Traveller-digest      Thursday, August 19 1999      Volume 1999 : Number 980



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

The following topics are covered in this digest:

RE: Starship Combat Question...
Say what?
Re: Starship Combat Question...
Re: Starship Combat Question...
Re: Starship Combat Question...
Re: Starship Combat Question...
Re: Fast Food
Re: Starship Combat Question...
Nightrim PBICQ Update.
Re: Fast Food
Re: Fast Food
Re: Space Missile Maximum performance
Re: Hal Clement...
Re: Fast Food
Re: Fast Food
Re: Space Missile Maximum performance
Re: Hal Clement...
Re: Traveller software
Re: Poul Anderson...Hal Clement...links...
Re: Poul Anderson...Hal Clement...links...
Re: Hal Clement...
Re: Hal Clement...
Grav deck plates.
Hats off to Jesse
Re: Grav deck plates.

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

Date: Thu, 19 Aug 1999 13:24:45 -0400
From: Glenn Myers <glenn.myers@ansys.com>
Subject: RE: Starship Combat Question...

Do I listen to this guy? Every word he writes! Leonard is one of the
most valuable resources of the TML. I've been subscribed through every
incarnation of the TML and I have to say that Leonard's signal/noise
ratio is exceptional.

I find it hard to believe that you (Kenneth) could be off the list for
so long and be able to be so insulting your first day back. Geeesh!

Anyway, Leonard is correct. I think that those two ships at that range
could not miss. It will be a quick slugfest. Now if that does not fit
with your "story line" come up with a new premise.

______________________________________________________

Glenn E. Myers
ANSYS Inc.                Email: glenn.myers@ansys.com
275 Technology Drive      Phone: (724) 514-2913
Canonsburg, PA 15317      Fax:   (724) 514-3118
______________________________________________________
 


Kenneth Bearden wrote...
>Leonard Erickson wrote
>
>> Then you *don't* want reality.
>
>Good old Leonard.  I'm away from the list for a year and a half.  I
come back, and
>good old Leonard is still at his keyboard, plugging away.
>
>I've got a picture of this sad little guy, up late at night, a single
uncovered
>light bulb hanging from an extension cord in the ceiling.  He sits in
his
>underware, crunched over his keyboard, punching numbers with one
finger--trying to
>do whatever he can to get a rise out of someone.  It is all he has in
his sad
>little life.
>
>His word is LAW, and that it is it.  Period.  He knows everything.
>
>
>Does anyone ever listen to this guy?
>
>
>Kenneth.

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

Date: Thu, 19 Aug 1999 13:41:26 EDT
From: Diespamer@aol.com
Subject: Say what?

Greetings:

- --begin paste--
Good old Leonard.  I'm away from the list for a year and a half.  I come 
back, and
good old Leonard is still at his keyboard, plugging away.

I've got a picture of this sad little guy, up late at night, a single 
uncovered
light bulb hanging from an extension cord in the ceiling.  He sits in his
underware, crunched over his keyboard, punching numbers with one 
finger--trying to
do whatever he can to get a rise out of someone.  It is all he has in his sad
little life.

His word is LAW, and that it is it.  Period.  He knows everything.
- --end paste--

What????

I'm amazed that you, Kenneth, posted this? You do realize that this 
description (incorrectly spelled words and all) could easily fit a mental 
picture of you?

It's a freaking game. If you don't like what Leonard posts, fine. Respect his 
opinion as being (in the bigger picture) a fan of the game that we all 
admire. If you don't like him personally, please keep it to yourself or keep 
it to private e-mail!

I've read everything you've posted, Kenneth. I don't always agree with what 
you write, and I'm certainly tired of seeing some subjects rehashed after 
they were beaten to death in the first place (half-die anyone?), but I'll 
respect your right to post and expres opinions.

Fred Kiesche
(who's now undoubtedly also on the list of people with sad little lives now!)
(e-mail: Diespamer@aol.com)

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

Date: Thu, 19 Aug 1999 10:42:40 -0700
From: "Kelly St.Clair" <kellys@efn.org>
Subject: Re: Starship Combat Question...

