
-------- TML Message #140 --------

Subject: Message from the blue
Date: 07 Jun 88 16:13:30 PDT (Tue)
From: jamesp
Archive-Message-Number: 140



Hello TML!

Here's some mail that got sent to me from someone whom I don't think is
on the list.  We'll help him out as best we can, and I'll try to recruit
him to the list :-).

In answer to his question, a 5 minute search through my MegaTraveller
set only revealed some of the information, in the Imperial Encyclopedia
book.  It mentions an ammo weight and ammo cost (appears to be a small
energy clip of some kind, presumably), but nowhere in the Neural Weapons
description does it explain what the "ammo" is referring to.  Looks like
another situation where creative refereeing will win the day.

James

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- ------- Forwarded Message

Date: Mon, 6 Jun 88 12:23:56 EDT
From: Anthony_Martin_Winkler@ub.cc.umich.edu
To: traveller-request@dadla.TEK.com
Message-Id: <1639013@ub.cc.umich.edu>

These internet messages never seem to work for me, but I'm out here
anyway.  Anybody got ideas on the number of charges in a neural weapon
power pack?

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-------- TML Message #141 --------

Subject: Re: Can this universe be saved?
Date: 07 Jun 88 11:58:18 PDT (Tue)
From: Rob Vetter (Mr. Out of Control) <rob@amadeus.LA>
Archive-Message-Number: 141



>Later "Trillion Credit Squadron" told about how to finance the
>fleet and "Fifth Frontier War" showed more than a 100 trillion
>credit squadrons in the sector (propably many more, since the
>map only shows some of the sector, and some ships presumably
>are held back to protect the rimward part of it).

	I agree that there were "too many" ships involved in the war.
	I can only assume this is because other portions of the
	Imperium (and its opposition) are supporting this front, and
	that it must be considered "key" because of four major races
	holding it in contention (Zhodane, Imperium, Aslan, and Vargar)
	as a stepping stone for greater advancement in the region.


>		[...]
>
>It's those high-population worlds that does it. Look at Mora, a
>world with 10 billion people. According to "Trillion..." each
>contributes Cr 500 per year to the naval budget. That's Cr
>5.000.000.000.000 (five *trillions*).
>		[...]
>
>If we use the rules in "Striker" we get a slightly smaller figure:
>a yearly budget of "only" 3,08 trillion Cr. Of this, a mere 30% goes
>to the Imperium (and how many meson guns can Mora get for the
>remaining 70%?), giving us a paltry 9 trillion credit squadrons
>with a little bit left over.
>		[...]
>Can this universe be saved?

	If I remember (and I don't have the books with me), population
	is the only thing used as a modifier for GPP.  I was a little
	dissatisfied, because looking at our world, it is also clear
	that tech level, government type, and law level play major
	roles in determining per capita income, GPP, and military
	spending.

	A tech level 3 world is going to have a smaller GPP than a
	comparable tech level 10 world.  And, because it is going to
	spend more time worrying about feeding and sheltering its
	people, a smaller percentage of its GPP is going to be
	available to be skimmed off by the Imperial, Sector, and
	Subsector defenses.  (There's NO WAY a country like Afganistan,
	whose per capita income is $400 odd dollars,  can support a tax
	of $500 a head.)

	Similarly (and I'll try not to get into any political debates),
	certain governments promote production better than others.
	Other governments (notably captive governments) are likely to
	produce less.

	Law level should also be used a a modifier.  A very high law
	level means a higher spending percentage by the military.  A
	very low law level means a lower spending percentage.

	Another thing that both rule sets seem to overlook is that the
	highest cost incurred by the military (and by most large
	endeavors), is personell.  A fleet can't be run without trained
	people (ah, er, well, even robots cost money and maintenance),
	and trained people imply salaries, trainers, support personell,
	etc.  I'd *guess* anywhere from a very efficient wartime 10
	times crew salaries to a top heavy 25+ times crew salaries
	during peace time (you could also say 1/5 to 1/20 of the budget
	is actually used on ships).  If the entire military budget of
	Moria is used on hardware, you may indeed have 50 squadrons,
	but if no one is there to use or maintain them, a scout ship
	with a laser could disable them all.

	I've played a little with all of the above as modifiers, and
	while I haven't done the research to make it "right", things do
	seem to look "better".

