Traveller-digest       Friday, August 6 1999       Volume 1999 : Number 922



(R)1996. Traveller is a registered trademark of FarFuture Enterprises.
All rights reserved.

The following topics are covered in this digest:

Re: First In subsector listing
Re: Habitable worlds in the Spinward Marches (long)
Re: Habitable worlds in the Spinward Marches (long)
Re: Habitable worlds in the Spinward Marches (long)
Hi!
Planetology 102 part 3
Re: Spacecraft Combat ratings question
Droyne Society
Re: Imperial Code of Law (Long)
Re: Hi!
Re: Droyne Society
Re: Habitable worlds in the Spinward Marches (long)
Re: Habitable worlds in the Spinward Marches (long)
Re: Spacecraft Combat ratings question
Re: Spacecraft Combat ratings question
How many lists???/Vilani law
Re: How many lists???/Vilani law 
Ack - List Archive
Civilian BD
Re: Civilian BD
Re: UNCLASSIFIED Connecticut Yankee in King Arthur's Court (new in TRAVELLERT )
Re: Anyone going to Worldcon
FW: Civilian BD

----------------------------------------------------------------------

Date: Thu, 5 Aug 99 22:10:50 +0000
From: igor@truserve.com
Subject: Re: First In subsector listing

A fair number of people had been requestion additions and or changes to the listing I 
designed. The problem is, I've run out of space...

So, do I:

  a. Leave as is...
  b. Take something out and add new stuff...
  c. Develop a coding scheme (which I am against, while it is very Traveller, it is 
also un-GURPS).
  d. Stop limiting myself to 80 columns.

Which of these do people think is the most useful (or another one)?

Andy

+------------------------------------------------------------------------+
| Andrew Akins                                                           |
| Home: igor@truserve.com - www.truserve.com/~igor/ - AOL IM: Iowa Akins |
| Work: andya@cms-gt.com - http://www.cms-gt.com/ - AOL IM: CMS AndyA    |
+------------------------------------------------------------------------+
| IMTU: tc++(**) ru+ ge 3i+ jt- au+ ls+ kk+ hi+ as+ va+ dr+ so+ zh+      |
|       vi+ da+                                                          |
| Geek: GCS d- s+:+ a- C++ W++ w+++(-)$ PS+ PE t- 5++ X+ R+++ tv+        |
|       b+++ DI+ D-- G e+ h---- r+++ y++++                               |
+------------------------------------------------------------------------+

------------------------------

Date: Thu, 05 Aug 1999 18:13:03 -0400
From: Rob Brady <robb@datatone.com>
Subject: Re: Habitable worlds in the Spinward Marches (long)

At 02:49 PM 8/5/99 -0700, Bruce Johnson wrote:
>I looked at the data (GENIE 2nd Survey) and came up with evodence to
>support the 'People move to garden worlds' theories.
>this is what I get for the Spinward Marches
>
># worlds	% Population
>41.00%		89.21%
>
>So, almost 90% of the population is living on less than half of the
>worlds listed.
>
>For the entire Imperium  I get the following:
>
># worlds	% Population
>36.52%		54.22%
>
>Does this mean that the Imperium as a whole lives on uninhabitable
>worlds?
>

This means that the Spinward Marches data was tweaked extensively by
hand, as opposed to the rest of the Imperium, which was generated by
the somewhat flawed world generation system.


- -- 
I could not say I believe. I know! I have had the experience of being
gripped by something that is stronger than myself, something that people
call God.                                         -- Carl Jung
Rob Brady                                    robb at datatone dot com

------------------------------

Date: Thu, 5 Aug 1999 15:19:18 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Habitable worlds in the Spinward Marches (long)

Bruce Johnson writes:
> I defined a 'habitable' world as having a thin, standard or dense ATM,
> basically one that we can breathe unaided, and having 1 or greater
> HYD..ya gotta have free water.