On Thu, 19 Aug 1999 11:51:35 -0500, Kenneth Bearden -- Walker Jane
Productions <dreamer@brokersys.com> wrote:

>The bad guy pilot says, "Oh shit!", and he hits the thrusters.  The two ships
>break away from each other, twisting the umbilical between them.
>
>Wa-laaa, we're in starship combat at close range too.
>
>That's how it is going to go--not two hostile ships fighting, then closing to
>boarding range.

Close range?  Try point-blank, in terms of starship combat.  Automatic
hits, up to the maximum ROF of the weapons.  Both ships are going to get
shredded if they open fire.  Hell, they're in the danger space of their own
missiles.  Possibly close enough for sand cannisters to function as KKMs.

Unfortunately(?) Leonard is right on the money this time.


- --------------
Kelly St.Clair   "At last we will reveal our pants to the Jedi.  At last we
kellys@efn.org    will have revenge."

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

Date: Fri, 20 Aug 1999 18:30:15 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Starship Combat Question...

>The range for starship combat will take place on a micro scale (not the
normal
>thousands of kilometers usual in starship combat), so it is important to
figure
>out how often the opposing ships can hack at each other.


You might want to handwave up something to hamstring the ships' sensors
(nuclear EMP, jamming or something). Otherwise, at kilometer ranges, it's
hard to believe a starship laser could actually miss at all. (And taking a
hit every five seconds would knacker the ship pretty fast - especially since
they could prolly do the Star Trek thing and shoot individual bits off the
hull).

Nick

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

Date: Fri, 20 Aug 1999 18:35:10 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Starship Combat Question...

>"Normal" starship combat ranges are in tens and more likely *hundreds*
>of kilometers.


Under other canon (TNE) a single hex was 30,000 km. Milage will vary.

>At boarding ranges, many weapons can't be brought to bear. And many of
>the rest will hit *automatically*.


See earlier post. Unless something freaky's happening. (EMP, both ships
jamming their asses off, sand cloud, whatever you want)


NB

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

Date: Thu, 19 Aug 1999 13:51:27 EDT
From: AveNelso@aol.com
Subject: Re: Starship Combat Question...

In a message dated 8/19/99 1:44:59 PM Eastern Daylight Time, kellys@efn.org 
writes:

<< 
 Close range?  Try point-blank, in terms of starship combat.  Automatic
 hits, up to the maximum ROF of the weapons.  Both ships are going to get
 shredded if they open fire.  Hell, they're in the danger space of their own
 missiles.  Possibly close enough for sand cannisters to function as KKMs.
 
 Unfortunately(?) Leonard is right on the money this time. >>

    I remember fighting out LBB (not High Guard) spaceship combats, and it 
seemed those were bad enough.  The only way that you ever got to boarding 
actions was to have both ships shot up so badly that only one could move, a 
little.  One fight was so bad that it ended up with the enemy ship trying to 
launch a carried GCarrier across to the PC's ships and them firing at it 
through open airlocks with laser rifles.  This is of course the best argument 
against poracy, if anyone fights back, you are out so much money in repairs 
that it just ain't worth it.  (This is not to say my campaigns don't have 
scads of pirates in them anyway, and if the version doesn't have pirate 
character generation, the first thing I do is whip a table up).

        Dave Nelson

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

Date: Thu, 19 Aug 1999 18:45:54 +0100
From: Matt Clonfero <Matt-C@aetherem.demon.co.uk>
Subject: Re: Fast Food

Michel Vaillancourt wrote:

>>(And remember, a grenade doesn't have much of a blast - it's pretty much all
>>in the shrapnel)

>        I think a more accurate statement is that it does not have much of a
>kill-radius...  the "blast" will injure you at several meters even from a
>"small" grenade.

Beg to differ. The danger radius for a grenade is greater than the
throwing range.

Aetherem Vincere
Matt
- -- 
Matt Clonfero: Matt-C@aetherem.demon.co.uk    | To err is human, To forgive
My employer and I have a deal - I don't speak | is not Air Force Policy.
for them, and they don't speak for me.        |   -- Anon, ETPS.

