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Traveller-digest     Monday, November 15 1999     Volume 1999 : Number 1348<BR>
<BR>
<BR>
<BR>
(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
All rights reserved.<BR>
<BR>
The following topics are covered in this digest:<BR>
<BR>
RE: Racing<BR>
RE: some thoughts about racing<BR>
RE: The Republic Question<BR>
Re: Traveller-digest V1999 #1347<BR>
Re: some thoughts about racing<BR>
Re: Anti-violence groups in 3I<BR>
Re: Traveller-digest V1999 #1347<BR>
Re: some thoughts about racing<BR>
Re: Cultures <BR>
RE: some thoughts about racing<BR>
RE: Indexing the HIWG CD ROM<BR>
T5 web site?!?!?!?!<BR>
Re: Recovering disabled grav vehicles<BR>
Re: T5 web site?!?!?!?!<BR>
Re: Ringworlds<BR>
Those unreliable grav vehicles<BR>
TNE Fire, Fusion & Steel spreadsheet?<BR>
Re: Wild Blue Claims<BR>
Re: Arts and Culture in and around 3I<BR>
Re: Ringworlds<BR>
OT personal indulgence<BR>
Re: The Republic Question<BR>
off to the Races<BR>
Re: off to the Races<BR>
Re: Anti-violence groups in 3I<BR>
Back after God knows how long....<BR>
Re: Anti-violence groups in 3I<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 09:25:13 -0500<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Racing<BR>
<BR>
Glenn M. Goffin writes:<BR>
>We've been talking about tourist attractions in the Spinward<BR>
>Marches, and the subject of racing has come up.  I have a few<BR>
>ideas and questions to pose.  <BR>
<snipped><BR>
>2) Engineering a race<BR>
>Manoeuvre drives under at least High Guard and Book 2 have 1, 2,<BR>
>3, 4, 5, or 6 Gs of acceleration.  A race under, for example,<BR>
>Mayday or Book 2 rules will end in a tie if the vessels are both<BR>
>of the same G-rating. That's not very interesting to play.  How do<BR>
>you handle races, if at all?  I have never done a race, but I've<BR>
>thought about it a little.  <BR>
<snipped><BR>
<BR>
	My players have been involved in a couple of races, as<BR>
	employees of the idle rich. This actually grew from my<BR>
	wondering what rich nobles do with their spare time. The way<BR>
	I figured it: that 1G Yacht might manage 1.001G with a<BR>
	skilled engineer tending the drives, catapulting off a<BR>
	gravety well might be done more efficienctly by a skilled<BR>
	pilot, careful navigation work might find a slight edge in<BR>
	planning a route to the outsystem. I never ran a multi-parsec<BR>
	race, but the random time element should average out over<BR>
	enough jumps.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 14:22:56 -0000<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: some thoughts about racing<BR>
<BR>
I remember a "find the flag" race in  one  of  the  Traveller  PC<BR>
games (the first one IIRC).  The idea was  that  somewhere  on  a<BR>
nearby moon was a robot with a red flag, which you  had  to  find<BR>
and bring back to win the prize.<BR>
<BR>
Of course the game was screwed up  'cos  I  landed  on  the  moon<BR>
before the main world  (of  whatever  system  it  was)  and  this<BR>
strange robot ran up to me saying "Congratulations, you've  found<BR>
me.  Have a red flag."  Later, when on  the  main  world  an  NPC<BR>
announced "Lets have a race.  Cr10,000 to the  first  person  who<BR>
can find and bring back a red flag."<BR>
<BR>
"Here's a red flag." says I.<BR>
<BR>
"Here's your prize." says he.<BR>
<BR>
(Felt more like The Simpsons than Traveller.)<BR>
<BR>
Whatever ... the point being that  in  addition  to  sail  racing<BR>
there is also Treasure Hunt racing.<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<insert meaningless tagline here><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 10:39:45 -0400<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: The Republic Question<BR>
<BR>
At 10:52 AM 11/13/99 -0600, you wrote:<BR>
>>Incidently in Western Australia the secession referendum was held three<BR>
>>times. It was passed the first time it came up in Western Australia, and<BR>
>>voted down on the two subsequent occurances.<BR>
>><BR>
>>How was the original vote dealt with by the Commonwealth? It was ignored.<BR>
>>Antony Farrell<BR>
>><BR>
><BR>
>Didn't the same thing happen in Canada around 1946-1947? I think I recall<BR>
>that Newfoundland or Nova Scotia had a referendum on leaving Canada which<BR>
>was ignored.<BR>
><BR>
>Richard Wilson<BR>
><BR>
<BR>
        Hi, Richard!<BR>
