<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2900</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2900<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>
There be pirates<BR>
RE: Iain Bank's Next Culture Novel<BR>
GT: Starships<BR>
Re: FFS3/GT : Starships compatibility issues<BR>
RE: Imperial Legions<BR>
Re: Fuel question<BR>
Re: There be pirates<BR>
RE: There be pirates<BR>
RE: FFS3: Power Systems<BR>
RE: EW Relevance to FFS3<BR>
Re: Chat (Traveller-digest V1999 #2897)<BR>
Teleshot cartridge<BR>
[none]<BR>
Backengineered DURPS Modules  part 2<BR>
Recall: Backengineered DURPS Modules  part 2<BR>
FW: Backengineered GURPS Modules  part 2<BR>
Re: Teleshot cartridge<BR>
Land Grants at Mustering Out (was: Imperial Legions)<BR>
101 things to do with an S-class scout<BR>
RE: Darwin's Radio plausible?<BR>
RE: Ship Sizes<BR>
Archives<BR>
Re: There be pirates<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 06:54:47 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: There be pirates<BR>
<BR>
Dudes,<BR>
<BR>
Whilst running a Trav session last night I had my players ambushed by a<BR>
heavily modified corsair (it had grapples that could inflitrate a jump grid<BR>
and thus jump with a 200 ton ship). Any hoo, as he session ended they had<BR>
nearly wiped out the pirate crew thanks to some nifty teleport action.<BR>
<BR>
The question is what rights do they have to the corsair (a re-fitted bulk<BR>
far trader)? Do they get salvage? Do they get prize rights? The commander of<BR>
the trader that got grappled is a former Imperial Naval Captain who is on<BR>
the reserve lists. Is there some sort of reg he could use to claim it?<BR>
<BR>
Oh and after a pirate incident, does the navy hold an investigation? Would<BR>
they crawl over both ships etc?<BR>
<BR>
Any advice gratefully accepted<BR>
<BR>
Thanks in advance,<BR>
<BR>
Michael<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 10:04:38 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Iain Bank's Next Culture Novel<BR>
<BR>
Wahoo!<BR>
<BR>
> -----Original Message-----<BR>
> From: SD Mooney [mailto:dom@cybergoths.u-net.com]<BR>
> Sent: 08 August 2000 00:53<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: OT: Iain Bank's Next Culture Novel<BR>
> <BR>
> <BR>
> Just a head up that the latest (September 2000) issue of SFX has an <BR>
> in depth interview with Iain Banks which includes discussion of 'Look <BR>
> to Windward', the next Culture novel. Apparently he's taking a break <BR>
> for a while after this one.<BR>
> <BR>
> I haven't checked to see the release date yet.<BR>
> <BR>
> Dom<BR>
> ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
> "We tell the tales of heroes to remind ourselves that we too<BR>
> can be great" - John Wick, 7th Sea<BR>
> http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 05:07:26 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: GT: Starships<BR>
<BR>
>Date: Tue, 8 Aug 2000 01:01:41 -0400 (EDT)<BR>
>From: Dalton Spence <dalton.spence@hwcn.org><BR>
>Subject: FFS3/GT: Starships Compatibility Issues<BR>
><BR>
>This reply has also been sent to the newsgroups.<BR>
>At the moment two major books for designing Traveller starships are<BR>
>under development: "Fusion, Fire & Steel version 3" and "GURPS<BR>
>Traveller: Starships." It would really be nice if ships designed for<BR>
>one game system could be ported to the other. Is anyone making sure<BR>
>that these two books aren't going to be wildly incompatible?<BR>
<BR>
While that's a laudable goal, it may not be very practical. GT: Starships,<BR>
by contract, is required to be compatible with the following items already<BR>
(basically in order):<BR>
<BR>
- -- previously published GT material<BR>
- -- GURPS Vehicles<BR>
- -- classic Traveller sources, including Book 2, High Guard, and TCS<BR>
<BR>
GURPS Vehicles is in there because this is a GURPS sourcebook; the<BR>
application of it, however, is flexible and open to interpretation. Even<BR>
FF&S and FF&S2 aren't on the required list, much less a hypothetical,<BR>
fan-designed FF&S3.<BR>
<BR>
I won't say that it *can't* happen -- in fact, much of the current draft is<BR>
drawn directly from FF&S/FF&S2, because they offered the best descriptions<BR>
and rationale available -- but the author has to answer to his masters'<BR>
wishes first, as expressed in his contractual obligations.<BR>
<BR>
It should come as a great relief to some of you that I am no longer that<BR>
author. I have had to bow out, due primarily to the requirements of my real<BR>
job. A new author has been chosen but not yet contracted, so I'll pass on<BR>
announcing my successor until he is ready. In any case, you will not have<BR>
to worry about my heretical views informing the GT: Starships project.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 19:07:53 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: FFS3/GT : Starships compatibility issues<BR>
<BR>
> From: Dalton Spence <dalton.spence@hwcn.org><BR>
> Subject: FFS3/GT: Starships Compatibility Issues<BR>
><BR>
> This reply has also been sent to the newsgroups.<BR>
> At the moment two major books for designing Traveller starships are<BR>
> under development: "Fusion, Fire & Steel version 3" and "GURPS<BR>
> Traveller: Starships." It would really be nice if ships designed for<BR>
> one game system could be ported to the other. Is anyone making sure<BR>
> that these two books aren't going to be wildly incompatible?<BR>
<BR>
The answer is sort of.<BR>
<BR>
Basically, there are some fundamental decisions in the Gurps Trav/Gurps<BR>
vehicles systems that will result in incompatibilities.<BR>
<BR>
The most notable is the stupid, brain damaged and economy-breaking 20%<BR>
volume charge on streamlining, but the 'hidden' 10% efficiency gain on jump<BR>
drives and the free extra volume from turrets gets a mention as well.<BR>
<BR>
On the other hand, G:T's starship system was designed to build Classic Trav<BR>
starships, and FFS3 will be designed to build them as well, so it's not<BR>
going to be that bad.<BR>
<BR>
It will probably break down at the ends, but it shouldnt be too bad in the<BR>
middle.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 10:19:14 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Imperial Legions<BR>
<BR>
I image that Aslan might find that an incentive to join up. Certainly thats<BR>
how the Darrians recruit Aslan Mercs<BR>
<BR>
> -----Original Message-----<BR>
> From: Antony Farrell [mailto:Skaran@bigpond.com]<BR>
> Sent: 08 August 2000 09:04<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Imperial Legions<BR>
> <BR>
> <BR>
> <BR>
> Just a thought, based on adjusting the mustering out tables. <BR>
> In the Roman<BR>
> empire legionnaires upon retirement often received their <BR>
> "retirement pay" as<BR>
> a mixture of money and land grant.<BR>
> <BR>
> Could the 3I have such a scheme, ie less retirement funds <BR>
> (mustering out<BR>
> funds) but a land grant somewhere (probably a distant <BR>
> frontier world)? A<BR>
> good adventure hook for newbies and not so newbies.<BR>
> <BR>
> Antony<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 02:27:49 -0700 (PDT)<BR>
From: Terry Mixon <tlmixon@yahoo.com><BR>
Subject: Re: Fuel question<BR>
<BR>
- --- Michel Vaillancourt <misha@empire.atlantic-online.ns.ca> wrote:<BR>
<BR>
> At 03:16 AM 8/3/00, you wrote:<BR>
> >How would one go about looking at trade and deterimine roughly how<BR>
> >many ships pass through and then how much fuel would be used? I have<BR>
> >an idea to create something and would need a way to know how much<BR>
> >fuel is purchased in a starport over a year. Can anyone toss an idea<BR>
> >my way?<BR>
> ><BR>
> >Thanks,<BR>
> ><BR>
> >Terry<BR>
> <BR>
>          Hi, Terry!  One of the GT supplements covers this off.  I<BR>
> don't <BR>
> know if it is STARPORTS or another one.  I have an abstract system I<BR>
> worked <BR>
> up some time ago for my CT/HG TNEC milieu.  If you like I can dig it<BR>
> out <BR>
> and post it.  I based it on the speculative trade rules in the CT<BR>
> book and <BR>
> worked it upwards.<BR>
<BR>
Probably starports then. I picked it up and then forgot it on my <BR>
two month stay in Russia. Still, I would like to see your system.<BR>
<BR>
<BR>
Thanks.<BR>
<BR>
Terry<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Kick off your party with Yahoo! Invites.<BR>
http://invites.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 11:28:53 +0300<BR>
From: Paul =?iso-8859-1?Q?K=FCnnap?= <paul@sorainen.ee><BR>
Subject: Re: There be pirates<BR>
<BR>
Karen and Michael Hughes wrote:<BR>
<BR>
> The question is what rights do they have to the corsair (a re-fitted bulk<BR>
> far trader)? Do they get salvage? Do they get prize rights? The commander of<BR>
> the trader that got grappled is a former Imperial Naval Captain who is on<BR>
> the reserve lists. Is there some sort of reg he could use to claim it?<BR>
<BR>
I don't think it's likely. To allow civilians capture other ships (under<BR>
any circumstances) and keep them is too risky (I bet those repo guys<BR>
have problems with this all the time "... but I swear they let us in<BR>
voluntarily..."). <BR>
<BR>
What the pcs should be able to get is a warm handshake (after the<BR>
inquiry), a medal or two, perhaps some prize money a shipping company<BR>
may have offered on the pirates and compensation of damages out of<BR>
revenue the navy gets from selling the corsair at an auction (which<BR>
should take some time to organise), unless the original owner of the<BR>
corsair (if the pirates had originally captured it) shows up and claims<BR>
the ship back.<BR>
<BR>
 <BR>
> Oh and after a pirate incident, does the navy hold an investigation? Would<BR>
> they crawl over both ships etc?<BR>
<BR>
Sure there must be a thorough investigation, after all lives have been<BR>
lost, there has been a number of serious crimes. Both ships should be<BR>
taken to a navy base and thoroughly searched.<BR>
<BR>
The navy should scrutinize every action of the pcs. Who killed which<BR>
pirate, how and was it possibly an exaggeration of force? How exactly<BR>
did the characters get on board the corsair? What was the nifty teleport<BR>
bit? Illegal psionics? Did any of the PCS know any of the pirates<BR>
before? What were you doing in that system in the first place? What is<BR>
that exotic ammunition found under one of the pcs bunk? Do any of the<BR>
PCs know Jasper Oplum? Are they sure? Where were they on 122-1115?<BR>
Protests? Sir, with all due respect, may I remind you that you're no<BR>
longer in the navy, Sir!<BR>
<BR>
In addition, there could be a nice jurisdiction quarrel between<BR>
different naval departments, system defence forces and ministry of<BR>
justice that could offer some adventure possibilities.<BR>
<BR>
Paul<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 10:36:43 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: There be pirates<BR>
<BR>
At what point did the nifty teleporting take place? I'm sure a talented<BR>
prosecutor could make the case that if the teleportation took place before a<BR>
shot was fired, and the teleporter travelled from the PC ship to the pirate<BR>
ship, then the PCs were the aggressors!<BR>
<BR>
> -----Original Message-----<BR>
> From: Paul Knnap [mailto:paul@sorainen.ee]<BR>
> Sent: 08 August 2000 09:29<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: There be pirates<BR>
> <BR>
> <BR>
> Karen and Michael Hughes wrote:<BR>
> <BR>
> > The question is what rights do they have to the corsair (a <BR>
> re-fitted bulk<BR>
> > far trader)? Do they get salvage? Do they get prize rights? <BR>
> The commander of<BR>
> > the trader that got grappled is a former Imperial Naval <BR>
> Captain who is on<BR>
> > the reserve lists. Is there some sort of reg he could use <BR>
> to claim it?<BR>
> <BR>
> I don't think it's likely. To allow civilians capture other <BR>
> ships (under<BR>
> any circumstances) and keep them is too risky (I bet those repo guys<BR>
> have problems with this all the time "... but I swear they let us in<BR>
> voluntarily..."). <BR>
> <BR>
> What the pcs should be able to get is a warm handshake (after the<BR>
> inquiry), a medal or two, perhaps some prize money a shipping company<BR>
> may have offered on the pirates and compensation of damages out of<BR>
> revenue the navy gets from selling the corsair at an auction (which<BR>
> should take some time to organise), unless the original owner of the<BR>
> corsair (if the pirates had originally captured it) shows up <BR>
> and claims<BR>
> the ship back.<BR>
> <BR>
>  <BR>
> > Oh and after a pirate incident, does the navy hold an <BR>
> investigation? Would<BR>
> > they crawl over both ships etc?<BR>
> <BR>
> Sure there must be a thorough investigation, after all lives have been<BR>
> lost, there has been a number of serious crimes. Both ships should be<BR>
> taken to a navy base and thoroughly searched.<BR>
> <BR>
> The navy should scrutinize every action of the pcs. Who killed which<BR>
> pirate, how and was it possibly an exaggeration of force? How exactly<BR>
> did the characters get on board the corsair? What was the <BR>
> nifty teleport<BR>
> bit? Illegal psionics? Did any of the PCS know any of the pirates<BR>
> before? What were you doing in that system in the first place? What is<BR>
> that exotic ammunition found under one of the pcs bunk? Do any of the<BR>
> PCs know Jasper Oplum? Are they sure? Where were they on 122-1115?<BR>
> Protests? Sir, with all due respect, may I remind you that you're no<BR>
> longer in the navy, Sir!<BR>
> <BR>
> In addition, there could be a nice jurisdiction quarrel between<BR>
> different naval departments, system defence forces and ministry of<BR>
> justice that could offer some adventure possibilities.<BR>
> <BR>
> Paul<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 10:41:47 +0100 <BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
> -----Original Message-----<BR>
> From: eris@pcola.gulf.net [mailto:eris@pcola.gulf.net]<BR>
> Sent: 08 August 2000 08:34<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: FFS3: Power Systems<BR>
> <BR>
> <BR>
> On 08/07/00 at 10:14 PM,  "Tsykoduk" <Tsykoduk@bigfoot.com> said:<BR>
<snip> <BR>
> >IMHO I do not like the formula presented - it smacks too <BR>
> much of space<BR>
> >master.<BR>
> <BR>
> >(shivers run down spine)<BR>
> <BR>
> >;)<BR>
> <BR>
> We disagree, because I do.  <BR>
> <BR>
> Can you give a more detailed reason for your objection?<BR>
> <BR>
> <BR>
> Eris<BR>
<BR>
Aside from it using square roots (which pretty much require the use of a<BR>
calculator for the vast majority of people), I quite like it. It's a<BR>
simple concept that does the required job. What more could be asked<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 07:20:55 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: EW Relevance to FFS3<BR>
<BR>
At 01:10 AM 8/7/00, you wrote:<BR>
>Another possibility is using the output of the nearby star as your<BR>
>transmitter. If you are closer to the star than the opponent, you may be<BR>
>able to look for a return from the radiation which the star gives you for<BR>
>free. The benefits of active sensors without the drawbacks?<BR>
<BR>
         Basically, this is passive sensing using an alternate illumination <BR>
source.  And it should work just dandy.  Providing the other craft has no <BR>
stealth features.<BR>
<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 10:29:12 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: Re: Chat (Traveller-digest V1999 #2897)<BR>
<BR>
For Info: When replyling off-list, I click on the email address of the <BR>
person I wish to send to (ie JFZeigler@aol.com) which opens a new mail to <BR>
the 'addressee' only - saves this sort of thing.<BR>
<BR>
<<Quick Moan On>><BR>
Also, can people please refrain from requoting *all* of a previous message <BR>
if at all possible as I only get the Digest version, and it gets hard to <BR>
spot all the new bits... plus Hotmail doesn't like me having a huge <BR>
mailbox...  Ta everso.<BR>
<<Quick Moan Off>><BR>
<BR>
<<SNIP>><BR>
>Date: Mon, 7 Aug 2000 18:52:41 EDT<BR>
>From: JFZeigler@aol.com<BR>
>Subject: Re: Chat<BR>
><BR>
>That was meant to go to LKW, not the list.  Apologies.  Bloody reply-to<BR>
>function. . .<BR>
><BR>
>- ----------<BR>
>Jon F. Zeigler: Mathematician, computer geek, amateur historian, freelance<BR>
>writer, occasional scribbler of bad poetry<BR>
>"For any statement, no matter how innocuous, there exists a nonempty<BR>
>set of people who will take offense at it."<BR>
><BR>
<<UNSNIP>><BR>
<BR>
Jeff (aka Captain Chicken, Leg-end in his own lunchbox).<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 13:46:20 +0300<BR>
From: Antti Lahtinen <lahtinen@ee.tut.fi><BR>
Subject: Teleshot cartridge<BR>
<BR>
 > Actually, teleshot silent shotgun ammunition (developed by AAI), when<BR>
 > fired, is exactly the length of a fired standard (2 3/4") 12 gauge<BR>
 > shotgun shell, and hence can be used in any shotgun that fires<BR>
 > standard 12 gauge ammunition.<BR>
<BR>
	My mistake here. The article I read ("ankkuroituun mntn<BR>
	perustuvat patruunat" or "cartridges based on captive piston")<BR>
	had a drawing of three different shotgun ammunition with elastic<BR>
	propellant containers. One of these was the Teleshot, while the<BR>
	others were a Belgian and a Russian model. In one of these the<BR>
	"elastic captive piston" extended far into the shotgun barrel,<BR>
	but apparently it was not the Teleshot cartridge.<BR>
<BR>
	Shrug. I am getting old. Too much brain research and too little<BR>
	gunsmithing lately.<BR>
<BR>
 > I highly recommend Rinker's book to anyone interested in the technical<BR>
 > aspects of ballistics, but it's pretty dry reading to someone who's<BR>
 > not into guns and has a technical (and mathematical) bent.<BR>
<BR>
	I just ordered it from Amazon, and will compare it to my lecture<BR>
	books. Unfortunately US-made technical books are very unpopular<BR>
	here because many of them use the obsolete imperial unit system<BR>
	which was abolished here over a century ago.<BR>
- --<BR>
       Antti Lahtinen                lahtinen@ee.tut.fi<BR>
       Researcher, MSc (Eng)         http://www.ee.tut.fi/~lahtinen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 12:44:11 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: [none]<BR>
<BR>
Legate Legion wrote...<BR>
<BR>
<<SNIP>><BR>
>     Kira, you brought this up, so you cannot blame me for saying this, but<BR>
>as a Marine, the only women I know of who would sleep with a member of the<BR>
>Airforce or Army is not called a bimbo, but hooker.  *weg*<BR>
><BR>
>     I bid you peace.<BR>
><BR>
>Legate Legion, Section 31 Agent at Large.<BR>
>ICQ # 8973001<BR>
>legate@futureone.com<BR>
<<UNSNIP>><BR>
<BR>
So, what do you call someone who sleeps with a Latr.., oops so sorry MARine? <BR>
  Blind??<BR>
<BR>
As against someone who sleeps with a Spacer (any variety, even -eeww- Navy <BR>
but especially Scouts), who you would call a paragon of good taste and <BR>
intelligence...  *weg*<BR>
<BR>
<BR>
Jeff (aka Captain Chicken, of the EW spyship 'NightHawk'...)<BR>
"Who needs radar when the bad guys're lit up bigger'n a Christmas tree?"<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 13:49:24 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: Backengineered DURPS Modules  part 2<BR>
<BR>
Thrusters:<BR>
<BR>
GTL10 Thruster modules use 4000 kw per module and mass 2 metric tons. This<BR>
is unchanged at GTL12, as the Thrust produced rises from 40 tons to 100.<BR>
<BR>
Sickbay:<BR>
<BR>
Operation tables require 0.5 kw each<BR>
Diagnostic tables use neg. amouts of power.<BR>
Automed use 0.1 kw each<BR>
Computer Terminals, which also appear on the bridge and in engineering, use<BR>
neg. amouts of power.<BR>
<BR>
Low Berths:<BR>
Each Low Berth unit uses 0.2 kw The module uses 0.8kw as a whole<BR>
<BR>
Fuel Processors: 0.3 KW<BR>
<BR>
Utility:<BR>
The Utility module consists of one six-person airlock (identical to the one<BR>
in the engineering module) and 10 GTL10 AG units.<BR>
The AG units use 1000 kw each, so the total for 1 modules worth of AG is<BR>
10000 kw. GTL12 units use the same power, but are smaller. The module<BR>
includes a docking tube, which is unpowered.<BR>
<BR>
Strangely, I can find no referance to life support outside of the cockpit,<BR>
which is a limited, 2 man-day system. Can anyone tell me if this is in GT<BR>
2nd (I'm still on the 1st ed)<BR>
<BR>
Meson Screens/Nuclear Damper: I havn't addressed these yet. Anyone want<BR>
pow.slices for these?<BR>
<BR>
Labs: 3KW. Physics Labs: 300KW<BR>
<BR>
Weaponry: The weapon descriptions already have power requirements show eg<BR>
the GTL10 Space combat laser has 16Mw of componants and recharges in 60<BR>
secs.<BR>
<BR>
That's all I have for now...more available on request<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 13:49:40 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: Recall: Backengineered DURPS Modules  part 2<BR>
<BR>
Jones, Dean would like to recall the message, "Backengineered DURPS Modules<BR>
part 2".<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 13:50:27 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: FW: Backengineered GURPS Modules  part 2<BR>
<BR>
Oops, 'scuse the typo :)<BR>
<BR>
> Thrusters:<BR>
> <BR>
> GTL10 Thruster modules use 4000 kw per module and mass 2 metric tons. This<BR>
> is unchanged at GTL12, as the Thrust produced rises from 40 tons to 100.<BR>
> <BR>
> Sickbay:<BR>
> <BR>
> Operation tables require 0.5 kw each<BR>
> Diagnostic tables use neg. amouts of power.<BR>
> Automed use 0.1 kw each<BR>
> Computer Terminals, which also appear on the bridge and in engineering,<BR>
> use neg. amouts of power.<BR>
> <BR>
> Low Berths:<BR>
> Each Low Berth unit uses 0.2 kw The module uses 0.8kw as a whole<BR>
> <BR>
> Fuel Processors: 0.3 KW<BR>
> <BR>
> Utility:<BR>
> The Utility module consists of one six-person airlock (identical to the<BR>
> one in the engineering module) and 10 GTL10 AG units.<BR>
> The AG units use 1000 kw each, so the total for 1 modules worth of AG is<BR>
> 10000 kw. GTL12 units use the same power, but are smaller. The module<BR>
> includes a docking tube, which is unpowered.<BR>
> <BR>
> Strangely, I can find no referance to life support outside of the cockpit,<BR>
> which is a limited, 2 man-day system. Can anyone tell me if this is in GT<BR>
> 2nd (I'm still on the 1st ed)<BR>
> <BR>
> Meson Screens/Nuclear Damper: I havn't addressed these yet. Anyone want<BR>
> pow.slices for these?<BR>
> <BR>
> Labs: 3KW. Physics Labs: 300KW<BR>
> <BR>
> Weaponry: The weapon descriptions already have power requirements show eg<BR>
> the GTL10 Space combat laser has 16Mw of componants and recharges in 60<BR>
> secs.<BR>
> <BR>
> That's all I have for now...more available on request<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 06:53:56 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Teleshot cartridge<BR>
<BR>
on 8/8/00 3:46 AM, Antti Lahtinen at lahtinen@ee.tut.fi wrote:<BR>
<BR>
>> I highly recommend Rinker's book to anyone interested in the technical<BR>
>> aspects of ballistics, but it's pretty dry reading to someone who's<BR>
>> not into guns and has a technical (and mathematical) bent.<BR>
> <BR>
> I just ordered it from Amazon, and will compare it to my lecture<BR>
> books. Unfortunately US-made technical books are very unpopular<BR>
> here because many of them use the obsolete imperial unit system<BR>
> which was abolished here over a century ago.<BR>
> --<BR>
<BR>
The gun field is particularly a problem in this area.  We still have grains,<BR>
foot-lbs, CUP (copper units of pressure) etc.  I suppose pat of the problem<BR>
is that SI units aren't scaled well for the units involved.  Sort of like<BR>
temperature.<BR>
<BR>
Can you recommend and SI based ballistic book that are in English?  I would<BR>
love to get my hands on material where the working units and examples are<BR>
all in milligrams, newtons, kilopascals etc.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 10:48:33 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Land Grants at Mustering Out (was: Imperial Legions)<BR>
<BR>
Damn!  That's a great idea!  Why did I not think of that?  I've always<BR>
been looking for ways to reduce cash at mustering out.  Mainly this was<BR>
because all of the adventures started with "down and out" characters, but<BR>
the generation system always left them with 10's of KCr in their pockets.<BR>
"We don't need this job, we invest wisely and retire!" :-) <BR>
<BR>
I used to use the "travel allowance" notion, but it's just too easy to<BR>
sell.  I also used the "it's in terms of equipment value", but the land<BR>
thing is even better. <BR>
<BR>
In fact, a good way to bring together a disparate group of PCs would be to<BR>
have them all get adjacent land-shares on some uninhabited frontier world.<BR>
Ya...<off to write some notes><BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 15:57:39 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: 101 things to do with an S-class scout<BR>
<BR>
I'm thinking of writing a JTAS article of 'Stupid Scout Tricks' ; basically,<BR>
tactics for small craft pilots. One of my ideas is to create synthetic<BR>
aperture synthesis  by moving the ship and taking 'sensor snapshots', rather<BR>