Hm...I tried doing this, splitting into 3 categories.  Categories are:
'comfortable': atmosphere 5,6,8, water 5-8
'inhabitable': atmosphere 4-A, water 1+, not comfortable
'uninhabitable': anything else.
I got:
Total Worlds: 439; Population 436,803,659,638
Comfortable: 77,608,666,280 pop (17%), 20% of worlds
Inhabitable: 152,685,746,377 pop (34%), 41% of worlds
Uninhabitable: 206,509,246,981 pop (47%), 37% of worlds

One of us is making a math error... from my numbers, people seem to flock to uninhabitable worlds.  Of course, this is mostly because of 140 billion people on Junidy, Enthrope, Rethe, and Louzy

------------------------------

Date: Thu, 5 Aug 1999 15:19:18 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Habitable worlds in the Spinward Marches (long)

Bruce Johnson writes:
> I defined a 'habitable' world as having a thin, standard or dense ATM,
> basically one that we can breathe unaided, and having 1 or greater
> HYD..ya gotta have free water.

Hm...I tried doing this, splitting into 3 categories.  Categories are:
'comfortable': atmosphere 5,6,8, water 5-8
'inhabitable': atmosphere 4-A, water 1+, not comfortable
'uninhabitable': anything else.
I got:
Total Worlds: 439; Population 436,803,659,638
Comfortable: 77,608,666,280 pop (17%), 20% of worlds
Inhabitable: 152,685,746,377 pop (34%), 41% of worlds
Uninhabitable: 206,509,246,981 pop (47%), 37% of worlds

One of us is making a math error... from my numbers, people seem to flock to uninhabitable worlds.  Of course, this is mostly because of 140 billion people on Junidy, Enthrope, Rethe, and Louzy

------------------------------

Date: Thu, 5 Aug 1999 15:33:38 -0700
From: "Kiri Aradia Morgan" <tiamat@tsoft.com>
Subject: Hi!

Hi!  This is an intro... and a big "Hi" to an old friend of mine if he's on
here.

My name is Kiri Aradia Morgan, and I played Traveller in West Virginia in
the early 80's.  Is Mike Layne, our old ref, on these lists anywhere?  ::me
waveth::  I should probably be on Xboat most as I don't think I've ever seen
anything post Mega-Traveller...

Is there anyone playing Traveller in San Francisco now?

I haven't done any gaming in years, but I miss Traveller.  It was my first
RPG and will prolly always be my favorite...

Thanks to Jeff Zeitlin for telling me about the lists!

Arigatou gozaimashita...

Kiri

(aka Countess Julissa Myal di Baris, "Saitana" Alargor Darr'Kurr, Captain
Gwendi Donovan, Ataniell Tashakra, and so on...)

------------------------------

Date: Thu, 5 Aug 1999 18:58:29 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Planetology 102 part 3

4. Hydroxides
     Since water is more abundant than many elements and forms an
important part of many compounds, discussion of the various
minerals is incomplete without mentioning hydroxide minerals. 
     Hydroxide compounds may be treated as the reaction product
of an oxide with water. Silicic acid, already mentioned, and
carbonic acid, formed when carbon dioxide dissolves in water, are
examples. These are only found in an excess of water, but many
other hydroxides are insoluble minerals. Elements which combine
with more than one oxygen may have partial hydroxides; the
silicates again as an example. Other minerals are much more
abundant, but since they are closely related to the oxides and
water is prevalent on planets interesting to humans, I mention
them earlier than their abundance merits.
     Hydroxides are low temperature minerals (as minerals go,
that is), and ice works as a source of water for them. Water may
be driven off from them by heating, so they are probably rare in
the inner zone. On the other hand, water does dissolve in molten
rock, so few planets are entirely without hydroxide minerals in
their interior. With high tech levels, a closed environment, and
tight water discipline, enough water to support a human colony
can be extracted from quite barren rockballs. It may be still be
cheaper to import it, though.
  

------------------------------

Date: Thu, 5 Aug 1999 18:58:19 -0400
From: Thad Coons <Sapience@compuserve.com>
Subject: Re: Spacecraft Combat ratings question

Michel R. Vaillancourt wrote:

>> Quite a few them are patrolling class B ports and
>> medium population worlds that might be able to afford a single
>> destroyer if they saved for a century or two.

>    Hmmm...  I dunno if I can accept that...  even with TCS
>rules, any world big enough for a class B port ought to be able
>to build a DesRon per decade, even if they are frugal about
>defense spending.

