			    TRAVELLER Digest 185

Topics covered in this issue include:

  1) Re: TRAVELLER digest 184	by MSAMUELS@VAXC.STEVENS-TECH.EDU
  2) Pocket Empire - Near Bootes Commonwealth	by pd82495@wapol.gov.au (Michael Bailey)
  3) Yet another adventure seed...	by pd82495@wapol.gov.au (Michael Bailey)
  4) Re: TRAVELLER digest 183	by Alvin Plummer <alvin.plummer@sheridanc.on.ca>

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Date: Mon, 06 Feb 1995 13:14:51 -0500 (EST)
From: MSAMUELS@VAXC.STEVENS-TECH.EDU
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 184
Message-ID: <01HMQANQW1J69788Z5@VAXC.STEVENS-TECH.EDU>

Actually, in my view the computation would be no different.  Afterall,
the station is moving in orbit (around a planet, let's say), which in
turn is orbiting a star, which in turn is orbiting the galatic center
which in turn has motion relative to every other galaxy.  (Okay, you
probably don't have to worry about Galatic Relative Motion....).

It all ties in to the fact that there is no absolute frame of
reference and that stars are continually moving (i.e., there are no
'fixed' points).

>>>>>	.....but if the whole universe is expanding homogeneously and 
	isotropicaly from a central "big bang" point shouldn't there be a near 
	stationary center of mass?

	I see your point in having a continualy updated planetary motion 
	library.  Planetary motion is a nasty many body problem.  If its only
	been a couple of weeks between visits then predictions would 
	probably be pretty good.  After a few months things would be a bit 
	off.

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Date: Tue, 7 Feb 1995 04:13:52 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Pocket Empire - Near Bootes Commonwealth
Message-ID: <9502062013.AA25552@phq1002.wapol.gov.au>

In response to Stefan Aust's query:

The Near Bootes Commonwealth is my pocket empire on the rimward
edge of the Solomani Rim.  I used Supplement 9:  The Solomani Rim
for the original data and astrography.

The Commonwealth occupies the Near Bootes cluster - a group of
9 habitable in the Capella and Gemini subsectors of the Solomani
Rim.  Prior to the Rebellion, Bootean mercantile interests had
much influence in the Solomani Confederation.

The Commonwealth a rather loose confederation, it's original 
members banded together in a mutual defense treaty to 
fend off conquest by the Solomani Party government on Saxe.
Following a popular uprising and coup on Saxe, all inhabited
worlds of the cluster elected to pool their resources 
to explore the Wilds and ward off any further threats.  
Solomani extremeism is about as popular within the Commonwealth
as Nazism was in 1946, or Communism in 1989.

If anyone want's further info, or to use this setting in any 
way, I've got about 500K worth of maps, documents, designs
and other minutae on my PC at home.  I'll send them to 
any interested parties.

==================================================================
Michael T Bailey  (pd82495@wapol.gov.au)
Prisoner 45387,  Purgatory Barrracks 
former Commander, Commonwealth Expeditionary Force
==================================================================





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Date: Tue, 7 Feb 1995 04:53:46 +0800
From: pd82495@wapol.gov.au (Michael Bailey)
To: traveller@MPGN.COM
Subject: Yet another adventure seed...
Message-ID: <9502062053.AA26522@phq1002.wapol.gov.au>

Players Information:

The characters are approached by Piet Van Der Heidjen, 
a representative for Voortrek-Provencal Industries.
VPI specialises in petrochemical refining in the 
Aquitaine system - mainly by extracting hydrocarbons
from Aquitaine's major gas giant and refining them
in orbital stations around the gas giant (Eleanor).

Recently, output from VPI's 'Eleanor-3' rig has 
fallen markedly, due to a series of inexplicable
accidents.  Van Der Heidjen and his superiors 
suspect foul play, but are unable to launch an 
official investigation.  Such an investigation would
cast doubt on VPI's ability to supply high-grade 
petrochemicals to Aquitaine, and pave the way
for rival corporations to import these goods from
Aegir.

Van Der Heidjen wants the characters to sign on 
as workers aboard 'Eleanor-3', and investigate 
covertly.  A retainer of Cr 25000 will be paid, 
plus a bonus of Ce 25000 on successful completion
of the mission.  

