as the hanger deck, which made unrep a little easier. They were
	almost as long as the carrier. There were at least two fuel lines
	and four cargo lines between ships.  The AOE also had a helicopter
	pad aft and a hanger for two CH-46s (I'm not sure about the type,
	it had two rotors fore & aft). The helicopters would take the light
	stuff to the flight deck.

	Mostly we took on bombs. After 2+ hours there would be bombs and
	bomb finn pallets everywhere; in the magazines (full), the mess decks,
	the hanger deck, and the starboard side of the island on the
	roof. After 3-5 days of flying it would be all gone & we'd do
	it again.

	Dale Borgeson
	Rosemount Inc.
	Minneapolis



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-------- End of TML Messages --------