I'm using PE in pre-M:0. Economic capacity depends a lot on
population, and there are entire worlds with less population than
NYC or LA. Such places may easily have a fine spaceport, but I
can't quite see the municipal budget running to DesRons. A few
SDBs, no problem.
 

------------------------------

Date: Thu, 5 Aug 1999 19:02:56 -0400
From: "Paul Schirf" <Paul@Schirf.com>
Subject: Droyne Society

> On Topic: In an ageless society, like the Droyne, how is 
> young and middle age truly defined? Droyne do have a 
> distinction, of course, of the castings, but for casted 
> individuals, there would be distinctions which corespond 
> to "greenhorns" and "old-timers".

Could you define what you mean by "ageless society, like 
the Droyne"?  According to AM5... with the exception of 
a VERY few powerful individuals, Droyne are short lived 
creatures.   They are fully mature at 13 and start to show 
the effects of aging at 20.  Leaders and Sports show 
less severe ageing effects, but even they rarely survive 
into their 50s.  In addition, Droyne who are "less efficient" 
due to aging commit voluntary suicide.

------------------------------

Date: Thu, 05 Aug 1999 23:18:40 GMT
From: jzeitlin@cyburbancom (Jeff Zeitlin)
Subject: Re: Imperial Code of Law (Long)

On Thu, 5 Aug 1999 17:49:12 -0400 (EDT), "Glenn M. Goffin"
<gmgoffin@pacbell.net> wrote:

>That's a good argument.  I agree that Vilani law and legal institutions
>will be preserved on many worlds of the Imperium as matters of local
>law.  I don't, however, think that Imperial law itself will be devoid of
>Vilani law.  After the fall of the Ziru Sirka, the Solomani were
>overwhelmed trying to manage the huge empire that they'd conquered. 
>They would have tended to leave in place institutions that worked and
>were not security problems.  Vilani laws and legal institutions in
>general would not have been security problems.  The Solomani-dominated
>Rule of Man would have kept a lot of the Vilani laws and legal
>institutions because it didn't have the resources to reshape millenia of
>legal habits, nor did it have the political will for or interest in
>radical transformation of the Ziru Sirka.  

Except that canon states that it did in some cases, abolishing
the caste system and the Vilani patent law system.

>> One wonders btw, whether there would have been legal institutions as we know 
>> them in the Vilani Imperium or whether there would have been a strong 
>> influence of forced mediation/arbitration in their society.

>Vilani society is so tradition-bound that it would certainly keep
>extensive records of how legal problems were solved in the past.  That
>would give it something of a common law flavor.  On the other hand,
>Vilani society doesn't tend to solve problems by appeals to authority
>and application of force.  Instead it relies on mediation, and, to some
>extent, deference to experts.  That gives it a very different flavor
>from the common law.  What implications does that have for the nature of
>Vilani legal institutions?

This is an ideal discussion for the Traveller-Culture list; feel
free to post it there.

I would expect that Vilani law would focus more on research of
precedent, and where precedent couldn't answer the question, a
mediation panel would be convened to decide it, with due
consideration given related case law. Law libraries would,
naturally, be _very_ complete, and once technology gets to a high
enough level, linked together. The question before the house
becomes "What is the composition of the mediation panel?" This
can be answered several ways, ranging from a joint panel composed
of members of all parties to the dispute to a panel composed of
specifically-trained "historical researchers" to a panel composed
of individuals selected on a basis similar to Aslan earleatrises
- - or any sort of combination or intermediate form.
- --
Jeff Zeitlin
jzeitlin@cyburban.com

------------------------------

Date: Thu, 5 Aug 1999 19:28:17 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Hi!

Kiri said :
- ------------
Hi!  This is an intro... and a big "Hi" to an old friend of mine if he's on
here.
- -------

If you mean *I*, then hello there..or hello there anyway!  How have ya been
Kiri?  Are you still on the SimeGen list?


___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

------------------------------

Date: Thu, 5 Aug 1999 19:36:11 -0400 (EDT)
From: Imaginactra <russcm@shell.zoomnet.net>
Subject: Re: Droyne Society

I didn't have that source. The sources I have sujested they were an
extremely long lived race.