        It was Newfoundland joining Confederation, 1946.  NFLD was still a<BR>
British coolony up until then.  Essentially, they simply re-ran the<BR>
referendum on joining three times until they got a "yes" majority.  Which is<BR>
where the precedent for Quebec being able to revisit the succession question<BR>
came from.<BR>
<BR>
        --Michel<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	    NET-City Communications....<BR>
	         Providing "Solutions for the Common Company"<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 07:44:25 -0700<BR>
From: cos 90 <cos90@powersurfr.com><BR>
Subject: Re: Traveller-digest V1999 #1347<BR>
<BR>
>Year of watching Hollywood films and TV with car crashes has led _me_ to<BR>
>hypothesise that American cars are packed with explosives and fitted with<BR>
>hair-trigger self-destruct mechanisms...<BR>
<BR>
Going further OT: in movies and on TV, people always seem to know whether<BR>
or not their car is going to blow up after a crash. If they walk away <BR>
casually, it won't blow up. If they run away, it will...<BR>
<BR>
<BR>
     Glenn St-Germain  Edmonton, Alberta, Canada <BR>
cos90@powersurfr.com  http://plaza.powersurfr.com/glenn<BR>
        "There is no longer any normal to be"<BR>
                                 -- Gary Numan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 09:57:17 -0500<BR>
From: "Jory Earl" <j-man@iname.com><BR>
Subject: Re: some thoughts about racing<BR>
<BR>
>Regards PLST<BR>
<insert meaningless tagline here><BR>
<BR>
<BR>
ok, I'll bite.<BR>
<BR>
"The Wind is in the Buffalo"<BR>
<BR>
"Man is a rope, hanging over an Abyss"<BR>
<BR>
Or what an alternate Dave Bowman might have said in 2001 : A Space Odyssey :<BR>
<BR>
"My God...It's full of LEMMINGS!"<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 New Hampshire - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.geocities.com/~jman037/<BR>
___________________________________________________________<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 16:09:50 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: Anti-violence groups in 3I<BR>
<BR>
"Josh W. Spencer" wrote:<BR>
> And the A-Team took place BEFORE center stop-lights were required<BR>
> (1986), passive front-passenger protection (1989, consisted of either<BR>
> motorized seat belts OR air bags), and then anti-lock brakes (1990s)<BR>
> were introduced to American automobiles. And before I forget Canada's,<BR>
> Sweden's and Norway's requirements for daytime running<BR>
> lamps...headlights are on high-beam at half-power, to discern an<BR>
> oncoming car from a MOOSE!<BR>
<BR>
Actually, the purpose is to show if the car is moving or not, which is<BR>
only almost as bad.   :-)<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
 Linkoeping, Sweden<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 07:04:47<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Traveller-digest V1999 #1347<BR>
<BR>
At 07:44 AM 11/15/1999 -0700, you wrote:<BR>
<BR>
>Going further OT: in movies and on TV, people always seem to know whether<BR>
>or not their car is going to blow up after a crash. If they walk away <BR>
>casually, it won't blow up. If they run away, it will...<BR>
<BR>
Unless it's Mel Gibson or Nicholas Cage walking in slow motion.  Then the<BR>
car behind them is guaranteed to blow.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
We all enter the world in the same way: naked, screaming, soaked in blood.<BR>
But if you live your life right, that kind of thing doesn't have to stop<BR>
there.  <BR>
- -- Dana Gould <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 08:20:52 -0600<BR>
From: "Robert Eaglestone" <eaglesto@nortelnetworks.com><BR>
Subject: Re: some thoughts about racing<BR>
<BR>
For my Milieu E:21 setting, I sketched out some ideas for<BR>
a TL-9 race around a gas giant.  Contestants were rich<BR>
dandies who hand-built their ships according to contest<BR>
guidelines.  Because these ships are small, each contestant<BR>
had to trade off thrust, fuel, controls, and the frame itself,<BR>
which determined how close they could get to the gas giant.<BR>
In addition, since the 'dark' side of the GG was not monitored,<BR>
some folks might decide to carry a weapon to cripple an<BR>
opponent, which would be another mass constraint to consider.<BR>
<BR>