		-Rob.


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-------- TML Message #142 --------

Subject: Happy First Birthday Traveller Mailing List
Date: 16 Jun 88 14:39:47 PDT (Thu)
From: jamesp
Archive-Message-Number: 142



Today marks the first anniversary of the Traveller Mailing List.  One
year ago today I posted a message to rec.games.frp asking if people
would be interested in a mailing list to discuss Traveller, and here we
are!

Statistics: There are 131 Travellers on the list, and there are 15
future Travellers pending address confirmation.

Number of known non-USA members: Canada - 5, Sweden - 7, UK - 2, Denmark - 1.

List contributions by month (yes, the graph is sideways):

	Jul 87 42 | ==========********************************
	Aug    20 | ====****************
   M	Sep    10 | =======***
   o	Oct     3 | ===
   n	Nov     4 | ====
   t	Dec     8 | ======**
   h	Jan 88 19 | =====**************		+-----------------+
	Feb    19 | ====***************		| Message Sender: |
	Mar     1 | =				| = administrator |
	Apr     3 | ***				| * member        |
	May     8 | =*******			+-----------------+
	          ++----+----+----+----+----+----+----+----+----+
		   0    5   10   15   20   25   30   35   40   45
			Number of messages submitted

	Note: The list mailing software was broken Sep 87 through Nov 87
	and most of Mar 88.

Archives:
	Kbytes: 577
	Number of messages: 141
	Number of full bundles: 12 (+ 1 partially full bundle)
	Average message size: 4 Kbytes
	Average # messages/week: 3

I've tried to cut down the amount of administrator-originated mail in
the last three months, and appear to have succeeded.  If you can think
of any way to make this list more useful, I'd like to hear your
suggestions (even if they are "be more prompt, James!").

Thanks everybody for being a part of this list!

James

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-------- TML Message #143 --------

Date: Thu, 23 Jun 88 14:40:52 PDT
From: (Gary Palmer) palmer%hbvb.span@vlsi.jpl.nasa.gov
Subject: Mega questions
Archive-Message-Number: 143


Greetings travelers,
  I have a few questions for anyone out there, they are relayed from
the GM of one of my traveler games.  Also is a suggestion for an addon 
to prospecting skill.  These quotes and questions are taken from the 
first printing of the megatraveller players and referees manuals.

In beltstrike it is stated that 1 person can load 2 tons of ore in the 
  course of 1 watch (6 hours).  
It is suggested that in Megatrav: To mine an asteroid for 1 KG of a 
  raw ore it should be considered a routine task with DM's for 
  Prospecting and Dex, and a duration of 1 hour.

Questions from the referees manual:
- -) On page 13 the bottom of the left column under Fateful, second 
paragraph.  Sentence 1 states a fateful task failure causes a 2D roll 
on the mishap table.  Sentence 2 guarantees these mishaps.  The last 
sentence of this paragraph states "If the task is listed as fateful 
(but not hazardous), implement a superficial mishap: no mishap roll is 
required." 
  Anyone know if we should mishap roll when a fateful task is failed?

- -) Refer to page 15 in the general damage and repair tables.  The book 
states "The ""field"" is any location without shop facilities of an 
adequate tech level."  We have shops on our ships, but the question is 
"is the shop onboard of an 'adequate tech level'?

Questions from the players manual:
- -) See Medical skill and Assessing damage.  What is the difference 
between a wound and an injury?  Which is more realistic for how long 
to treat?

- -) See page 30, right column skill list.  The admin discussion of 
avoiding close inspection of papers is a simple skill with DM's for 
admin and legal BUT the legal skill (defined on page 36) also serves 
as Adimn minus 1.  The question is "if I only have legal 2 and want to 
avoid close inspection of papers, do I get a +3 DM?"  If I have a 
legal 3 can I not fail a routine roll in a no law, without a fumble?

The DM from my game would appreciate any responses to these 
statements,questions from anyone out there.

I have one observation of my own, with regards to using experience.  I 
I do not have a skill at even level 0, and I watch someone use that 
skill.  I can attempt a difficult roll to gain experience for that 
skill.  Then, if I succeeded with that roll, I can attempt that skill 
for myself, this time as routine (without the experience roll this 
roll would be difficult).  If by some luck I roll 12 I may get 
an AT for a skill I don't have.  I sort of like this, but it doesn't 
sound right.  Of course if I miss all these rolls I could always try 
JOT.