On Thu, 5 Aug 1999, Paul Schirf wrote:

> > On Topic: In an ageless society, like the Droyne, how is 
> > young and middle age truly defined? Droyne do have a 
> > distinction, of course, of the castings, but for casted 
> > individuals, there would be distinctions which corespond 
> > to "greenhorns" and "old-timers".
> 
> Could you define what you mean by "ageless society, like 
> the Droyne"?  According to AM5... with the exception of 
> a VERY few powerful individuals, Droyne are short lived 
> creatures.   They are fully mature at 13 and start to show 
> the effects of aging at 20.  Leaders and Sports show 
> less severe ageing effects, but even they rarely survive 
> into their 50s.  In addition, Droyne who are "less efficient" 
> due to aging commit voluntary suicide.
> 
> 

------------------------------

Date: Thu, 05 Aug 1999 16:59:49 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Re: Habitable worlds in the Spinward Marches (long)

Damn straight one of us is making a math error!

Me, the one who is supposedly a professional at this!

!!!!!ARRRRRRGGGGGHHHH!!!!!!! 

_All_ my population figures are screwed up, since I managed a royal
cockup and (near as I can tell) used the Hydro number instead of the Pop
number to generate the population datum for each world. 

<wherinthehell did I put my damn katana...this _is_ a capital offense
for someone who claims to be a database person!!!>

- -- 
Bruce Johnson
University of Arizona
College of Pharmacy
Information Technology Group

------------------------------

Date: Fri, 6 Aug 1999 09:05:18 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: Re: Habitable worlds in the Spinward Marches (long)

> From: Bruce Johnson 
> I looked at the data (GENIE 2nd Survey) and came up with evodence to
> support the 'People move to garden worlds' theories.
...
> So, almost 90% of the population is living on less than half of the
> worlds listed.

Actually, it's worse than that.  Remember the Hi-Pop worlds effect?  Over
90% of the Imperial population live on a comparative handful of worlds.

This may well be the cause of the differences you noted between sectors -
the smallness of the samples of hi-pop worlds in each sector could lead to
considerable variations in the statistics.  

Alan Bradley
alanb@elf.brisnet.org.au

------------------------------

Date: Fri, 6 Aug 1999 09:44:27 +1000
From: "Alan Bradley" <alanb@elf.brisnet.org.au>
Subject: Re: Spacecraft Combat ratings question

> From: Phil Kitching 
> >> >        Anything less than 1000dton is a criticals-magnet,
> >> >waiting for some lunatic with several rows of USP9 lasers and
> >> >missles to alblatize the armor belt and convert it to a smear of
> >> >plasma.
> 
> Not under High Guard - factor 13+ armour, agility 6 and a model/9
> computer mean that the 200t design in Sup 9 can win against the
> cruiser designs in that book - but they need odds in their favour
> of about 30:1. The cost odds are 100:1 but since it is cheaper to
> attack one planet than defend everywhere you aren't likely to get them.
> However it is certainly possible for a pack of SDBs to hide in a
> system and then mission kill individual ships.

This is correct.  I was looking into this last night.  You could possibly
do the same thing with _fighters_, as long as you are prepared to pay for
decent computers.

Oh, and there seems to be a typo in Sup 9 - the missile and laser factors
in the SDB's USP seem to be reversed, although that doesn't actually affect
the situation we're discussing.

> The Sup 9 cruisers are all let down by their low armour factors and the
> lack of agility 6 which seems to be the compromise required to get
> jump-4.

Yes, I was appalled when I realised how badly a high-jump factor
compromised these designs.  I tried to build a better design myself, and
found myself having to make ugly compromises all over the place.  The
hardest part was to convince myself not to reduce the jump capability to
J-3.  If you do that, of course, you can slap on decent amounts of armour,
and the SDBs will die all over the place.  There are other ways to free
tonnage for armour, but they have their own costs.  

You can also play silly sentients with your secondary weapons -
sandcasters, lasers and so on - to optimise them against lots of small
batteries, rather than a few big ones.

Anyway, the Sup 9 designs turned out to not be quite as sub-optimal as I
had thought  I think they need to be munchkinised a little, though.

> Using a 1kt design with a bay weapon won't help against the bigger
> targets, since bay mounted nuclear missiles and mesons won't get
> through decent screens and even a factor 9 PA still gets the +6
> on the damage roll, which puts it off the table.
> 
> Something nearer 10kt with a spinal mount is going to be needed against
> proper battleships.