Piloting skill could save a person's life under these circumstances.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 10:46:13 -0500<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Cultures <BR>
<BR>
>         Anyone remember the cheesy sci-fi about the humans on the Arc?<BR>
><BR>
> Peez<BR>
<BR>
The Star Lost. It was originally written by either Ben Bova or Harlan<BR>
Ellison (I forget which.) It was so twisted by the producers from the<BR>
original written script that the author used the legal Nom de Plume that<BR>
writers from the screen writers guild have registered just to mark a turkey.<BR>
Add to that the fact that the finished scripts were done by non-guild<BR>
writers during a strike of the writers guild (over continuing royalties to<BR>
syndicated material). The original author was so ticked that he eventually<BR>
used it as the basis of a short novel "The Starcrossed", a satire of the TV<BR>
production industry.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 15:46:07 -0000<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: some thoughts about racing<BR>
<BR>
Robert Eaglestone wrote:<BR>
> For my Milieu E:21 setting, I sketched out some ideas for<BR>
> a TL-9 race around a gas giant.  Contestants were rich<BR>
> dandies who hand-built their ships according to contest<BR>
> guidelines.<snip><BR>
<BR>
Had First Contact with the Dandies happened by 21?  IIRC they are<BR>
native to the Spinward Marches so FC must have been much later.<BR>
<BR>
Regards PLST<BR>
"My God...It's full of LEMMINGS!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 10:53:24 -0500<BR>
From: Glenn Myers <glenn.myers@ansys.com><BR>
Subject: RE: Indexing the HIWG CD ROM<BR>
<BR>
Dom,<BR>
<BR>
I would try to use Apple's free diskcopy software to generate an unlocked<BR>
read/writable image, run the sherlock index on that and reburn the disk. I<BR>
may give it a whirl as I would like to index my HIWG disk as well.<BR>
<BR>
On the other hand, does Sherlock 2 in OS9 offer any benefits? I have it but<BR>
haven't installed it yet. <BR>
<BR>
Glenn<BR>
<BR>
______________________________________________________<BR>
<BR>
Glenn E. Myers<BR>
ANSYS Inc.                Email: glenn.myers@ansys.com<BR>
275 Technology Drive      Phone: (724) 514-2913<BR>
Canonsburg, PA 15317      Fax:   (724) 514-3118<BR>
______________________________________________________<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 10:56:40 -0500<BR>
From: dennis.f.belanger@bellatlantic.com<BR>
Subject: T5 web site?!?!?!?!<BR>
<BR>
Good Day Mates,<BR>
<BR>
     Would you be so kind as to point me towards Marc Millers T5 page? Anyone?<BR>
<BR>
     Also, thanks to all who have given me leads, reviews and general info on<BR>
the Spinward Marches Campaign.<BR>
<BR>
Dennis<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 11:06:36 -0500<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Recovering disabled grav vehicles<BR>
<BR>
>>From: Robert Conley <estar@toolcity.net><BR>
>>Subject: Re: Recovering disabled grav vehicles<BR>
>><BR>
>>Why do we need a separate vechicle. Why can't we have a control module,<BR>
and<BR>
>>a series of standard grav lift modules of which are self powered.<BR>
>>that you attach to the disabled vehicle. The whole thing is controlled by<BR>
><BR>
> Is it just me, or isn't the issue of attaching these pods going to be<BR>
>non-trivial, and potentially pretty damned exciting with all the power<BR>
>cables running to the control module/crew cabin?<BR>
<BR>
Use a robot. I haven't gotten around to design it yet (to GT:Robot), but<BR>
here's a verbal description. The robot consists of a central body made up of<BR>
a contragrav unit and a power supply, and several contragrav pods joined to<BR>
the main body by control and power cables. A com telemetry unit lets the<BR>
operator control the robot from a recovery vehicle, an armored grav vehicle,<BR>
perhaps a modified APC.<BR>
<BR>
To recover the downed tank the robot flies to the tank and attaches using a<BR>
grav plate. (This allows it to attach even to non-ferrous/non-magnetic tank<BR>
armor.) The contragrav pods deploy to envelop the tank in their contragrav<BR>
fields, attaching with grav plates to the tank at predetermined points based<BR>
upon the tank model. The contragrav field is activated, the tank rises, and<BR>
small reactionless thruster plates nudge the tank close enough to the<BR>