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

Date: Thu, 19 Aug 1999 11:05:59
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Starship Combat Question...

At 11:51 AM 8/19/99 -0500, you wrote:

>Does anyone ever listen to this guy?

Constantly, since he knows what he's talking about.  And from what I know
of Leonard, his social life is fairly interesting (Kirsten waves hi!)

- -- 

Douglas E. Berry       dberry@hooked.net
http://www.hooked.net/~dberry/index.html

We all enter the world in the same way: naked, screaming, soaked in blood.
But if you live your life right, that kind of thing doesn't have to stop
there.  
- -- Dana Gould 

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

Date: Thu, 19 Aug 1999 11:15:05 -0700
From: "Derek Stanley" <dstanley@direct.ca>
Subject: Nightrim PBICQ Update.

Morning all.

Over the last week or so I've added a few more logs to the site.

I found a copy of Mission File 1.1 so I edited it and uploaded it.
We completed Mission File's 1.10 and 1.11 so they're both up and ready for
you to read and I did a major edit/rewrite of Mission File 1.2 to make it a
little easier to read.

Let me know if you find the edited files easier to understand or am I just
wasting my time?

As usual all comments are greatly appreciated whether pertaining to the site
in general or the game itself.

http://persweb.direct.ca/dstanley/Logbook/Log.html

Derek Stanley
http://persweb.direct.ca/dstanley/Home.html

Say G'nite Hoss.
- -Ashtabula-

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

Date: Thu, 19 Aug 1999 11:41:26
From: "Douglas E. Berry" <dberry@hooked.net>
Subject: Re: Fast Food

At 06:45 PM 8/19/99 +0100, you wrote:

>Beg to differ. The danger radius for a grenade is greater than the
>throwing range.

In infantry basic, you throw two live grenades.  The first one goes about
five meters, the second about fifty.

Something about hearing shrapnel whistling above your head...
- -- 

 Douglas E. Berry       dberry@hooked.net
 http://www.hooked.net/~dberry/index.html

"Some days, you just can't get rid  of a bomb!"
                    -Adam West, as Batman 

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

Date: Thu, 19 Aug 1999 16:04:29 -0300
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca>
Subject: Re: Fast Food

At 11:41 AM 8/19/1999, you wrote:
>At 06:45 PM 8/19/99 +0100, you wrote:
>
>>Beg to differ. The danger radius for a grenade is greater than the
>>throwing range.
>
>In infantry basic, you throw two live grenades.  The first one goes about
>five meters, the second about fifty.
>
>Something about hearing shrapnel whistling above your head...
>-- 

        ROFLAMO!

        The worst thing, Doug, is that I know exactly what you mean.....

        --Michel
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca
				ICQ # 31172292
	"Reality Error in Progress....
			....Do Not Adjust Your Penguin"	
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	Into Cyberpunk?  Check Out:
		"http://www.atlantic-online.ns.ca/cp2020"
	Into Traveller?  Check Out:
		"http://www.atlantic-online.ns.ca/traveller"
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-
	***REMEMBER - Always virus-check your emails ***
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-

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

Date: Thu, 19 Aug 1999 11:45:14 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Space Missile Maximum performance

In mail you write:

>         A little while earlier Stone Throw Industries posted their list of new
> space to space missiles, and had poised the question about maximum
> acceleration for the missiles.
> Here's my take on the issue: 
>
> [WARNING: Gearhead Alert]
>         Traveller canon for CT and MT limited the Maneuver drive to 6g. Even
> the special supplement for missiles limited their accelerations to 6g. I
> don't know about the TNE and T4 systems (FF&S is not a book I own). 
>         Gurps Vehicles (as stated in the post) makes no limits on space
> acceleration capability limits. 
>        So, Option 1: Arbitrary limit of 6g due to Canon. 
>       Or, Option 2: No limits, make your missiles with the 30g accelerations.

Real world checkpoint. During the 1960s there were *chemical* powered
rockets with accels up to around one *thousand* g. Those were research
units. But they actually *flew*. 

