<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #1467</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	12/9/99 1:48:25 AM Pacific Standard Time<BR>
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Traveller-digest     Thursday, December 9 1999     Volume 1999 : Number 1467<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: Well guys, there goes our salvage...<BR>
Re: electronic warfare<BR>
Re: Paintball is not a real gun, much less a light crew served weapon<BR>
Re: Paintball is not a real gun, much less a light crew served weapon<BR>
Re: electronic warfare<BR>
That ship on the SMC cover [long pt3]<BR>
Re: Ship Skipping thread revisited<BR>
Re: Traveller-digest V1999 #1463<BR>
Re: (Almost) Tidally Locked Worlds<BR>
re: Well guys, there goes our salvage...<BR>
SEC: UNCLASSIFIED For all you Clandestine buffs....<BR>
Re: Changing Stereotypes<BR>
Re: Captain with the away team<BR>
Re: electronic warfare<BR>
Re: Salvage Rights in Space & skipping<BR>
Re: Postman, CCGs, Communications Variability <BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 09 Dec 1999 00:27:32 -0600<BR>
From: Black ICE <wombat@premier.net><BR>
Subject: Re: Well guys, there goes our salvage...<BR>
<BR>
Dan Roseberry wrote:<BR>
> <BR>
> >From: isteve@outhere.f9.co.uk<BR>
> <BR>
> >How do people handle salvage rights?  For that<BR>
> >matter, *how do they work in the real world?*<BR>
> <BR>
> Got ideas on that Mars probe, eh?<BR>
> <BR>
> Here's a question thats confused me:  How would the 3I<BR>
> characterize the difference between 'salvage rights' and<BR>
> 'prizes'? Do the terms overlap, or are they meant to<BR>
> distiguish between craft recovered by civilians vs. craft<BR>
> recovered by the military?<BR>
<BR>
IMHO/IMTU:<BR>
<BR>
The term "prizes" refers to ships and/or cargo _seized_ through<BR>
legitimate means.  Thus, military vessels engaged in commerce raiding,<BR>
privateers, patrol ships performing customs duties, and civilian vessels<BR>
that defeat would-be pirates all can claim their vanquished foes as<BR>
"prizes."  Neither the original owner of the prize ship or cargo, nor<BR>
any creditors of the prize ship's or cargo's owner, have any claim to<BR>
the prize.<BR>
<BR>
Note that pirates often refer to their victims as "prizes."  This in no<BR>
way confers any legal rights to the pirates, as piracy is not a<BR>
"legitimate" activity.<BR>
<BR>
"Salvage rights", OTOH, refers to the right of a civilian ship's captain<BR>
and crew to monetary gain in exchange for _finding_ a ship or cargo in<BR>
distress, and assisting that ship and/or cargo in reaching a safe port. <BR>
The original owner of the ship or cargo, as well as any creditors of the<BR>
ship or cargo in question, may have rights, in accordance with Admiralty<BR>
law.  Generally speaking, special Admiralty courts will adjudicate and<BR>
enforce the rights of the various parties involved.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 8 Dec 1999 22:06:07 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: electronic warfare<BR>
<BR>
In mail you write:<BR>
<BR>
> I agree. Scouts use radios too much, company commanders use radios too much, <BR>
> and forward observers might as well just call me on a phone and *tell* me <BR>
> where they are. 'Course, I *liked* it that way.<BR>
<BR>
One of Marc Steigler's early books has a weapons system that uses that<BR>
sort of info to locate company, regimental or even battalion command<BR>
centers (forgive me if I got that ranking out of order). Then it pounds<BR>
them flat. <BR>
<BR>
Sort of an infantry version of the "kill the command tank" bit that<BR>
anti-tank folks are so fond of. <BR>
<BR>
> In the Persian Gulf I was briefing the 6th Light Armor (French) and asked <BR>
> how long they thought they could speak on the radio before an enemy could <BR>
> fix their position. The concensus was 15 seconds. When I told them that in <BR>
> 15 seconds the rounds would already be in the air, they thought I was <BR>
> kidding. During the war the tactical elements were pretty quiet, but their <BR>
> commanders and support were often on for 1+ minute at a time. And most <BR>
> armies aren't any better. Commanders get 'addicted' to information very <BR>