recovery vehicle so that it can be towed. A larger reactionless thruster pod<BR>
would allow the tank to be simply remoted to an evac location.<BR>
<BR>
If the tank's contragrav is working, just send over a power supply robot to<BR>
hook into an external power and control point and drive the tank out.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 17:14:12 +0100<BR>
From: Jens Rydholm <jenry023@student.liu.se><BR>
Subject: Re: T5 web site?!?!?!?!<BR>
<BR>
Dennis wrote:<BR>
>      Would you be so kind as to point me towards Marc Millers T5 page? <BR>
<BR>
http://members.aol.com/Traveller/<BR>
<BR>
/Jens 'Spacejens' Rydholm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 12:15:24 -0500 (EST)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Ringworlds<BR>
<BR>
I designed a Trav campaign once that centered around a relatively "modest" <BR>
ringworld circling a white dwarf.  The reduced diameter brings the<BR>
structural strength requirements for the material way down.  I handwaved<BR>
that bonded superdense was good enough (no Scrith required! :-).<BR>
<BR>
The ring spun for .5 g and was divided into segments which mimicked<BR>
different homeworlds.  One section was "earth normal", with grav plates <BR>
adding the extra g, while another was designed to immitate a small<BR>
rockball world, with grav plates reducing the basic g.  The thing was set<BR>
up as a kind of Ancient's Menagerie, with the homeworlds of many sophont<BR>
species included.  Oh, I almost forgot the mention that there was a kind<BR>
of magic polarized filter field that let through a mix of wavelengths<BR>
appropriate to each environment.  <BR>
<BR>
If you want a ring-shaped station orbitting a sun, probably the best thing<BR>
to do would be to have it orbit in the ecliptic with its axis of rotation<BR>
tilted a little off the perpendicular.  This is basically the same as<BR>
earth's set-up, but inside out.  The "upper" portion of the ring would get<BR>
sunlight at one point in the orbit while the "lower" portion would get it<BR>
at the opposite side. <BR>
<BR>
Just some thoughts...<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 10:06:25 PST<BR>
From: "Brandon Cope" <copeab@hotmail.com><BR>
Subject: Those unreliable grav vehicles<BR>
<BR>
After doing some research, it seems apparent that you can end up with quite <BR>
a few grav vehicles being disabled without ever being hit by the enemy:<BR>
<BR>
Given the poor HT (8-9) and short maintenance intervals of heavy<BR>
grav vehicles, in actual war many are likely to suffer breakdowns,<BR>
as vehicles are kept in the field far longer than is safe. Ironically, very <BR>
heavy vehicles are more likely to be pushed too far than their more robust <BR>
bretheren.<BR>
<BR>
(I also assume that an average military mechanic has skill 12-14,<BR>
which isn't unreasonable -- unless your head mechanic is Scottish,<BR>
you can't afford to miss more than one or two trips to the garage).<BR>
<BR>
Here are some relevant numbers (using the vehicles from Star Mercs):<BR>
<BR>
                                  Main.<BR>
Vehicle                  HT        Interval<BR>
TL 9,<BR>
Utility Grav Sled        12        82 hours<BR>
<BR>
TL 10,<BR>
Light Grav Tank           9        10 hours<BR>
Medium Grav Tank          8         7 hours<BR>
Heavy Grav Tank           8         5.5 hours<BR>
Grav APC                 12        21.5 hours<BR>
Air/Space Defense        10         7.2 hours<BR>
<BR>
TL 12,<BR>
Astrin APC                8        20.5 hours<BR>
Meson Sled               12         7.6 hours<BR>
Intrepid Tank             8         5 hours<BR>
<BR>
See Vehicles, 2/e or Compendium II for maintenance rules.<BR>
<BR>
(After looking over the stats for the meson sled and Intrepid grav<BR>
tank, it makes me wonder if "real" combat grav vehicles would be<BR>
more like the sled -- faster and stealthier*, rather than the<BR>
plodding dinosaur of the heavy grav tank).<BR>
<BR>
* -- radical emission cloaking covers radical sound supression<BR>
(actually  ), so this extraneous feature should be deleted on the<BR>
meson sled.<BR>
<BR>
A generous and sadistic GM,<BR>
<BR>
Brandon Cope<BR>
<BR>
______________________________________________________<BR>
Get Your Private, Free Email at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 99 18:08:09 +0000<BR>
From: igor@truserve.com<BR>