Due to the nature of the installation, the characters
will not be allowed to take any weapons with them
(firearms and volatile hydrocarbons do NOT mix).


GM's Information:

1/  The accidents are caused by a disgruntled, 
    and more than slightly unbalanced employee aboard
    'Eleanor-3'.  Exposure could completely flip
    the culprit, leading to a particularly 
    spectacular murder-suicide if not stopped.

2/  A rival corporation is behind the sabotage.
    Their agent is well armed, well trained, and
    willing to kill if necessary to avoid being
    exposed.

3/  The accidents never happened.  The rig's 
    CEO has been faking the incidents and covertly
    shipping the 'lost' materiel to Solomani terrorists
    on Saxe.

Whatever the cause, the players will be outgunned, 
and possibly outnumbered.  Brute force aint gonna work
here - only cunning, skill and a little luck will see
them survive to collect their bonus.


I got the basic idea for this one from an old Dr Who 
episode, set aboard a terrestrial rig.  (No, I can't 
remember the name of it).  More details, including 
deck plans and rough specs for the 'Eleanor-3' rig
are available on request.

========================================================
Michael T Bailey  (pd82495@wapol.gov.au
========================================================



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Date: Mon, 06 Feb 1995 21:22:03 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Re: TRAVELLER digest 183
Message-ID: <Pine.OSF.3.91.950206210525.29377E-100000@hubble.sheridanc.on.ca>



aboulton@cix.compulink.co.uk wrote 
> This is similar to an idea that occurred to me recently. The system works
> like this:
> 
> You have a set of space-stations (well, Starports, really), at the 100-d

I have usually assumed that high-volume starports were pratically never 
just one single port, but a host of networked port's...

Still, it's good to make this clear to one and all.

> limit of the main world. All interstellar traffic goes via these. Each
> station has its own tugs, fast shuttles, fuel tankers, etc. This allows
> ships to pretty much forget about a manoeuvre drive. 

Well, with tugs, yes.  
I doubt if tug's serve minor ships + free traders, however (say, anything 
under 1000-Disp is considered a waste of time)

You are correct to point out that civilian ships that have no use for 
adventure are unlikely to have more than 2-5 hr's of drive fuel... and 
this may last them for quite a while!

> When a ship jumps, the chances of a misjump are slim, (it's using refined 
> fuel, outside 100-d, jump program is very accurate (known, fixed, start
> and end points)).

Sorry: there are no-such-thing as a 'fixed point' in space, although you 
can predict the location of well-known bodies to very tight levels.

More pertaintly, the location of these starbases vary with time: and you 
don't know exactly when you are going to get out of jumpspace.  Thus, 
tug's and my vestigal drives.

> Passengers and cargo can be transferred via fast shuttles, whilst tankers
> can fly out to refuel the ship - which need never actually visit the
> station, (unless it needs repairing, in which case a tug will bring it in).
> Fuel can be brought to the station either from the main world or gas giant
> using large, slow, bulk tankers (there's no hurry, and it can be refined
> en route).
> 

Now THIS is a good idea.
However, most driveless ship's (yes, I admit, you can get away with it in 
many instances) would only exist for the major trade lines and megacorps: 
basically because of the cost of all those tug's, space station's, etc.  
For one-time or occassional visits (and most adventurous scout's don't 
live in Core sector), you still want all the g-hour's that you can get.

> Advantages? Jumps should be safer. Actual travel times should be faster,
> since the in-system travel is done in fast shuttles. Starships are cheaper,
> (no m-drive). Passenger/cargo ships are more economical, (all that space
> that would have been taken up with m-drive and fuel can be used for cargo
> or staterooms.

Okey-doke.

> 
> Disadvantages? If you *do* misjump, you're in trouble. Needs a lot of time,
> money, and resources to set up.

Also requires at least some defense establishment to protect all this 
hardware.  

> 
> Comments?

An imaginative and useful setup for Core sector (and other long-civilized 
areas, like Rhylanor subsector, maybe).  Not good for frontier and 
exploration areas, however.


------------------------------------------------------------------------------
Alvin Plummer
"Preserve what we created, Norris, and remember what we stood for."
                               - Strephon, 179-1126

Reply to: alvin.plummer@SHERIDANC.ON.CA

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End of TRAVELLER Digest 185
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