There were actual "production" missiles (the old Sprint system) with
accels above 100 g. And they *tracked* targets. 

So 30 g is *nothing*. Just remember that for the same amount of
fuel/power the higher the accel, the shorter the time the missile can
be under power. That's *why* the rating is "g-turns". 

I think the Sprint would be rated something like 100-200 g-seconds. :-)

>       Fourth option. Calculate the Max Acceleration as (Structure TL)/2 then
> multiply by the HP modifier for the frame Strength on pVE20. Building
> most space ships with the medium frame gives you the 5g to 6g as
> dictated by canon. Build the Extra Heavy frame for your high speed
> missiles and you top at 20g to 24g. Which should be enough for anyone. 

As noted above, for *missiles*, you should be able to go *much* higher.

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

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

Date: Thu, 19 Aug 1999 11:51:48 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Hal Clement...

In mail you write:

>> In mail you write:
>> 
>> > "Cycle of Fire" (?) talks about a world and her large moon, both of 
>> > which are inhabited by different species which make contact with one 
>> > another and eventually destroy themselves.
>  
>> Doesn't sound like the "Cycle of Fire" I recall. As I recall, we had
>> a world that was either orbiting two stars, or in a very eccentric
>> orbit. Thus it has long periods of "Earthlike" conditions, and lopng
>> periods of what we would consider *extremely* hot conditions. The two
>> species alternate in using the world. The hot cycle species has refuges
>> in geothermally active areas, the cold cycle species have refuges in
>> the ice caps (which shrink severely during the hot periods, but don't
>> go away). 
>
> As someone pointed out, he was talking about H. Beam Piper's "First
> Cycle".  Speaking of which, I'd like to put some of Piper's classics
> on the "list"...
>
> Piper seems to have been one source for CT gravitics, BTW.
>
> "Little Fuzzy", "Fuzzy Sapiens", etc.
>         source of the "speak & make a fire" rule for determining
>         sentience.
> "Uller Uprising" - essentially the Sepoy Mutiny in SciFi drag,
>                 except that the Brits in India didn't have atomic weapons.
> "Space Viking" - source material for the Sword Worlds.
> ..and a whole lot of short stories.

And several more novels that you've missed:

"Cosmic Computer" (aka "Junkyard Planet"). Set on Poictesme, which
*was* a forward staging base, and command center during the System
States War. None of the gear was worth the cost of shipping back across
interstellar distances, so they just sealed everything up and left.
40-50 years later, the locals are making a living by locating the
abandoned installations and salvaging the equipment.

"Four Day Planet" Fenris is an earthlike planet, except that it's solar
day is around 2200 hours (91+ days). 

Both Poictesme and Fenris would be nice places to drop on the map.
Poictesme would be great as a leftover from one of the Frontier Wars. 

And I'm sure I've missed others. 

Oh yeah, the "short story" "When in the Course..." is the *original*
version of Lord Kalvan of Otherwhen. Only it's not a person dropped
across timelines. It's a group of explorers looking for a planet that
they can lay claim to. And they find one. But it's already got humans
on it, at the late medieval techh level. And the group they first
contact is about to be overrun by their neighbors. So they help out
some. :-)

Personally, I figure that most of Piper's planets *belong* somewhere in
the Traveller Universe. 

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

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

Date: Fri, 20 Aug 1999 20:28:46 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Fast Food

>Beg to differ. The danger radius for a grenade is greater than the
>throwing range.


Uhh  - in reality it's a bit more complicated than we're all playing with
here, but....

Correct, for some hand grenades the shrapnel is lethal at a distance greater
than it can be thrown. These are classified as 'Defensive' grenades, and the
assumption is that one throws it and takes cover. 'Offensive' hand grenades
are either smaller or employ smaller shrapnel to reduce the lethal radius
below what one can throw.

However, it's also important to make a distinction between Half-Lethality
radius and danger area. Maybe at 6m there's a 50/50 chance of a shrapnel
hit. That's how far you want to put it from the bad guy. At 30m (the guy who
threw it) there's only a couple of percent chance of being hit by a piece of
shrapnel. However, that's a couple of percent higher than most folks would
care to chance.