> quickly, especially in high-stress situations like combat. Generals 'need' <BR>
> to know what is happening in that critical battalion, company commanders <BR>
> 'must have' artillery support right now, etc. If you leave them alone for a <BR>
> time, they do what they are trained to do - trust the equipment.<BR>
> Then you kill them.<BR>
<BR>
<BR>
Which is why my idea of the "best" "simple invention that chages the<BR>
world beyond recognition" is a communications device that is<BR>
*inherently* untappable. You "tune" to a receiver, and if it is "free"<BR>
you connect and can exchange info. If someone else is connected, you<BR>
can't "connect" and in neither case can you determine *where* the<BR>
receiver is. Range, maybe. Bearing? Nope!<BR>
<BR>
So you can't triangulate and you can't intercept. Nor can you "jam" a<BR>
unit unless they drop the link. So everybody'd just leave it up. Or<BR>
leave it turned off until they needed it.<BR>
<BR>
First it'd drive "spooks" nuts, because they unless they actually<BR>
*locate* a spy's comm gear they can't tell if he's got any!<BR>
<BR>
Next it'd ELINT types crazy, because there'd be no intercepts. <BR>
<BR>
Then comes the fun when folks start using it for stuff like remotely<BR>
piloted vehicles.<BR>
<BR>
> ObTrav: Imperial Intelligence probably has a whole lotta' electronic warfare <BR>
> stuff, ranging from deep space listening arrays to detect old radio signals <BR>
> from solar systems 3-4 light years away to 'tramp far traders' that actually <BR>
> have tons of electronics in their bay and an extendable antenna in their air <BR>
> raft berth<BR>
<BR>
Or the stunt I've described many a time. <BR>
<BR>
Pop into a system well out of the ecliptic, and several AU from any of<BR>
the planets. Monitor to your heart's content for 5 days or so, then<BR>
jump back to base with the info. <BR>
<BR>
As long as you vary the location, there's not a *damn* thing the<BR>
defenders can do about it. Even if they had *dozens* of ships out there<BR>
patrolling, the odds of any of them being close enough to make an<BR>
*unobserved* approach on the "spy ship" are quite literally<BR>
astronomical. <BR>
<BR>
You'd even use military ships, with military crews (at least during<BR>
wartime). That way they can't even be treated as "spies" if they<BR>
somehow *do* get intercepted. <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: Wed, 8 Dec 1999 22:37:51 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Paintball is not a real gun, much less a light crew served weapon<BR>
<BR>
In mail you write:<BR>
<BR>
> At NTC we learned how to key our MILES so that even a direct hit would<BR>
> only generate a "near miss" and how to work the gear to shoot without<BR>
> having to use ammunition.  <BR>
<BR>
Yeah, but if it registers as a "near miss" from "Atomic Annie" you're<BR>
screwed anyway. :-)<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: Wed, 8 Dec 1999 22:40:32 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Paintball is not a real gun, much less a light crew served weapon<BR>
<BR>
In mail you write:<BR>
<BR>
> On the other hand, when used correctly the MILES gear not only teaches<BR>
> combat type lessons, but also makes sure your supply elements work-at<BR>
> least at NTC once you used your ammunition, you had to be "resupplied"<BR>
> before the judges would give you more ammo for the "cannon."<BR>
<BR>
On the other hand, at high TL's certain aspects of supply get truly<BR>
weird. <BR>
<BR>
For example, for a (non-Traveller) game long ago I postulated a hand<BR>
weapon that had an *antimatter* power cell. Picture a "pistol phaser"<BR>
that can put out a 100 MW beam for about a century. <BR>
<BR>
Sure, that's TL18 or higher. But it makes for *major* tactical changes<BR>
when "running out of ammo" isn't a consideration.<BR>
<BR>
It was also handy being able to plug use the same power cell for<BR>
everything from pistols on up thru small craft! Open the power storage<BR>
area of an "air raft" or a "ship's boat" and here are a bunch of the<BR>
same cells you use in the pistol. There are a "bunch" because they are<BR>
*intended* as spares for portable equipment, and merely serve as a<BR>