than by using multiple Passive EMS arrays. Questions/comments?<BR>
Also, does anyone have any small ship maneuvers they'd be willing to share?<BR>
Finally, please feel free to bombard me with and suggestions of stupid<BR>
things to do with an S-class scout eg bookends for your enless collection of<BR>
Gurps Traveller supplements (sorry Loren, I actually AM a big fan ) :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 11:10:16 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Darwin's Radio plausible?<BR>
<BR>
Mark Preston writes:<BR>
>>Again, not exactly.  When you refered to "our view of species"<BR>
>>I took it to mean the current view of species held by the<BR>
>>biological community.  As I tried to explain, the ideas being<BR>
>>disussed here do not suggest in any way that our (biogists')<BR>
>>view of species is wrong.<BR>
>No - the biological community has, which is what I said. Refer to the<BR>
>new Scientist archives for a good reference.<BR>
<BR>
	I searched the New Scientist archives on the web and found a<BR>
	couple of articles which concentrated on the 'biological<BR>
	species concept' (BSC), just one of several approaches to<BR>
	defining species.  These articles ignored the fact that the<BR>
	vast majority of living things on this planet do not reproduce<BR>
	sexually, and therefore the BSC is useless for them.  This is<BR>
	nothing new, and we have been aware of the challenges of<BR>
	defining species in different groups of organisms for at least<BR>
	100 years.  I have never been told by any biologist that the<BR>
	BSC is the only or even the prefered way of defining species.<BR>
	On the contrary, I have been repeatedly warned to be aware of<BR>
	the strengths and weaknesses of each species definition.<BR>
<BR>
	We are getting pretty far OT, so perhaps we should take it<BR>
	to private e-mail if you wish to discuss the matter further.<BR>
	:)<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 11:29:51 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
enough to carry the spinal mount that you can build.  Another reason to<BR>
turf the computer limits on ship size.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:00:10 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Archives<BR>
<BR>
Are there any up-to-date archives for the TML around?  The only one I can<BR>
find is over a year behind.  No, I'm not making a mistkae with the 1999<BR>
designation, if you check the digests in the archive the latest one is for<BR>
August 1999.<BR>
<BR>
ftp://ftp.mpgn.com/Gaming/Traveller/MailingListArchive/Traveller/<BR>
is what I looked at.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 11:58:51 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: There be pirates<BR>
<BR>
Given the feudal nature of Traveller's interstellar government, as well as<BR>
the number of mercenary companies roaming about, I'd say salvage would be<BR>
allowed with a basic registration fee.<BR>
Of course, since my current game is based on the players building a<BR>
mercenary fleet through this basic scheme, I am somewhat biased. :)<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2900<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2901</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2901<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: Archives<BR>
RE: Iain Bank's Next Culture Novel<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
Re: Max Acceleration<BR>
RE: Archives<BR>
RE: Ship Sizes<BR>
Re: Traveller-digest V1999 #2897<BR>
Re: Archives<BR>
RE: There be pirates<BR>
Re: Archives<BR>
RE: Ship Sizes<BR>
Re: There be pirates<BR>
Re: There be pirates<BR>
Re: Max Acceleration<BR>
Re: Ship Sizes<BR>
Prize Money and Grog (was: There be pirates)<BR>
Re: Prize Money and Grog (was: There be pirates)<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
Re: FFSv3 and Navigation<BR>
RE: Ship Sizes<BR>
The Problem Of Stacked Titles...<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
RE: FFS3: Power Systems<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:05:06 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Archives<BR>
<BR>
Oops.  Never mind.  After some more poking around I figured out that the<BR>
latest ones were there, but the way the ordering works, they're not at the<BR>
bottom of the page where I was expecting them.  Sorry.<BR>
<BR>
So...let me ask a different question.  Can anyone suggest a good way of<BR>
searching the archives?  It would be very cool if I could look for all<BR>
entries concerning, say, Yaskodray or grav plates, or some such...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:10:22 -0400 (EDT)<BR>
From: Viktor Haag <vhaag@rim.net><BR>
Subject: RE: Iain Bank's Next Culture Novel<BR>
<BR>
Jones, Dean writes:<BR>
 > Wahoo!<BR>
<BR>
Is that 'wahoo' that he's taking a break, or 'wahoo' that he has<BR>
one on the horizon?<BR>
<BR>
 > > From: SD Mooney [mailto:dom@cybergoths.u-net.com]<BR>
 > > <BR>
 > > ... Iain Banks ...  'Look to Windward', the next Culture<BR>
 > > novel. Apparently he's taking a break for a while after this<BR>
 > > one.<BR>
<BR>
<BR>
- -- <BR>
Viktor Haag                           Senior Technical Writer, RIM<BR>
'79 99, '89 9000T, '00 9-3 SE         My opinions are my own, only.<BR>
tc++ ru ge(+) !3i c jt- au(-) pi+ he(+)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:13:14 -0400 (EDT)<BR>
From: Les Howie <travgrognard@yahoo.ca><BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
David Summers wrote (bits snipped out):<BR>
<BR>
>>At 10:34 PM -0300 8/5/00, Michel Vaillancourt wrote:<BR>
>>If you  presume ROF's in the dozens of pulses per<BR>
second, <BR>
>>you simply pepper the probability sphere until you<BR>
get an explosion. <BR>
>>Lasers are just to mind-bogglingly fast to miss, and<BR>
>>space is too <BR>
>>mind bogglingly big for missiles to hit.  End of<BR>
analysis <g>.<BR>
<BR>
>Are rof's that fast reasonable?  I don't know....<BR>
<BR>
That's a part of the utility of the "battery"<BR>
organization of weapons -- having multiple coordinated<BR>
weapons lets you cover a larger proportion of the area<BR>
in which a target is likely to be.<BR>
<BR>
That was a part of why the dreadnought battleships<BR>
were such an important innovation (the other part was<BR>
centralized fire control).  By having 8 coordinated<BR>
guns instead of 4, you could cover the error in your<BR>
range estimate far more effectively.<BR>
<BR>
=====<BR>
Les Howie<BR>
Gearhead Heretic<BR>
imtu 1.0: tc t4 ru- ge++ !3i c++ jt++ au+ ls++ pi+ ta-- he++<BR>
<BR>
_______________________________________________________<BR>
Do You Yahoo!?<BR>
Get your free @yahoo.ca address at http://mail.yahoo.ca<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 09:24:55<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Max Acceleration<BR>
<BR>
At 09:51 PM 8/7/2000 PST, you wrote:<BR>
>In mail you write:<BR>
><BR>
>> In CT, 6G was the max possible acceleration and it came from thruster<BR>
>> plates.<BR>
><BR>
>Not true. The rules say "manuever drive" and don't further describe it.<BR>
>I always figured it was some sort of fusion rocket.<BR>
<BR>
IIRC, the first edition of High Guard had a note about using a ship's<BR>
manuver drive as a weapon, with a rating equal to the drive strength.<BR>
Ships doing this would be at long range the next turn.<BR>
<BR>
Sounds like some sort of fusion torch to me.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:28:52 +0100 <BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Archives<BR>
<BR>
> -----Original Message-----<BR>
> From: Charles Collin [mailto:charles@hebb.psych.mcgill.ca]<BR>
> Sent: 08 August 2000 17:00<BR>
> To: Traveller Mailing List<BR>
> Subject: Archives<BR>
> <BR>
> <BR>
> Are there any up-to-date archives for the TML around?  The <BR>
> only one I can<BR>
> find is over a year behind.  No, I'm not making a mistake <BR>
> with the 1999<BR>
> designation, if you check the digests in the archive the <BR>
> latest one is for<BR>
> August 1999.<BR>
> <BR>
> ftp://ftp.mpgn.com/Gaming/Traveller/MailingListArchive/Traveller/<BR>
> is what I looked at.<BR>
> <BR>
> Charles C.<BR>
<BR>
You need to look further up the list. They are stored in digest number<BR>
order, not date order, and as the year didn't roll over on Y2K on the<BR>
digests it's currently on digest 1999.2900+, so you have to be looking<BR>
under 2XXX in the far right column.<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 09:27:09<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: RE: Ship Sizes<BR>
<BR>
At 11:29 AM 8/8/2000 -0400, you wrote:<BR>
>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
>that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
>bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
>limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
>difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
>enough to carry the spinal mount that you can build.  Another reason to<BR>
>turf the computer limits on ship size.<BR>
<BR>
Two words:<BR>
<BR>
Asteroid hull.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 09:32:16<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Traveller-digest V1999 #2897<BR>
<BR>
>  NoCal was for a long time the site of a major naval base (Alameda) and had<BR>
>  several ships based here.  No doubt the tendency to use first syllables<BR>
>  came from naval personnel who settled here.  <BR>
<BR>
Not just Alameda.  Back in the good old days we had Treasure Island,<BR>
Alameda NAS, Moffett Field NAS, The Presdio of San Francisco (HQ, Sixth<BR>
Army), Travis AFB, and Fort Ord.<BR>
<BR>
The Bay Area has a strong military tradition.. or had one, because all of<BR>
those bases have now been closed.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:16:21 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: Archives<BR>
<BR>
>Date: Tue, 8 Aug 2000 12:00:10 -0400 (EDT)<BR>
>From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
>Subject: Archives<BR>
><BR>
>Are there any up-to-date archives for the TML around?  The only one I >can <BR>
>find is over a year behind.  No, I'm not making a mistkae with the >1999 <BR>
>designation, if you check the digests in the archive the latest >one is for <BR>
>August 1999.<BR>
><BR>
>ftp://ftp.mpgn.com/Gaming/Traveller/MailingListArchive/Traveller/<BR>
>is what I looked at.<BR>
><BR>
>Charles C.<BR>
<BR>
I'm having no problem with this archive. For example the digest that <BR>
contained your post (digest v1999.n2900) is dated 2000-08-08 12.00.<BR>
<BR>
Patrik H<BR>
<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 13:35:15 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: There be pirates<BR>
<BR>
Michael Hughes writes:<BR>
>Dudes,<BR>
>Whilst running a Trav session last night<BR>
<BR>
	Don't brag, it's not polite.  :)<BR>
<BR>
>I had my players ambushed by a<BR>
>heavily modified corsair (it had grapples that could inflitrate a jump grid<BR>
>and thus jump with a 200 ton ship). Any hoo, as he session ended they had<BR>
>nearly wiped out the pirate crew thanks to some nifty teleport action.<BR>
<BR>
	Arrrr.<BR>
<BR>
>The question is what rights do they have to the corsair (a re-fitted bulk<BR>
>far trader)? Do they get salvage? Do they get prize rights? The commander of<BR>
>the trader that got grappled is a former Imperial Naval Captain who is on<BR>
>the reserve lists. Is there some sort of reg he could use to claim it?<BR>
<BR>
	IMTU it depends.  Assuming that the navy concludes that the 'corsair'<BR>
	was indeed opperating as a pirate, the ship is confiscated and the<BR>
	pirates have no rights to it.  If the ship is owned by a third party<BR>
	not connected with the piracy (e.g. if the ship was stolen), then the<BR>
	ship is returned to the owner but the players would be entitled to<BR>
	10% of the fair market value of the ship, payable by the owner before<BR>
	delivery.  If no legal owner can be found (after 6 months<BR>
	investigation), then the characters may claim the ship.  This assumes<BR>
	that the characters own and opperate their own ship.  The owner of the<BR>
	(and, usually, the captain, depending on the contract) get salvage<BR>
	rights, the crew get nothing unless specified otherwise in their<BR>
	contract.<BR>
<BR>
>Oh and after a pirate incident, does the navy hold an investigation? Would<BR>
>they crawl over both ships etc?<BR>
<BR>
	Yup, depending on various factors.  Things that would tend to lead to<BR>
	a shallow investigation might be the pirates being 'known to<BR>
	authorities,' characters making a good impression (high social standing,<BR>
	naval experience, etc. may help), the navy being busy with other issues,<BR>
	the piracy being clear-cut, the area having had lots of pirate attacks<BR>
	recently, a successful Admin and/or Bribery roll.  Things that would<BR>
	tend to lead to a very deep investigation might be the pirates having a<BR>
	good reputation, characters making a bad impression (e.g. low social<BR>
	standing), the naval personel are bored, inconsistencies in the story<BR>
	given by the characters, a failed Bribery roll, the characters having<BR>
	any kind of criminal record available to the navy, etc.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 10:40:06 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Archives<BR>
<BR>
Charles Collin wrote:<BR>
> <BR>
> Oops.  Never mind.  After some more poking around I figured out that the<BR>
> latest ones were there, but the way the ordering works, they're not at the<BR>
> bottom of the page where I was expecting them.  Sorry.<BR>
<BR>
That's gotten me more than once...<BR>
 <BR>
> So...let me ask a different question.  Can anyone suggest a good way of<BR>
> searching the archives?  It would be very cool if I could look for all<BR>
> entries concerning, say, Yaskodray or grav plates, or some such...<BR>
> <BR>
<BR>
If you have downloaded them, then the standard Unix grep is a<BR>
wundertool. Versions actually are available for the PC and Mac, though<BR>
on the Mac BBEdit is a better wundertool, and if you have time to wait<BR>
for the achives to be indexed, Sherlock is best of all. <BR>
<BR>
The HWIG CD has some sort of software like that on it.<BR>
<BR>
Online, there's not much of a choice, since those ftp archives don't<BR>
seem to be hit by the search robots.<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:43:30 +0000 (GMT)<BR>
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
On Tue, 8 Aug 2000, Ian Ferguson wrote:<BR>
<BR>
> I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
> This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
> that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
> bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
> limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
> difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
> enough to carry the spinal mount that you can build.  Another reason to<BR>
> turf the computer limits on ship size.<BR>
> <BR>
> Peez<BR>
> <BR>
<BR>
	Ah, but you see there is a ship that can carry that beast.  A<BR>
battle station.  No jump drive, no manuever drive.  Powerplant, bridge, a<BR>
month of fuel and a few staterooms.  And since no one jumping in will be<BR>
carrying one, that makes you the meanest mother****** in the valley of<BR>
death...<BR>
<BR>
	--Michel<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 18:45:40 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: There be pirates<BR>
<BR>
> The question is what rights do they have to the corsair (a re-fitted bulk<BR>
> far trader)? Do they get salvage? Do they get prize rights? The commander<BR>
of<BR>
> the trader that got grappled is a former Imperial Naval Captain who is on<BR>
> the reserve lists. Is there some sort of reg he could use to claim it?<BR>
<BR>
Running from modern day laws, I'd suggest that they get salvage rights. The<BR>
commander being a reservist might actually prove to be problematic, because<BR>
Naval personnel generally can't ever claim salvage rights and would have to<BR>
turn it over to the Navy.<BR>
<BR>
I imagine the System Defence Forces / Imperial Navy (after all, piracy is<BR>
an Imperial crime) would want to run a fairly hefty investigation, but that<BR>
would be limited by available resources. If the SDFs have a trio of<BR>
Shukugans and a hundred men you might not see more than an interview with<BR>
all present, but if the world's home to a Naval Base it could take<BR>
months...<BR>
<BR>
In your position, I'd have the Navy hassle them that they don't qualify for<BR>
salvage rights because of the captain being a reservist, throw an<BR>
investigation at them, and generally let them try and wrangle their way out<BR>
of it. Maybe even throw in the possibility of quetly closing down the<BR>
investigation and allowing them to leave, in return for giving up the<BR>
salvage rights? You can have a lot of fun with this situation.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 11:12:10 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: There be pirates<BR>
<BR>
><BR>
> Running from modern day laws, I'd suggest that they get salvage rights.<BR>
The<BR>
> commander being a reservist might actually prove to be problematic,<BR>
because<BR>
> Naval personnel generally can't ever claim salvage rights and would have<BR>
to<BR>
> turn it over to the Navy.<BR>
<BR>
What, no prize money!?  I've often wondered about this since the traveller<BR>
view of space seems so 18/19th century.  Anyone (and I know there are some<BR>
O'Brien fans on the list) awarding prize money to captains and crews of the<BR>
3I navy?<BR>
<BR>
And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
sprits ration for a British tar was 8 quarts of beer and a pint of rum per<BR>
DAY!<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 11:11:22 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Max Acceleration<BR>
<BR>
Eris wrote:<BR>
> On 08/07/00 at 09:51 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
> <BR>
> >In mail you write:<BR>
> <BR>
> >> In CT, 6G was the max possible acceleration and it came from thruster<BR>
> >> plates.<BR>
> <BR>
> >Not true. The rules say "manuever drive" and don't further describe it. I<BR>
> >always figured it was some sort of fusion rocket.<BR>
> <BR>
> I believe it was mentioned that the drive could be used as a weapon at very <BR>
> short range.  Yes, my original understanding was some sort of fusion rocket, <BR>
> but that was never spelled out for very good <BR>
> gaming reasons.<BR>
<BR>
The drive as weapon rule is, I believe, confined to 1st Edition High Guard, <BR>
and silently dropped in HG2. <BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 11:18:06 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Ship Sizes<BR>
<BR>
Ian Ferguson wrote:<BR>
> I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
> This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
> that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
> bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
> limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
> difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
> enough to carry the spinal mount that you can build.  Another reason to<BR>
> turf the computer limits on ship size.<BR>
<BR>
This has also been discussed on CT-starships. <BR>
<BR>
Trillion Credit Squadron makes explicit that ships can have equipment built <BR>
at a mix of TLs.<BR>
<BR>
If you have a TL8 world and a TL10 world, you can build the spinal mount on <BR>
the low tech world, ship it to the high tech world, and install it in a TL10 <BR>
ship there. Alternatively, you can ship a TL10 computer to the TL8 world, and <BR>
build the whole ship there.<BR>
<BR>
Which is not to say that the computer limits on ship size are a Good Thing,<BR>
just that they aren't contradicted by the spinal mount table.<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 11:54:36 -0700<BR>
From: "Koji Suzuki" <kzuke@compuserve.com><BR>
Subject: Prize Money and Grog (was: There be pirates)<BR>
<BR>
IMTU, I'm following the Forrester Hornblower paradigm.  Haven't read any of<BR>
the O'Brian books, so don't know about them.  But I'm figuring that the navy<BR>
does award prize moneys.  Not to the point of the captain retaining 25% of<BR>
the price the ship.  But I figure that ship captain receives .025% of the<BR>
value of the captured ship and 1% of the value of the cargo.  There I'm<BR>
thinking that there would be enough incentive there to capture the ship, but<BR>
not enough to risk his command.  But this concept would mess up mustering<BR>
out benefits during and after wars...  But it would be a decent incentive to<BR>
capture pirates.<BR>
<BR>
Also IMTU, there is a grog mess.  I'm using the USMC paradigm in Okinawa of<BR>
having a 1/2 gallon of whiskey issued to each troops per month.  But in the<BR>
3I Navy, 1/2 gallon of grog /week and a quart of beer per day seems like a<BR>
good motivator.  Starlarking on Navy issue grog.  Sounds like a plan to me.<BR>
But I only have social standing of 4.<BR>
<BR>
Zuke<BR>
<BR>
> What, no prize money!?  I've often wondered about this since the traveller<BR>
> view of space seems so 18/19th century.  Anyone (and I know there are some<BR>
> O'Brien fans on the list) awarding prize money to captains and<BR>
> crews of the<BR>
> 3I navy?<BR>
><BR>
> And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
> ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
> sprits ration for a British tar was 8 quarts of beer and a pint of rum per<BR>
> DAY!<BR>
><BR>
> Tod<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:18:06 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Prize Money and Grog (was: There be pirates)<BR>
<BR>
> IMTU, I'm following the Forrester Hornblower paradigm.  Haven't read any<BR>
of<BR>
> the O'Brian books, so don't know about them.  But I'm figuring that the<BR>
navy<BR>
> does award prize moneys.  Not to the point of the captain retaining 25% of<BR>
> the price the ship.  But I figure that ship captain receives .025% of the<BR>
> value of the captured ship and 1% of the value of the cargo.  There I'm<BR>
> thinking that there would be enough incentive there to capture the ship,<BR>
but<BR>
> not enough to risk his command.  But this concept would mess up mustering<BR>
> out benefits during and after wars...  But it would be a decent incentive<BR>
to<BR>
> capture pirates.<BR>
><BR>
<BR>
I highly recommend O'Brien.  it take a bit to get into, but a great read.<BR>
<BR>
BTW, what about prize money for the crew?  And maybe this IS the mustering<BR>
out cash (money saved from prize awards).<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 12:17:59 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
At 12:39 AM -0300 8/8/00, Michel Vaillancourt wrote:<BR>
>At 07:48 PM 8/6/00, you wrote:<BR>
>>>         If you  presume ROF's in the dozens of pulses per second, <BR>
>>>you simply pepper the probability sphere until you get an <BR>
>>>explosion. Lasers are just to mind-bogglingly fast to miss, and <BR>
>>>space is too mind bogglingly big for missiles to hit.  End of <BR>
>>>analysis <g>.<BR>
>><BR>
>>Are rof's that fast reasonable?  I don't know....<BR>
><BR>
>         I've seen designs go by on this list with ROF 800.  Even if <BR>
>that is per 15 minute turn, that is still more than one pulse per <BR>
>second.  You commented on 60m for 3g as a maximum distance, so if <BR>
>you evaluate against a circle with r=60 and ROF=800...<BR>
><BR>
>         ~3.14 * 60^2 = ~11305<BR>
>         ~11305/800 = 1 shot per 14m2 = 1/~3m linear box pattern<BR>
><BR>
>         If your ship is a 20m long hull, you took about 7 hits.<BR>
<BR>
But how much damage did they do?  Could they pentrate an armored<BR>
hull?<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 19:39:19 +0000 (GMT)<BR>
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
On Tue, 8 Aug 2000, David P. Summers wrote:<BR>
<BR>
> >         If your ship is a 20m long hull, you took about 7 hits.<BR>
> <BR>
> But how much damage did they do?  Could they pentrate an armored<BR>
> hull?<BR>
<BR>
	<rolls eyes>  I don't know....  how big is the laser firing and<BR>
how thick is the armor.  And what do either of these have to do with the<BR>
discussion of hit probabilites?<BR>
<BR>
	--Michel<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 18:31:26 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: FFSv3 and Navigation<BR>
<BR>
At 23:46 -0400 7/8/00, "Robert Snyder" <robert_snyder@prontomail.com> wrote:<BR>
>(2) jump:  there is little written about jump procedures other than <BR>
>how finicky, tricky, and<BR>
>dangerous it all is.<BR>
<BR>
Have you seen Marc's Jumpspace article?<BR>
<BR>
http://members.aol.com/kagekiha/traveller/journ.htm<BR>
<BR>
<BR>
>(3) jump (some more):  there are dangerous jump locations (the 10 <BR>
>and 100 planetary<BR>
>diameters limits) which need to be navigated safely.  Jumping within <BR>
>the 100 planetary<BR>
>diameter limit when one thinks they are safely at 110 diameters can <BR>
>create a disaster.  This is<BR>
>the Traveller equivalent of the historical record of wet nautical <BR>
>ships running aground.<BR>
<BR>
 From the last sentence I am assuming you mean that if you plot a jump <BR>
into a system and it has a target exit point <100D there is a <BR>
problem? If so, Marc's article suggests that the ship will <BR>
precipitate at the 100D limit. Of course, if jumping out of the <BR>