Thing is: really 'proper battleships' are likely to be battleriders -
non-jump capable, about 10kt, and with a spinal mount!  At this point there
is no difference at all between monitors (big SDBs) and battleships.

Bigger jump-capable battleships have many of the same problems as cruisers,
except that their greater displacement gives them a bit more scope for
fudging the problem.  This happens because the tonnage-based systems take
up a smaller percentage of their displacement, basically.  You can slap
more armour on them. 

> This is for High Guard.
> 
> Later systems tend to penalise small ships more for carrying armour,
> and have a more progressive effect for bigger weapons (instead of the
> factor 9-A divide) so the results are likely to be very different.

True.

Alan Bradley
alanb@elf.brisnet.org.au

------------------------------

Date: Thu, 05 Aug 1999 19:32:17 -0500
From: Black ICE <wombat@premier.net>
Subject: Re: Spacecraft Combat ratings question

Alan Bradley wrote:
> 
<<snips discussion of the problems in cruiser design at J-4>>
> 
> Anyway, the Sup 9 designs turned out to not be quite as sub-optimal as I
> had thought.  I think they need to be munchkinised a little, though.

I suggest that you try to recreate Sup 9 designs using HG2, then adjust
as you see fit.  The problem I've run into the couple of times I tried
this is that crew sizes seem a bit low in Sup 9 designs, compared to
what I come up with using HG2.  I'm using a kludged spreadsheet, so I
may be off on this, but this could be an issue (fewer crew means fewer
staterooms, thus more room for military features).

<<snip>>
> >
> > Something nearer 10kt with a spinal mount is going to be needed against
> > proper battleships.
> 
> Thing is: really 'proper battleships' are likely to be battleriders -
> non-jump capable, about 10kt, and with a spinal mount!  At this point there
> is no difference at all between monitors (big SDBs) and battleships.

I haven't tried designing battleriders using HG2 (AuricTech Shipyards is
firmly committed to the design and production of expensive jump-drive
ships), but I would think that a battlerider with a capital ship spinal
mount would need to be in the 30-50 kdton range (assuming agility of 6,
and appropriate secondary mounts).

I might try to design a battlerider (using HG2) with a TIGRESS-class
spinal mount, just for the experience.  If I can pull it off, I'll post
it.

<<snip>>


- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
http://www.geocities.com/Area51/Shadowlands/9776

------------------------------

Date: Thu, 5 Aug 1999 18:15:34 -0700
From: "Kiri Aradia Morgan" <tiamat@tsoft.com>
Subject: How many lists???/Vilani law

>>Vilani society doesn't tend to solve problems by appeals to authority and
application of force.  Instead it relies on mediation, and, to some extent,
deference to experts.  That gives it a very different flavor from the common
law.  What implications does that have for the nature of Vilani legal
institutions?
>
>This is an ideal discussion for the Traveller-Culture list; feel
>free to post it there.
>
How many lists do we have?  I tried to sub to xboat because I have mostly
played the game as found in the little black books, but it didn't work.  Are
you automatically subbed to all of them?  Confusion is...

>I would expect that Vilani law would focus more on research of precedent,
and where precedent couldn't answer the question, a mediation panel would be
convened to decide it, with due consideration given related case law. Law
libraries would, naturally, be _very_ complete, and once technology gets to
a high enough level, linked together. The question before the house becomes
"What is the composition of the mediation panel?" This can be answered
several ways, ranging from a joint panel composed of members of all parties
to the dispute to a panel composed of specifically-trained "historical
researchers" to a panel composed of individuals selected on a basis similar
to Aslan earleatrises- or any sort of combination or intermediate form.
>
I rather expect the parties concerned would not be on the panel, rather that
it would be composed of mediator/counselors, experts on the matters at hand,
and legal research experts.  And possibly psychological people in the case
of family law.  After 3 divorces it seems obvious to me that this would be
the most graceful and orderly (hence, the most Vilani) way to do things.