Thanks for any and all responses,

Gary Palmer
Science Applications International Corp.
(213) 781-8644
SPAN:     hbva::palmer
INTERNET: palmer%hbva.span@vlsi.jpl.nasa.gov

Please assume standard disclaimer...
Punch it!

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-------- TML Message #144 --------

Subject: Use of ihnp4
Date: 27 Jun 88 16:35:36 PDT (Mon)
From: jamesp
Archive-Message-Number: 144



I have been informed by the powers-that-be at Tektronix that AT&T will
no longer be forwarding mail through ihnp4, unless it is directed to an
employee of AT&T.  They've probably done this so as to stop having to
act as a major hub of USENET, thus reducing their costs.

This change probably won't effect most of you, but those of you using
ihnp4 in mailing paths who are not employees of AT&T should try to find
an alternate route.  I suggest looking at another major node (uunet,
decvax, or gatech) for your forwarding instead.

James

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-------- TML Message #145 --------

Date: Wed, 29 Jun 88 15:11:28 EDT
From: Brian_Jarvinen@um.cc.umich.edu
Subject: First Submission: Miscellany
Archive-Message-Number: 145


Hello Everyone! Here Goes:
 
Would anyone like to play an email game of Fifth Frontier War? It seems like
a perfect game for gamemastered pbem. My copy is two hundred miles from me
right now, but as soon as I get it I would like to play and/or gamemaster
a game.
 
Regarding 'Can This Universe Be Saved?' I haven't really liked the space
combat systems presented since Book 2. I liked the vectors! Now combat seems
to be just a lot of dice rolling with the winner usually being the one with
the right combination of defensive screens and offensive weapons that the
other ship can't screen. What is it like in Trav:2300 or MT? Of course I
don't really like playing once ships get bigger than say the Broadsword
class. Give me a Scout Ship anyday. The big ships are fine for boardgames,
but they take too much time away from roleplaying I think.
 
Has there ever been a computer program written for keeping track of basic
starship financial operations? I started one once in Basic no less, but I
don't have Merchant Prince, 2300, or MT. What would be the best combination
of current rules for running a free trader or up to a 800 ton cargo ship?
 
Has anyone out there ever run The Traveller Adventure? I recently found a
cheap used copy of it and was considering running it. Are there any major
errata? It looks like it will make the Referee job a lot easier.

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-------- TML Message #146 --------

Date: Wed, 29 Jun 88 14:30 PST
From: ("Scott, part time fuzzy") SELLSWORTH%HMCVAX.BITNET@cunyvm.cuny.edu
Subject: Evil MT bugs
Archive-Message-Number: 146


  New typos found in rules:

  1.  it is impossible to construct a ship with an armor factor of 9 by the new
rules.

  2.  Unless you only plan to run a meson screen for a few minutes a day, don't
even bother installing one.  They demand FAR too many megawatts per cubic meter
to run.  Try dropping the power requirement by a factor of 10 or so

- --note:doesn't it seem odd that a higher tech civilization can't produce
versions of lower tech things that do more damage and the weigh less?

  3.  Errors corrected in charts of fusion weapons
    {details posted later if anyone is interested}

  I am thinking of cutting fuel consumption by a factor of two or three on the
power plants; this would put them approximately equal to old book two/five
designs.

  4.  Correct me if I am wrong; a white globe is visible, unlike a black globe.
 It blocks all energy heading in, like a black globe, and one's own weapons and
movement are not impeded while it is on.

  Has anyone gotten around to proofing the charqacter generation system yet?
 I only noticed a missing chart in the merchant prince section, but I have not
been very thorough.