gravity well, you could have real problems if at <100D. This is also <BR>
complicated by the fact that you need to consider other celestial <BR>
objects like the system's sun.<BR>
<BR>
For example, I recently wrote a scenario when the mainworld was at 30 <BR>
million km from the primary. The solar 100D limit was around 75 <BR>
million km, so being outside the mainworld's 100D limt didn't make <BR>
the jump safe. You'd need to accurately position yourself relative to <BR>
the star as well.<BR>
<BR>
>(4) Merchant Traffic Management:  To prevent collisions and <BR>
>efficiently handle dense traffic<BR>
>there will probably be flight paths and other administrativia. <BR>
>Space is big, but you absolutely<BR>
>want to avoid any possibility of collisions.  These ships are hugely <BR>
>expensive. Excellent<BR>
>position/velocity/acceleration information needed especially near <BR>
>the up-port, down-port, world,<BR>
>etc.<BR>
<BR>
Some of the best parts of GT Starports cover this.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 18:52:27 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: RE: Ship Sizes<BR>
<BR>
At 12:00 -0400 8/8/00, Ian Ferguson <ian@vax2.concordia.ca> wrote:<BR>
>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
>that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
>bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
>limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
>difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
>enough to carry the spinal mount that you can build.  Another reason to<BR>
>turf the computer limits on ship size.<BR>
<BR>
Planetary defenses?<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 15:57:31 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: The Problem Of Stacked Titles...<BR>
<BR>
This post was inspired by a brief report on the radio that noted that the<BR>
House of Commons has been reopened to tourists - and that even though<BR>
tourists can go in their, Her Majesty may not.<BR>
<BR>
There is a canonical report of an Imperial equivalent: The Emperor may not<BR>
enter the Moot Spire without the permission of the Moot.<BR>
<BR>
It is also stated that every Imperial noble is entitled to sit in the Moot<BR>
(it was never said if this extends to the Consort, the Heir, or the ...<BR>
what's the categorization of the family members - including distant cousins<BR>
- - not immediately in line for the throne?  'Heirs emergent'?).<BR>
<BR>
It is also canonical that _some_ nobles have multiple titles.  Norris, for<BR>
example, is Archduke of Deneb, Duke of Regina, Count Aledon, Marquis of<BR>
Regina, and Baron Yori.  Strephon is Emperor, Archduke of Core/Sylea,<BR>
Marquis of Usdiki, and I don't recall seeing anything else listed.<BR>
<BR>
Presumably, those collections of titles _could_ be distributed among<BR>
several people, each of whom would be entitled to a seat.  Thus, we see<BR>
that Norris in fact represents five seats in the moot, and Strephon at<BR>
least two.<BR>
<BR>
Even if the Archdukes are not entitled to a seat in the Moot, that still<BR>
leaves Norris with four seats, and Strephon with at least one.<BR>
<BR>
It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not, and<BR>
may not in fact even visit without permission.<BR>
<BR>
Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
he be admitted, or must he be denied entry?<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 13:37:32 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
At 7:39 PM +0000 8/8/00, Michel R Vaillancourt wrote:<BR>
>On Tue, 8 Aug 2000, David P. Summers wrote:<BR>
><BR>
>  > >         If your ship is a 20m long hull, you took about 7 hits.<BR>
>  ><BR>
>  > But how much damage did they do?  Could they pentrate an armored<BR>
>  > hull?<BR>
><BR>
>	<rolls eyes>  I don't know....  how big is the laser firing and<BR>
>how thick is the armor.  And what do either of these have to do with the<BR>
>discussion of hit probabilites?<BR>
<BR>
<BR>
Well, I'm not sure a hit that doesn't do any damage is all<BR>
that big a deal...<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 15:39:53 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
On 08/08/00 at 10:41 AM,  Matt Bond <MBOND@karpad.demon.co.uk> said:<BR>
<BR>
>Aside from it using square roots (which pretty much require the use of a<BR>
>calculator for the vast majority of people), I quite like it. It's a<BR>
>simple concept that does the required job. What more could be asked<BR>
<BR>
Well, gee, that's what *I* thought too! <g> The use of square roots in a detailed design shouldn't be intimidating for gearheads. <BR>
<BR>
I figured the Module version would have standard Power Plants with the everything already calculated. So, those that want it *really* simple don't even have to use the sqrt key on thier calculator, just read the numbers off an entry on a list.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2901<BR>
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Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2902<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>
Drunken Spacemen (was "Re: There be...")<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: Stacked Titles<BR>
Re: Drunken Spacemen (was "Re: There be...")<BR>
Oops!<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: Drunken Spacemen (was "Re: There be...")<BR>
Lasers vs Projectile Weapons<BR>
Re: Traveller-digest V1999 #2901<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: there be pirates<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
Re: Example of the modular system<BR>
Re: Cultural issues in the IN (was: There be pirates)<BR>
Lasers/Missiles debate<BR>
RE: Iain Bank's Next Culture Novel<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: [TML] FFS3 project. My view.<BR>
Re: FFS3 Weapon Limits? (was: Re: FFS3 Example of Modular System)<BR>
Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
Re: Lasers vs Projectile Weapons<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:00:27 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
On Tue, 8 Aug 2000, Tod Glenn wrote:<BR>
> And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
> ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
> sprits ration for a British tar was 8 quarts of beer and a pint of rum per<BR>
> DAY!<BR>
<BR>
But there ought to be a technological solution to the potential problem of<BR>
drunkenness on duty.  An injection, say, that neutralizes the effects of<BR>
alcohol on the central nervous system, but inflicts fifteen *intensely*<BR>
unpleasant minutes of "concentrated hangover" (so nasty that only the most<BR>
desperate alcoholics would even get into the habit of *relying* on<BR>
"instant sobriety" shots).<BR>
<BR>
B.T.W., according to Patrick O'Brian, early 19th century Royal Navy<BR>
sailors were *charged* for the venereal disease treatments they received.<BR>
Perhaps the Third Imperium's navy has a similiar policy regarding "instant<BR>
sobriety" treatments (for alcohol, and whatever other recreational drugs<BR>
are consumed aboard its starships -- I suspect pills are popular, but<BR>
anything that has to be *smoked* is either absolutely forbidden, or<BR>
strictly regulated, to keep the air filters from getting clogged up and to<BR>
reduce the problem of "second-hand smoke" in confined spaces).<BR>
<BR>
                                                              - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 16:05:46 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
On 08/08/00 at 03:57 PM,  Jeff Zeitlin <jzeitlin@cyburban.com> said:<BR>
<BR>
<BR>
>It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
>entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not,<BR>
>and may not in fact even visit without permission.<BR>
<BR>
>Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
>he be admitted, or must he be denied entry?<BR>
<BR>
Vote, smote! I can only think of one sort of "critical vote" that the Moot could take, and with an Emperor in *power* I doubt they could even call that question. <g><BR>
<BR>
The Moot proposes, the Emperor disposes! The Moot passes a motion, but only if the Emperor takes a notion.  The Moot's desires are moot, but the Emperor's desires are the Imperium! <BR>
<BR>
OTOH, to answer your question, I'd say that he (and many other nobles) have proxies that vote in their stead. They don't have to be physically present to cast their votes.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:13:47 -0500 (CDT)<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Stacked Titles<BR>
<BR>
> Subject: The Problem Of Stacked Titles...<BR>
> <BR>
> It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
> entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not, and<BR>
> may not in fact even visit without permission.<BR>
> <BR>
> Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
> he be admitted, or must he be denied entry?<BR>
<BR>
Simple: His Imperial Majesty Strephon must be denied entrance if he<BR>
appears as such without permission. If he arrives at the door dressed (and<BR>
announced) as Strephon, Marquis of Usdiki, then they let him in. But he<BR>
has to keep quiet until the Dukes and Counts are done talking and wait his<BR>
turn among the rest of the Marquises -- the fiction must be maintained.<BR>
<BR>
Actually, I imagine it would depend on the mood of the Moot, whether such<BR>
a fiction would be accepted or not. It might be useful to debate the fate<BR>
of the Emperor in his presence but not to his face: give him a sense that<BR>
they are united about some issue and that he dare not oppose them, say.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:28:39 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
I am trying to re-write the "Book 5: High Guard" starship design rules to<BR>
include reaction drives, and so acceleration is based on the relationship<BR>
between thrust and total vessel mass.  <BR>
<BR>
I have decided to transplant the rules for maneuver drives out of the "T4"<BR>
version of "Fire, Fusion, and Steel," but I have reached a predictable<BR>
snag: "HG" quantifies power plant output in energy points, while "FFS2"<BR>
does so with megawatts.<BR>
<BR>
I realize this question has undoubtedly been asked before, but is there<BR>
any (semi-)canonical statement regarding the number of megawatts in an<BR>
energy point?<BR>
<BR>
Although I realize these changes are actually quite substantial, I'd like<BR>
to make them as cosmetically unobtrusive as possible, particularly with<BR>
respect to the relative sizes of reactionless ("Thruster Plate") drives<BR>
and power plants for "typical" (non-military, "low-density") starships.<BR>
<BR>
                                                            - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:31:00 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Oops!<BR>
<BR>
My apologies for any confusion that last message<BR>
may have caused.  I didn't *intend* to send it under<BR>
such a misleading title (I'd say *I* needed an<BR>
"instant sobriety" shot, but I *haven't* been<BR>
consuming anything intoxicating...really).<BR>
<BR>
                                       - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 22:55:47 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
> Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
> he be admitted, or must he be denied entry?<BR>
<BR>
No, because he's the Emperor. Historically, I believe the highest ranked<BR>
title takes precedence.<BR>
<BR>
But it probably wouldn't stop him proxy voting.<BR>
<BR>
Is it just the Queen barred from the House of COmmons? I thought it was<BR>
every peer of the Realm, but my protocol is rusty to say the least.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 23:05:21 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
> I realize this question has undoubtedly been asked before, but is there<BR>
> any (semi-)canonical statement regarding the number of megawatts in an<BR>
> energy point?<BR>
<BR>
About all I can suggest is to compare canonical designs in both design<BR>
systems. How many EPs does a Gazelle produce in HG2, compared to the<BR>
megawattage of a Gazelle power plant under FFS2 (or FFS1, which to be<BR>
honest I'd lay more faith in, produced as it wasn't by Imperium Games.)<BR>
<BR>
Nick<BR>
(Incidentally, under FFS1 it's 891 MW)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 15:03:57 -0700<BR>
From: "Jason Bernstein" <apoc527@u.washington.edu><BR>
Subject: Lasers vs Projectile Weapons<BR>
<BR>
This is a multi-part message in MIME format.<BR>
<BR>
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<BR>
Hello,=20<BR>
<BR>
I'm new to the TML (this is my first post), and I'm also new to =<BR>
Traveller.  I only have the GURPS line of Traveller material, and I was =<BR>
wondering:<BR>
<BR>
What's more common in the Traveller universe, lasers/energy weapons or =<BR>
gauss/projectile weapons?  If a group of relatively normal, (low =<BR>
powered, 100 points in GURPS terms), adventurers had to arm themselves =<BR>
against pirates, beasts, or the occasional government, what would they =<BR>
most likely choose?  Thanks!<BR>
<BR>
- -Jake<BR>
<BR>
- ------=_NextPart_000_000B_01C00149.E08002E0<BR>
Content-Type: text/html;<BR>
	charset="iso-8859-1"<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><HEAD><BR>
<META content=3D"text/html; charset=3Diso-8859-1" =<BR>
http-equiv=3DContent-Type><BR>
<META content=3D"MSHTML 5.00.2722.2800" name=3DGENERATOR><BR>
<STYLE></STYLE><BR>
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<BR>
<DIV>Hello, </DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>I'm new to the TML (this is my first =<BR>
post), and I'm=20<BR>
also new to Traveller.&nbsp; I only have the GURPS line of Traveller =<BR>
material,=20<BR>
and I was wondering:</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>What's more common in the Traveller =<BR>
universe,=20<BR>
lasers/energy weapons or gauss/projectile weapons?&nbsp; If a group of=20<BR>
relatively normal, (low powered, 100 points in GURPS terms), adventurers =<BR>
had to=20<BR>
arm themselves against pirates, beasts, or the occasional government, =<BR>
what would=20<BR>
they most likely choose?&nbsp; Thanks!</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>-Jake</DIV><BR>
<BR>
- ------=_NextPart_000_000B_01C00149.E08002E0--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 15:02:02 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2901<BR>
<BR>
Douglas E. Berry wrote:<BR>
> <BR>
> At 11:29 AM 8/8/2000 -0400, you wrote:<BR>
> >I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
> >This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
> >that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
> >bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
> >limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
> >difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
> >enough to carry the spinal mount that you can build.  Another reason to<BR>
> >turf the computer limits on ship size.<BR>
> <BR>
> Two words:<BR>
> <BR>
> Asteroid hull.<BR>
<BR>
Any reasonable interpretation of the computer-restricts-ship-size rule <BR>
would apply to asteroid hulls also, wouldn't it?<BR>
<BR>
Not that I'm suggesting there's a reasonable interpretation of the rule.<BR>
<BR>
- -RB<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 17:27:31 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
> Jason Bernstein wrote:<BR>
> <BR>
> Hello,<BR>
> <BR>
> I'm new to the TML (this is my first post), and I'm also new to<BR>
> Traveller.<BR>
<BR>
Welcome aboard!  One minor nit to pick:  Don't post with all that fancy<BR>
background, etc.  It adds a lot of garbage to the digest version of the<BR>
TML.<BR>
<BR>
Having said that, let's take a look at your question:<BR>
<BR>
> I only have the GURPS line of Traveller material, and I<BR>
> was wondering:<BR>
> <BR>
> What's more common in the Traveller universe, lasers/energy weapons or<BR>
> gauss/projectile weapons?  If a group of relatively normal, (low<BR>
> powered, 100 points in GURPS terms), adventurers had to arm themselves<BR>
> against pirates, beasts, or the occasional government, what would they<BR>
> most likely choose?  Thanks!<BR>
<BR>
Without a doubt, slugthrowers are far more common in the OTU ("Official<BR>
Traveller Universe").  This is due to the fact that most worlds ban<BR>
private ownership of energy weapons (Law Level 2+), while far fewer<BR>
worlds ban semi-automatic long arms (Law Level 6+).  Also, slugthrowers<BR>
generally cause less collateral damage when fired in confined areas<BR>
(such as on board the PCs' starship).<BR>
<BR>
Of course, players will try to arm their characters with FGMPs and<BR>
battledress, if they can get away with it.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 15:07:43<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
At 04:05 PM 8/8/2000 -0500, you wrote:<BR>
<BR>
>Vote, smote! I can only think of one sort of "critical vote" that the Moot<BR>
could take, and with an Emperor in *power* I doubt they could even call<BR>
that question. <g><BR>
<BR>
I've always seen the Moot as having been granted various roles over the<BR>
years, mostly in budgetary areas.<BR>
<BR>
Moot decisions are still marked "The Findings of the Moot Commission on<BR>
Projected Fleet Requirements for Paper Napkins; compiled for the Fiscal<BR>
Years 1120-1125, Submitted to His Imperial Majesty for His Consideration."<BR>
The top sheet of this thousand page tome will be a one page summary,<BR>
explaining how much the fleet needs to spend on paper napkins in the next<BR>
five years.<BR>
<BR>
This allows the Emperor to farm out many of his more tedious jobs, and<BR>
gives the Moot something to do beside what for the Imperium to collapse.<BR>
<BR>
>The Moot proposes, the Emperor disposes! The Moot passes a motion, but only<BR>
>if the Emperor takes a notion.  The Moot's desires are moot, but the <BR>
>Emperor's desires are the Imperium! <BR>
<BR>
Exactly, but since Moot committees and commissions might spend years<BR>
researching subjects, the Emperor would have to be pretty dense to ignore<BR>
all of their recommendations out of hand.<BR>
<BR>
I can see that there might have been "hands-on" leaders who piled through<BR>
the nitty-gritty themselves.  Arbellatra is one of my prime candidates for<BR>
this kind of leadership.  But this would severely burn-out even the most<BR>
hardy person.<BR>
<BR>
Others (Stryx) were very loose, rubber-stamping whatever the Moot produced.<BR>
 We saw where that led.<BR>
<BR>
>OTOH, to answer your question, I'd say that he (and many other nobles)<BR>
have proxies that vote in their stead. They don't have to be physically<BR>
present to cast their votes.<BR>
<BR>
In my Lunion Campaign, most of the votes from the Rim/Trailing section of<BR>
the Spinward Marches are held in proxy by the Count of Strouden.  Strouden<BR>
is a monarchy, and when the old Count sends for a successor, the Heir to<BR>
the throne is rendered sterile (to prevent the development of competing<BR>
lines) and is sent to Capital on a special ship.  The new Count spends his<BR>
trip learning about the Imperial governmental structure.  Back on Strouden,<BR>
the next-in-line becomes heir to the Archgraf's seat.<BR>
- -- <BR>
<BR>
Douglas E. Berry   Templar Agent at Large.<BR>
gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TravGeekCode: <BR>
tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i<BR>
ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da<BR>
         <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 08:36:27 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: there be pirates<BR>
<BR>
> From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
> Subject: There be pirates<BR>
<BR>
> Oh and after a pirate incident, does the navy hold an investigation? Would<BR>
> they crawl over both ships etc?<BR>
><BR>
> Any advice gratefully accepted<BR>
<BR>
In my opinion, the $64 question is 'What does the man on the spot want ?'.<BR>
<BR>
If he wants to go 'Damn good show chaps. We've been chasing that rotter for<BR>
years', and let them strip the hull of all it's after-market modifications,<BR>
then return it to it's original owner, fine.<BR>
<BR>
If he wants everybody to sit nice and tight until the gentlemen from<BR>
Imperial Naval Intelligence turn up, well, thats fine too.<BR>
<BR>
If he waits to see what cut he gets for passing over title to the ship,<BR>
well, thats fine too.<BR>
<BR>
And if he growls 'The investigation is ongoing. We need a supply ship to go<BR>
from Here to Moughas', then having his adjutant add  'The marines are just a<BR>
courtesy detail' is a nice touch.<BR>
<BR>
A lot of it depends on how common piracy is. If it's rare, then the admiral<BR>
is likely to take a close and personal interest, so there will be a lot of<BR>
bum-covering. If it happens twice a week (NB where was the ship ? In the<BR>
Outsystem ? Or within the 100 diameter limit of a vaguely important world<BR>
?), then it's more likely to be a case of 'Thanks. Here's a little<BR>
something. Geddoudaere'.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:34:12 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
At 05:37 PM 8/8/00, you wrote:<BR>
>>         <rolls eyes>  I don't know....  how big is the laser firing and<BR>
>>how thick is the armor.  And what do either of these have to do with the<BR>
>>discussion of hit probabilites?<BR>
><BR>
>Well, I'm not sure a hit that doesn't do any damage is all<BR>
>that big a deal...<BR>
<BR>
         Hi, David!<BR>
         I agree, but from the game mechanic POV, first the issue is <BR>
resolving the hit and then worrying about if it was powerful enough to <BR>
cause damage.  A shot which does not hit at all is less an issue than one <BR>
that does but might not cause damage.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:36:42 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Example of the modular system<BR>
<BR>
At 08:14 PM 8/6/00, you wrote:<BR>
> >          Ok, tentatively it looks reasonable.  That isn't any worse --<BR>
>just<BR>
> > different -- than HG.  Now, of course, the issue becomes how do I avoid<BR>
> > invalidating all the custom designs I have done for TNEC.  Particularly<BR>
>the<BR>
> > deck plans.<BR>
><BR>
>The ships probably arent going to be very different at the low levels.<BR>
<BR>
         Good.<BR>
<BR>
>The only thing I can see changing are maneuver drives - and even then, most<BR>
>of the changes will be with thruster plates taking up more external surface<BR>
>area.<BR>
><BR>
>The key is going to be the different starship design worksheets for each TL.<BR>
>If you are building a TL11 ship, you dont need to know the rules for fusion<BR>
>plants at TL9.<BR>
><BR>
>Ian Whitchurch<BR>
<BR>
         Great.  One of the biggest problems that I have with CT/HG is the <BR>
way that most of the rules break if the average milieu tech isn't 15.  If <BR>
FFS3 addresses that, than that is great.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 08:43:38 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Cultural issues in the IN (was: There be pirates)<BR>
<BR>
> Date: Tue, 8 Aug 2000 11:12:10 -0700<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: Re: There be pirates<BR>
> And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
> ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
> sprits ration for a British tar was 8 quarts of beer and a pint of rum per<BR>
> DAY!<BR>
<BR>
Ahhh, the three great traditions of the sRoyal Navy - rum, sodomy and the<BR>
lash.<BR>
<BR>
But seriously, I think that given the range of cultures within the 3I, one<BR>
of two things will happen.<BR>
<BR>
Firstly, you can do whatever you like in your off hours, but in the Imperial<BR>
Navy you follow Imperial cultural norms. And this means accepting male<BR>
supply officers, women in combat, men who fly without a woman aboard, people<BR>
who eat beef, and everything else.<BR>
<BR>
The second option is that ships and/or fleets are orginised by culture - if<BR>
you are an Orthodox Azza'hi, then you go to an appropriate unit. As do<BR>
Aslanised Humans, Classical Vilani, Loyal Solomani and so on.<BR>
<BR>
What is more likely is that the two vary, depending on time and bureaucratic<BR>
whim.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 23:47:39 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Lasers/Missiles debate<BR>
<BR>
Does anyone know the Digest where the calculations (the detailed ones <BR>
linked to Bruce Macintosh's sensor work) for laser / missile <BR>
targeting where recorded. I'm sorting out DSR to go up at BITS, and <BR>
we thought that a copy of that debate would be useful too.<BR>
<BR>
Let me know if you have any information,<BR>
<BR>
Cheers,<BR>
<BR>
<BR>
Dom<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
       "Homo hominen lupus est" ("Man is a wolf to man")<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 22:14:54 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: RE: Iain Bank's Next Culture Novel<BR>
<BR>
"Jones, Dean" <Dean.Jones@fox-europe.com> wrote:<BR>
<BR>
> > Just a head up that the latest (September 2000) issue of SFX has an<BR>
> > in depth interview with Iain Banks which includes discussion of 'Look<BR>