*backup* to the power plant. They also allow transferring "fuel"<BR>
between the cells rather than having to transfer *power* (which is a<BR>
*lot* slower!)<BR>
<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: Wed, 8 Dec 1999 22:24:49 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: electronic warfare<BR>
<BR>
In mail you write:<BR>
<BR>
> At 08:30 AM 12/9/1999 +1300, you wrote:<BR>
><BR>
>>As a straight Intell guy (transfered from being a grunt) I spend quite <BR>
>>a lot of time carrying one of those things at platoon or section level <BR>
>>(the NZ Army still uses PRC-77s at about 20lbs), and we used to avoid <BR>
>>talking as much as possible. We were generally quite successful as long <BR>
>>as we could talk the company OCs out of requiring full SitReps every <BR>
>>hour (and often on the hour). Sometimes I wonder about the mentality of <BR>
>>people who become officers. <BR>
><BR>
> This will be a limiting factor on the Imperial Army.  Even with tanks that<BR>
> fly at 600mph and weapon ranges of over ten miles, the need to shield<BR>
> communications from detection will shorten the front a unit can fight on.<BR>
> The IA will live and die on its laser and meson com systems.<BR>
><BR>
> This makes for an obvious tactic: drop a lot of blackout and prism smoke.<BR>
> The enemy can't send laser signals, and if he doesn't possess meson coms,<BR>
> he's pretty screwed.  Now the Zhodani, they just make sure that one of<BR>
> their "commissioned specialists" is riding along to provide uninterrupted<BR>
> comms.<BR>
<BR>
Actually, I can see another possibile solution, if electronics keeps<BR>
getting smaller/cheaper, and computing power keeps on climbing for a while.<BR>
<BR>
Just "seed" the area with disposable, short-ranged encrypted relays.<BR>
Actually "relay" is a bad term. More like an IP router. <BR>
<BR>
So you are only transmitting to the nearest router, which sends<BR>
packets to other routers according top whatever looks like the best<BR>
route that millisecond. After a few hops it hits the bigger routers at<BR>
and behind your lines. <BR>
<BR>
Between spread spectrum and low power, you'd be lucky to pick up the<BR>
transmitters the *soldiers* are using from even a klick away. <BR>
<BR>
If the routers are small and cheap enough, you just lob them in along<BR>
with the "softening up" artillery barrage. <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: Thu, 09 Dec 1999 01:21:24 -0600<BR>
From: Dan Roseberry <rosebee@troi.csw.net><BR>
Subject: That ship on the SMC cover [long pt3]<BR>
<BR>
>Can you provide a worksheet so I don't have to backwards<BR>
>engineer from the USP? Just component and tonnage is fine...<BR>
<BR>
Here is the last of the worksheets:<BR>
<BR>
Pcruiser PC-A2469F2-050000-80200-0    Mcr 1025.1 std.<BR>
  all bear               1         1  3      Crew=66 TL=15<BR>
Fuel=637 Ep=117 Agility=6 Scoops n fplant Mjtroops=34<BR>
KT 35type Pinnace=1 space left=32<BR>
Crew includes the 34 jtroops (32 navy+34jtroops). As above,<BR>
space left allows for configuring. The KT 35type Pinnace is<BR>
the 35 ton pinnace used on the Kinunir BC. While I decided<BR>
that the ship was somewhere in the 400-600 ton range, the<BR>
1500t vote got me to thinking about an annoyance I had<BR>
with Adv.1. There are not a lot of Kinunirs, yet there would<BR>
seem to be a need for a multi-role ship of that type. This<BR>
should be seen as an attempt to create a K2 ship with less<BR>
bells and whistles.<BR>
<BR>
Hull cone           Mcr 143               [1300t]<BR>
Mdrive 6-g         Mcr 110.5               221t<BR>
Pplant-9             Mcr 351                  117t<BR>
Jump-4               Mcr 260                   65t<BR>
Fscoops             Mcr   1.3                  ---<BR>
Fplant                Mcr    .03                  3t<BR>
Fuel--Jump                  ---                 520t<BR>
Fuel--Plant                  ---                  117t<BR>
Bridge                Mcr    6.5                 26t<BR>
Mod6fib comp    Mcr    83                 14t<BR>
7turrets beam lasers<BR>
3ea trt, 21 total     Mcr   21                  7t<BR>
2turrets sandcasters<BR>
3ea trt, 6 total     Mcr    1.5                 2t<BR>
3turrets partical accelerator<BR>