Kiri

------------------------------

Date: Thu, 05 Aug 1999 21:46:51 -0400
From: "Keven R. Pittsinger" <jamstar@accesstoledo.com>
Subject: Re: How many lists???/Vilani law 

> >This is an ideal discussion for the Traveller-Culture list; feel
> >free to post it there.
> >
> How many lists do we have?  I tried to sub to xboat because I have mostly
> played the game as found in the little black books, but it didn't work.  Are
> you automatically subbed to all of them?  Confusion is...

The XBoat list kinda died quite awhile ago.  Right now, there's the 
'mainstream' list (this one, btw) where they talk CT/MT/T4, the TNE list, the 
'Gearhead' list where they talk Traveller technology, the 'Deckring' list 
where they talk about starship plans & such, and prolly a couple others.  
Inactive lists I know of are the 4th Imperium list, and the HIWG list, which 
seems to be rather inactive at the moment.

Keven

- -- 
tc++ tm+ tn t4- to ru++ ge+ 3i c+ jt au st- ls pi+ ta+ he+ so- vi zh sy
- ------------------------------------------------------------------------------
                                                     Science-Fiction Adventure
                                                     In Reavers' Deep

------------------------------

Date: Thu, 5 Aug 1999 21:04:28 -0500
From: "Andrew Akins" <igor@truserve.com>
Subject: Ack - List Archive

Ack...I acidentally deleted some TML messages (ones with suggestions for
First In)...does this list have an archive site?

Stoopid me...

+--------------------------------------------------------------------+
| Andrew Akins                                                       |
| Home: igor@truserve.com - http://www.truserve.com/~igor/           |
| Work: andya@cms-gt.com - http://www.cms-gt.com/                    |
+--------------------------------------------------------------------+
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|       so+ zh+ vi+ da+                                              |
| Geek: GCS d- s+:+ a- C++ W++ w+++(-)$ PS+ PE t- 5++ X+ R+++ tv+    |
|       b+++ DI+ D-- G e++ h---- r+++ y++++                          |
+--------------------------------------------------------------------+

------------------------------

Date: Fri, 6 Aug 1999 12:13:48 +1000
From: dadams@parracity.nsw.gov.au
Subject: Civilian BD

Here is a challange for the gearheads out there.

I am thrashing an idea of 'Roughnecks in Space" campaign, based on a mobile
contruction ship. What I am looking for is ideas for a GTL12 Civilian Power
Suit , designed for :

High powered tools , eg plasma cutters.
Ability to handle Industrial accidents (exploding buildings, near misses
with said plasma cutter)
Jump packs (for high mobility on high rises and for saftey)
Small range sensors (radar, heat/cold, sonar, structural stress detectors)
Control systems (for Jump packs, demolitions,tools,sensors)

The system would be controlled by civilian style controls (I envision that
Vac suit would be the controlling skill).

Envision Patlabor, with industrial mecha using controls like bulldozers, to
minimalise the new skills needed to use the equipment, and
millitary/parramillitary mecha using more advanced controls.

Hints on how this was made (Gurps Mecha/Vehicals II or Robots) as I get
lost easily in the vehical construction systems.

Darryl
Visit our Web Site : http://www.ParraCity.nsw.gov.au

------------------------------

Date: Thu, 5 Aug 1999 22:55:47 -0400
From: "Thomas Schoene" <TomSchoene@worldnet.att.net>
Subject: Re: Civilian BD

- ----------
> From: dadams@parracity.nsw.gov.au
> To: traveller@lists.imagiconline.com
> Subject: Civilian BD
> Date: Thursday, 05 August, 1999 10:13 PM
> 
> Here is a challange for the gearheads out there.
> 
> I am thrashing an idea of 'Roughnecks in Space" campaign, based on a
mobile
> contruction ship. What I am looking for is ideas for a GTL12 Civilian
Power
> Suit , designed for :
> 
> Jump packs (for high mobility on high rises and for saftey)

AT GTL 12, a grav belt seems sensible, giving sustained slow-speed flight. 
Alternatively, just some contragrav to reduce apparent gravity to .01 G or
some such.

> The system would be controlled by civilian style controls (I envision
that
> Vac suit would be the controlling skill).

I think Exoskeleton would be more appropriate.  