> > to Windward', the next Culture novel. Apparently he's taking a break<BR>
> > for a while after this one.<BR>
>Wahoo!<BR>
<BR>
I assume that's Wahoo! there's a new novel?<BR>
<BR>
> > I haven't checked to see the release date yet.<BR>
<BR>
I've just checked. It appears to be out already at Internet Bookshop, <BR>
certainly for the UK. I don't know about the US.<BR>
<BR>
iBs is http://www.bookshop.co.uk/<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:35:13 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
I've seen several references to people, including Kings, "hiding " in plain<BR>
sight by using a lesser title. When Strephon shows up someplace as the<BR>
Marquis of Usdiki, he is the Marquis of Usdiki and not the Emperor. He would<BR>
not receive Imperial recognition and everyone would be honor bound to treat<BR>
him as simply a Marquis. Whether or not this would get him in the Moot is<BR>
another question. Maybe he has to send his Seneschal or put his Moot vote in<BR>
a blind trust or somesuch.<BR>
Interesting question.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:45:41 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: [TML] FFS3 project. My view.<BR>
<BR>
At 11:48 PM 8/6/00, you wrote:<BR>
<BR>
<BR>
>tim@premier.net wrote:<BR>
><BR>
> > >     4.  Will Armor be degraded on all surface hits, degraded only on<BR>
> > >         penetration, or not be degraded at all?<BR>
> > ><BR>
> > Well we can get into Battle Tech/Star Fleet Battles here.  Yes its<BR>
> > more accurate  t ohave it degrade based on hit location  but how<BR>
> > complicated do you want this.  This also applies to the internal<BR>
> > structure rules.<BR>
><BR>
>I would vote for not degraded at all.  How many times would the second<BR>
>laser hit in the same place as the first?  I would also argue against<BR>
>overly detailed hit location tables.  Yes, they can help in role-playing,<BR>
>but they can _really_ slow down the game.  Perhaps this could be a<BR>
>difference between the fleet and small-action rules.<BR>
<BR>
         This depends on how you see the weapons working.  If you have seen <BR>
Bab5, there is one sequence where the _Agamemnon_ waves its PAW across <BR>
another ship.  Its a beam;  the gunner runs it from stem to stern on the <BR>
other ship and rips a huge section of it up.  Tell me there was armor left <BR>
on the flank of that ship.<BR>
         OOH, you have the SW:ANH sequence of the blockade runner and the <BR>
star destroyer blazing away at each other and shots flying <BR>
everywhere.  Nothing hitting the same area twice.<BR>
<BR>
         I'd suggest a compromise.  For the Fleet Action abstraction, one <BR>
"armor puddle" that degrades at 1 point per 4 hits (note I say hit, not <BR>
damage).  For the Role-Playing rules, armor belt is divided up into four <BR>
quarters (ahead starboard, ahead port, rear port, rear starboard) each of <BR>
which erodes at 1 point per hit.<BR>
<BR>
         Someone who is a tanker by trade should address the issue about <BR>
what happens to armor which stops a hit.  Sure, the stuff inside ignores <BR>
it, but what about the armor belt itself?<BR>
<BR>
>Internal structure should be one value which is degraded on penetration.<BR>
>Perhaps there could also be a rule that armor value could not exceed<BR>
>internal structure values.  So if the internal structure was reduced by<BR>
>penetration damage, it would eventually also reduce the armor value.<BR>
<BR>
         I'd like to see a rule where gutting the ship one hull hit at a <BR>
time is a concern, not a "no-effect hit" to the victim.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:49:27 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: FFS3 Weapon Limits? (was: Re: FFS3 Example of Modular System)<BR>
<BR>
At 01:05 AM 8/7/00, you wrote:<BR>
> > ...  Should FFS3 impose LBB2/5 limits<BR>
> > on weapons mounts?<BR>
><BR>
> > ...Admittedly, FFS2 shipscan have a higher ratio of weapon space:non-weapon<BR>
> > space than HG ships,<BR>
><BR>
>This is one of the reasons that custom ships have such an advantage over <BR>
>modular<BR>
>ships.  In the new incarnation, I would like to see a consistent limit on <BR>
>weapons<BR>
>mounts across design systems.  This might be accomplished in a modular <BR>
>system by a<BR>
>list of available hulls.<BR>
><BR>
>Personally, I would prefer the LBB/HG limits.  They're simple and <BR>
>consistent, and<BR>
>they're canon.<BR>
<BR>
         Agreed.  And folks like myself already have many custom designs <BR>
built on those legacy rules.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 09:04:09 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
The main factor in space combat is fuzziness.<BR>
<BR>
There is fuzziness in position - at most ranges you do not have 100%<BR>
certainty as to the enemy unit's present position, due to limitations in<BR>
sensor technology. The main factors in position fuzziness is the range of<BR>
your sensors, environmental factors (eg dust, the sun gauge) and the emcon<BR>
capability of the enemy vessel.<BR>
<BR>
There is fuzziness in future position - at most ranges, you do not have 100%<BR>
certainty as to the enemy unit's future position, due to speed-of-light lag.<BR>
The main factors in future position fuzziness is the range, and the agility<BR>
of the enemy vessel.<BR>
<BR>
There is fuzziness in weapon placement - at most ranges, you do not have<BR>
100% certainty that your shot will land where it is aimed, due to<BR>
limitations in weapons design. The main factors in weapon placement<BR>
fuzziness is the range, and the capability of the firing vessel's beam<BR>
pointers.<BR>
<BR>
Note that all three 'fuzzy' factors work at the same time. It is little help<BR>
to know the position fo the enmy vessel to +/- 10 meters, if by the time the<BR>
round arrives the enemy ship will be +/- 300 meters away. Similarly, a ship<BR>
that can only move +/- 10 meters by the time a round arrives is adequately<BR>
defended if it's position is only known to +/- 1 km.<BR>
<BR>
Needless to say, quality of beam pointers is always critical.<BR>
<BR>
The Happy Fun Ball tends to have high agility, due to it's armour-efficient<BR>
design, and it's ability to easily spin and re-direct the vector of it's<BR>
main thruster banks.<BR>
<BR>
The Winged Needle tends to have lower effective agility, due to it's huge<BR>
turning circle, but it's very large surface area means that it can spread<BR>
it's radiators over a very large area, and thus run at very low EMCON<BR>
states.<BR>
<BR>
A Happy Fun Ball thus optimises the fuzziness of it's future position, and<BR>
the Winged Needle the fuzziness of it's known position.<BR>
<BR>
*****************<BR>
<BR>
OK, so we can see where this is leading. We drop the concept of a yes/no<BR>
fire control lock, and replace it with a series of values. After all, if you<BR>
know where something is to within 5 kilometers, you can shoot at it. You<BR>
might get lucky ...<BR>
<BR>
What we do is do the DSR to one decimal point. If you have an effective<BR>
sensor lock range of 13.2, if the enemy ship is at 13.5, then you are<BR>
rolling to hit at -3. I'd imagine that a Sensor Ops success adds 0.1 to your<BR>
effective range, a Special Success adds 0.3 and a Critical Success adds 0.5.<BR>
<BR>
Similarly, each ship is rated for Combat Agility, at each range. This will<BR>
require some fairly complicated calculations, but thats what tables are for.<BR>
<BR>
The idea is that these values can go onto each ships' Combat Card (running<BR>
combat, running white, running dark, running black).<BR>
<BR>
Note that firing at the enemy does bad things to your EMCON (turning the<BR>
engines up to fire that PAW increases your power demand, for a start), so<BR>
more tactical decisions are going to have to be made.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:04:14 -0700<BR>
From: "Jason Bernstein" <apoc527@u.washington.edu><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
Thanks for the response.  I'd mail back the whole list, but this question<BR>
can be answered by you.  I must have weird settings or something, because I<BR>
don't see all the "fancy background, etc"....hmmmm...Perhaps if I set it to<BR>
"text only", though I didn't know that it automatically posted in HTML<BR>
format.  Sorry 'bout that.<BR>
- ----- Original Message -----<BR>
From: John Groth <wombat@premier.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 08, 2000 3:27 PM<BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
<BR>
> > Jason Bernstein wrote:<BR>
> ><BR>
> > Hello,<BR>
> ><BR>
> > I'm new to the TML (this is my first post), and I'm also new to<BR>
> > Traveller.<BR>
><BR>
> Welcome aboard!  One minor nit to pick:  Don't post with all that fancy<BR>
> background, etc.  It adds a lot of garbage to the digest version of the<BR>
> TML.<BR>
><BR>
> Having said that, let's take a look at your question:<BR>
><BR>
> > I only have the GURPS line of Traveller material, and I<BR>
> > was wondering:<BR>
> ><BR>
> > What's more common in the Traveller universe, lasers/energy weapons or<BR>
> > gauss/projectile weapons?  If a group of relatively normal, (low<BR>
> > powered, 100 points in GURPS terms), adventurers had to arm themselves<BR>
> > against pirates, beasts, or the occasional government, what would they<BR>
> > most likely choose?  Thanks!<BR>
><BR>
> Without a doubt, slugthrowers are far more common in the OTU ("Official<BR>
> Traveller Universe").  This is due to the fact that most worlds ban<BR>
> private ownership of energy weapons (Law Level 2+), while far fewer<BR>
> worlds ban semi-automatic long arms (Law Level 6+).  Also, slugthrowers<BR>
> generally cause less collateral damage when fired in confined areas<BR>
> (such as on board the PCs' starship).<BR>
><BR>
> Of course, players will try to arm their characters with FGMPs and<BR>
> battledress, if they can get away with it.<BR>
><BR>
> --<BR>
> AuricTech Shipyards Journeyman Gearhead<BR>
> "Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
> Keeper of the TML Keyboard Casualty List<BR>
><BR>
> http://www.geocities.com/Area51/Shadowlands/9776<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2902<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2903</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2903<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: Cultural issues in the IN (was: There be pirates)<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
Re: Max Acceleration<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
RE: Max Acceleration<BR>
RE: Ship Sizes<BR>
RE: FFS3: Power Systems<BR>
RE: Drunken Spacemen (was "Re: There be...")<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
How does the 3I man it's military units?<BR>
Newbie intro and Q<BR>
Re: Imperial Legions<BR>
Re: Imperial Legions<BR>
Re: values<BR>
Re: Imperial Legions<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:12:25 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Cultural issues in the IN (was: There be pirates)<BR>
<BR>
> But seriously, I think that given the range of cultures within the 3I, one<BR>
> of two things will happen.<BR>
><BR>
> Firstly, you can do whatever you like in your off hours, but in the<BR>
Imperial<BR>
> Navy you follow Imperial cultural norms. And this means accepting male<BR>
> supply officers, women in combat, men who fly without a woman aboard,<BR>
people<BR>
> who eat beef, and everything else.<BR>
><BR>
> The second option is that ships and/or fleets are orginised by culture -<BR>
if<BR>
> you are an Orthodox Azza'hi, then you go to an appropriate unit. As do<BR>
> Aslanised Humans, Classical Vilani, Loyal Solomani and so on.<BR>
><BR>
> What is more likely is that the two vary, depending on time and<BR>
bureaucratic<BR>
> whim.<BR>
><BR>
> Ian Whitchurch<BR>
<BR>
Personally, I think the former is more likely, and certainly more effective<BR>
in terms of what the Imperium wants.  By binding everyone over to a single<BR>
greater 'Imperial Culture' it serves to unify disparate groups.  By<BR>
segregating units based on culture, you are just reinforcing parochialism<BR>
(multi-culturalism, if you like).    The goal is, IMHO to have personnel who<BR>
think in terms of "I'm an Imperial spacehand of Solomani/Vilani/whatever<BR>
descent" as opposed to "I'm a Solomani/Vilani/whatever spacehand in Imperial<BR>
service".  Too much provincialism gives us the Balkans.  The British empire<BR>
flourished because of a unifying culture that extended beyond local<BR>
province.  This was also true of the US, until recently.  "It doesn't matter<BR>
who you were or where you're from, you are an American now".<BR>
<BR>
The Imperium must be a greater unifying culture if it is to last.<BR>
<BR>
JMHO<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:12:56 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
- --============_-1246346120==_ma============<BR>
Content-Type: text/plain; charset="us-ascii" ; format="flowed"<BR>
<BR>
At 3:03 PM -0700 8/8/00, Jason Bernstein wrote:<BR>
>Hello,<BR>
><BR>
>I'm new to the TML (this is my first post), and I'm also new to <BR>
>Traveller.  I only have the GURPS line of Traveller material, and I <BR>
>was wondering:<BR>
><BR>
>What's more common in the Traveller universe, lasers/energy weapons <BR>
>or gauss/projectile weapons?  If a group of relatively normal, (low <BR>
>powered, 100 points in GURPS terms), adventurers had to arm <BR>
>themselves against pirates, beasts, or the occasional government, <BR>
>what would they most likely choose?  Thanks!<BR>
<BR>
Gauss/projectile ("slug throwers") are more common.  Lasers are<BR>
reasonable, but most people go with slug throwers.  I've always<BR>
been a fan of gauss weapons.  FGMPs and PGMPs are, of course,<BR>
quite effective but they aren't really attainable by most characters.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
- --============_-1246346120==_ma============<BR>
Content-Type: text/enriched; charset="us-ascii"<BR>
<BR>
At 3:03 PM -0700 8/8/00, Jason Bernstein wrote:<BR>
<BR>
<excerpt><fontfamily><param>Arial</param><smaller>Hello,<BR>
<BR>
 <BR>
<BR>
I'm new to the TML (this is my first post), and I'm also new to<BR>
Traveller.  I only have the GURPS line of Traveller material, and I was<BR>
wondering:<BR>
<BR>
 <BR>
<BR>
What's more common in the Traveller universe, lasers/energy weapons or<BR>
gauss/projectile weapons?  If a group of relatively normal, (low<BR>
powered, 100 points in GURPS terms), adventurers had to arm themselves<BR>
against pirates, beasts, or the occasional government, what would they<BR>
most likely choose?  Thanks!<BR>
<BR>
</smaller></fontfamily></excerpt><fontfamily><param>Arial</param><smaller><BR>
<BR>
</smaller></fontfamily>Gauss/projectile ("slug throwers") are more<BR>
common.  Lasers are<BR>
<BR>
reasonable, but most people go with slug throwers.  I've always<BR>
<BR>
been a fan of gauss weapons.  FGMPs and PGMPs are, of course, <BR>
<BR>
quite effective but they aren't really attainable by most characters.<BR>
<BR>
<fontfamily><param>Geneva</param>______________________________<BR>
<BR>
summers@alum.mit.edu<BR>
<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)</fontfamily><BR>
<BR>
- --============_-1246346120==_ma============--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:23:17 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
> > > What's more common in the Traveller universe, lasers/energy weapons or<BR>
> > > gauss/projectile weapons?  If a group of relatively normal, (low<BR>
> > > powered, 100 points in GURPS terms), adventurers had to arm themselves<BR>
> > > against pirates, beasts, or the occasional government, what would they<BR>
> > > most likely choose?  Thanks!<BR>
> ><BR>
> > Without a doubt, slugthrowers are far more common in the OTU ("Official<BR>
> > Traveller Universe").  This is due to the fact that most worlds ban<BR>
> > private ownership of energy weapons (Law Level 2+), while far fewer<BR>
> > worlds ban semi-automatic long arms (Law Level 6+).  Also, slugthrowers<BR>
> > generally cause less collateral damage when fired in confined areas<BR>
> > (such as on board the PCs' starship).<BR>
<BR>
Another factor:  Slug throwers are just so darn efficient.  It is a very<BR>
simple and mature technology.  In chemically propelled weapons, the main<BR>
source of failure is the individual round of ammunition, a cheap and<BR>
expendable commodity.  Contrast this with beam or plasm/fusion weapons (or<BR>
even gauss weapons) which are complex and expensive.<BR>
<BR>
> > Of course, players will try to arm their characters with FGMPs and<BR>
> > battledress, if they can get away with it.<BR>
<BR>
Yes, but IMTU, the most dangerous looking character always becomes the<BR>
primary target.  Basic rule of combat:  Always initiate fire with you most<BR>
casualty producing weapon.  Always attack your opponent's most dangerous<BR>
weapon (preferably before he can use it).  All things being equal, attack<BR>
your enemies leadership first.<BR>
<BR>
Naturally, the PC want the biggest and baddest weapon/armor/etc.  If we're<BR>
going into a fight, don't we all?  It's not about playing fair, it's about<BR>
winning without breaking the rules to the extent that your going to be<BR>
hunted down like a dog.<BR>
<BR>
Tod<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:25:29 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
On 7 Aug 2000, at 20:32, Tod Glenn wrote:<BR>
<BR>
> on 8/7/00 7:17 PM, Rupert Boleyn at rboleyn@paradise.net.nz wrote:<BR>
> >> Do you have excel? I'd love to have someone else who's gun knowledgeable<BR>
> >> check my work.<BR>
> > <BR>
> > Yes, I have excel, and I'd be happy to have a look at anything you've done.<BR>
> > Just don't expect any proofing of maths, as it's been 10 years since I've done<BR>
> > anything involving such.<BR>
> <BR>
> Actually, I'm just looking for someone to generate some guns, and see if the<BR>
> comparative damage values, penetration, weight, etc look right and fit the<BR>
> traveller system, particularly not CT versions (I'm a CT type of guy).<BR>
<BR>
Cool. I can do that, and as I have almost everything for TNE I can even tell <BR>
you if they match it too (though FFS1 tended to run on the heavy side, <BR>
especially for high-powered rifles and doubles).<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:26:09 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
On 7 Aug 2000, at 20:34, Tod Glenn wrote:<BR>
<BR>
> Yes, there's a lot to be said for comparative systems like this.  The<BR>
> problem becomes how to determine damage for high tech weapons.<BR>
<BR>
Put on your flame-proof undies and wing it :)<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:43:40 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Max Acceleration<BR>
<BR>
On 7 Aug 2000, at 21:51, Leonard Erickson wrote:<BR>
<BR>
> In mail you write:<BR>
> <BR>
> > In CT, 6G was the max possible acceleration and it came from thruster<BR>
> > plates.<BR>
> <BR>
> Not true. The rules say "manuever drive" and don't further describe it.<BR>
> I always figured it was some sort of fusion rocket.<BR>
<BR>
In the original three LBBs it was stated that ships used reaction mass, so they <BR>
weren't using thrusters (as we know them :) That didn't turn up until the <BR>
second HG, AFAIK.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:43:40 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
On 7 Aug 2000, at 20:49, Tod Glenn wrote:<BR>
<BR>
> I've been looking at both FFS2 and 3G3 as starting points (no sense in<BR>
> reinventing the wheel).  I'm working with sectional density/velocity for<BR>
> penetration and projectile energy/retardation for damage.<BR>
> <BR>
> I'll put together a more detailed rationale and post it to the tml.<BR>
<BR>
Cool. I'll be interested to see it. I've usually worked with momentum/sectional <BR>
density for penetration (which damage is closely related to in pistols), and <BR>
had a damage multiplier for high velocity rounds. The big problem with using <BR>
momentum or velocity for penetration, IME, is that you get transition problems <BR>
when going to big guns, as tank guns, naval guns, etc, etc, have their <BR>
penetration proportional to their KE (or some power function thereof, I forget <BR>
which).<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:53:27 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Max Acceleration<BR>
<BR>
Yeah, but it was so cool that I penciled it back into one of my HG2's.<BR>
<BR>
So it's cannon again!<BR>
<BR>
(take that - uncool demons!)<BR>
<BR>
:)<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Russell<BR>
Bornschlegel<BR>
Sent: Tuesday, August 08, 2000 11:11 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Max Acceleration<BR>
<BR>
<BR>
Eris wrote:<BR>
> On 08/07/00 at 09:51 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
><BR>
> >In mail you write:<BR>
><BR>
> >> In CT, 6G was the max possible acceleration and it came from thruster<BR>
> >> plates.<BR>
><BR>
> >Not true. The rules say "manuever drive" and don't further describe it. I<BR>
> >always figured it was some sort of fusion rocket.<BR>
><BR>
> I believe it was mentioned that the drive could be used as a weapon at<BR>
very<BR>
> short range.  Yes, my original understanding was some sort of fusion<BR>
rocket,<BR>
> but that was never spelled out for very good<BR>
> gaming reasons.<BR>
<BR>
The drive as weapon rule is, I believe, confined to 1st Edition High Guard,<BR>
and silently dropped in HG2.<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 16:55:40 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Ship Sizes<BR>
<BR>
We made the following rule:<BR>
<BR>
"Computers may be networked together to overcome ship size limits"<BR>
<BR>
So, we had a TL-8 ship with tons - literally - tons - of computers<BR>
'networked' together. We even bought three arrays for redundancy.<BR>
<BR>
Made sense at the time..<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Ian Ferguson<BR>
Sent: Tuesday, August 08, 2000 8:30 AM<BR>
To: traveller@mpgn.com<BR>
Subject: RE: Ship Sizes<BR>
<BR>
<BR>
I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
difficulty may be found at TL 9.  At TL 10 you can finally build a ship big<BR>
enough to carry the spinal mount that you can build.  Another reason to<BR>
turf the computer limits on ship size.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:04:12 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
I was only being 1/2 way serious.<BR>
<BR>
My main objection would be only if it did not module correctly current power<BR>
plants capabilities. More research would be needed on that. Would it only<BR>
work for fusion? what about fission? IC? Turbines? would each have their own<BR>
formula?<BR>
<BR>
<BR>
(serious mode off)<BR>
It does parrot the Space Master design system (old version) almost word for<BR>
word. Not instituting anything - I think that I am the only person on the<BR>
planet that got Space Master.<BR>
(serious mode on)<BR>
<BR>
<BR>
But it would be much better then a table (easier to plug into spreadsheet<BR>
and or program)<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
eris@pcola.gulf.net<BR>
Sent: Tuesday, August 08, 2000 1:40 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
<BR>
On 08/08/00 at 10:41 AM,  Matt Bond <MBOND@karpad.demon.co.uk> said:<BR>
<BR>
>Aside from it using square roots (which pretty much require the use of a<BR>
>calculator for the vast majority of people), I quite like it. It's a<BR>
>simple concept that does the required job. What more could be asked<BR>
<BR>
Well, gee, that's what *I* thought too! <g> The use of square roots in a<BR>
detailed design shouldn't be intimidating for gearheads.<BR>
<BR>
I figured the Module version would have standard Power Plants with the<BR>
everything already calculated. So, those that want it *really* simple don't<BR>
even have to use the sqrt key on thier calculator, just read the numbers off<BR>
an entry on a list.<BR>
<BR>
Eris<BR>
- --<BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 17:13:43 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
IIRC that it is about 250mw per EP.<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Nick<BR>
Bradbeer<BR>
Sent: Tuesday, August 08, 2000 11:05 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
<BR>
> I realize this question has undoubtedly been asked before, but is there<BR>
> any (semi-)canonical statement regarding the number of megawatts in an<BR>
> energy point?<BR>
<BR>
About all I can suggest is to compare canonical designs in both design<BR>
systems. How many EPs does a Gazelle produce in HG2, compared to the<BR>
megawattage of a Gazelle power plant under FFS2 (or FFS1, which to be<BR>
honest I'd lay more faith in, produced as it wasn't by Imperium Games.)<BR>
<BR>
Nick<BR>
(Incidentally, under FFS1 it's 891 MW)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 17:28:56 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
on 8/8/00 4:43 PM, Rupert Boleyn at rboleyn@paradise.net.nz wrote:<BR>
<BR>
> <BR>
> Cool. I'll be interested to see it. I've usually worked with<BR>
> momentum/sectional<BR>
> density for penetration (which damage is closely related to in pistols), and<BR>
> had a damage multiplier for high velocity rounds. The big problem with using<BR>
> momentum or velocity for penetration, IME, is that you get transition problems<BR>