  A final note:I am hoping to redesign the system around a percentile scale,
with player skills running from 0 to 50, and the task profiles giving the odds
of doing a particular task (e.g, roll over 5 percent to do a routine task, over
80 to do one of the difficult ones, and over 130 for an almost impossible one.
 Add skill)

  This would help in that then one can have skills altering during play without
upsetting game balance, and one can have a greater variety of skills 'in the
works'

  See y'all around
                                                           Scott
                                                       SELLSWOR@HMCVAX

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-------- TML Message #147 --------

From: ("Hoping it's going to come true...") baranski%yoda.DEC@decwrl.dec.com
Date: 30 Jun 88 11:44
Subject: Games
Archive-Message-Number: 147


From:	DECWRL::"Brian_Jarvinen@um.cc.umich.edu"  "29-Jun-88 1511 EDT" 30-JUN-1988 03:42

"Would anyone like to play an email game of Fifth Frontier War? It seems like a
perfect game for gamemastered pbem. My copy is two hundred miles from me right
now, but as soon as I get it I would like to play and/or gamemaster a game." 

I'd be interested in either a Trillion/Billion Credit Squadron Game, or
Fifth Frontier War.  I have both games.

Jim Baranski
DEC Tewksbury MA

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-------- TML Message #148 --------

Subject: More MegaTraveller Errata
Date: 30 Jun 88 15:50:44 PDT (Thu)
From: jamesp
Archive-Message-Number: 148



Found this on rec.games.frp awhile back.

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- ------- Forwarded Message

Article: 4591 of rec.games.frp
Path: teklds!tektronix!uunet!husc6!mailrus!ames!ncar!boulder!cu-den!udenva!asulaima
From: asulaima@udenva.cair.du.edu (SULAIMAN)
Newsgroups: rec.games.frp
Subject: Megatraveller
Message-ID: <10365@udenva.cair.du.edu>
Date: 25 May 88 19:18:20 GMT
Reply-To: asulaima@udenva.UUCP (SULAIMAN)
Organization: U of Denver
Lines: 15


Has anybody thoroughly looked at the Mega Traveller rules. It seems that 
somebody forgot to check them before printing them. Autorifles can engage 2
targets but assault rifles can engage only 1. same for ACRs. Library book
has no entry for 'recording equipment'. The fuel on the Type S and Type J
seems more likely to last 300/900 rather then 30/90. The tech level 12
Merc. Cruiser with J-3, 3-g goes to a TL15 J-1,1-g!
I wrote to GDW months back for erratta but no response. Anybody else having the
same problem? As is I'm still using High Guard for starship combat. 
Speaking of which it mentions that if you get a bridge hit you can transfer 
control to emer. bridge but it doesn't till you how to build the bridge 
much less the emer. bridge.
		

		Zaffar.

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-------- TML Message #149 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Thu, 30 Jun 88 15:03:16 BST
Subject: Can this universe be saved?
Archive-Message-Number: 149



>	I agree that there were "too many" ships involved in the war.
>	I can only assume this is because other portions of the
>	Imperium (and its opposition) are supporting this front, and
>	that it must be considered "key" because of four major races
>	holding it in contention (Zhodane, Imperium, Aslan, and Vargar)
>	as a stepping stone for greater advancement in the region.

Imperial naval forces at the start of the war consisted of 2 battle squadrons,
6 cruiser squadrons and 1 assault squadron, plus 16 assorted colonial
squadrons of varying type and quality. (From "Fifth Frontier War" Imperial
Order of Battle.) Many of the colonial squadrons were cruiser squadrons with
0 attack factor, which I take to mean they were the <1000 ton patrol cruisers
of various forms. Some are less powerful than scout squadrons! Zhodani forces
were much larger, which isn't surprising as they were attacking, and had
brought up their forces from all over the Consulate. When the Imperium did
likewise (reinforcements), they got a lot more. Incidentally, the Aslan weren't
involved unless you assume some of the mercenary units are Aslan. And where did
the TL16 battalion come from?

>		[...]
>	If I remember (and I don't have the books with me), population
>	is the only thing used as a modifier for GPP.  I was a little
>	dissatisfied, because looking at our world, it is also clear
>	that tech level, government type, and law level play major
>	roles in determining per capita income, GPP, and military
>	spending.

I do have the books here - Striker Book 2 (p.38) and Trillion Credit Squadron
(p. 31).
Striker: GNP=Pop. * Base GNP * trade class modifier
Base GNP comes from a table based on TL, which works out as 2000*(TL-4).
Trade class modifiers are: Rich 1.6; Industrial 1.4; Agric.  1.2
			   Poor 0.8; Non-ind.   0.8; Non-Ag. 0.8
Military budget=GNP * (3% normally; varies between 1% and 15%)

T.C.S.: Naval tax = 500 * Govt. modifier * population

Both systems have tables for converting local currency to Imperial currency,
based on TL and starport type. The tables are not the same!