1per trt, 3 total   Mcr     9                   9t<BR>
1 turret/hardpoint empty<BR>
KK type35 Pinnace (from Kinunir, listed<BR>
in Adv1. and Book 5 HG2)<BR>
35 ton pinnace    Mcr     21.7 [35t incl below]<BR>
small craft bay    Mcr       .07               35t<BR>
66 crew@2t ea   Mcr    16.5              132t<BR>
space left:                    ---                   32t<BR>
sub total:              Mcr 1025.1std     1300t<BR>
<BR>
crew:  7 gunners, 4 engnrg, 4 flight,<BR>
2 service, 15 command = 32 crew<BR>
34 Marine Jump troop platoon = 34 total<BR>
<BR>
Arch fees              Mcr 10.251 std<BR>
class discount        Mcr 820.08 std<BR>
<BR>
Heres my class names:<BR>
Nudkii class 400t gunboat<BR>
Armangac class 600t patrol boat<BR>
Akhisandar class 1300t patrol cruiser<BR>
<BR>
Dan Roseberry(plop101) Plop-Amelii ship builders<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 8 Dec 1999 23:24:58 -0800<BR>
From: "Luther Martin" <tml@ksarul.com><BR>
Subject: Re: Ship Skipping thread revisited<BR>
<BR>
How about this for a way to prevent skipping? Every time you make the<BR>
payment on your ship, you get some sort of update to your ship's<BR>
identification transponder. Without the update, your transponder will not<BR>
function, or it still functions, but  you will be identified as one of<BR>
*those* people to the authorities. The updating is done using high TL<BR>
cryptography, so any sophisticated attempt to bypass the security will cost<BR>
more to mount than the ship is worth. There is some sort of grace period,<BR>
say 90 days, before the transponder stops functioning normally. Or the grace<BR>
period may be configurable, so that with permission (that is advance<BR>
payments made) from the lienholder you can go on extended journeys. I<BR>
envision this service being performed by a trusted third party, neither the<BR>
bank nor the ship owner. Probably a service which some sort of government<BR>
provides. Planetary? Imperial?<BR>
<BR>
Just in case anyone is curious, a number of companies today are developing<BR>
the technology to use cryptographic techniques to limit access to goods or<BR>
services to paying customers.  You can create digital music which you need<BR>
to pay per listening for, and so forth. By advanced TLs, this will be a very<BR>
advanced technology. I assume that some of the really dangerous toys (FGMPs,<BR>
Battle Dress, nuclear weapons, etc) will have some sort of advanced<BR>
technology preventing unauthorized use. You can steal it, but you can't use<BR>
it.<BR>
<BR>
You might even have civilian shipboard weapons locked up in a very secure<BR>
way, so that strict licensing requirements for their operation can be<BR>
enforced. For example, in peaceful regions of space it may be illegal to<BR>
have weapons unlocked. When you travel to the more dangerous places, you<BR>
apply for a license for the use of your weapons. A suitable government<BR>
representative performs the unlocking for you, which is only valid for a<BR>
preset interval.<BR>
<BR>
Another application is to shipboard software. You use a cryptographic<BR>
technique of some sort to activate the software. This way you can't just<BR>
make a copy of that Predict-12 program for your friends to use.<BR>
<BR>
</rambling><BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 8 Dec 1999 23:30:29 -0800 (PST)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Traveller-digest V1999 #1463<BR>
<BR>
I've gotten digest #1463 three times at<BR>
gmgoffin@yahoo.com, but not at all, so far as I<BR>
recall, at gmgoffin@pacbell.net.  What's going on?<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Thousands of Stores.  Millions of Products.  All in one place.<BR>
Yahoo! Shopping: http://shopping.yahoo.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 8 Dec 1999 23:38:28 -0800<BR>
From: "Jason T. Barnabas" <cybernaut@netzero.net><BR>
Subject: Re: (Almost) Tidally Locked Worlds<BR>
<BR>
Charles Collin <charles@hebb.psych.mcgill.ca> wrote:<BR>
> > Well, based on the formula you just gave, 273*Kelvin* + 10*Celcius*<BR>
=>283K<BR>
> > * 0.15 = 42.45 Kelvin, or -230.55 Celcius. A tad chillier than yourfirst<BR>
> > result... or have I missed something (I don't have WBH of GS...yet... to<BR>
> > check)<BR>
<BR>