> Hints on how this was made (Gurps Mecha/Vehicals II or Robots) as I get
> lost easily in the vehical construction systems.
> 
Robots is probably slightly easier, but Vehicles isn't that bad if you work
through it step by step and create a spreadsheet as you go.  The first
draft will be time consuming, but the subsequent iterations get easy. I was
scared off by Vehicles for a long time but just recently tried it again
using this approach and had not too much trouble.  I'm still not a
gearhead, but I can play one on TV now.

BTW; the Scout Expedition Dress in First In may be pretty close to what you
want.  ST 30, DR only 40-60, plenty of weight for tools instead of sensors.
 

Tom Schoene

------------------------------

Date: Thu, 5 Aug 1999 20:29:53 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: UNCLASSIFIED Connecticut Yankee in King Arthur's Court (new in TRAVELLERT )

In mail you write:

> In a message dated 8/5/99 7:07:47 AM Eastern Daylight Time, 
> shadow@krypton.rain.com writes:
>
> << 
>  Heck introducing "positional notation" may be a major revolution. And
>  the abacus goes well with that breakthrough.
>   >>
> I think almost any of us could explain a printing press to a
> ancient/medieval style culture.  The trick is knowing the language.
> Hee's where 18 years of Latin comes in handy.

Actually, there are convincing arguments that there had been attempts
before Gutenburg. The thing is, printing presses are prety useless
*unless* you have invented *paper*. Otherwise you are stuck with
expensive and scarce items such as vellum.

- -- 
Leonard Erickson (aka Shadow)
 shadow@krypton.rain.com        <--preferred
leonard@qiclab.scn.rain.com     <--last resort

------------------------------

Date: Fri, 6 Aug 1999 17:28:41 +1000
From: Graeme_Batho@agd.nsw.gov.au
Subject: Re: Anyone going to Worldcon

Bill and Melissa Kendell said:
>Anyone on this list going to Worldcon in Melbourne Australia.
>Would love to meet up with people on the list, maybe even get up a >game of
Traveller (version doesn't matter - so long as I get an idea  >of what version
will be going to the con so I can at least bring some >of my books)

My wife & I will be going to Aussiecon. She's never played Traveller before (but
has done other RPG's). I'm mainly a CT/MT fan. We're from Sydney too - from
Faulconbridge in the Blue Mountains. We'll be driving down with some friends in
a very full car and staying near the convention at The Terrace.

<Interesting Factoid> One of the other hotels near the convention is called the
Enterprize (sic). We almost stayed there; just for the yuk value of saying
things like "I'm going back to the Enterprize now for drinks" and an excuse to
wear our Starfleet uniforms. Then we found out how bad the hotel was and tried
elsewhere.

------------------------------

Date: Fri, 6 Aug 1999 17:45:26 +0800
From: "Antony Farrell" <Skaran@bigpond.com>
Subject: FW: Civilian BD

- -----Original Message-----
From: owner-traveller@lists.imagiconline.com
[mailto:owner-traveller@lists.imagiconline.com] On Behalf Of
dadams@parracity.nsw.gov.au
Sent: Friday, 6 August 1999 10:14
To: traveller@lists.imagiconline.com
Subject: Civilian BD


Here is a challange for the gearheads out there.

I am thrashing an idea of 'Roughnecks in Space" campaign, based on a mobile
contruction ship. What I am looking for is ideas for a GTL12 Civilian Power
Suit , designed for :

High powered tools , eg plasma cutters.
Ability to handle Industrial accidents (exploding buildings, near misses
with said plasma cutter)
Jump packs (for high mobility on high rises and for saftey)
Small range sensors (radar, heat/cold, sonar, structural stress detectors)
Control systems (for Jump packs, demolitions,tools,sensors)

The system would be controlled by civilian style controls (I envision that
Vac suit would be the controlling skill).

Envision Patlabor, with industrial mecha using controls like bulldozers, to
minimalise the new skills needed to use the equipment, and
millitary/parramillitary mecha using more advanced controls.

Hints on how this was made (Gurps Mecha/Vehicals II or Robots) as I get
lost easily in the vehical construction systems.

Darryl
Visit our Web Site : http://www.ParraCity.nsw.gov.au

Thunderbirds are go - Interstellar Rescue anyone?
AF

------------------------------

End of Traveller-digest V1999 #922
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