Nick

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

Date: Fri, 20 Aug 1999 20:33:28 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Fast Food

>>In infantry basic, you throw two live grenades.  The first one goes about
>>five meters, the second about fifty.
>>Something about hearing shrapnel whistling above your head...
>
>        The worst thing, Doug, is that I know exactly what you mean.....


Oh, aren't they just the most fun? <g>

I have a friend who lobbed one (fortunately a dummy with just the primer
charge) from tree cover, hit a branch about eight feet in front of him, and
watched the grenade land between him and his pair buddy. Never seen either
of them move so fast in my life...<g>

Nick

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

Date: Fri, 20 Aug 1999 20:39:52 +0100
From: "Nick Bradbeer" <nickb@ndirect.co.uk>
Subject: Re: Space Missile Maximum performance

>Real world checkpoint. During the 1960s there were *chemical* powered
>rockets with accels up to around one *thousand* g. Those were research
>units. But they actually *flew*.


I'm given to understand the biggest limit on acceleration is the ruggedising
of internal systems. Gyros and INS, for example, don't like really high
acceleration any more than humans do. Complex nuke/detlaser warheads could
be finnicky too.

But then as TLs increase, who knows how well systems will be able to cope
with severe conditions?

So I'll come down with my usual argument, which is that we can alter our
basic assumptions to end up gearhead-justifying almost any result you want
in your TU.

Nick

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

Date: Thu, 19 Aug 1999 12:07:20 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Hal Clement...

In mail you write:

> Cynthia, did you ever read "Fuzzys and Other People"?  It was the 3rd book
> in the Fuzzy Trilogy that was published 20 years after Piper's death.

The *real* third book, not the odd offshoots that the other authors
came up with.

I rather prefer that Fuzzies be native. 

I also suspect that with education and training, Fuzzies could do quite
a bit, even if you *did limit their INT & EDU scores a bit. A fuzzy
chief engineer? No. A Fuzzy engineering assistant, yes. They'd be
*great* at working in the "too small" spaces that so many designers
include in the powerr plant and drive spaces.

And I bet they'd do just *fine* at lower ranks in the Army and Marines.
Especially for scouting and some types of special ops.

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

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

Date: Thu, 19 Aug 1999 12:15:38 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Traveller software

In mail you write:

>     I noticed in the back of some the old CT books there are advertisements 
> for traveller software. Apple II+ and dos 3.3 compatible. Trader and sector 
> generator etc. Does anyone know if these are available in some format?

Well for one thing the "Dos 3.3" referred to is *Apple* DOS 3.3. :-)

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

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

Date: Thu, 19 Aug 1999 12:19:06 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Poul Anderson...Hal Clement...links...

In mail you write:

> On Mesklin, yep, maybe it wouldn't work, but who knows if we'll ever
> get jump drive! The way I run things, most of my players are more in
> it for the action and adventure, rarely have I ever gotten a player
> that has questioned the "science". So, we just accept the wacky
> planets I've thrown in and go with the flow (heck, they've even
> encountered the Well World and Tekumel at various points, along with
> Jack Vance's "Planet of Adventure" and others...)

If one of *my* characters wound up at Well World, you can be sure that
unless I was sure that we were with Nathan Brazil or Mavra Chang, I'd
"accidentally" fumble a roll and get killed *quickly*. Heck, even if we
*were* with either of those too, "opting out" would be *real* tempting.

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

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

Date: Thu, 19 Aug 1999 16:14:31 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Poul Anderson...Hal Clement...links...

Leonard said :
- ---
If one of *my* characters wound up at Well World, you can be sure that
unless I was sure that we were with Nathan Brazil or Mavra Chang, I'd
"accidentally" fumble a roll and get killed *quickly*. Heck, even if we
*were* with either of those too, "opting out" would be *real* tempting.
- ---

Oh man, lucky gaming group.  I would have loved to be in that adventure.
I've read all 8 (or is it 9) books in the series and love them.