(273 + 10) * 0.15 = 283 K * 0.15 = 4.245 K<BR>
<BR>
> Hmm, I hadn't considered that the units might be Kelvin, but it seems odd<BR>
> to mix units like that, no?  Anyway, I'll check tonite to see if that<BR>
> works out.  Also, I'm pretty sure the formula I gave was the effect of<BR>
> nighttime cooling.  So the 42.45 degrees is subtracted from the base temp,<BR>
> giving an even warmer cold pole at around -30 C.<BR>
<BR>
Actually, the "size" of a Kelvin and a degree Celcius are<BR>
identical.  Converting from one scale to the other is a<BR>
matter of adding or subtracting 273.15 of those units.  I'm<BR>
guessing that the author(s) of the text you are working<BR>
from rounded this down to 273 (a common practice for<BR>
approximations).  So, they aren't mixing them, the<BR>
addition of 273 is a conversion factor.  The result (4.245)<BR>
is a Kelvin measure, so you don't subtract it from the<BR>
base.  That would only give you a cold pole temp of less<BR>
than 6 deg. C.  I believe the correct temp would be<BR>
slightly less than -269 deg. C.<BR>
<BR>
> <Leonard><BR>
> The fact that there *has* to be atmospheric circulation (ie *weather*,<BR>
> and some "climate") or else all the atmosphere will wind up in a big<BR>
> stack at the middle of darkside, melting away on one side and building<BR>
> up on the other as the planet slowly rotates.<BR>
><BR>
> Actually, any such figures are going to be a *guess* since we don't<BR>
> *have* a planet with anything *close* to those specs to work with.<BR>
> </Leonard><BR>
><BR>
> Yes, I know that.  But still, assuming that all other things are equal,<BR>
> one would expect that the cold pole would be colder than earth's north<BR>
> pole, no?  I mean consider if the earth became tidally locked, one would<BR>
> expect the cold pole to be colder than the arctic/antarctic, right?  Of<BR>
> course, this world is smaller, so convection might work more<BR>
> efficiently...<BR>
><BR>
> <Leonard><BR>
> The north and south poles won't be much different in temp from anyplace<BR>
> else along the teminator. But if you make the terminator unihabitable<BR>
> what are they going to use for food? You can't grow anything on the<BR>
> dark side.<BR>
><BR>
> I suppose it'd work if you made only the "hot pole" habitable.<BR>
> </Leonard><BR>
><BR>
> Ya, that's what I'm thinking.  Or maybe just a band between the hot pole<BR>
> and the terminator.  The thing is that if the terminator is comfy, you<BR>
> could just stay at the poles without having to worry about moving around<BR>
> to stay in habitable areas.<BR>
<BR>
Not if there were much of an axial tilt.  Even as far south<BR>
as Cicilly, Alaska ( ;-) ) they have days (and nights) that<BR>
last for several weeks.  Can you imagine what it would be<BR>
like to have darkness for 3+ years at a stretch?  You would<BR>
not, probably could not, stay in that place "year round."<BR>
- --<BR>
Jason<BR>
___________________________________________<BR>
    The rules have changed...  Get paid to surf the web.<BR>
http://www.alladvantage.com/home.asp?refid=BMM-972<BR>
Please tell them BMM-972 if they ask who recruited you.<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
__________________________________________<BR>
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Get your FREE Internet Access and Email at<BR>
http://www.netzero.net/download/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 9 Dec 1999 02:50:14 -0500<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: re: Well guys, there goes our salvage...<BR>
<BR>
>From: Dan Roseberry <rosebee@troi.csw.net><BR>
><BR>
>>From: isteve@outhere.f9.co.uk<BR>
><BR>
>>How do people handle salvage rights?  For that<BR>
>>matter, *how do they work in the real world?*<BR>
><BR>
>Got ideas on that Mars probe, eh?<BR>
><BR>
>Here's a question thats confused me:  How would the 3I<BR>
>characterize the difference between 'salvage rights' and<BR>
>'prizes'? Do the terms overlap, or are they meant to<BR>
>distiguish between craft recovered by civilians vs. craft<BR>
>recovered by the military?<BR>
><BR>
>Dan Roseberry(plop101) Plop-Amelii ship builders<BR>
>"Never, ever, gut shoot a Tree Kraken. Ughh."<BR>
<BR>
If you come across a derelect hull drifting in space<BR>