> when going to big guns, as tank guns, naval guns, etc, etc, have their<BR>
> penetration proportional to their KE (or some power function thereof, I forget<BR>
> which).<BR>
<BR>
Well, I don't expect everything to scale infinitely.  I'm mostly focused on<BR>
small arms.  And these I divide into classes (per SIPRI).  Low velocity<BR>
weapons (under 500 m/sec) which do damage by mechanical action, high<BR>
velocity ( Velocity>500m/sec, but less than 1500m/s) which do damage by<BR>
mechanical means and hydrostatic deformation (cavitation) and hypervelocity<BR>
( >1500 m/s).  These projectile exceed the speed of sound in tissue, and can<BR>
cause otherwise elastic tissue to behave like solids (tissue shatters).<BR>
Also, we have explosive missile.  It's all really quite complex.  The trick<BR>
is to build a systems that models actual weapon performance, fits well with<BR>
the various traveller systems, produces weapons of realistic mass and size,<BR>
and is relatively easy to use!<BR>
<BR>
Tricky...<BR>
<BR>
But since I'm a gun buff, I'm allowing for a bit of complexity.  For those<BR>
not given to extensive calculation, I plan to generate a number of exemplars<BR>
and some simple tables for ease of use.  Anyone who just wants to handwave<BR>
the cost/mass calculations for weapons can just generate damage and<BR>
penetration based on projectile velocity, mass, diameter, length and length.<BR>
Slightly more complex than FFS2s damage calculation, but still doable via<BR>
calculator.<BR>
<BR>
I'll include all my rationalizations for the formulas in case someone wants<BR>
to tweak them based on there own ideas.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 20:42:56 -0400<BR>
From: peersce@mindspring.com<BR>
Subject: How does the 3I man it's military units?<BR>
<BR>
This is a multi-part message in MIME format.<BR>
<BR>
- ------=_NextPart_000_0023_01C00179.3B3D0820<BR>
Content-Type: text/plain;<BR>
	charset="iso-8859-1"<BR>
Content-Transfer-Encoding: quoted-printable<BR>
<BR>
The second option is that ships and/or fleets are orginised by culture - =<BR>
if<BR>
you are an Orthodox Azza'hi, then you go to an appropriate unit. As do<BR>
Aslanised Humans, Classical Vilani, Loyal Solomani and so on.<BR>
<BR>
Thing brings up a question:  does the Imperium raise troops throughout =<BR>
its dominion then shuffle them across sectors to fill personnel =<BR>
vacancies, or does it let sectors/subsectors raise, train, and deliver =<BR>
personnel to locally stationed Imperial units? Raising units locally =<BR>
would save on transportation costs and would probably result in a sort =<BR>
of "provincial character" of Imperial units in a certain region.  The =<BR>
Solomani Rim could have Imperial subsector fleets composed of Loyal =<BR>
Solomani (with Vilani/non-Solomani officers, of course), while the the =<BR>
fleets stationed and staffed in the Vland sector might speak Vilani in =<BR>
all but formal official communication.  As for going to an appropriate =<BR>
unit, the new recruit will most likely be sent to one if available.  If =<BR>
a culturally appropriate unit isn't available (a Loyal Solomani recruit =<BR>
who is living in the Vland sector for whatever reason) the chances will =<BR>
be next to nil (excepting noble/megacorporate influence) and the answer =<BR>
to any request will most likely be "Tough. Get back to work."<BR>
<BR>
P<BR>
<BR>
- ------=_NextPart_000_0023_01C00179.3B3D0820<BR>
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	charset="iso-8859-1"<BR>
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<BR>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><HEAD><BR>
<META content=3D"text/html; charset=3Diso-8859-1" =<BR>
http-equiv=3DContent-Type><BR>
<META content=3D"MSHTML 5.00.2614.3500" name=3DGENERATOR><BR>
<STYLE></STYLE><BR>
</HEAD><BR>
<BR>
<DIV>The second option is that ships and/or =<BR>
fleets are=20<BR>
orginised by culture - if<BR>
you are an Orthodox Azza'hi, then you go to =an=20appropriate unit. As do<BR>
Aslanised Humans, Classical Vilani, Loyal =Solomani=20and so on.<BR>
<BR>
Thing brings up a question:&nbsp; does the Imperium =raise=20troops throughout its dominion then shuffle them across sectors to fill=20 personnel vacancies, or does it let sectors/subsectors raise, train, and = deliver=20 personnel to locally stationed Imperial units?&nbsp;Raising units = locally would=20 save on transportation costs and would probably result in a sort of = "provincial=20 character" of Imperial units in a certain region.&nbsp; The Solomani Rim = could=20 have Imperial subsector fleets composed of Loyal Solomani (with=20 Vilani/non-Solomani officers, of course), while the the fleets stationed = and=20 staffed in the Vland sector might speak Vilani in all but formal = official=20 communication.&nbsp; As for going to an appropriate unit, the new = recruit will=20 most likely be sent to one if available.&nbsp; If a culturally = appropriate unit=20 isn't available (a Loyal Solomani recruit who is living in the Vland = sector for=20 whatever reason) the chances will be next to nil (excepting = noble/megacorporate=20 influence) and the answer to any request will most likely be "Tough. Get =back to=20work."</DIV><DIV>&nbsp;</DIV><DIV>P</DIV><BR>
<BR>
- ------=_NextPart_000_0023_01C00179.3B3D0820--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 20:44:10 -0400<BR>
From: Andrew Douglas <adouglas@optonline.net><BR>
Subject: Newbie intro and Q<BR>
<BR>
Greetings. A gaming store just opened up in the local mall. When I wandered<BR>
in, to my surprise there was an old friend... Traveller (the first Classic<BR>
compilation book). Got me thinking about it again... I bought it on the<BR>
spot, found the website and ordered the second book as well.<BR>
<BR>
Back around 1980 or so, when I was in college, I took an interest in the<BR>
game. It resonated pretty well with Larry Niven's Known Space, which I<BR>
really enjoy. I particularly liked the emphasis on character development and<BR>
society rather than straight combat... all the adventures I'd ever been<BR>
involved in (D+D) were heavily centered on conflict of one sort or another.<BR>
<BR>
Here was a game that was as much about trade and commerce as it was about<BR>
hit points. The possibility of having the object of an adventure be to raise<BR>
enough money to build or buy a ship instead of make lunch meat out of nasty<BR>
ugly smelly non-humans appealed to me.<BR>
<BR>
I never got around to drumming up support for a campaign, and eventually I<BR>
gave the books and miscellany (Azhanti High Lightning, some other stuff)<BR>
away (idiot).<BR>
<BR>
Now I see that there are several variants: CT, Megatraveller, GURPS, T4...<BR>
<BR>
If I were to fire this up again with the intention of running a very loose,<BR>
relaxed and small scale campaign with a bunch of decidedly noncompulsive<BR>
middle-aged friends, all of whom definitely have lives outside gaming<BR>
(including me), which path does the list suggest I follow? Can someone pass<BR>
on the five-cent wisdom version of advantages/disadvantages of the various<BR>
systems? Low workload is a big plus. Lots of published support materials,<BR>
including fully worked up adventures, is also a plus.<BR>
<BR>
Thanks,<BR>
Andrew Douglas<BR>
Bridgeport, CT<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 03:01:31 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Imperial Legions<BR>
<BR>
From: John Groth <wombat@premier.net><BR>
<BR>
>Given the feudal nature of the 3I, I would not expect commoners to<BR>
>receive land grants as a mustering-out benefit.<BR>
<BR>
    Why not?  I mean there were small landholders who were not Nobles, but<BR>
still commoners.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 03:04:21 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Imperial Legions<BR>
<BR>
From: Antony Farrell <Skaran@bigpond.com><BR>
<BR>
>Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
>empire legionnaires upon retirement often received their "retirement pay"<BR>
as<BR>
>a mixture of money and land grant.<BR>
><BR>
>Could the 3I have such a scheme, ie less retirement funds (mustering out<BR>
>funds) but a land grant somewhere (probably a distant frontier world)? A<BR>
>good adventure hook for newbies and not so newbies.<BR>
<BR>
<BR>
    I have alway run it as this.  If someone wanted a plot of land, instead<BR>
of their retirement pay, they got it, usually on a Frontier World, but they<BR>
got land.  Sometimes enough to make them a planetary noble.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 03:13:25 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: values<BR>
<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
<BR>
>>>Hey.  Just because a girl likes to sleep with pilots and soldiers when<BR>
>they are on leave does not mean you should call her a bimbo.<BR>
>>><BR>
>> Kira, you brought this up, so you cannot blame me for saying this, but as<BR>
>a Marine, the only women I know of who would sleep with a member of the<BR>
>Airforce or Army is not called a bimbo, but hooker.  *weg*<BR>
>><BR>
>LOL!!!  It's Kiri, not Kira.  "Fog", not "glittering".<BR>
<BR>
<BR>
    Hey, you remind me of someone named Kira, but who is it?<BR>
<BR>
>None of my boyfriends is in the *American* armed forces.<BR>
<BR>
<BR>
    So, this works for any country.<BR>
<BR>
    England:  Anyone who would sleep with a member of the Royal Airforce or<BR>
Royal Army is not called a bimbo, but a hooker.<BR>
    France:  Anyone who would sleep with a member of the French Airforce or<BR>
French Army is not called a bimbo, but a hooker.<BR>
    Russia:  Anyone who would sleep with a member of the Russian Airforce or<BR>
Russian Army is not called a bimbo, but a hooker.<BR>
    Isreal:  Anyone who would sleep with a member of the Isreali Airforce or<BR>
Isreali Army is not called a bimbo, but a hooker.<BR>
    New Zealand:  Anyone who would sleep with a member of the New Zealand<BR>
Airforce or New Zealand Army is not called a bimbo, but a hooker.<BR>
<BR>
    Now do you see how it works?<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 20:44:10 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Imperial Legions<BR>
<BR>
Legate Legion wrote:<BR>
> <BR>
> From: John Groth <wombat@premier.net><BR>
> <BR>
> >Given the feudal nature of the 3I, I would not expect commoners to<BR>
> >receive land grants as a mustering-out benefit.<BR>
> <BR>
>     Why not?  I mean there were small landholders who were not Nobles, but<BR>
> still commoners.<BR>
<BR>
However, as I see it, there is a difference between owning land and<BR>
being granted land by the Imperial government for services rendered. <BR>
The former is simply a purchase by anyone with the funds to buy land,<BR>
while the latter seems to be a fief, which implies graniting a noble<BR>
title. <BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2903<BR>
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From: owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2904<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: CT mw/EP (was Drunken Spacemen (was "Re: There be..."))<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: A Navy the PCs Can Beat (was Re: Seriously Magic Thruster Plates)<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
RE: FFS3: Power Systems<BR>
Re: A Navy the PCs Can Beat (was Re: Seriously Magic Thruster Plates)<BR>
Re: Imperial Legions<BR>
Re: There be pirates<BR>
Re: How does the 3I man it's military units?<BR>
Re: Imperial Legions<BR>
Re: Imperial Legions<BR>
Re: Imperial Legions<BR>
Re: Land Grants at Mustering Out (was: Imperial Legions)<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: Drunken Spacemen (was "Re: There be...")<BR>
Re: Lasers vs Projectile Weapons<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 20:43:23 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: CT mw/EP (was Drunken Spacemen (was "Re: There be..."))<BR>
<BR>
ISTR it was either 252 or 256 mw/EP..<BR>
<BR>
Tsykoduk wrote:<BR>
<BR>
> IIRC that it is about 250mw per EP.<BR>
><BR>
> -----Original Message-----<BR>
> > I realize this question has undoubtedly been asked before, but is there<BR>
> > any (semi-)canonical statement regarding the number of megawatts in an<BR>
> > energy point?<BR>
> ...<BR>
> Nick<BR>
> (Incidentally, under FFS1 it's 891 MW)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 20:01:37 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
First half of this is me being a crudgemugin, the second half is a<BR>
(not completely unserious) suggestion for ship combat.<BR>
<BR>
On 08/09/00 at 09:04 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>OK, so we can see where this is leading. We drop the concept of a yes/no<BR>
>fire control lock, and replace it with a series of values. After all, if<BR>
>you know where something is to within 5 kilometers, you can shoot at it.<BR>
>You might get lucky ...<BR>
<BR>
>What we do is do the DSR to one decimal point. If you have an effective<BR>
>sensor lock range of 13.2, if the enemy ship is at 13.5, then you are<BR>
>rolling to hit at -3. I'd imagine that a Sensor Ops success adds 0.1 to<BR>
>your effective range, a Special Success adds 0.3 and a Critical Success<BR>
>adds 0.5.<BR>
<BR>
Jiminy Cricket!!  I was opposed to the halves in DSR and now you<BR>
want to extend it to tenths!  Ian, before going down this particular<BR>
road too far, *please*, play test the heck out of it.  Maybe it will<BR>
play smoothly, but I really, really, have my doubts.  <BR>
<BR>
Come to that, how much play testing has been done using DSR?  Does it<BR>
play smoothly in *role* playing?  Does it slow things down?  What<BR>
time scales have groups used when playing it?  Has it been used with<BR>
PC ship on one or two NPC ships, and how does it flow? <BR>
<BR>
>Similarly, each ship is rated for Combat Agility, at each range. This<BR>
>will require some fairly complicated calculations, but thats what tables<BR>
>are for.<BR>
<BR>
I hate looking things up on tables during a roleplaying game!  If<BR>
the numbers are on a single vehicle or player card that's one thing,<BR>
but having to refer to multiple separate sheets breaks suspension of<BR>
disbelief, slows things down and gums up the works.  <BR>
<BR>
Now for the weird part!<BR>
<BR>
Submitted for your enjoyment and consideration....<BR>
<BR>
Although reality doesn't occur in discrete intervals, for<BR>
simplicity, we pretend that it does.  Thus we break combat down<BR>
into intervals of time which we call turns.  During any one turn we<BR>
take a "snapshot" of the situation we are modeling and deal with it<BR>
as if this snapshot extended for the entire length of time the turn<BR>
occupies. I mention this in preliminary to my following comments.<BR>
<BR>
During any Turn, a sensor can be used by an operator to locate an<BR>
object, that we will call the Bogy.  Depending upon the range from<BR>
sensor to Bogy, the Bogy's size, speed, and signature, the quality<BR>
of the sensor, and the skill of the sensor operator we can determine<BR>
an area within which we can say "it is probable that the Bogy is<BR>
here", we will call this area the Circle of Probability, or CoP.<BR>
Although it is unlikely that the probability within this circle is<BR>
uniform, for simplicity sake, we will pretend that it is. <BR>
<BR>
To determine the likely hood of a "shot" hitting the Bogy we need to<BR>
calculate the percentage of the CoP occupied by the Bogy.  Each well<BR>
placed "shot" within this CoP will have that percentage chance of<BR>
hitting.<BR>
<BR>
Example:  <BR>
<BR>
Our sensor determines, though whatever means, that on Turn 1 the<BR>
Bogy is within a CoP with a 20 m diameter, producing a CoP area of<BR>
314 m.  Our weapon will place 8 shots into the CoP during this Turn.<BR>
We do not know the Bogy's exact cross sectional area, but we can<BR>
estimate it (and the Referee *does* know the number in question) at<BR>
2 m.  Therefore each well placed shot will have a 2/314th chance of<BR>
success, and if we aggregate our 8 shots they will all together have<BR>
a 16/314th chance of success.  This is a 5% chance and can be<BR>
"rolled" for as 1 to 5 on a d100.  However, you may not wish to<BR>
aggregate your shots, in which case you would roll once for each<BR>
shot, 8 times, against 1/157, for simplicity we will say, you need a<BR>
1 on d100 to hit.<BR>
<BR>
Continuing our example, on Turn 2, the Bogy has closed and the CoP<BR>
has a diameter of 6 m with an area of 28 m.  This Turn our<BR>
aggregated 8 shots have a 16/28th chance of success, or 57%...again<BR>
rolled for on a d100.  When not aggregated, each of the 8 shots<BR>
would have a 1/14th chance..hit on 1 to 7 on a d100.<BR>
<BR>
This procedure isn't perfect, but it does provide usable results not<BR>
inconsistent with those required in either a war game or roleplaying<BR>
game.  The primary difficulty, of course, is calculating the CoP at<BR>
each Turn, but I will leave that to the inventiveness of the TML.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:21:39 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
> From: "Douglas E. Berry" <BR>
> I've always seen the Moot as having been granted various roles over the<BR>
> years, mostly in budgetary areas.<BR>
......<BR>
> This allows the Emperor to farm out many of his more tedious jobs, and<BR>
> gives the Moot something to do beside what for the Imperium to collapse.<BR>
......<BR>
> I can see that there might have been "hands-on" leaders who piled through<BR>
> the nitty-gritty themselves.  Arbellatra is one of my prime candidates<BR>
> for this kind of leadership.  But this would severely burn-out even the<BR>
> most hardy person.<BR>
> <BR>
> Others (Stryx) were very loose, rubber-stamping whatever the Moot<BR>
> produced.  We saw where that led.<BR>
<BR>
A possible model for the function of the Moot is the pre-1640s English<BR>
parliament, and the various other absolutist "parliaments" (Estates<BR>
General, etc).  These had the common characteristic of being advisory,<BR>
rather than legislative bodies.  One power they often had was to authorise<BR>
(or at least rubber-stamp) taxation.  This resulted in long series of<BR>
negotiations, and the odd confrontation, between monarchs and those of<BR>
their subjects who possessed wealth and power.  <BR>
<BR>
Most European states had some version of these bodies.  The most common<BR>
pattern was not the English pattern of Lords and Commons, but rather Lords,<BR>
Commons _and Clergy_.  (The English assimilated the Clergy (Bishops) into<BR>
the Lords.  I'm not quite sure what happened with Abbotts and so on.)  The<BR>
Commons, of course, mostly consisted of knights, squires, and other<BR>
non-noble landowners, plus the ruling oligarchies of various cities, (eg<BR>
London).<BR>
<BR>
A quick flick through some history books should provide some more details. <BR>
Remember - there are more models than just the English one.<BR>
<BR>
As for the hands-on ruler question:  a common pattern was for monarchs to<BR>
delegate a lot of authority to their Ministers/Chancellors/whatever.  This<BR>
would result in the actual government being run by someone (usually a<BR>
noble, or a priest) for as long as that person having the confidence of the<BR>
monarch.  Examples include Cardinals Richelieu and Mazarin (France),<BR>
Cardinal Wolsey (England), and even Metternich (Austria-Hungary) and<BR>
Bismarck (Prussia/Germany).<BR>
<BR>
There are hints of this in Traveller canon:  Artemsus Lentuli seemed to<BR>
have played this role to some extent prior to him becoming Emperor after<BR>
the abdication of Cleon II.  (It may also have happened during the Civil<BR>
War...).  It is conceivable that Dulinor might have fallen into this role<BR>
if Strephon had been willing to adopt his reforms.  Branj Dilgaadin may do<BR>
this, to some extent, for Norris.<BR>
<BR>
Does Strephon have a "Prime Minister" (Chancellor)?  Who knows?  There's no<BR>
particular evidence of one in the accounts of his "assassination" in MT<BR>
though, so I suspect not.  This is a slight defect, I think.<BR>
<BR>
Such a government has the advantage that a ruling Emperor can always shift<BR>
the blame of unpopular or unsuccessful policies onto their (former)<BR>
favourite.  Its weakness is that the Chancellor will always have rivals,<BR>
who will try to edge them out of office, and may lack the same legitimacy<BR>
as the Emperor with the Moot.  Still, it's better that intrigues should be<BR>
directed against the Chancellors, rather than the Emperors themselves.<BR>
<BR>
Your Soylent Green may vary.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 21:59:07 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: A Navy the PCs Can Beat (was Re: Seriously Magic Thruster Plates)<BR>
<BR>
>> On Tue, 1 Aug 2000, Tod Glenn wrote:<BR>
>> > I can't think of any action against a 'real' navy where a merchant ship<BR>
>> > carried the day against a reasonably equipped and crewed naval<BR>
vessel.Can<BR>
>> > anyone think of an example?<BR>
><BR>
>John Paul Jones, Amaerican Revolutionary War<BR>
><BR>
>Peter Engebos<BR>
<BR>
I'm not sure this is a good example. Jones' Bonhomme Richard fought the<BR>
British frigate Serapis, which was not strictly speaking a Ship-of-The-Line.<BR>
British Frigates were escorts, not meant to be used in major naval<BR>
engagements. These ships should not be confused with the later American<BR>
frigates, which were larger and more heavily armed than the British<BR>
Frigates. Even these ships did not fight the British line, but were used<BR>
mostly to fight British privateers (themselves armed merchant vessels),<BR>
schooners, brigs and the smaller British frigates.<BR>
<BR>
This fits in well with Traveller, where a PC's armed merchant might give a<BR>
pirate or a local corvette a run for its money.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 20:01:37 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
First half of this is me being a crudgemugin, the second half is a<BR>
(not completely unserious) suggestion for ship combat.<BR>
<BR>
On 08/09/00 at 09:04 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>OK, so we can see where this is leading. We drop the concept of a yes/no<BR>
>fire control lock, and replace it with a series of values. After all, if<BR>
>you know where something is to within 5 kilometers, you can shoot at it.<BR>
>You might get lucky ...<BR>
<BR>
>What we do is do the DSR to one decimal point. If you have an effective<BR>
>sensor lock range of 13.2, if the enemy ship is at 13.5, then you are<BR>
>rolling to hit at -3. I'd imagine that a Sensor Ops success adds 0.1 to<BR>
>your effective range, a Special Success adds 0.3 and a Critical Success<BR>
>adds 0.5.<BR>
<BR>
Jiminy Cricket!!  I was opposed to the halves in DSR and now you<BR>
want to extend it to tenths!  Ian, before going down this particular<BR>
road too far, *please*, play test the heck out of it.  Maybe it will<BR>
play smoothly, but I really, really, have my doubts.  <BR>
<BR>
Come to that, how much play testing has been done using DSR?  Does it<BR>
play smoothly in *role* playing?  Does it slow things down?  What<BR>
time scales have groups used when playing it?  Has it been used with<BR>
PC ship on one or two NPC ships, and how does it flow? <BR>
<BR>
>Similarly, each ship is rated for Combat Agility, at each range. This<BR>
>will require some fairly complicated calculations, but thats what tables<BR>
>are for.<BR>
<BR>
I hate looking things up on tables during a roleplaying game!  If<BR>
the numbers are on a single vehicle or player card that's one thing,<BR>
but having to refer to multiple separate sheets breaks suspension of<BR>
disbelief, slows things down and gums up the works.  <BR>
<BR>
Now for the weird part!<BR>
<BR>
Submitted for your enjoyment and consideration....<BR>
<BR>
Although reality doesn't occur in discrete intervals, for<BR>
simplicity, we pretend that it does.  Thus we break combat down<BR>
into intervals of time which we call turns.  During any one turn we<BR>
take a "snapshot" of the situation we are modeling and deal with it<BR>
as if this snapshot extended for the entire length of time the turn<BR>
occupies. I mention this in preliminary to my following comments.<BR>
<BR>
During any Turn, a sensor can be used by an operator to locate an<BR>
object, that we will call the Bogy.  Depending upon the range from<BR>
sensor to Bogy, the Bogy's size, speed, and signature, the quality<BR>
of the sensor, and the skill of the sensor operator we can determine<BR>
an area within which we can say "it is probable that the Bogy is<BR>
here", we will call this area the Circle of Probability, or CoP.<BR>
Although it is unlikely that the probability within this circle is<BR>
uniform, for simplicity sake, we will pretend that it is. <BR>
<BR>
To determine the likely hood of a "shot" hitting the Bogy we need to<BR>
calculate the percentage of the CoP occupied by the Bogy.  Each well<BR>
placed "shot" within this CoP will have that percentage chance of<BR>
hitting.<BR>
<BR>
Example:  <BR>
<BR>
Our sensor determines, though whatever means, that on Turn 1 the<BR>
Bogy is within a CoP with a 20 m diameter, producing a CoP area of<BR>
314 m.  Our weapon will place 8 shots into the CoP during this Turn.<BR>