>	A tech level 3 world is going to have a smaller GPP than a
>	comparable tech level 10 world.  And, because it is going to
>	spend more time worrying about feeding and sheltering its
>	people, a smaller percentage of its GPP is going to be
>	available to be skimmed off by the Imperial, Sector, and
>	Subsector defenses.
>...
>	Similarly (and I'll try not to get into any political debates),
>	certain governments promote production better than others.

So, use the Striker system, but with the T.C.S. government modifiers.

>	Law level should also be used a a modifier.  A very high law
>	level means a higher spending percentage by the military.  A
>	very low law level means a lower spending percentage.

Not necessarily. Efate/Regina has law level 0, but "Fifth Frontier War" gives
it a battle squadron, a cruiser, and a large army.

>	Another thing that both rule sets seem to overlook is that the
>	highest cost incurred by the military (and by most large
>	endeavors), is personell.

Agreed. And in T.C.S., what about starports? Can one upgrade them? For how
much?


 "Keyboard? Tis 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 #150 --------

Date: Sat, 2 Jul 88 15:27:50 MET
Subject: Re: First Submission: Miscellany
From: (Ronny Wikh) rw@cd.chalmers.se
Archive-Message-Number: 150


>  
> Has anyone out there ever run The Traveller Adventure? I recently found a
> cheap used copy of it and was considering running it. Are there any major
> errata? It looks like it will make the Referee job a lot easier.
> 

I ran TTA about two years ago. Yes, it does make the job a lot easier. The
book is divided into a lot of small adventures, actually very much like a
mystery novel where you are fed small pieces of information and clues until
you finally grasp what is going on. The adventure, or rather the adventures
are quite good and you really don't have to do much work for a year or so. 

There are no actual errors in the book, or at least not many, but you have to
adjust the adventures to your campaign anyway. First of all there is a lot of
side stories beside the major story so you have to plan ahead maybe two or
three adventures all the time. If you have a campaign of your own going on,
maybe you want to use TTA as a part of that. In that case you really must
consider which equipment and characters you must bring into, or out of your
campaign before you can begin with TTA.

My advice to you is that you should read the book through at least two times.
When you have done that you can draw a plan over which adventures you are going
to run in which order. You will probably have to make one or two adventures
of your own based on the information from the book halfway through the story,
or you can play them by the seat of your pants, so to speak. All depends on
how much work you want to put into the story.

So, sure, use it. Your players will certainly appreciate it, or at least the
rewards if they manage to solve the problem without getting killed.


- ------------------------------------------------------------------------------
Ronny Wikh, Klippebergsv. 32, S-434 40 Kungsbacka, Sweden
Chalmers Computer Society        Home tele. int. +46 (0)300-181 07
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INTERNET: rw@cd.chalmers.se   


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-------- TML Message #151 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Tue, 12 Jul 88 12:10:55 BST
Subject: X-boat messages
Archive-Message-Number: 151


The backbone of communication throughout the Imperium (and other large states)
is the X-boat network. Now we all know how this works: X-boats carry messages
between worlds with suitable stations, scout/couriers take the messages from
such worlds to those without stations, and X-boat tenders transfer messages
between X-boats, as well as refuelling and maintaining them, and providing
for their crews. What I haven't seen anywhere is how an Imperial citizen (i.e.
your PC) uses the X-boat network. Specifically, how much will it cost you to
send a message, and how long will it take to arrive? Here are my answers; any
comments (including alternatives) welcome.

Cost:	Cr10 per page of pure text
	Cr20 per page including pictures (pictures take up more computer space,
	     and require higher quality output devices. You also pay the higher
	     rate if you want high quality documents at the other end.

Cost multiplied by:
	* 5  for message encryption using civilian cypher
	*10  for message encryption using military cypher
	* 1  (1-9 jumps)
	* 2  (10-99 jumps)
	* 3  (100-999 jumps)

Civilian cypher provides protection against such things as industrial
espionage, and a limited degree of personal privacy. Limited, to the extent
that the local government can easily decode it if it wishes.