that's Salvage.<BR>
If you come across a ship that you proceed to<BR>
attack and board that's a prize.<BR>
<BR>
David Shayne<BR>
<BR>
+++++++++++++++++++++++++++++++++++<BR>
Old version - Build a better mousetrap and<BR>
the world will beat a path to your door.<BR>
New version - Build a better mousetrap and<BR>
some @$*% will build a better mouse.<BR>
+++++++++++++++++++++++++++++++++++<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 9 Dec 1999 17:47:56 +1100 <BR>
From: "Hughes, Michael" <Michael.Hughes@cbr.defence.gov.au><BR>
Subject: SEC: UNCLASSIFIED For all you Clandestine buffs....<BR>
<BR>
http://www.gwu.edu/~nsarchiv/NSAEBB/NSAEBB4/ciaguat2.html<BR>
<http://www.gwu.edu/~nsarchiv/NSAEBB/NSAEBB4/ciaguat2.html> <BR>
<BR>
The below link is a transcript of a recently released Intell doc from the US<BR>
regarding Guatemala. It's a how to of elimination.<BR>
<BR>
God bless America. <BR>
<BR>
<BR>
Michael <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 8 Dec 1999 23:57:16 -0800<BR>
From: "Jason T. Barnabas" <cybernaut@netzero.net><BR>
Subject: Re: Changing Stereotypes<BR>
<BR>
Douglas E. Berry <gridlore@pop.mindspring.com> wrote:<BR>
> When ever anybody launched a missile from a large<BR>
> ship, they [the Battlestar Galactica producers] used a piece of film<BR>
> showing the rear end of a four-engined<BR>
> craft leaving a tube.  It's the escape pod C-3PO and R2-D2 use at the<BR>
> beginning of SW:ANH.<BR>
<BR>
I believe that that piece of footage was a stock piece<BR>
that came from NASA.  Anyone happen to know what it<BR>
was before it was coopted by Holly Wood?<BR>
- --<BR>
Jason<BR>
___________________________________________<BR>
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<BR>
Date: Thu, 9 Dec 1999 09:06:08 +0100 (MET)<BR>
From: Tommy Grav <tommy.grav@astro.uio.no><BR>
Subject: Re: Captain with the away team<BR>
<BR>
On Thu, 9 Dec 1999, The Roc wrote:<BR>
<BR>
>What about PC's on an IISS mission to "Explore this system, lads."  Does the<BR>
>PC in charge of the mission remain on board while the others go down and<BR>
>deal with all the dangerous encounters?  Doesn't make for an exciting night<BR>
>for the leader's player I'd think if the session went for several hours and<BR>
>the leader just sat there reading a Dragon mag or a comic?  For the same<BR>
>reason, I think the away team in the ST universe contains senior officers,<BR>
>similar rules?  But that's just me, it's not for realism as much as "fun?"<BR>
<BR>
I agree with you that if some player is going to have a boring time due<BR>
to some realistic rule that easily can be bent it should be bent. The problem<BR>
with Star Trek is that the impropable and unrealistic takes totally over.<BR>
<BR>
I saw a ST episode a couple of weeks back were the Enterprise come upon this<BR>
apparently dead world that used to be the HQ of a armsselling race. An<BR>
away team is sent to investigate, Data, Riker and Tasha Yar. They get <BR>
cut out from the Enterprise "beam me up"-escape route and attacked by<BR>
some kind of weapon that encases Riker in suspension. It's impossible<BR>
to beam out of there, there is some kind of weapon there that has attacked<BR>
the away team. Who do they send down to help? Not the 1st security team<BR>
lead by Worf in Battle dress and with heavy guns together with a med<BR>
team. No, no, no!!!! Send the captain and the cheif medical officer, both<BR>
unarmed. The captain wasn't wearing anything but his red suit! (And he <BR>
didn't get killed either).<BR>
<BR>
It might seem like fun to you, but that just broke the line for me as <BR>
utterly incompetent and stupid. Are the writers of the show that brain-dead<BR>
that they couldn't write an episode about machines-taking-over-and-destroying-<BR>
its-makers without letting the crew seem like total fools and morons.<BR>
<BR>
>-- The Roc<BR>
<BR>
<BR>
<BR>
Tommy Grav<BR>
- -------------------------------------------------------------<BR>
tommy.grav@astro.uio.no     http://www.uio.no/~tommygr/  <BR>
Institute of Astrophysics, UiO, No  <BR>
IMTU tn++t4+tg+ ru+ge++ !3i jt+au+st+ls hi++dr-so++zh-sy-sw++ <BR>
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<BR>
------------------------------<BR>