Hey Leonard, keep the Chang women, I'll use Obie.  :)
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Thu, 19 Aug 1999 16:19:07 -0400
From: "Jory Earl" <j-man@iname.com>
Subject: Re: Hal Clement...

Leonard says :
- ---
The *real* third book, not the odd offshoots that the other authors
came up with.

I rather prefer that Fuzzies be native.

I also suspect that with education and training, Fuzzies could do quite
a bit, even if you *did limit their INT & EDU scores a bit. A fuzzy
chief engineer? No. A Fuzzy engineering assistant, yes. They'd be
*great* at working in the "too small" spaces that so many designers
include in the powerr plant and drive spaces.

And I bet they'd do just *fine* at lower ranks in the Army and Marines.
Especially for scouting and some types of special ops.
- ---

Indeed, it is the real 3rd book.  The other 2 you refer to are "Fuzzy Bones"
by William Tuning and "A fuzzy Odyssey" by an author who's name is so
strange I can't remember it.  :)

I too, prefer the fuzzies to be natives of the planet.  I use fuzzie
character types myself in classic Traveller.  Certainly they have low
physical stats, but their social and charisma are higher than normal.  Takes
a pretty grim Merc to blow away a cute, adorable little fuzzy critter.  :)
___________________________________________________________
 J-Man
 ICQ# 2843475
 New Hampshire - U.S.A.
 Email : j-man@iname.com
 Home Page : http://www.geocities.com/~jman037/
___________________________________________________________

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

Date: Thu, 19 Aug 1999 13:38:14 -0700
From: Bruce Johnson <johnson@pharmacy.arizona.edu>
Subject: Re: Hal Clement...

Jory Earl wrote:
> 
  Takes
> a pretty grim Merc to blow away a cute, adorable little fuzzy critter.  :)

Only if they haven't had to endure close quarters with them for any
length of time ;-)

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

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

Date: Thu, 19 Aug 1999 13:55:31 -0700
From: "Thing" <gduke@orca.esd114.wednet.edu>
Subject: Grav deck plates.

I recall references to adjusting the artificial gravity on shipboard
deckplates, slowly adjusting shipboard gravity during a journey so people
adjust to the destinations planetside gravity.

What is the maximum G rating a deckplate could be set for.  I imagine you
can have separate staterooms adjusted separately and such for special needs,
and higher grav for workouts and such, but could you se a high grav setting
to inconvenience unwanted guests aboard a starship, assuming they don't have
power assist or batteldress.

I'm envisioning a companionway firefight, at one end the defenders under .7G
on the other the boarding party under 6G+

G.D.D
======

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

Date: Thu, 19 Aug 1999 13:59:21 -0700
From: "Dave Strebe" <strebe@intergate.bc.ca>
Subject: Hats off to Jesse

<sounds of cheering and clapping!!!>
I stand in awe of Jesse's art work, check out his latest at
http://www.vision-forge-graphics.com/jesse/traveller/traveller_gallery.htm
scroll down to the bottom of the gallery and check out his warship.

Dave
P.S. Jesse what type of computing power do you need to produce these
pictures?

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

Date: Thu, 19 Aug 1999 14:00:01 -0700 (PDT)
From: Anthony Jackson <ajackson@molly.iii.com>
Subject: Re: Grav deck plates.

Thing writes:
> I recall references to adjusting the artificial gravity on shipboard
> deckplates, slowly adjusting shipboard gravity during a journey so people
> adjust to the destinations planetside gravity.
> 
> What is the maximum G rating a deckplate could be set for.  I imagine you
> can have separate staterooms adjusted separately and such for special
> needs, and higher grav for workouts and such, but could you se a high grav
> setting to inconvenience unwanted guests aboard a starship, assuming they
> don't have power assist or batteldress.

'Grav ping pong' as a defense against piracy, mutiny, etc, has been debated heavily.  Personally, I tend to assume that a standard grav belt will negate artificial gravity just fine.

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

End of Traveller-digest V1999 #980
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