Subject: TNE Fire, Fusion & Steel spreadsheet?<BR>
<BR>
Does anyone have (or know of) a spreadsheet that can handle Fire, Fusion & Steel v1 <BR>
(TNE version)? I'm not much of a TNE user, but I need to throw together a ship, and I <BR>
don't have the time to write one from scratch or alter my FF&S2 sheet.<BR>
<BR>
Thanks, I appreciate it...<BR>
<BR>
Andy<BR>
<BR>
+--------------------------------------------------------------------+<BR>
| Andrew Akins                                                       |<BR>
| Home: igor@ames.net - http://www.ames.net/igor/                    |<BR>
| Work: andya@cms-ia.com - http://www.cms-ia.com/                    |<BR>
+--------------------------------------------------------------------+<BR>
| IMTU: tg++(**) ru+ ge 3i+ jt- au+ ls+ kk+ hi+ as+ va+ dr+ so+ zh+  |<BR>
|       vi+ da+                                                      |<BR>
| Geek: GCS d- s+:+ a- C++ W++ w+++(-)$ PS+ PE t- 5++ X+ R+++ tv+    |<BR>
|       b+++ DI+ D-- G e+ h---- r+++ y++++                           |<BR>
+--------------------------------------------------------------------+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 11:25:37 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Wild Blue Claims<BR>
<BR>
Terry Carlino wrote:<BR>
> <BR>
> From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
><BR>
<BR>
Snip of stuff i didn't say...I think Leonard did...<BR>
<BR>
> Indeed am have most recently been researching that very subject, as I am<BR>
> involved in spec'ing out an electronic logbook (an elog) at a National<BR>
> Accelerator Facility. In my research I found that there is ***NO*** existent<BR>
> copy of the first email message. No one even knows who sent it or what data<BR>
> it contained. Based on recent problems Microsoft and other corporations have<BR>
> had with email I know that some companies are being counseled ***not*** to<BR>
> archive email. After all if you don't archive it the courts can't subpoena<BR>
> it.<BR>
<BR>
Absolutely true. But I am thinking of Vilani megacorps rather than<BR>
modern American companies. They will certainly have a different take on<BR>
records storage.<BR>
<BR>
as for the first e-mail...it probably didn' last long after being<BR>
read...disk storage was mighty scarce in those days...<BR>
<BR>
But I'll bet the SECOND email(which was sent to all five people with<BR>
email addresses) was:<BR>
 <BR>
"Make Money Fast!!!<BR>
<BR>
Make UP TO $50,000 in ONE MONTH!!!..."<BR>
<BR>
;-)<BR>
<BR>
<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 13:33:08 -0500<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Arts and Culture in and around 3I<BR>
<BR>
>If you lived in the Marches and were planning a vacation with money and<BR>
time<BR>
>no object what would you want to go and see?<BR>
<BR>
That's easy. I'd hop the first megaliner to somewhere else!  The Marches are<BR>
Yonkers as portrayed in Hello Dolly or Montana in an old western. People go<BR>
there to work, to build a home, to hide from people they don't want to find<BR>
them "back east". Nobody goes there to vacation. If you're rich enough you<BR>
go to Capital or some other world in Core or one of the interior Sectors. If<BR>
you want a safari you go to a preserve world in an interior Sector, where<BR>
secret Ancient bases **aren't** hidden, and the planet's not a TAS Amber<BR>
Zone. No doubt there are places for the less well heeled to party in the SM.<BR>
But there you're talking bars, casino's, or colony barn raisings.<BR>
<BR>
(For the trip of a life time check out:<BR>
<BR>
http://members.home.net/carlino/atora<BR>
<BR>
Click on the Tukera Lines advertising banner)<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 11:16:41 -0800 (PST)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Ringworlds<BR>
<BR>
Charles Collin writes:<BR>
> I designed a Trav campaign once that centered around a relatively "modest" <BR>
> ringworld circling a white dwarf.  The reduced diameter brings the<BR>
> structural strength requirements for the material way down.  I handwaved<BR>
> that bonded superdense was good enough (no Scrith required! :-).<BR>
<BR>
That's quite a handwave.  Given its stats I'd have doubts about bonded SD being strong enough for a beanstalk on an earthlike world, and the material strength required for a ringworld is several orders of magnitude higher.  Of course, the radiation output of a white dwarf is such that any world at an inhabitable distance from the star would be cooked.<BR>