<BR>
Date: Thu, 9 Dec 1999 00:21:29 -0800<BR>
From: "Jason T. Barnabas" <cybernaut@netzero.net><BR>
Subject: Re: electronic warfare<BR>
<BR>
Rick Stump <rick_stump@hotmail.com> wrote:<BR>
> I agree. Scouts use radios too much, company commanders use radios too<BR>
much,<BR>
> and forward observers might as well just call me on a phone and *tell* me<BR>
> where they are. 'Course, I *liked* it that way.<BR>
> In the Persian Gulf I was briefing the 6th Light Armor (French) and asked<BR>
> how long they thought they could speak on the radio before an enemy could<BR>
> fix their position. The concensus was 15 seconds. When I told them that in<BR>
> 15 seconds the rounds would already be in the air, they thought I was<BR>
> kidding. During the war the tactical elements were pretty quiet, but their<BR>
> commanders and support were often on for 1+ minute at a time. And most<BR>
> armies aren't any better. Commanders get 'addicted' to information very<BR>
> quickly, especially in high-stress situations like combat. Generals 'need'<BR>
> to know what is happening in that critical battalion, company commanders<BR>
> 'must have' artillery support right now, etc. If you leave them alone for<BR>
a<BR>
> time, they do what they are trained to do - trust the equipment.<BR>
> Then you kill them.<BR>
> ObTrav: Imperial Intelligence probably has a whole lotta' electronic<BR>
warfare<BR>
> stuff, ranging from deep space listening arrays to detect old radio<BR>
signals<BR>
> from solar systems 3-4 light years away to 'tramp far traders' that<BR>
actually<BR>
> have tons of electronics in their bay and an extendable antenna in their<BR>
air<BR>
> raft berth<BR>
<BR>
With all the modern technology available, I'm surprised<BR>
that someone hasn't integrated a computer with voice<BR>
recognition software.  You talk to in the mic just like<BR>
normal, the computer digitally records your words and<BR>
sends it out at say 56 K.  Even with a redundant copy to<BR>
verify from, a two minute report would take less than a<BR>
10th of a second to transmit.  While there would be a lag<BR>
time of the same length as the time it takes you to say<BR>
your piece, I would imagine that the safety factor would<BR>
more than make up for the annoyance factor.  Well, it<BR>
would for me anyhow.<BR>
- --<BR>
Jason<BR>
__________________________________________<BR>
    The rules have changed...  Get paid to surf the web.<BR>
http://www.alladvantage.com/home.asp?refid=BMM-972<BR>
Please tell them BMM-972 if they ask who recruited you.<BR>
<BR>
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<BR>
Date: Wed, 8 Dec 1999 23:27:11 -0800 (PST)<BR>
From: Kyle Schuant <kyle3054@yahoo.com><BR>
Subject: Re: Salvage Rights in Space & skipping<BR>
<BR>
> If the ship has a pathogen, parasite, or pirate on<BR>
> board, then<BR>
> fun may commence.<BR>
> <BR>
> -Rob<BR>
> <BR>
Or worse, money still owing on it. Unless, of course,<BR>
the ship's transponder, source of the IFF freqs and,<BR>
apparently, the "oh bugger we forgot to pay the<BR>
mortgage again" signal, or ship's licence plate<BR>
number, is housed, unless this has been blown out...<BR>
which raises another solution for PCs with too much<BR>
time and debt on their hands... forget breaking the<BR>
codes, rip out the transponder! No more code problem.<BR>
Of course that's a problem in the more lawful parts of<BR>
space, but hey, most PCs I've seen don't mind sticking<BR>
to the more lawless parts... A bit like not having<BR>
your licence plate in NYC, as opposed to not having it<BR>
in Guatamala...<BR>
> <BR>
<BR>
<BR>
=====<BR>
KA Schuant<BR>
member: Chef's Guild International, Sporting Shooter's Assoc, Amnesty Int, Carlton Soccer Club<BR>
Melbourne<BR>
Australia<BR>
<BR>
"Duct tape is like the Force: it has a light side, a dark side, and it binds the universe together"<BR>
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------------------------------<BR>
<BR>
Date: Thu, 09 Dec 1999 01:42:06 -0800<BR>
From: Keith Johnson <keithalanjohnson@home.com><BR>
Subject: Re: Postman, CCGs, Communications Variability <BR>
<BR>
At 01:22 AM 12/9/99 -0500, you wrote:<BR>
>Date: Wed, 8 Dec 1999 23:30:59 -0500<BR>
>From: "Chris Seamans" <semo@pil.net><BR>