We do not know the Bogy's exact cross sectional area, but we can<BR>
estimate it (and the Referee *does* know the number in question) at<BR>
2 m.  Therefore each well placed shot will have a 2/314th chance of<BR>
success, and if we aggregate our 8 shots they will all together have<BR>
a 16/314th chance of success.  This is a 5% chance and can be<BR>
"rolled" for as 1 to 5 on a d100.  However, you may not wish to<BR>
aggregate your shots, in which case you would roll once for each<BR>
shot, 8 times, against 1/157, for simplicity we will say, you need a<BR>
1 on d100 to hit.<BR>
<BR>
Continuing our example, on Turn 2, the Bogy has closed and the CoP<BR>
has a diameter of 6 m with an area of 28 m.  This Turn our<BR>
aggregated 8 shots have a 16/28th chance of success, or 57%...again<BR>
rolled for on a d100.  When not aggregated, each of the 8 shots<BR>
would have a 1/14th chance..hit on 1 to 7 on a d100.<BR>
<BR>
This procedure isn't perfect, but it does provide usable results not<BR>
inconsistent with those required in either a war game or roleplaying<BR>
game.  The primary difficulty, of course, is calculating the CoP at<BR>
each Turn, but I will leave that to the inventiveness of the TML.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:10:04 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
On 8 Aug 2000, at 17:04, Tsykoduk wrote:<BR>
<BR>
> I was only being 1/2 way serious.<BR>
> <BR>
> My main objection would be only if it did not module correctly current power<BR>
> plants capabilities. More research would be needed on that. Would it only work<BR>
> for fusion? what about fission? IC? Turbines? would each have their own formula?<BR>
> <BR>
> <BR>
> (serious mode off)<BR>
> It does parrot the Space Master design system (old version) almost word for<BR>
> word. Not instituting anything - I think that I am the only person on the planet<BR>
> that got Space Master. (serious mode on)<BR>
<BR>
I rather liked Spacemaster, just not the first version where small arms weapon <BR>
balance was sorta wierd. I never got into its ship construction. The second <BR>
version, _Star Strike_ was fun though.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 19:19:13 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: A Navy the PCs Can Beat (was Re: Seriously Magic Thruster Plates)<BR>
<BR>
on 8/8/00 6:59 PM, Terry Carlino at carlino@home.com wrote:<BR>
<BR>
>> <BR>
>> John Paul Jones, Amaerican Revolutionary War<BR>
>> <BR>
>> Peter Engebos<BR>
> <BR>
> I'm not sure this is a good example. Jones' Bonhomme Richard fought the<BR>
> British frigate Serapis, which was not strictly speaking a Ship-of-The-Line.<BR>
> British Frigates were escorts, not meant to be used in major naval<BR>
> engagements. These ships should not be confused with the later American<BR>
> frigates, which were larger and more heavily armed than the British<BR>
> Frigates. Even these ships did not fight the British line, but were used<BR>
> mostly to fight British privateers (themselves armed merchant vessels),<BR>
> schooners, brigs and the smaller British frigates.<BR>
<BR>
As I mentioned once before, the Bonhomme Richard (formerly the Duc de Duras)<BR>
was a 40-gun frigate, starting life as a merchant, but was rebuilt.  Really<BR>
not a match for the later giant American frigates like Constitution, but not<BR>
really a merchant either.<BR>
<BR>
The Trav equivalent would be to take a merchant, strip out all the cargo<BR>
space, uprate the guns, computer and armor, fit uprated maneuver drives, add<BR>
a full combat crew.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 21:18:34 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Imperial Legions<BR>
<BR>
On 08/08/00 at 04:04 PM,  "Antony Farrell" <Skaran@bigpond.com> said:<BR>
<BR>
<BR>
>Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
>empire legionnaires upon retirement often received their "retirement pay"<BR>
>as a mixture of money and land grant.<BR>
<BR>
>Could the 3I have such a scheme, ie less retirement funds (mustering out<BR>
>funds) but a land grant somewhere (probably a distant frontier world)? A<BR>
>good adventure hook for newbies and not so newbies.<BR>
<BR>
I thought that *was* an option on one of the tables. Maybe it was just one I added for in one of my bouts of tinkering. If land grants *aren't* there, I agree that they should be.<BR>
<BR>
Of course, owning a chunk of land does tend to put a damper on traveling around and that's what the game is really all about.<BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 21:39:54 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: There be pirates<BR>
<BR>
On 08/08/00 at 11:12 AM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>What, no prize money!?  I've often wondered about this since the<BR>
>traveller view of space seems so 18/19th century.  Anyone (and I know<BR>
>there are some O'Brien fans on the list) awarding prize money to captains<BR>
>and crews of the 3I navy?<BR>
<BR>
Sure, but prize money is for Naval personnel and privateers, not<BR>
civilians.  <g> <BR>
<BR>
It depends on where you are too.  Outside the Imperium you are going<BR>
to subject to local, or no law, on the subject.  Take the ship you<BR>
recover to a low Law system and register your ownership.  Sure<BR>
there's a stiff fee (and maybe bribes all around), but for a few<BR>
thousand you're the proud, legal owner of a ship...as long as you<BR>
can keep it. <g><BR>
<BR>
>And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
>ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
>sprits ration for a British tar was 8 quarts of beer and a pint of rum<BR>
>per DAY!<BR>
<BR>
"A spoon full of sugar makes the medicine go down,<BR>
the medicine go down,<BR>
the medicine go down."<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 12:21:35 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: How does the 3I man it's military units?<BR>
<BR>
> From: peersce@mindspring.com<BR>
> Thing brings up a question:  does the Imperium raise troops throughout =<BR>
> its dominion then shuffle them across sectors to fill personnel =<BR>
> vacancies, or does it let sectors/subsectors raise, train, and deliver =<BR>
> personnel to locally stationed Imperial units? <BR>
<BR>
Well, GT: Ground Forces in the pipeline, apparently.  That will provide<BR>
some kind of official answer.<BR>
<BR>
Personally, I tend to assume a considerable degree of local recruitment,<BR>
modified by military necessity.  That is, a unit raised on Rhylanor will<BR>
usually get recruits from Rhylanor, but if it's posted to Jewell, it will<BR>
get recruits assigned to it from Jewell.  On the other hand, a Vargr unit<BR>
will consist of Vargr, and will not have Dolphins assigned to it.<BR>
<BR>
On a vaguely related noted:  I've been mucking about a little with the<BR>
Imperium in the Civil War period, and this stuff becomes interesting then. <BR>
Amongst other things, the Imperium absorbed the Old Earth Union, and its<BR>
considerable military forces, in 588 (IIRC).  The First Frontier War began<BR>
in 589, and the Civil War began "immediately" after the Frontier War.  This<BR>
raises questions as to what extent were the OEU forces incorporated into<BR>
the Imperial forces, and what are the chances of former OEU personnel being<BR>
found in the interesting places where you might want to run a game set in<BR>
this period?<BR>
<BR>
I assume that at least some sort of effort was made to incorporate the OEU<BR>
forces into the Imperial structures, and that while most of them were left<BR>
in their old territories (some as reserve forces, others as regulars), at<BR>
least some units, and individuals (mostly officers), found their way to<BR>
places like Capital, and even the Spinward Marches.<BR>
<BR>
This would be one of the character generation options I would permit in a<BR>
Civil War game - characters that aren't "real Imperials", caught up in<BR>
something dangerous.<BR>
<BR>
Back to the original point:  Essentially, I assume that the Imperium is big<BR>
enough that nearly any policy breaks down somewhere.  This frees me from<BR>
having to worry _too_ much about inconvenient consistency.  The Imperium<BR>
acts according to a combination of policy and expediency - like most<BR>
governments.<BR>
<BR>
Your Soylent Green May Vary.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:08:26 -0500<BR>
From: Charles R Hensley <hensleyc1@asme.org><BR>
Subject: Re: Imperial Legions<BR>
<BR>
To an extent, this goes on today.  The US GI Bill will give one low interest<BR>
loan to each former member of the armed forces for purchasing a house.  The<BR>
Texas Veterans Administration will give a low interest loan to each Texas<BR>
veteran to purchase acrage.<BR>
<BR>
Charles<BR>
<BR>
Antony Farrell wrote:<BR>
<BR>
> Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
> empire legionnaires upon retirement often received their "retirement pay" as<BR>
> a mixture of money and land grant.<BR>
><BR>
> Could the 3I have such a scheme, ie less retirement funds (mustering out<BR>
> funds) but a land grant somewhere (probably a distant frontier world)? A<BR>
> good adventure hook for newbies and not so newbies.<BR>
><BR>
> Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:11:17 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: Imperial Legions<BR>
<BR>
To an extent, this goes on today.  The US GI Bill will give one low interest<BR>
loan to each former member of the armed forces for purchasing a house.  The<BR>
Texas Veterans Administration will give a low interest loan to each Texas<BR>
veteran to purchase acrage.<BR>
<BR>
Charles<BR>
<BR>
Antony Farrell wrote:<BR>
<BR>
> Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
> empire legionnaires upon retirement often received their "retirement pay" as<BR>
> a mixture of money and land grant.<BR>
><BR>
> Could the 3I have such a scheme, ie less retirement funds (mustering out<BR>
> funds) but a land grant somewhere (probably a distant frontier world)? A<BR>
> good adventure hook for newbies and not so newbies.<BR>
><BR>
> Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:14:23 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: Imperial Legions<BR>
<BR>
To an extent, this goes on today.  The US GI Bill will give one low interest<BR>
loan to each former member of the armed forces for purchasing a house.  The<BR>
Texas Veterans Administration will give a low interest loan to each Texas<BR>
veteran to purchase acrage.<BR>
<BR>
Charles<BR>
<BR>
Antony Farrell wrote:<BR>
<BR>
> Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
> empire legionnaires upon retirement often received their "retirement pay" as<BR>
> a mixture of money and land grant.<BR>
><BR>
> Could the 3I have such a scheme, ie less retirement funds (mustering out<BR>
> funds) but a land grant somewhere (probably a distant frontier world)? A<BR>
> good adventure hook for newbies and not so newbies.<BR>
><BR>
> Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:04:52 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Land Grants at Mustering Out (was: Imperial Legions)<BR>
<BR>
On 08/08/00 at 10:48 AM,  Charles Collin <charles@hebb.psych.mcgill.ca> said:<BR>
<BR>
>Damn!  That's a great idea!  Why did I not think of that?  I've always<BR>
>been looking for ways to reduce cash at mustering out.  Mainly this was<BR>
>because all of the adventures started with "down and out" characters, but<BR>
>the generation system always left them with 10's of KCr in their pockets.<BR>
>"We don't need this job, we invest wisely and retire!" :-) <BR>
<BR>
>I used to use the "travel allowance" notion, but it's just too easy to<BR>
>sell.  I also used the "it's in terms of equipment value", but the land<BR>
>thing is even better. <BR>
<BR>
>In fact, a good way to bring together a disparate group of PCs would be<BR>
>to have them all get adjacent land-shares on some uninhabited frontier<BR>
>world. Ya...<off to write some notes><BR>
<BR>
If you *really* want them "down and out", give one or more of them grants to land, but make the land a run down slum. Then have the local officals come after them for improvements. <g> They can't sell it for anything, and they are stuck with fines and lawyers with class action suits. <weg><BR>
<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:17:33 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
IMTU I use the rule on pg15 of Pocket Empires except that I use 25 year<BR>
intervals.  This said, lower titles are used as training grounds for in the<BR>
"Learning" stage (25-50 range) and Moot attendance is in the "Advising"<BR>
stage.   Strephon would have to proxie his vote, so maybe the Princess would<BR>
sit in.(is this legal???)<BR>
<BR>
Charles<BR>
<BR>
Jeff Zeitlin wrote:<BR>
<BR>
> This post was inspired by a brief report on the radio that noted that the<BR>
> House of Commons has been reopened to tourists - and that even though<BR>
> tourists can go in their, Her Majesty may not.<BR>
><BR>
> There is a canonical report of an Imperial equivalent: The Emperor may not<BR>
> enter the Moot Spire without the permission of the Moot.<BR>
><BR>
> It is also stated that every Imperial noble is entitled to sit in the Moot<BR>
> (it was never said if this extends to the Consort, the Heir, or the ...<BR>
> what's the categorization of the family members - including distant cousins<BR>
> - not immediately in line for the throne?  'Heirs emergent'?).<BR>
><BR>
> It is also canonical that _some_ nobles have multiple titles.  Norris, for<BR>
> example, is Archduke of Deneb, Duke of Regina, Count Aledon, Marquis of<BR>
> Regina, and Baron Yori.  Strephon is Emperor, Archduke of Core/Sylea,<BR>
> Marquis of Usdiki, and I don't recall seeing anything else listed.<BR>
><BR>
> Presumably, those collections of titles _could_ be distributed among<BR>
> several people, each of whom would be entitled to a seat.  Thus, we see<BR>
> that Norris in fact represents five seats in the moot, and Strephon at<BR>
> least two.<BR>
><BR>
> Even if the Archdukes are not entitled to a seat in the Moot, that still<BR>
> leaves Norris with four seats, and Strephon with at least one.<BR>
><BR>
> It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
> entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not, and<BR>
> may not in fact even visit without permission.<BR>
><BR>
> Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
> he be admitted, or must he be denied entry?<BR>
> --<BR>
> Jeff Zeitlin<BR>
> jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:13:24 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Drunken Spacemen (was "Re: There be...")<BR>
<BR>
On 08/08/00 at 11:05 PM,  "Nick Bradbeer" <nick@traveller.freeserve.co.uk> said:<BR>
<BR>
>> I realize this question has undoubtedly been asked before, but is there<BR>
>> any (semi-)canonical statement regarding the number of megawatts in an<BR>
>> energy point?<BR>
<BR>
Striker has 1 EP = 250 MW<BR>
<BR>
I contend that is actually too high, but that is the published information.<BR>
<BR>
>About all I can suggest is to compare canonical designs in both design<BR>
>systems. How many EPs does a Gazelle produce in HG2, compared to the<BR>
>megawattage of a Gazelle power plant under FFS2 (or FFS1, which to be<BR>
>honest I'd lay more faith in, produced as it wasn't by Imperium Games.)<BR>
<BR>
>Nick<BR>
>(Incidentally, under FFS1 it's 891 MW)<BR>
<BR>
Traders and Gunboats lists the Gazelle as having 21 EP.  Using these figures an EP = 42 MW..I like that better than 250 MW. <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:19:12 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
On 08/08/00 at 03:03 PM,  "Jason Bernstein" <apoc527@u.washington.edu> said:<BR>
<BR>
<BR>
>Hello, <BR>
<BR>
>I'm new to the TML (this is my first post), and I'm also new to<BR>
>Traveller.  I only have the GURPS line of Traveller material, and I was<BR>
>wondering:<BR>
<BR>
>What's more common in the Traveller universe, lasers/energy weapons or<BR>
>gauss/projectile weapons?  If a group of relatively normal, (low powered,<BR>
>100 points in GURPS terms), adventurers had to arm themselves against<BR>
>pirates, beasts, or the occasional government, what would they most<BR>
>likely choose?  Thanks!<BR>
<BR>
Projectile weapons.<BR>
<BR>
Lasers are expensive specialty weapons. Plasma and Fusion are military support weapons.<BR>
<BR>
The magnum revolver, 9mm autopistol, submachine gun, rifle, and shotgun are the normal mix of weapons in my experience. One laser pistol or rifle might show up sometime in the game, but more as a rarity than anything else. <BR>
<BR>
Eris<BR>
- -- <BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2904<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2905</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/9/00 2:52:40 AM Pacific Daylight Time<BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2905<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: Lasers vs Projectile Weapons<BR>
Re: Lasers vs Projectile Weapons<BR>
sorry<BR>
RE: Ship Sizes<BR>
RE: FFS3: Power Systems<BR>
Re: About Agility (was Re: FFS3: POLL)<BR>
Re: Oops!<BR>
Re: Cultural issues in the IN (was: There be pirates)<BR>
RE: FFS3: Power Systems<BR>
RE: FFS3: Power Systems<BR>
RE: Ship Sizes<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
Re: Gunbunnies of the TML, lend me your ears!<BR>
Re: Max Acceleration<BR>
Re there be Pirates<BR>
RE: Cultural issues in the IN (was: There be pirates)<BR>
Re: Big Ship Imperium/Small Ship Imperium<BR>
Re: The Problem Of Stacked Titles...<BR>
OT just a little bit<BR>
Re: Traveller-digest V1999 #2901<BR>
RE: The Problem Of Stacked Titles...<BR>
RE: Imperial Legions<BR>
Royal (Imperial) Army Units?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:23:35 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
On 08/08/00 at 04:12 PM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
<BR>
>Gauss/projectile ("slug throwers") are more common.  Lasers are<BR>
>reasonable, but most people go with slug throwers.  I've always been a<BR>
>fan of gauss weapons.  FGMPs and PGMPs are, of course, quite effective<BR>
>but they aren't really attainable by most characters.<BR>
<BR>
Are gauss weapons common?  They are almost as rare in my games as lasers. I haven't consciously tried to make them rare, it's just that my players have always tended to have their characters pick up common slugthrowers.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:27:55 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
On 08/08/00 at 04:23 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>Naturally, the PC want the biggest and baddest weapon/armor/etc.  If<BR>
>we're going into a fight, don't we all?  It's not about playing fair,<BR>
>it's about winning without breaking the rules to the extent that your<BR>
>going to be hunted down like a dog.<BR>
<BR>
You know, I can't remember the last time a had a party go into a situation where they *expected* a fight...in Traveller anyway. The fights they get into always seem to come as a surprise to them and me. Hum, maybe I'll set something up one of these times where they know they in advance they'll be fighting and have a chance to arm up.<BR>
<BR>
Eris<BR>
- -- <BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:47:27 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: sorry<BR>
<BR>
for months I have not been able to get messages posted and once I do I<BR>
get them in triplicate.<BR>
<BR>
Lets see if I can fix this problem with out losing posting ability<BR>
again.<BR>
<BR>
Charles<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:35:43 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: Ship Sizes<BR>
<BR>
On 08/08/00 at 11:29 AM,  Ian Ferguson <ian@vax2.concordia.ca> said:<BR>
<BR>
>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>This weapon requires 500 EP, which would require a 2,000 ton power plant<BR>
>at that TL.  So, you would need 7,500 tons of ship before other drives,<BR>
>fuel, bridge, staterooms, etc.  However, TL 8 limits you to Computer/2<BR>
>which limits you to size A (which may be stretched to 1,999 tons).  The<BR>
>same difficulty may be found at TL 9.  At TL 10 you can finally build a<BR>
>ship big enough to carry the spinal mount that you can build.  Another<BR>
>reason to turf the computer limits on ship size.<BR>
<BR>
Nah, you just put the TL 8 PAW into your TL 10 ship. <g><BR>
<BR>
The only other option is to admit that HG2 is broken..that's what you're saying, that it's rules are broken. Wonderful! <BR>
<BR>
Another one bites the dust. ;-p<BR>
<BR>
Eris<BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:44:59 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
On 08/08/00 at 05:04 PM,  "Tsykoduk" <Tsykoduk@BIGFOOT.COM> said:<BR>
<BR>
>I was only being 1/2 way serious.<BR>
<BR>
I thought you might be.<BR>
<BR>
>My main objection would be only if it did not module correctly current<BR>
>power plants capabilities. <BR>
<BR>
Could go either way for me.  Adding a few extra cubic meters won't<BR>
put most designs over the 20% slop limit anyway.<BR>
<BR>
>More research would be needed on that. Would<BR>
>it only work for fusion? what about fission? IC? Turbines? would each<BR>
>have their own formula?<BR>
<BR>
If it related to access space, controls, overhead, then yes.  I'm<BR>
not looking for the exactitude some of you are, just reasonable<BR>
procedures that give reasonable results that can be easily be used<BR>
in play.  Economies of Scale close an exploitable hole in the rules<BR>
(even Striker's rule is okay if all you're building are small<BR>
vehicles) and a simple solution beats a complex one.<BR>
<BR>
>(serious mode off)<BR>
>It does parrot the Space Master design system (old version) almost word<BR>
>for word. Not instituting anything - I think that I am the only person on<BR>
>the planet that got Space Master.<BR>
>(serious mode on)<BR>
<BR>
I've got Space Master, but I couldn't tell you what version.  I<BR>
looked and shelved and now it's boxed...somewhere.  <g><BR>
<BR>
>But it would be much better then a table (easier to plug into spreadsheet<BR>
>and or program)<BR>
<BR>
Yep, that's a *big* goal for anything I do.  As I wrote in another<BR>
post, I don't really like tables, much prefering formulas.<BR>
<BR>
Eris<BR>
- -- <BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:56:52 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: About Agility (was Re: FFS3: POLL)<BR>
<BR>
On 08/08/00 at 01:37 PM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
<BR>
>At 7:39 PM +0000 8/8/00, Michel R Vaillancourt wrote:<BR>
>>On Tue, 8 Aug 2000, David P. Summers wrote:<BR>
>><BR>
>>  > >         If your ship is a 20m long hull, you took about 7 hits.<BR>
>>  ><BR>
>>  > But how much damage did they do?  Could they pentrate an armored<BR>
>>  > hull?<BR>
>><BR>
>>	<rolls eyes>  I don't know....  how big is the laser firing and<BR>
>>how thick is the armor.  And what do either of these have to do with the<BR>
>>discussion of hit probabilites?<BR>
<BR>
>Well, I'm not sure a hit that doesn't do any damage is all<BR>
>that big a deal...<BR>
<BR>
The answer is yes.  David in FFS2 you can design lasers that deliver<BR>
800 shots per 30 minute turn.  One of these lasers could be powered<BR>
to TLx50 Mj, so at TL15, could deliver a 750 Mj pulse every 2.25<BR>
seconds.  Sure, you *could* armor ships that they wouldn't punch,<BR>
but any ship one of these couldn't put a hole in was going to need a<BR>
big spinal mount to bother.<BR>
<BR>
Whether this was reasonable or not is a different subject. <g><BR>
<BR>
Eris<BR>
- -- <BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 22:58:22 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Oops!<BR>
<BR>
On 08/08/00 at 05:31 PM,  "John P. Raynor" <john.raynor@yale.edu> said:<BR>
<BR>
<BR>
>My apologies for any confusion that last message<BR>
>may have caused.  I didn't *intend* to send it under<BR>
>such a misleading title (I'd say *I* needed an<BR>
>"instant sobriety" shot, but I *haven't* been<BR>
>consuming anything intoxicating...really).<BR>
<BR>
The Drunken Sailor title? It gave me a laugh, especially when combined with the content.<BR>
<BR>
Eris<BR>
- -- <BR>
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eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 23:06:23 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Cultural issues in the IN (was: There be pirates)<BR>
<BR>
On 08/08/00 at 04:12 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>Personally, I think the former is more likely, and certainly more<BR>
>effective in terms of what the Imperium wants.  By binding everyone over<BR>
>to a single greater 'Imperial Culture' it serves to unify disparate<BR>
>groups.  By segregating units based on culture, you are just reinforcing<BR>
>parochialism (multi-culturalism, if you like).    The goal is, IMHO to<BR>
>have personnel who think in terms of "I'm an Imperial spacehand of<BR>
>Solomani/Vilani/whatever descent" as opposed to "I'm a<BR>
>Solomani/Vilani/whatever spacehand in Imperial service".  Too much<BR>
>provincialism gives us the Balkans.  The British empire flourished<BR>
>because of a unifying culture that extended beyond local province.  This<BR>
>was also true of the US, until recently.  "It doesn't matter who you were<BR>
>or where you're from, you are an American now".<BR>
<BR>