> <BR>
> The ring spun for .5 g and was divided into segments which mimicked<BR>
> different homeworlds.  One section was "earth normal", with grav plates <BR>
> adding the extra g, while another was designed to immitate a small<BR>
> rockball world, with grav plates reducing the basic g.  The thing was set<BR>
> up as a kind of Ancient's Menagerie, with the homeworlds of many sophont<BR>
> species included.  Oh, I almost forgot the mention that there was a kind<BR>
> of magic polarized filter field that let through a mix of wavelengths<BR>
> appropriate to each environment.  <BR>
<BR>
Assuming you have grav plates, why bother making it rotate for gravity?  If you want some security for power failures, make it rotate at orbital velocity.<BR>
> <BR>
> If you want a ring-shaped station orbitting a sun, probably the best thing<BR>
> to do would be to have it orbit in the ecliptic with its axis of rotation<BR>
> tilted a little off the perpendicular.  This is basically the same as<BR>
> earth's set-up, but inside out.  The "upper" portion of the ring would get<BR>
> sunlight at one point in the orbit while the "lower" portion would get it<BR>
> at the opposite side. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 13:36:35 -0600<BR>
From: ehenry@newberlin.org (Eric Henry)<BR>
Subject: OT personal indulgence<BR>
<BR>
Hi folks.  I have just finished a personal project of tactical starship<BR>
combat which i'll make available by request.<BR>
<BR>
The project is Traveller-esque in nature ( as close to on topic as this<BR>
message gets ) with a tech level of about 13 in the Traveller RPG.<BR>
<BR>
Most folks are too busy to go through 96 pages of pdf to see if their<BR>
favorite topic / issue / agenda item has been addressed.  please contact me<BR>
If you have a specific question.<BR>
<BR>
My email is ehenry@newberlin.org    Thanks for listening<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 07:18:14 +0000<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: The Republic Question<BR>
<BR>
At 22:01 -0500 14/11/99, Graeme_Batho@agd.nsw.gov.au wrote:<BR>
><sarcasm mode><BR>
>"Majority vote? Wadaya thing we're runnin here? The Imperium aint no <BR>
>democracy!"<BR>
></sarcasm mode><BR>
<BR>
It does operate on a 'one sophont, one vote' principle: it's just the <BR>
Emperor/ess is the One Sophont, with the One Vote. <grin><BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
                        MiB - Marines in Battledress<BR>
    "Protecting the Imperium from the Scum of the Galaxy"<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 14 Nov 1999 12:55:05 -0900<BR>
From: "William F. Hostman" <aramis@gci.net><BR>
Subject: off to the Races<BR>
<BR>
>2) Engineering a race<BR>
>Manoeuvre drives under at least High Guard and Book 2 have 1, 2, 3, 4,<BR>
>5, or 6 Gs of acceleration.  A race under, for example, Mayday or Book 2<BR>
>rules will end in a tie if the vessels are both of the same G-rating.<BR>
>That's not very interesting to play.  How do you handle races, if at<BR>
>all?  I have never done a race, but I've thought about it a little.<BR>
><BR>
Not really, if you have several waypoints, and directional changes at them.<BR>
(Look at CarWars: Drag Races are all amongst Accell 25, HC 4-5 Dragsters;<BR>
the difference is in handling the penalties. Especially when under fire;<BR>
Can-Am or F-1 becomes accumulated conering edges.) If the waypoints are<BR>
planets, you get a chance for skill to make vast differences in resultant<BR>
speed.<BR>
<BR>
Even under mayday or bk2, use of planets could be quite important.<BR>
<BR>
William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
interface!"<BR>
Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
533<BR>
Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
ICQ:14640742          AIM:AKAramis	ARM 1.0: 3 R H++ P+<BR>
IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 14:37:20 -0800<BR>
From: "Luther Martin" <martin@ksarul.com><BR>
Subject: Re: off to the Races<BR>
<BR>
Racing will be simply an exercise in computing. Given any course, whether or<BR>
not it includes direction changes, it will be an easy exercise in TL10+<BR>
computing to find an optimal course. You just start your ship on a<BR>