Military cypher provides total protection against all except Imperial
interception. It is often used by megacorporations, as other megacorporations
are often quite capable of breaking civilian cypher. However, in addition to
the higher fee, a permit to use military cypher is often required, especially
by high law level worlds, who may even require to see a copy of the text in
plain language.

Time delay:
	7 days per X-boat jump
	+2D + (log(no. of jumps)) - 10 days for random transition delays
	+4D days per link by scout/courier

Once an X-boat arrives in system, the tender will usually have the message
transferred to another X-boat and on its way within 1-2 hours (according to
Supplement 7). Assuming another boat is waiting, of course. And assuming no
delays of any other sort. Hence the "random transition delay".
Messages to be transferred by scout/courier will usually be delayed until the
ship is available, and until enough messages have accumulated for a jump to be
worthwhile. Delays aren't usually more than 3-4 weeks (Supplement 7 again).

Example:
I want to send a message to another world which is not on the network, but the
nearest station is 2 parsecs from it, and 8 X-boat jumps away from me. I am at
an X-boat station. I have 2 pages, text only, and I don't care how it looks at
the other end. The message is private, but not top secret, so I'll uses the
civilian cypher.
Cost: 2 * 10 * 5 * 1 = Cr100 (2 pages @ Cr10 each, * 5 (cypher) * 1 (not more
			      than 10 jumps).
Time: 7 * 8 + (2D + 0 - 10) + 4D
Roll 2D for a 6, so random delay = 6 + 0 - 10 = -4 -> 0, i.e. no unexpected
holdups.
Roll 4D for 19. The courier is a bit late.
So my message will arrive in 75 days time.

 "Keyboard? Tis 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 #152 --------

Date: Wed, 13 Jul 88 08:07:53 PDT
From: fpssun!sns1!spock@tektronix (Richard Johnson ext 1594)
Subject: Greetings, fellow travellers
Archive-Message-Number: 152



Hi.  I new to the list.  If you want to E-mail me personally, my net
address is:

	tektronix!fpssun!spock

My actual name is Richard Johnson.

Now that's out of the way, Do any of you use programs at home (other
than those available from the list archive), and what computers are
they running on?  Maybe we can work out some arrangement to distribute
among ourselves rather than duplicate effort.  This would especially
help me since I have none yet...

- ------------- New topic ---------

I have been running a fairly successful campaign under the original rules
with about six friends.  Two of them were always playing, and even asked
for additional time.

About two months ago, I tried introducing the team to Megatraveller, by 
creating new characters and running a simple adventure.  It did not go
real well. One of the two "regulars" became disheartened and did not role
play well; she has since refused to have anything to do with Traveller of
(oops) or .. Megatraveller.  She says she "might" consider playing again
if I figure out a way to bring her old characters into the new campaign.

Other players have not been so adversely affected; most don't really see
such a big change in the rules, and in some cases prefer the new (I think
cleaner) system.

I have a vested interest in keeping this particular player in the campaign
(she has been a close friend for many years, and now it's about the only
time we get together...).  Yet, I don't want to destroy a new campaign
by bending to player will at the outset.  Neither is it desirable to destroy
the campaign by letting her exclude herself (she has "pull" with many of
the other players).

Any suggestions?

Thanks.
Richard

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-------- TML Message #153 --------

Subject: Re: MegaTraveller/Traveller (from rec.games.frp)
Date: 13 Jul 88 17:52:25 PDT (Wed)
From: jamesp
Archive-Message-Number: 153



Here's an article from rec.games.frp that is basically commentary on whether
Traveller is still played.

[Paul Rocchi: I've forwarded this article to the Traveller Mailing List.
If you're interested in more information, please inquire and I will send
you some.]

James

- ------- Forwarded Message

Article: 5335 of rec.games.frp
Path: teklds!tektronix!uunet!mnetor!utzoo!lsuc!ncrcan!ziebmef!rocchi
From: rocchi@ziebmef.uucp (Paul Rocchi)
Newsgroups: rec.games.frp
Subject: Re: Traveller/Megatraveller
Summary: Still Played, but MT is buggy
Keywords: Traveller, MegaTraveller
Message-ID: <1988Jul7.221324.1097@ziebmef.uucp>
Date: 8 Jul 88 02:13:23 GMT
References: <369JHG@RICE>
Reply-To: rocchi@ziebmef.UUCP (Paul Rocchi)
Organization: Ziebmef Public Access BBS/Unix
Lines: 22