>The Imperium must be a greater unifying culture if it is to last.<BR>
<BR>
Weren't there "reforms" in the early 1100's that gave more power to<BR>
the Archdukes, including power within the Imperium's Navy?  Perhaps<BR>
this lead to more regional culture creeping into official<BR>
organizations.  Perhaps, a half generation later, when the<BR>
Rebellion, began out many fleets had been converted (some might say<BR>
subverted) from heterogeneous Imperial units to homogeneous Regional<BR>
units.  That might explain why it was seemingly so easy for the<BR>
Imperium to dissolve into warring Domains when the central linchpin<BR>
was broken.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 21:09:37 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
I ran Spacemaster for quite a while (I had a group that.. um... disliked<BR>
traveller - wanted D&D in space. Spacemaster to the rescue).<BR>
<BR>
Starstrike was the design system that I was referring to.. I had some,<BR>
issues, with it.. My gearhead could not wrap around that system.. ;)<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Rupert<BR>
Boleyn<BR>
Sent: Tuesday, August 08, 2000 7:10 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
<BR>
<BR>
<BR>
On 8 Aug 2000, at 17:04, Tsykoduk wrote:<BR>
<BR>
> I was only being 1/2 way serious.<BR>
><BR>
> My main objection would be only if it did not module correctly current<BR>
power<BR>
> plants capabilities. More research would be needed on that. Would it only<BR>
work<BR>
> for fusion? what about fission? IC? Turbines? would each have their own<BR>
formula?<BR>
><BR>
><BR>
> (serious mode off)<BR>
> It does parrot the Space Master design system (old version) almost word<BR>
for<BR>
> word. Not instituting anything - I think that I am the only person on the<BR>
planet<BR>
> that got Space Master. (serious mode on)<BR>
<BR>
I rather liked Spacemaster, just not the first version where small arms<BR>
weapon<BR>
balance was sorta wierd. I never got into its ship construction. The second<BR>
version, _Star Strike_ was fun though.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 21:14:29 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: FFS3: Power Systems<BR>
<BR>
On 08/08/00 at 05:04 PM,  "Tsykoduk" <Tsykoduk@BIGFOOT.COM> said:<BR>
<BR>
>I was only being 1/2 way serious.<BR>
- ---<BR>
I thought you might be.<BR>
- ---<BR>
Like I am ever totally serious ;). I mean, come on - I accually posted the<BR>
Penguin sized battle dress on my web page. ;)<BR>
<BR>
- ---<BR>
Yep, that's a *big* goal for anything I do.  As I wrote in another<BR>
post, I don't really like tables, much prefering formulas.<BR>
- ---<BR>
<BR>
Tables make spread sheets easier. Spread sheets make da dukk happier. Happy<BR>
duks are good things.<BR>
<BR>
;)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 21:18:39 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: RE: Ship Sizes<BR>
<BR>
>From: Ian Ferguson <ian@vax2.concordia.ca><BR>
>Subject: RE: Ship Sizes<BR>
><BR>
>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
>that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
>bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
>limits you to size A (which may be stretched to 1,999 tons).  The same<BR>
<BR>
  Per HG2 pages 26 & 28 TL 8 - without house rules on linking computers,<BR>
which sounds like a good idea to me, off-hand - limits you to size C,<BR>
which maxes out at 3,999 D-tons. Which doesn't fix the PAW A problem :><BR>
<BR>
  Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 21:27:09 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
>Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
...<BR>
<BR>
  There's a lot to be said for the CT approach: high-powered rounds<BR>
(all else being equal or at least proportional) do 3D if ~7mm, 4D @<BR>
9mm (LAG, _not_ sidearms!), presumably 5D for HMG's ~12-15mm, and 6D<BR>
for small auto-cannons (18-20mm?). That's all solid-shot, of course.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 21:46:10 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
<BR>
>From: "Dan Lane" <danielrlane@home.com><BR>
>Subject: Re: Gunbunnies of the TML, lend me your ears!<BR>
...<BR>
>How do you model penetration and damage (living organism and inanimate<BR>
>objects)?<BR>
<BR>
  Are you concerned with the anti-personnel damage _values_ for<BR>
a  Traveller game or the sort of thing that goes into RuleMaster<BR>
or Phoenix Command charts & tables? <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 08 Aug 2000 23:59:52 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Max Acceleration<BR>
<BR>
Well, I had to go back and look, but you are correct that the CT 'manuever drive' is not further defined.<BR>
<BR>
I guess the notion that it was what was later called 'thruster plates' was an assumption made by my first GM.  It was so widely accepted in our group that it had persisted in my mind to this day.<BR>
<BR>
WKH<BR>
eris@pcola.gulf.net wrote:<BR>
<BR>
> On 08/07/00 at 09:51 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
><BR>
> >In mail you write:<BR>
><BR>
> >> In CT, 6G was the max possible acceleration and it came from thruster<BR>
> >> plates.<BR>
><BR>
> >Not true. The rules say "manuever drive" and don't further describe it. I<BR>
> >always figured it was some sort of fusion rocket.<BR>
><BR>
> I believe it was mentioned that the drive could be used as a weapon at very short range.  Yes, my original understanding was some sort of fusion rocket, but that was never spelled out for very good gaming reasons.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 01:58:34 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Re there be Pirates<BR>
<BR>
>>What, no prize money!?  I've often wondered about this since the<BR>
>>traveller view of space seems so 18/19th century.  Anyone (and I know<BR>
>>there are some O'Brien fans on the list) awarding prize money to captains<BR>
>>and crews of the 3I navy?<BR>
><BR>
>Sure, but prize money is for Naval personnel and privateers, not<BR>
>civilians.  <g> <BR>
><BR>
<BR>
 The closest you get with civilians is found in Maritime Salvage Law. I don't <BR>
recall all the details, but it made fascinating reading at the time...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 02:33:40 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: Cultural issues in the IN (was: There be pirates)<BR>
<BR>
>Personally, I think the former is more likely, and certainly more effective<BR>
>in terms of what the Imperium wants.<BR>
<BR>
What the Imperium wants, and what she gets, are two entirely different<BR>
things. I imagine that a compelling case could be made for a unifying<BR>
Imperial culture, or for the lack of a unifying Imperial culture, given what<BR>
we know from canon. In the canon Imperium, if there was an attempt at a<BR>
unifying culture, it simply didn't "take". I interpret the Rebellion as very<BR>
strong evidence that there were some very deep cultural fault lines within<BR>
the Imperium.<BR>
<BR>
>By binding everyone over to a single<BR>
>greater 'Imperial Culture' it serves to unify disparate groups.  By<BR>
>segregating units based on culture, you are just reinforcing parochialism<BR>
>(multi-culturalism, if you like).<BR>
<BR>
Not quite. Parochialism and multiculturalism are, at least in my view,<BR>
different in a very subtle, but significant way. Parochialism suggests a<BR>
certain degree of selfishness. Multiculturalism, on the other hand, on the<BR>
other hand does not necessarily suggest the same sort of selfishness. It is<BR>
a much more neutral term. A multicultural society can be a parochial<BR>
society, but it doesn't have to be.<BR>
<BR>
Parochialism suggests a certain degree of active competition.<BR>
<BR>
The Imperium is a multicultural empire, only an extremely unrealistic change<BR>
in the background could change that. On the other hand, that doesn't<BR>
necessarily mean that the Imperium is parochial. It could be syncretic.<BR>
Indeed, the Roman Empire could be said to have been an example of a<BR>
syncretic empire, while the Austro-Hungarian Empire can be said to be<BR>
parochial.<BR>
<BR>
>The goal is, IMHO to have personnel who<BR>
>think in terms of "I'm an Imperial spacehand of Solomani/Vilani/whatever<BR>
>descent" as opposed to "I'm a Solomani/Vilani/whatever spacehand in<BR>
Imperial<BR>
>service".  Too much provincialism gives us the Balkans.<BR>
<BR>
It's possible that more accurate analogy would be the Austro-Hungarian<BR>
Empire. Everyone knows that it's possible to draw parallels between the<BR>
Roman Empire and the Imperium, but it's also quite possible to draw<BR>
parallels between the Austro-Hungarian Empire and the Imperium.<BR>
<BR>
Actually, taking a look at the Austro-Hungarian Empire is pretty handy. Some<BR>
see the slow growth of technology in the Third Imperium to be a serious<BR>
problem which is in need of explanation. This could be seen as a variation<BR>
on the problem which faced the Hapsburgs during World War I and the years<BR>
leading up to it.<BR>
<BR>
Allow me to explain.<BR>
<BR>
The Austro-Hungarian Empire unified a wide number of disparate geographical<BR>
territories, at least in theory and in name. Countries such as Britain,<BR>
France and the infant Germany were able to keep up with the latest military<BR>
developments and keep a cutting-edge army. The new weapons and equipment of<BR>
the day required, among other things, training and maintenance manuals. The<BR>
Hapsburgs were at a severe disadvantage. They had so many languages, and<BR>
absolutely no standardization to speak of. The other states of Europe were<BR>
able to leave them in the dust.<BR>
<BR>
>The British empire flourished because of a unifying culture that extended<BR>
beyond local<BR>
>province.<BR>
<BR>
While that was certainly a contributing factor, there were certainly others.<BR>
Britain was quite good at looking after her own. It didn't matter whether or<BR>
not the workers producing raw materials for Britain even knew that there was<BR>
a "unifying" British culture, just as long as the textile workers back on<BR>
the home island could work it into sellable fabrics and clothing.<BR>
<BR>
Britain's own unifying culture certainly unified the British. Unfortunately,<BR>
there is some question as to how effective it was elsewhere.<BR>
<BR>
For what it's worth, I'm not condemning the British Empire here, I'm just<BR>
pointing out that the British colonies didn't necessarily fall in and march<BR>
next to the British, quoting Beowulf and the Greco-Roman classics as they<BR>
did so.<BR>
<BR>
>This was also true of the US, until recently. "It doesn't matter<BR>
>who you were or where you're from, you are an American now".<BR>
<BR>
This was never true of the United States. It was a convenient fiction, and<BR>
it continues to be a compelling myth. It was certainly the way a lot of us<BR>
wished to view the United States. What the USA, in a collective sense, may<BR>
have wanted, and what she got were two different things entirely.<BR>
<BR>
"It doesn't matter who you were, or where you're from, you're an American<BR>
now," might have been the theory. I don't believe that this was practiced at<BR>
any given point in American history.<BR>
<BR>
>The Imperium must be a greater unifying culture if it is to last.<BR>
<BR>
According to standard Traveller canon, the Imperium doesn't last. :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 8 Aug 2000 23:46:14 -0700<BR>
From: "Bruce Macintosh" <bruce.macintosh@worldnet.att.net><BR>
Subject: Re: Big Ship Imperium/Small Ship Imperium<BR>
<BR>
My last comments/thoughts on the issue (some of which are re-iterations<BR>
of other people's ideas)<BR>
<BR>
if the design rules prohibit large ships *but* planets still have populations ><BR>
1 billion<BR>
1 out of 12 times, then you just end up with huge flotillas of small ships,<BR>
still not<BR>
a good situation for PC's in their lone free trader. So you need also to<BR>
modify the population distribution so most worlds are pop 6 or 7 or 8.<BR>
<BR>
Once you've done that, it doesn't matter what the design rules say; planets<BR>
will only be able to afford small combat ships anyway. So you might as well<BR>
leave the design rules alone, make the economics rules clear, and let people<BR>
select high-population or low population.<BR>
<BR>
The irony, of course, is that there was an incarnation/setting of Official<BR>
Traveller<BR>
in which ships were rare and generally small (5000 dTOns being really big,<BR>
400 dTons being the normal government ship size); it was called the<BR>
Reform Coalition, and somehow it wasn't very popular, compared to the<BR>
huge classic Imperium.<BR>
<BR>
Bruce<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 03:25:56 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
Nick Bradbeer wrote:<BR>
> <BR>
> > Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
> > he be admitted, or must he be denied entry?<BR>
> <BR>
> No, because he's the Emperor. Historically, I believe the highest ranked<BR>
> title takes precedence.<BR>
<BR>
As others have pointed out, reigning monarchs have been known to use one<BR>
of their lesser titles, when their official presence as reigning<BR>
monarchs would be counterproductive.  Does this convention apply to the<BR>
Emperor in the 3I?<BR>
<BR>
Also, concerning highest ranked titles taking precedence:<BR>
<BR>
One of my characters, Baroness Margaret Taggart-von Oldenburg, is also<BR>
Marchioness of Leander (her baronial properties are not yet determined<BR>
in the campaign).  Now, her Social Standing is C (Baroness), yet she<BR>
holds the title of Marchioness of a minor world.  (My referee never<BR>
explained why Leander's Imperial noble holds the title of<BR>
Marquis/Marchioness, when it has a population of 800.  Tradition, I<BR>
guess.)  So, which title would take precedence?<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 03:39:40 -0500<BR>
From: tim@premier.net<BR>
Subject: OT just a little bit<BR>
<BR>
Hi TMLers<BR>
<BR>
You all know there is a Traveller IRC room right.  Well there is also <BR>
a new GURPS room. Now you can drop by and talk about GURPS <BR>
stuff.<BR>
<BR>
Just get on an undernet server and join #gurps.  <BR>
<BR>
<BR>
Tim Reynolds<BR>
tim@premier.net <BR>
225-334-5063<BR>
www.premier.net/~tim<BR>
- ------------------------------------------------------------<BR>
Knowledge, information, power, words...Flying through<BR>
the air, invisible<BR>
And suddenly the world was tap dancing on quicksand.<BR>
In that case, the prize went to the best dancer<BR>
Terry Pratchett: The Fifth Elephant <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 08:53:56 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Traveller-digest V1999 #2901<BR>
<BR>
owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
writes:<BR>
<BR>
><BR>
>Traveller-digest      Tuesday, August 8 2000      Volume 1999 : Number 2901<BR>
><BR>
><BR>
><BR>
>(R)1996. Traveller is a registered trademark of FarFuture Enterprises.<BR>
>All rights reserved.<BR>
><BR>
><BR>
>Date: Tue, 08 Aug 2000 15:57:31 -0400<BR>
>From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
>Subject: The Problem Of Stacked Titles...<BR>
><BR>
>This post was inspired by a brief report on the radio that noted that the<BR>
>House of Commons has been reopened to tourists - and that even though<BR>
>tourists can go in their, Her Majesty may not.<BR>
><BR>
>There is a canonical report of an Imperial equivalent: The Emperor may not<BR>
>enter the Moot Spire without the permission of the Moot.<BR>
><BR>
>It is also stated that every Imperial noble is entitled to sit in the Moot<BR>
>(it was never said if this extends to the Consort, the Heir, or the ...<BR>
>what's the categorization of the family members - including distant cousins<BR>
>- - not immediately in line for the throne?  'Heirs emergent'?).<BR>
><BR>
>It is also canonical that _some_ nobles have multiple titles.  Norris, for<BR>
>example, is Archduke of Deneb, Duke of Regina, Count Aledon, Marquis of<BR>
>Regina, and Baron Yori.  Strephon is Emperor, Archduke of Core/Sylea,<BR>
>Marquis of Usdiki, and I don't recall seeing anything else listed.<BR>
><BR>
>Presumably, those collections of titles _could_ be distributed among<BR>
>several people, each of whom would be entitled to a seat.  Thus, we see<BR>
>that Norris in fact represents five seats in the moot, and Strephon at<BR>
>least two.<BR>
<BR>
Depends.  Are invitations/commands to attend the Moot addressed to<BR>
"His Grace the Duke of Regina" or to "Norris Aella Aledon, or in the<BR>
event of his death before this summons arrives, his legal heir"?  In<BR>
other words, is Moot membership a consequence of holding a particular<BR>
fief, or of being recognised as an Imperial Noble (ie having SOC 11+)?<BR>
<BR>
The second, for what it's worth, matches the English system -<BR>
Parliament was a gathering of the King's counsellors, meeting at his<BR>
invitation, and those people who received *personal* invitations got<BR>
to sit in the House of Lords.  How many titles the person held was<BR>
irrelevant - they didn't get extra votes! <BR>
<BR>
This system is also more flexible:  Archdukes can hand out new fiefs<BR>
as the Imperium expands, new colony worlds can be assigned to Imperial<BR>
nobles, Marquises can divide their planets into several baronies, and<BR>
so forth without the Moot having to worry about keeping track of it<BR>
all.<BR>
<BR>
Stephen<BR>
<BR>
- -and in response to Legate Legion, there's no such thing as the "Royal<BR>
Army" in Britain - it's the "British Army".  We actually fought a<BR>
5-year civil war over this issue, so you need to get it right...  ;-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 10:39:55 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: The Problem Of Stacked Titles...<BR>
<BR>
> <BR>
> Is it just the Queen barred from the House of COmmons? I <BR>
> thought it was<BR>
> every peer of the Realm, but my protocol is rusty to say the least.<BR>
<BR>
Not just peers. IIRC Black Rod is also barred without permission, and the<BR>
commons have a great deal of fun telling him to get stuffed when he tries to<BR>
gain entrance once yearly (it's some ceremony or other...can't remember what<BR>
it's called)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 10:46:03 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Imperial Legions<BR>
<BR>
> <BR>
> Of course, owning a chunk of land does tend to put a damper <BR>
> on traveling around and that's what the game is really all about.<BR>
> <BR>
> Eris<BR>
<BR>
<BR>
Potential adventure fodder if the new owner finds a butch of ihatei sqatting<BR>
on it!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 04:52:33 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Royal (Imperial) Army Units?<BR>
<BR>
Stephen Tempest wrote:<BR>
<BR>
<<snip>><BR>
> <BR>
> -and in response to Legate Legion, there's no such thing as the "Royal<BR>
> Army" in Britain - it's the "British Army".  We actually fought a<BR>
> 5-year civil war over this issue, so you need to get it right...  ;-)<BR>
<BR>
Please forgive my ignorance on this subject, but:<BR>
<BR>
IIRC, Great Britain's navy, air force, and marines are respectively the<BR>
Royal Navy, the Royal Air Force, and the Royal Marines.  Apparently<BR>
Great Britain's army does not fall under this pattern.<BR>
<BR>
What about army units which include royal family titles in their names,<BR>
such as the King's Own Scottish Borderers, compared to other British<BR>
regiments, such as the Gloucestershire Regiment (a.k.a the Glosters<BR>
*raising a toast \~/*)?  Does this appellation imply that the King (or<BR>
Queen) has the right of direct command over certain British army units,<BR>
but not others?<BR>
<BR>
ObTrav:  The 3I has an Imperial Army, as well as an Imperial Navy and<BR>
Imperial Marines.  According to canon, however, the Imperial Army is far<BR>
more decentralized than the Imperial Navy or Marines.  Would an IA unit<BR>
with a name such as "The Emperor's Own Light Cavalry" even exist?  If<BR>
so, would the unit's name imply that the Emperor has the right to issue<BR>
orders directly to such a unit?  Would the Emperor have lesser rights to<BR>
issue orders to a unit such as "The Vilis Dragoon Brigade," also<BR>
designated for Imperial Army service? <BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2905<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2906</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2906<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: The Problem Of Stacked Titles...<BR>
Darn ISP<BR>
RE: Royal (Imperial) Army Units?<BR>
Re: Imperial Legions<BR>
RE: Black Rod<BR>
RE: Black Rod<BR>
RE: Butch Aslan<BR>
Strephon's and Norris' Middle name<BR>
Re: Darn ISP<BR>
Re: Big Ship Imperium/Small Ship Imperium<BR>
RE: Imperial Legions<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: values<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on ship combat<BR>
Computer Preference for Traveller Utilities<BR>
Slightly OT: Penguin Dance!?!<BR>
More Trav Fict<BR>
Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
Hit Probability Analysis<BR>
Re: Royal (Imperial) Army Units?<BR>
RE: Spacemaster (was FFS3: Power Systems)<BR>
RE: Royal (Imperial) Army Units?<BR>
RE: Newbie intro and Q<BR>
DSR and decimals<BR>
Re: Imperial Legions<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 04:54:37 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
"Jones, Dean" wrote:<BR>
> <BR>
> ><BR>
> > Is it just the Queen barred from the House of COmmons? I<BR>
> > thought it was<BR>
> > every peer of the Realm, but my protocol is rusty to say the least.<BR>
> <BR>
> Not just peers. IIRC Black Rod is also barred without permission, and the<BR>
> commons have a great deal of fun telling him to get stuffed when he tries to<BR>
> gain entrance once yearly (it's some ceremony or other...can't remember what<BR>
> it's called)<BR>
<BR>
Forgive my ignorance, but..."Black Rod"?  Should I even ask for an<BR>
explanation?<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 08:04:52 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: Darn ISP<BR>
<BR>
Guys,<BR>
<BR>
My ISP lost all my mail over the last 24 hours. How do I get a hold of<BR>
Issues 2900 to 2904?<BR>
<BR>
Also I caught the tail end of the Pirate Prize debate (which I started) and<BR>
am desperately wanting to know what the outcome was.<BR>
<BR>
Thanks in advance,<BR>
<BR>
Michael<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 10:57:53 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Royal (Imperial) Army Units?<BR>
<BR>
> <BR>
> <<snip>><BR>
> > <BR>
> > -and in response to Legate Legion, there's no such thing as <BR>
> the "Royal<BR>
> > Army" in Britain - it's the "British Army".  We actually fought a<BR>
> > 5-year civil war over this issue, so you need to get it <BR>
> right...  ;-)<BR>
> <BR>
> Please forgive my ignorance on this subject, but:<BR>
> <BR>
> IIRC, Great Britain's navy, air force, and marines are <BR>
> respectively the<BR>
> Royal Navy, the Royal Air Force, and the Royal Marines.  Apparently<BR>
> Great Britain's army does not fall under this pattern.<BR>
<BR>
That's right.<BR>
 <BR>
> What about army units which include royal family titles in <BR>
> their names,<BR>
> such as the King's Own Scottish Borderers, compared to other British<BR>
> regiments, such as the Gloucestershire Regiment (a.k.a the Glosters<BR>
> *raising a toast \~/*)?  Does this appellation imply that the King (or<BR>
> Queen) has the right of direct command over certain British <BR>
> army units,<BR>
> but not others?<BR>
<BR>
It's titular. It implies that the noble in question actually has command,<BR>
but they act more as a patron than as a commander. Since the temporal power<BR>
of British nobility is actually pretty small (votes in the house of lords<BR>
notwithstanding) the noble in question is mostly a figurehead.  Technically,<BR>
the Queen is Commander in Chief of the WHOLE British Army.<BR>
<BR>
> ObTrav:  The 3I has an Imperial Army, as well as an Imperial Navy and<BR>
> Imperial Marines.  According to canon, however, the Imperial <BR>
> Army is far<BR>
> more decentralized than the Imperial Navy or Marines.  Would <BR>
> an IA unit<BR>
> with a name such as "The Emperor's Own Light Cavalry" even exist?  If<BR>
> so, would the unit's name imply that the Emperor has the <BR>
> right to issue<BR>
> orders directly to such a unit?  Would the Emperor have <BR>
> lesser rights to<BR>
> issue orders to a unit such as "The Vilis Dragoon Brigade," also<BR>
> designated for Imperial Army service? <BR>
<BR>
The 3I isn't 20th century Britain, so I assume that the Emperor CAN have his<BR>
own troops, but they may or may not be regular IA troops. IMHO The Emperor<BR>
would most likely issue order to the Army though regional commanders and<BR>
follow the chain of command.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 05:02:05 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Imperial Legions<BR>
<BR>
"Jones, Dean" wrote:<BR>
> <BR>
> ><BR>
> > Of course, owning a chunk of land does tend to put a damper<BR>
> > on traveling around and that's what the game is really all about.<BR>
> ><BR>
> > Eris<BR>
> <BR>
> Potential adventure fodder if the new owner finds a butch of ihatei sqatting<BR>
> on it!                                              ^^^^^<BR>
<BR>