preprogrammed course and wait for it to cross the finish line. To make<BR>
racing interesting, you need some sort of dynamic inputs.<BR>
<BR>
- ----- Original Message -----<BR>
From: William F. Hostman <aramis@gci.net><BR>
To: <traveller@mpgn.com><BR>
Sent: Sunday, November 14, 1999 1:55 PM<BR>
Subject: off to the Races<BR>
<BR>
<BR>
> >2) Engineering a race<BR>
> >Manoeuvre drives under at least High Guard and Book 2 have 1, 2, 3, 4,<BR>
> >5, or 6 Gs of acceleration.  A race under, for example, Mayday or Book 2<BR>
> >rules will end in a tie if the vessels are both of the same G-rating.<BR>
> >That's not very interesting to play.  How do you handle races, if at<BR>
> >all?  I have never done a race, but I've thought about it a little.<BR>
> ><BR>
> Not really, if you have several waypoints, and directional changes at<BR>
them.<BR>
> (Look at CarWars: Drag Races are all amongst Accell 25, HC 4-5 Dragsters;<BR>
> the difference is in handling the penalties. Especially when under fire;<BR>
> Can-Am or F-1 becomes accumulated conering edges.) If the waypoints are<BR>
> planets, you get a chance for skill to make vast differences in resultant<BR>
> speed.<BR>
><BR>
> Even under mayday or bk2, use of planets could be quite important.<BR>
><BR>
> William F. Hostman  |  "Smith & Wesson: THe original Point and Click<BR>
> interface!"<BR>
> Aramis 0602 C55A364-C S kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge-<BR>
> 533<BR>
> Mailto:aramis@gci.net http://home.gci.net/~aramis mailto:wilh@alaska.com<BR>
> ICQ:14640742          AIM:AKAramis ARM 1.0: 3 R H++ P+<BR>
> IMTU 1.0: tc tm++ tn- t4-- tt+ to- tg-- ru+ ge 3i+ c+ jt-() au+ st- ls<BR>
> pi+() ta+ he+(-) kk+ as+ hi+ dr+ va++(--) so+ zh++ vi+ da++ sy- ge- pi+<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 14:17:48 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Anti-violence groups in 3I<BR>
<BR>
In mail you write:<BR>
<BR>
> Say, don't you *really* want to have the K'Kree and the Aslan (or<BR>
> Vargr) borders intersect? <g><BR>
<BR>
I don't recall anything but unclaimed systems seperating the K'kree and<BR>
the Vargr, but I haven't checked a map.<BR>
<BR>
If I'm remembering correctly, that could be an important factor in any<BR>
campaign set a few hundred years after the stand 3I timelines.<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 18:22:40 -0500<BR>
From: "Josh W. Spencer" <macmanjws@earthlink.net><BR>
Subject: Back after God knows how long....<BR>
<BR>
Hello!<BR>
I'm glad to see some Traveller still in existence! Can someone e-mail me<BR>
off-list as to what the current state of the game is?<BR>
<BR>
Thanks!<BR>
<BR>
- --<BR>
Josh<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 15 Nov 1999 14:21:39 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Anti-violence groups in 3I<BR>
<BR>
In mail you write:<BR>
<BR>
> There's also Steve Perry's 'The Man Who Never Missed', where a Confed<BR>
> trooper was part of a squad killing over 250,000 religious dissidents<BR>
> in an afternoon.  It triggered something in him that turned him into<BR>
> the man who lead the successful revolution that overthrew the Confed.<BR>
<BR>
> Great series, btw (the 'Matador' series).  One of the PCs IMTU actually <BR>
> *uses* spetsdods, btw.  <grin><BR>
<BR>
There *is* one major "disadvantage" to using spetsdods. It's<BR>
essentially *impossible* to claim that you shot someone<BR>
unintentionally. On the other hand, as long as you are using "stun"<BR>
loads, nobody is going to get too upset. Spasm[1] loads are going to get<BR>
folks *really* upset. Though not as upset as lethal loads.<BR>
<BR>
[1] for those of you who haven't read the series, they cause a<BR>
virtually instant "lock" of all voluntary muscles. It won't kill you,<BR>
but it hurts like hell and you need medical care until the effects wear<BR>
off (it's a sort of viral effect). It takes about 6 *months* to wear<BR>
off. <BR>
<BR>
This makes it an *ideal* military weapon, in that it ties up a maximal<BR>
amount of enemy resources in caring for the victim. Yet it's not even<BR>
lethal, so you can play things down if you accidentally shoot a few<BR>
"innocent bystanders".<BR>
<BR>
- -- <BR>
Leonard Erickson (aka Shadow)<BR>
 shadow@krypton.rain.com        <--preferred<BR>
leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #1348<BR>
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