     Traveller has been continuously in print for the last ten years, with 
new support material ever since  Adventure 1: The Kinunir.  However, a 
common complaint was that the universe was too static, and the differences 
between advanced (book 4-7) and basic (book 1, supplement 4) characters were
too great for existance in the same system.  Add to this two different ship
design systems, a very obscure vehicle design system (in a set of miniatures
rules), and many useful variants printed in a single article in the Journal of
the Traveller's Aid Society, GDW decided to rework the system so as to make it 
more coherent, easier to find specific rules, and a single skill use system.
The end result of this project was Megatraveller.  There are a few problems, 
though with the system as it now stands.  I for one would like to see a FULLY
illustrated ship design example, as some of the tables have typos, and/or are
a bit unclear to make use of.  Similarly, the Merchant Advanced character 
tables are missing the special assignment tables from Merchant Prince, and the 
different mustering out tables for each type of merchant line.  There are typos
in other character generation tables too.  I expect a MegaTraveller Errata/
Examples/Index book would be something of an eagerly awaited release from GDW.
A thourough debugging may have been delayed by the desire to have the books 
ready as a tenth anniversary release, but should have been done nevertheless.
- - -- 
Paul Rocchi			{uunet!mentor!lsuc,utgpu}!ncrcan!ziebmef!rocchi

- ------- End of Forwarded Message

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-------- TML Message #154 --------

Subject: Megatraveller Question (from rec.games.frp)
Date: 13 Jul 88 18:03:02 PDT (Wed)
From: jamesp
Archive-Message-Number: 154



And another article I found on rec.games.frp.  I'll continue to forward these
for those of you who haven't access to r.g.f and for those who don't want it
to read it for Traveller info.  It also may spark interesting discussion
here.

[P. Baughman: I forwarded this article to the Traveller Mailing List which I
administer.  If you're interested in this list, I'll gladly send you any
information].

My reply is below.

James

- ----------------------------------------------------------------------
James T. Perkins		Traveller Mailing List Administrator
Tektronix Logic Analyzers	"Load Auto/Evade, Beowulf!"
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- ------- Forwarded Message

Article: 5368 of rec.games.frp
Path: teklds!tektronix!uunet!husc6!ukma!psuvm.bitnet!eht
From: EHT@PSUVM.BITNET (P. Baughman)
Newsgroups: rec.games.frp
Subject: MegaTraveller Question
Message-ID: <47377EHT@PSUVM>
Date: 11 Jul 88 15:03:11 GMT
Organization: The Pennsylvania State University - Computation Center
Lines: 25

Greetings and Salutations,

   Here is one of my few and far between postings.
While running through the MegaTraveller Basic Mainworld Generator I came across
something I didn't understand, to wit:  step 14--Population Multiplier.  This
procedure generates a random number from 0 to 9...but what is it FOR?  I can
find nothing in the text to explain it.  I had one suggestion that it was for
pupulation increases for the planet.  Does anyone know if this is true?
And if so, so what?  I can't imagine a campaign lasting however many
years/decades/centuries it would take for this to become significant to the
game.  Any thoughts/opinions on this?

    I agree with Paul <rocchi@viebmef> that many of us are eagerly awaiting
Errata, etc.  Has anyone heard if/when something like that will be out?

Paul <the other one> Baughman

- - -----
"...I am the veteren of a thousand psychic wars..."
Freedom, Immortality and the Stars!

Electric Avenue:          |    SnailMail:
- - ------------------------------------------------------------------------
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                          |    Boalsburg, PA   16827
DirectConnect:  (814) 466-6268

- ------- End of Forwarded Message

The only thing I can think of is the obvious: that since the population UPP
digit is the exponent of the population, representing values of 10, 100, 1000,
10 000, 100 000, 1 000 000, etc., the population multiplier allows you to be
more fine-grained: 10 000, 20 000, 30 000, 40 000, etc.  I don't plan to use
it for population increases; just as a finer-grained measurement of
population.

Going along with this finer-grained idea: suppose I am an administrator that
wants to tax a planet by population.  Since 2x10^8 is twice as many people as
1x10^8, I'd prefer to know the population by exponent plus one significant
digit!  Also might help out Trillion Credit Squadron rules.

James

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