			    TRAVELLER Digest 474

Topics covered in this issue include:

  1) The Eagle Nebula by Christopher_Griffen@dmcwave.com (Christopher Griffen)
  2) Droyne renaissance by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  3) Re: Tides and other buldges... by lhowie@lrmi.com (Les Howie)
  4) Re: Alternate Imperium: Immortality  by Ron Dawson <rdawson@cgc.ns.ca>
  5) Regency Economy by Alvin Plummer <alvin.plummer@sheridanc.on.ca>
  6) TNE combat rules by Mark Urbin <eclipse@ultranet.com>

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Date: Fri, 3 Nov 1995 09:11:17 -0800
From: Christopher_Griffen@dmcwave.com (Christopher Griffen)
To: traveller@MPGN.COM
Subject: The Eagle Nebula
Message-ID: <09a4d590@MailXFER.DMCWAVE.COM>

Seeing those astonishing photos of the Eagle Nebula last night on the news 
got me to wondering:  what would space look like while flying through a 
nebula?

Any of our resident astronomy aficionados have any idea?

It occurred to me that seeing something from 7,000 light years away might 
well be different than seeing it from within.

--Chris

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Date: Fri, 03 Nov 1995 11:58:51 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Droyne renaissance
Message-ID: <Pine.OSF.3.91.951103115157.16865A-100000@hubble.sheridanc.on.ca>


In both the Wilds and the Regency, Droyne are moving to caste Chirpers, 
permitting them to become Droyne. Is this the beginning on a new, more 
agressive Droyne culture?  WIll they start to found colonies, instead of 
staying home all the time?

***Another error!***

pg 48  The droyne worlds are both classified as "Red Zone" *and* have 
       starport C ports *and* have massively increased tech levels (from 9 
       to D on Andor, 8 to E in Candory)

------------------------------------------------------------------------------
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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Date: Fri, 3 Nov 1995 13:50:48 -0400
From: lhowie@lrmi.com (Les Howie)
To: traveller@MPGN.COM
Subject: Re: Tides and other buldges...
Message-ID: <9511031750.AA17821@ lrmi.com>

James Kundert <james@dumbcat.sf.ca.us> wrote

>  I know that, on free-water bearing worlds like Earth, tidal effects
>caused by moons and/or the primary create a double high-tide. One high
>tide lobe points toward the main cause of the effect, while the other
>is exactly opposite.  What I don't know is whether the second lobe is
>an integral part of the tidal process or merely a side-effect.

Integral.  The near-side lobe is caused by the gravity of the companion
object (hereafter abreviated as "moon").   The far side lobe is caused by
the fact that 
the earth and moon co-revolve around a point which is NOT at the centre of
the earth -- the far side is the result of centrifugal force.

> If we
>were to slow down the Earth's rotation to a fraction of its current
>angular velocity, would the far-side tidal lobe still be there?  Would
>it grow? Shrink? Vanish entirely?

Its is caused by ROTATION not REVOLUTION so, it would remain.

>  Given the SF literature I've read, I tend to think that, at some point,
>the second lobe vanishes.  This certainly should happen for tidally-locked
>worlds, as I use Robert Forward's "Rocheworld" as an example of this. But
>what about almost locked worlds?  When does the second lobe appear?


It's always there: a tidaly locked world, of course, would not have "tides"
in the sense of a change in water level - the points in line with the
companion are always at high water, the points 90 degrees away are always at
low.

The way to eliminate tidal buldges it to increase the seperation between the
companions.

For some good bits and pieces on such things check out this JPL page:

http://oel-www.jpl.nasa.gov/basics/bsf.htm
 
With all the usual caveat that I Have Been Wrong Before...

Les Howie
Senior Software Developer
Atlantic LRMI


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Date: Fri, 3 Nov 1995 13:54:18 -0400 (AST)
From: Ron Dawson <rdawson@cgc.ns.ca>
To: traveller@MPGN.COM
Subject: Re: Alternate Imperium: Immortality 
Message-ID: <Pine.SUN.3.90.951103134630.8700A-100000@Neptune>


> From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>

<snip>
> 
> And yes, I feel that this is more realistic than the current Imperium, 
> where Norris dies at age 96.  I mean, come on! Afer 3700 years of genetic 
> research?!?  Even in the 20th century, American lifespans have grown 
> form 60 to 90 years. (if for admittedly different reasons)

Just a minor point.  The gains you are referring to in American lifespans
are increases in average life expectancy.  Thus, it's not that people live
longer, it is that MORE people live longer.  This is very different from
extending life.  

- Ron


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Date: Tue, 07 Nov 1995 07:34:17 -0500 (EST)
From: Alvin Plummer <alvin.plummer@sheridanc.on.ca>
To: traveller@MPGN.COM
Subject: Regency Economy
Message-ID: <Pine.OSF.3.91.951107072429.20505A-100000@hubble.sheridanc.on.ca>


Someone previously complained about the extensive government role that 
the Regency has in it's managed economy: I myself do not find the 
current economics of the Regency troubling. 

The results of the 'forced modernization' program - the tech upgrading of 
about 20 systems, about 2-3 tech levels - is not out of line with 
reality.  This would cause the economic boom described in the main TNE 
book, as TL = waealth.  However, the economic bust would also logically 
result, as this expensive tech upgrading would be financed by increased debt 
(That the Regency may find difficult to manage) and increased taxes 
(which would inhibit financial growth).

The Zhodani refugees may not be the only motivation to resettle the 
Wilds: the taxation levels alone may be sufficent, assuming that the 
Regency offers tax breaks to settle out there.

------------------------------------------------------------------------------
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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Date: Tue, 7 Nov 1995 08:38:22 -0500 (EST)
From: Mark Urbin <eclipse@ultranet.com>
To: traveller@MPGN.COM
Subject: TNE combat rules
Message-ID: <199511071338.IAA04264@remus.ultranet.com>

>Date: Thu, 2 Nov 1995 18:34:57 -0500 (EST)
>From: Charles Collin <charles@hebb.psych.mcgill.ca>
>To: traveller@mpgn.com
>Subject: Re: TNE combat
>Hi.  I've traditionally been a CT referee, but now I'm trying to figure
>out the TNE rules.  I think I must be reading the combat system wrong.  If
>I've got it right, your average pistol does 1D of damage and a person's
>chest has 36 damage points on average (CON+STR * 3).  What gives?  Does 
>this mean it takes about 10 bullets to down your average joe?  I 
>admit that I have not read the thing thouroughly yet, so if I'm missing
>something obvious, please forgive. 

   It's easy to overlook, don't sweat it.  I suggest taking another look at:
a.   knockdown rules
   If a character takes more damage than their agility score in a round, 
they are 'knocked down', and can not take an action that round.

b.   Quick Kill rules
    If a character take a hit to the head or chest, roll a d10, if the roll
is less than the damage rating of the weapons, wave bye-bye.
    The rules say that NPC's are dead, and PC's are in a very bad way.
Flavor to your taste.

c.  Head shot rules
    I forget the exact working, but there is a chance of 'knocking out' a
character shot in the head, that is, if they survive the quick kill rules.

-------------------------------------------------------------------------
eclipse@ultranet.com -- These opinions are mine, no one else wants `em.
driving a Hudson Hornet on the disinformation triple bypass: cruising for 
burgers & garage sales. Hooks baited, lines entangled, roadkill cooked
               http://www.ultranet.com/~eclipse/
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End of TRAVELLER Digest 474
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