><BR>
> > True, but CCGs have seriously displaced where the money of<BR>
> >roleplayers is  going.<BR>
><BR>
>I would disagree with that. It's frequently claimed that CCGs are pulling<BR>
>money away from RPGs, but it's significant to note that the sales of RPGs<BR>
>were in decline even before CCGs came on the scene.<BR>
<BR>
They are pulling money away from RPGs, however I don't think that CCGs are <BR>
going to kill RPGs.  I just think that there is now another thing that a <BR>
gamer would spend his money on, and thus the amount of money that is <BR>
normally channeled into RPGs is reduced.<BR>
<BR>
As for RPG sales being in decline, I absolutely agree with you.  Don't <BR>
blame CCGs.  They are a factor, but it also falls on business/marketing <BR>
decisions as well (just ask GDW on both counts).<BR>
<BR>
<BR>
> >Wargames are still being played and created, but nothing like the<BR>
> > scale how like they were before RPGs.  There definitely has been a<BR>
> >vast  shrinking of the roleplaying gaming "industry".  From the >estimates<BR>
>I have  heard, the industry is one twentieth the size it was<BR>
> >ten years  ago.  Personally, I am pointing my fingers at CRPGs, and >not<BR>
>CCGs.<BR>
><BR>
>The industry may be smaller, but I'm not sure that the market is smaller.<BR>
>TSR and White Wolf have both expanded their product lines in a big way in<BR>
>the last few years. I think the cold, hard truth is that TSR (after the<BR>
>purchase by WotC) and White Wolf have both been doing something right.<BR>
<BR>
The overall influx of money that goes into the market _is_ smaller than was <BR>
before.  Is it temporary?  A sign of things to come, or just a statistical <BR>
fluke?  Beats the heck out of me.  Regardless, a lot of companies that were <BR>
on "the gravy train" and made money from their games no matter what crap <BR>
they put out had to seriously readjust their business mentality.  The smart <BR>
companies readjusted to the changing market, and have aggressively tried to <BR>
retake the market.  Personally, I think WW, SJ Games, TSR and few others <BR>
have their heads screwed on straight and are planning for the future, <BR>
rather than milking the industry dry as it sinks like a stone.<BR>
<BR>
<BR>
>I don't think that it's CRPGs which are pulling from the market. I think<BR>
>that it's just computer games in general. Computer games are capable of<BR>
>offering many of the same sorts of things that RPGs do. The old-fashioned GM<BR>
>has been replaced by the level designer. Computer games are hassle free.<BR>
>Your average kid can come home from school, get on the net and play Quake<BR>
>III or Unreal Tournament for a few hours, while RPGs require much more<BR>
>structure, and much more hassle.<BR>
><BR>
>I'd wager money that most of the people on this list, even though they<BR>
>consider themselves roleplayers, aren't currently involved in a campaign.<BR>
>That's not an attack on anybody, that's merely the reality of the situation.<BR>
<BR>
I agree that CRPGs are not RPGS.  CCGs are a whole different animal all <BR>
together.<BR>
<BR>
What I am talking about is that all of those types of games are aiming for <BR>
the disposable income of your average gamer.<BR>
<BR>
A gamer only has so much to spend on, so if you want to pick up a "few" <BR>
booster packs of the latest MtG set, most likely you will pass on picking <BR>
up Far Trader until next month.  If you decide to spend you cash on Alpha <BR>
Centauri, there is less going the direction of Pokemon.<BR>
<BR>
<BR>
> > Of course, that doesn't stop me from playing Alpha Centauri.  So it<BR>
> >goes.<BR>
><BR>
>Fine, but remember: You have the blood of the roleplaying industry on your<BR>
>hands! ;)<BR>
<BR>
If it's up to me to save the game industry, I'm going to be asking for a <BR>
raise. :)<BR>
_________________________________________________________<BR>
Rev. Keith Johnson      /\     keith@sjgames.com<BR>
Assistant Webmaster    /()\    keithalanjohnson@home.com<BR>
Steve Jackson Games   /____\   reverendkeith@hotmail.com<BR>
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<BR>
End of Traveller-digest V1999 #1467<BR>
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