<tongue-in-cheek><BR>
<BR>
I believe that you have the Aslan genders confused.  Aslan _females_ are<BR>
often "butch" (see "Comfortable shoes, Aslan females and").  Ihatei,<BR>
being males, are not "butch."  They may be "malely" males, who hang out<BR>
at the YACA ("Young Aslan Christian Association") and listen to ancient<BR>
Terran recordings by the Village People, but they aren't "butch."<BR>
<BR>
</tongue-in-cheek><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:00:55 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Black Rod<BR>
<BR>
> <BR>
> Forgive my ignorance, but..."Black Rod"?  Should I even ask for an<BR>
> explanation?<BR>
<BR>
<BR>
LOL. The Queens official messenger to Parliament. So-called because of the<BR>
3-4 staff he carries.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:01:42 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Black Rod<BR>
<BR>
http://www.royal.gov.uk/today/opening.htm <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:04:34 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Butch Aslan<BR>
<BR>
Don't most Aslan males have those huge moustaches anyway? :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 06:06:26 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Strephon's and Norris' Middle name<BR>
<BR>
Why doe Strephon and Norris share the same middle name of "Aella"?  Mere<BR>
chance?<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 05:12:14 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Darn ISP<BR>
<BR>
Karen and Michael Hughes wrote:<BR>
> <BR>
> Guys,<BR>
> <BR>
> My ISP lost all my mail over the last 24 hours. How do I get a hold of<BR>
> Issues 2900 to 2904?<BR>
<BR>
Luckily, someone just today posted the URL for the TML archives:<BR>
<BR>
ftp://ftp.mpgn.com/Gaming/Traveller/MailingListArchive/Traveller/<BR>
<BR>
Keep in mind that there will be quite a few archives listed after<BR>
2900-2904.<BR>
> <BR>
> Also I caught the tail end of the Pirate Prize debate (which I started) and<BR>
> am desperately wanting to know what the outcome was.<BR>
<BR>
I don't think that there has been an ultimate resolution yet.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 05:31:54 -0500 (CDT)<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Big Ship Imperium/Small Ship Imperium<BR>
<BR>
> From: "Bruce Macintosh" <bruce.macintosh@worldnet.att.net><BR>
> Subject: Re: Big Ship Imperium/Small Ship Imperium<BR>
> <BR>
> if the design rules prohibit large ships *but* planets still have populations ><BR>
> 1 billion<BR>
> 1 out of 12 times, then you just end up with huge flotillas of small ships,<BR>
> still not<BR>
> a good situation for PC's in their lone free trader. So you need also to<BR>
> modify the population distribution so most worlds are pop 6 or 7 or 8.<BR>
> <BR>
> Once you've done that, it doesn't matter what the design rules say; planets<BR>
> will only be able to afford small combat ships anyway. So you might as well<BR>
> leave the design rules alone, make the economics rules clear, and let people<BR>
> select high-population or low population.<BR>
<BR>
Except that I'd really like to find out what the reasonable limits of the<BR>
possible are, I agree with you completely. Conceded.<BR>
 <BR>
> The irony, of course, is that there was an incarnation/setting of Official<BR>
> Traveller<BR>
> in which ships were rare and generally small (5000 dTOns being really big,<BR>
> 400 dTons being the normal government ship size); it was called the<BR>
> Reform Coalition, and somehow it wasn't very popular, compared to the<BR>
> huge classic Imperium.<BR>
<BR>
I don't think that's a fair comparison -- the Reformation Coalition<BR>
setting involved a lot more than just changing the size of the ships. I,<BR>
for one,  didn't care for it, but for completely different reasons.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 22:50:59 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Imperial Legions<BR>
<BR>
Antony Farrell :<BR>
> Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
> empire legionnaires upon retirement often received their<BR>
> "retirement pay" as a mixture of money and land grant.<BR>
<BR>
Even more fun, doesn't the word "salary" come from the fact that Roman<BR>
legionarioes were at one time paid in salt, not coinage  ?<BR>
<BR>
Can you imagine the reaction of player characters being paid that way ?<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 04:09:02 -0700 (PDT)<BR>
From: Terry Mixon <tlmixon@yahoo.com><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
- --- eris@pcola.gulf.net wrote:<BR>
<BR>
> >Gauss/projectile ("slug throwers") are more common.  Lasers are<BR>
> >reasonable, but most people go with slug throwers.  I've always been<BR>
> a<BR>
> >fan of gauss weapons.  FGMPs and PGMPs are, of course, quite<BR>
> effective<BR>
> >but they aren't really attainable by most characters.<BR>
> <BR>
> Are gauss weapons common?  They are almost as rare in my games as<BR>
> lasers. I haven't consciously tried to make them rare, it's just that<BR>
> my players have always tended to have their characters pick up common<BR>
> slugthrowers.<BR>
 <BR>
You just wait to Dalor, the retired marine, goes shopping... <g><BR>
<BR>
Terry<BR>
<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Kick off your party with Yahoo! Invites.<BR>
http://invites.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 19:45:26 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: values<BR>
<BR>
><BR>
> Date: Tue, 8 Aug 2000 03:13:25 -0700<BR>
> From: "Legate Legion" <legate@futureone.com><BR>
> Subject: Re: values<BR>
>     New Zealand:  Anyone who would sleep with a member of the New Zealand<BR>
> Airforce or New Zealand Army is not called a bimbo, but a hooker.<BR>
<BR>
Not true. They may be a five-eighth, or possibly a winger.<BR>
<BR>
Ian Whitchurch, who ran around a paddock as a fullback for Petersham's Fifth<BR>
Grade<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 20:15:26 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on ship combat<BR>
<BR>
> From: eris@pcola.gulf.net<BR>
> Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space<BR>
combat<BR>
<BR>
> I hate looking things up on tables during a roleplaying game!  If<BR>
> the numbers are on a single vehicle or player card that's one thing,<BR>
> but having to refer to multiple separate sheets breaks suspension of<BR>
> disbelief, slows things down and gums up the works.<BR>
><BR>
<BR>
The plan is so that it goes onto a ship card.<BR>
<BR>
An example would be 'Sensors 12.2. 1.2 Combat, 0.9 White, 0.7 Dark, 0.5<BR>
Black'<BR>
<BR>
The tables are what you use to get things onto ship cards. Big Table of<BR>
Hulls ships would have pre-done ship cards.<BR>
<BR>
<good stuff snipped><BR>
<BR>
> This procedure isn't perfect, but it does provide usable results not<BR>
> inconsistent with those required in either a war game or roleplaying<BR>
> game.  The primary difficulty, of course, is calculating the CoP at<BR>
> each Turn, but I will leave that to the inventiveness of the TML.<BR>
<BR>
Umm, thats exactly what I had planned. The CoP is the 'fuzzy area', which is<BR>
the most fuzzy of any of agility, sensor and weapons fuzziness.<BR>
<BR>
Defining the fuzzy area is going to need some footwork and some intense<BR>
calculations to make it work, but it should work so that a GM can say 'Due<BR>
to your second-hand mil-spec sensor array,  at range 11.7 you can usually<BR>
get a good enough lock. But they've got fancy emcon, so it'll probably be as<BR>
long as a flat 12 - half a million clicks'.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 08:42:08 -0400 (EDT)<BR>
From: Les Howie <travgrognard@yahoo.ca><BR>
Subject: Computer Preference for Traveller Utilities<BR>
<BR>
On what computer system would you prefer to run<BR>
traveller aids -- that is, operating system, memory,<BR>
processor speed.<BR>
<BR>
Please reply off-list.  <BR>
<BR>
_______________________________________________________<BR>
Do You Yahoo!?<BR>
Get your free @yahoo.ca address at http://mail.yahoo.ca<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 08:52:48 -0400 (EDT)<BR>
From: "William 'Commander X' Prankard" <cmdrx@ao.net><BR>
Subject: Slightly OT: Penguin Dance!?!<BR>
<BR>
Here's a deeply disturbing page...but I think "penguin boy" may apreciate<BR>
it! ;-)<BR>
<BR>
Kinda makes me wonder what they did with the hamsters...then again maybe I<BR>
dont want to know. (Fusion Gun power perhaps?)<BR>
<BR>
http://nuttysites.com/penguin/<BR>
<BR>
Looks like the invasion has begun.<BR>
<BR>
\\    //  Commander X<BR>
 \\  //   CEO X-TEK Industries of Deneb, LIC<BR>
  T E K   Starship Contractor & High Energy Weapons Research<BR>
 //  \\   http://www.ao.net/~cmdrx/xtek<BR>
//    \\  0608 D557777-A kk- va+ so+ zh+ da+ A723<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:30:55 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: More Trav Fict<BR>
<BR>
A second Trav short is up on the (getting steadily more fixed) F&F website.<BR>
<BR>
Some lejendary Earth fiction too, and 2 more Trav tales to follow. <BR>
<BR>
www.fiction-fantasy.net<BR>
<BR>
Regards<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 09:15:54 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
<BR>
<Rupert Boleyn><BR>
In the original three LBBs it was stated that ships used reaction mass, so<BR>
they weren't using thrusters (as we know them :) That didn't turn up until<BR>
the second HG, AFAIK. <BR>
</RB><BR>
<BR>
ISTR that the reference to "reaction mass" was in terms of jump, which I<BR>
took to mean a reference to the "bubble o' hydrogen" idea.  Of course, the<BR>
difference between HG1 and HG2 in terms of thrusters as weapons means<BR>
there's a serious inconsistency in canon...<BR>
<BR>
<BR>
[Sheesh, I just realize that I'm sounding _exactly_ like someone debating<BR>
bible quotations: "In Mark 14:12 it states that the holy spirit entered<BR>
the wafer, I take this to mean..." ]<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 09:26:35 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Hit Probability Analysis<BR>
<BR>
Someone was looking for an analysis of hit probabilities in space combat<BR>
recently. I did one maybe a month ago, and I think Leonard did one<BR>
recently as well. You could search for my name, but I think Leonard's<BR>
appears in every digest :-).  <BR>
<BR>
If you find the stuff, please forward it to me, I forgot to keep a copy of<BR>
my own (duh) and I don't remember seeing Leonard's.<BR>
<BR>
Note that Anthony Jackson pointed out that if you're doing a random-walk<BR>
of non-simultaneous fire, the formula I came up with at the end should be<BR>
put to the power of .75.<BR>
<BR>
Also, Ian Whitchurch recently brought up a few things I at least<BR>
didn't take into consideration, including sensor location fuzziness and<BR>
beam pointer error.<BR>
<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 07:09:21 -0700<BR>
From: "Pronto" <pronto_r031@telus.net><BR>
Subject: Re: Royal (Imperial) Army Units?<BR>
<BR>
- ----- Original Message -----<BR>
From: "John Groth" <wombat@premier.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 09, 2000 2:52 AM<BR>
Subject: Royal (Imperial) Army Units?<BR>
<BR>
<BR>
> Stephen Tempest wrote:<BR>
><BR>
> <<snip>><BR>
><BR>
> IIRC, Great Britain's navy, air force, and marines are respectively the<BR>
> Royal Navy, the Royal Air Force, and the Royal Marines.  Apparently<BR>
> Great Britain's army does not fall under this pattern.<BR>
><BR>
> What about army units which include royal family titles in their names,<BR>
> such as the King's Own Scottish Borderers, compared to other British<BR>
> regiments, such as the Gloucestershire Regiment (a.k.a the Glosters<BR>
> *raising a toast \~/*)?  Does this appellation imply that the King (or<BR>
> Queen) has the right of direct command over certain British army units,<BR>
> but not others?<BR>
><BR>
I'm not sure how this applies to British units but Canada has a Regiment<BR>
known as Princess Patricia's Canadian Light Infantry (PPCLI).<BR>
Her Royal Highness Princess Patricia of Connaugh allowed her name to be used<BR>
for the Unit when it was raised in 1914 and was appointed its first<BR>
Colonel-in-Chief in 1918. She held this appointment until her death in 1974.<BR>
<BR>
Colonel-in-Chief is an honorary appointment with no power to command.<BR>
<BR>
The Canadian Armed Forces has a number of units named for august persons and<BR>
positions, such as:<BR>
The Queen's Own Cameron Highlanders of Canada,<BR>
Governor General's Foot Gaurds,<BR>
The Queen's Own Rifles of Canada,<BR>
The Princess of Wales' Own Regiment,<BR>
Princess Louise Fusiliers<BR>
<BR>
Most, if not all of these, have or had the named person as their<BR>
Colonel-in-Chief.<BR>
<BR>
> ObTrav:  The 3I has an Imperial Army, as well as an Imperial Navy and<BR>
> Imperial Marines.  According to canon, however, the Imperial Army is far<BR>
> more decentralized than the Imperial Navy or Marines.  Would an IA unit<BR>
> with a name such as "The Emperor's Own Light Cavalry" even exist?  If<BR>
> so, would the unit's name imply that the Emperor has the right to issue<BR>
> orders directly to such a unit?  Would the Emperor have lesser rights to<BR>
> issue orders to a unit such as "The Vilis Dragoon Brigade," also<BR>
> designated for Imperial Army service?<BR>
><BR>
Yes, it could exist but it would not mean that the Emperor was in the direct<BR>
chain of command.<BR>
It would probably be "The Emperor's Own" planet name"  Light Cavalry"<BR>
<BR>
Would the Emperor be the Commander in Chief of the Imperial Forces?<BR>
<BR>
<BR>
Pronto<BR>
AKA Brian Taylor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:07:44 +0100 <BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Spacemaster (was FFS3: Power Systems)<BR>
<BR>
<snippy-snip><BR>
<BR>
<BR>
> >It does parrot the Space Master design system (old version) <BR>
> almost word<BR>
> >for word. Not instituting anything - I think that I am the <BR>
> only person on<BR>
> >the planet that got Space Master.<BR>
> >(serious mode on)<BR>
> <BR>
> I've got Space Master, but I couldn't tell you what version.  I<BR>
> looked and shelved and now it's boxed...somewhere.  <g><BR>
<BR>
<BR>
Me too, only my offline, munchkiny, middle-earth loving group preferred<BR>
being invulnerable elves who killed balrogs by the dozen, so noone wanted to<BR>
play with me :(<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:42:45 +0100 <BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Royal (Imperial) Army Units?<BR>
<BR>
> -----Original Message-----<BR>
> From: John Groth [mailto:wombat@premier.net]<BR>
> Sent: 09 August 2000 10:53<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Royal (Imperial) Army Units?<BR>
> <BR>
> <BR>
> Stephen Tempest wrote:<BR>
> <BR>
> <<snip>><BR>
> > <BR>
> > -and in response to Legate Legion, there's no such thing as <BR>
> the "Royal<BR>
> > Army" in Britain - it's the "British Army".  We actually fought a<BR>
> > 5-year civil war over this issue, so you need to get it <BR>
> right...  ;-)<BR>
> <BR>
> Please forgive my ignorance on this subject, but:<BR>
> <BR>
> IIRC, Great Britain's navy, air force, and marines are <BR>
> respectively the<BR>
> Royal Navy, the Royal Air Force, and the Royal Marines.  Apparently<BR>
> Great Britain's army does not fall under this pattern.<BR>
> <BR>
> What about army units which include royal family titles in <BR>
> their names,<BR>
> such as the King's Own Scottish Borderers, compared to other British<BR>
> regiments, such as the Gloucestershire Regiment (a.k.a the Glosters<BR>
> *raising a toast \~/*)?  Does this appellation imply that the King (or<BR>
> Queen) has the right of direct command over certain British <BR>
> army units,<BR>
> but not others?<BR>
<BR>
No. The title refers to the fact that in the dim distant past the<BR>
formation was originally raised by, or on behalf of, the noble in<BR>
question. When the regiment was merged into the British Army (often<BR>
centuries ago...) they retained their regimental name and identity<BR>
within the parliamentary controlled army. They often retain the titular<BR>
noble as a patron or honorary commander in chief, but they have no say<BR>
in the day-to-day or operational running of the regiment, and are simply<BR>
a ceremonial figurehead.<BR>
<BR>
The Navy, Air Force and Marines have Royal Charters (meaning they were<BR>
authorised to be formed by a Monarch), but are controlled by Parliament.<BR>
<BR>
Similarly, the Royal Cornwall Hospital is not solely for the use of the<BR>
Royal Family, but simply has a Royal Charter. Also, the QE2 is named in<BR>
honour of the current Queen, it doesn't mean she owns it!<BR>
<BR>
HTH<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 16:25:26 +0100 <BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Newbie intro and Q<BR>
<BR>
> -----Original Message-----<BR>
> From: Andrew Douglas [mailto:adouglas@optonline.net]<BR>
<BR>
<snip><BR>
<BR>
> Now I see that there are several variants: CT, Megatraveller, <BR>
> GURPS, T4...<BR>
> <BR>
> If I were to fire this up again with the intention of running <BR>
> a very loose,<BR>
> relaxed and small scale campaign with a bunch of decidedly <BR>
> noncompulsive<BR>
> middle-aged friends, all of whom definitely have lives outside gaming<BR>
> (including me), which path does the list suggest I follow? <BR>
> Can someone pass<BR>
> on the five-cent wisdom version of advantages/disadvantages <BR>
> of the various<BR>
> systems? Low workload is a big plus. Lots of published <BR>
> support materials,<BR>
> including fully worked up adventures, is also a plus.<BR>
<BR>
Gurps Traveller has plenty of available rules and supplements, which are<BR>
useful to referees of non-Gurps versions of traveller. No real published<BR>
adventures as such.<BR>
<BR>
T4 is OOP and has 'problems', though the actual rules are an similar in<BR>
flavour to CT but incorporating a task system. Some published<BR>
adventures, of varying quality.<BR>
<BR>
MT is CT++, incorporating a unified task system and a streamlined<BR>
version of CT together with Striker style vehicle design and<BR>
AHL/Snapshot style combat. It is currently OOP. Many adventures<BR>
published in Challenge and other magazines (all OOP too), but published<BR>
adventured are generally campaign packs and often command relatively<BR>
high prices on eBay. If you can pick them up second hand at a game store<BR>
they may be relatively cheap.<BR>
<BR>
CT has the problem of being inconsistent in character design, and<BR>
doesn't have a task system. It has the most published adventures, and<BR>
these will be the next couple of reprints.<BR>
<BR>
BITS publish several Traveller supplements and adventures, each of which<BR>
include conversion guidelines for the various versions of Traveller, as<BR>
well as a version of the T4 task system.<BR>
<BR>
TNE is an OOP version of Traveller published by GDW using their House<BR>
system (as also used by Twilight 2000 v2.2 etc) that people either love<BR>
or hate. It is set some 70 years after the Imperium collapsed following<BR>
on from the 15 year conflict of the rebellion in MT. The collapse was<BR>
made total by the deus ex machina of Virus, a sentient silicon chip<BR>
based lifeform that can 'rewrite' circuitry on chips remotely...<BR>
<BR>
Of the choices available, I'd go for the reissued CT with additional<BR>
info from the GT sourcebooks, especially 'First In' and 'Far Trader'.<BR>
<BR>
Have fun,<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 12:23:57 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: DSR and decimals<BR>
<BR>
<Eris><BR>
>What we do is do the DSR to one decimal point. If you have an effective<BR>
>sensor lock range of 13.2, if the enemy ship is at 13.5, then you are<BR>
>rolling to hit at -3. I'd imagine that a Sensor Ops success adds 0.1 to<BR>
>your effective range, a Special Success adds 0.3 and a Critical Success<BR>
>adds 0.5.<BR>
<BR>
Jiminy Cricket!!  I was opposed to the halves in DSR and now you<BR>
want to extend it to tenths!  Ian, before going down this particular<BR>
road too far, *please*, play test the heck out of it.  Maybe it will<BR>
play smoothly, but I really, really, have my doubts.<BR>
</Eris><BR>
<BR>
Heh heh.  This shows the differences in attitudes between different games. <BR>
Here we are debating intricate sensor rules and figuring out how much<BR>
radiator surface you need per MW power output, whereas over on the<BR>
Talislanta (an FRPG) mailing list I just got hopped on for suggesting that<BR>
we could use an open-ended d20 instead of a normal one. This was thought<BR>
to be "too complex" and was labelled "mathematical madness" :-). <BR>
<BR>
Charles C.<BR>
<BR>
PS. Could I ask that all the Charleses on the list please include their<BR>
last initials when signing off? Between Charles L., Charles H. and a few<BR>
others, I get confused ("What? When did I type THAT?" :-). It might be a<BR>
good idea generally...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 10:04:17 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Imperial Legions<BR>
<BR>
Frank G. Pitt wrote:<BR>
> <BR>
> Antony Farrell :<BR>
> > Just a thought, based on adjusting the mustering out tables. In the Roman<BR>
> > empire legionnaires upon retirement often received their<BR>
> > "retirement pay" as a mixture of money and land grant.<BR>
> <BR>
> Even more fun, doesn't the word "salary" come from the fact that Roman<BR>
> legionarioes were at one time paid in salt, not coinage  ?<BR>
<BR>
Only because a) Salt was quite valuable and b) salt was a more useful<BR>
medium of exchange than silver (the main roman coinage) was in many<BR>
places. Salt could not (easily) be adulterated, silver could, and<BR>
usually was. Some estimates of counterfeit and diluted silver coinage<BR>
run as high as 60%-80% of the coins incirculation. Counterfeits were so<BR>
rampant, common and accepted that some legion pay records state that 'So<BR>
and So was paid 45 Denarii, 20 real and 25 in counterfeit"<BR>
<BR>
What was _really_ weird is that older counterfeits were sometimes a<BR>
higher percentage of silver than new issues, so they were, in fact,<BR>
_more_ valuable. (not for long, of course, they'd be melted down and<BR>
made into more new counterfeits)<BR>
<BR>
> Can you imagine the reaction of player characters being paid that way?<BR>
<BR>
Being paid in negotiable goods isn't all that uncommon. Many canon<BR>
adventures do this.<BR>
<BR>
Being paid in _salt_, well, it would have to be a LOT of salt! ;-)<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2906<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2907</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2907<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: A Navy the PCs Can Beat [ship design]<BR>
Re: Newbie intro and Q (longish)<BR>
Re: Newbie intro and Q<BR>
RE: Ship Sizes<BR>
RE: Ship Sizes<BR>
RE: Lasers vs Projectile Weapons<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: Strephon's and Norris' Middle name<BR>
Spacecraft With Wings<BR>
Re: How does the 3I man it's military units?<BR>
Re: Royal (Imperial) Army Units?<BR>
Travels<BR>
Getting ships under control<BR>
Re: <BR>
Royal (Imperial) Army Units?<BR>
Re: Royal (Imperial) Army Units?<BR>
Re: Lasers vs Projectile Weapons<BR>
GT wishlist update<BR>
Re: Black Rod<BR>
Re: Imperial Legions<BR>
Re: Spacecraft With Wings<BR>
Re: GT wishlist update<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 19:03:43 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: A Navy the PCs Can Beat [ship design]<BR>
<BR>
>As I mentioned once before, the Bonhomme Richard (formerly the Duc de <BR>
> >Duras) was a 40-gun frigate, starting life as a merchant, but was <BR>
> >rebuilt. Really not a match for the later giant American frigates like <BR>
> >Constitution, but not really a merchant either.<BR>
><BR>
>The Trav equivalent would be to take a merchant, strip out all the >cargo <BR>
>space, uprate the guns, computer and armor, fit uprated maneuver >drives, <BR>
>add a full combat crew.<BR>
<BR>
Actually I have modified one of my trader designs just the other day to such <BR>
a configuraton. This is only the first design iteration but notice that it <BR>
has enought IR masking to lower the signature to -0.5 the same as the <BR>
original design. The main weapon is the twin 1050 Mj PAW (it is 1/6:th of <BR>
the ship's volume.<BR>
<BR>
Experimental Q-ship (rated with Bruce's MCS)<BR>
<BR>
Tons: 400std ( SL Long Box Hypersonic )<BR>
Volume: 5600m3<BR>
Dimensions: 35,5m x 17,8m x 8,8m<BR>
Mass (L/C): 8068t/7423t<BR>
Crew: 13/22<BR>
Cost: 736,53 MCr<BR>
Maintenance Points: 179<BR>
Tech Level: 15<BR>
<BR>
Size: 4<BR>
Toughness: 8<BR>
Armour: 14<BR>
Max G/Comp: 37/6<BR>
Maneuver: 3<BR>
Jump: 2<BR>
Power: 9<BR>
<BR>
Bridge/Comp: 1xBridge. 4xFib. Computer<BR>
Commo:	Radio rec: 2, Radio tran: 1, 4, Laser: 6, 8<BR>
Sensors: Passive: 1x14, 1x13.5	Active: 1x11.5, 2x11 LIDAR: 4x15, 4x14.5<BR>
Signature: Vis: -0.5, IR: -0.5,	Active: 0.5, LIDAR: 0.5.<BR>
<BR>
Weapons<BR>
1xTwin 1050Mj PAW:   (+1,+6) 13:15 13:15 13:15 13:15 11:13<BR>
2x5 68Mj Lasers      (+2,+6) 13:11 13:11 13:11 13:11  PDR:+6<BR>
1x40 34Mj PD lasers  (+1,+6) 12:15                    PDR:+9<BR>
<BR>
Cargo: 1x40std bay<BR>
Facilities: 10xArm. 1xGym. 1xGalley<BR>
<BR>
Patrik Holmstrm<BR>
Head Designer of Dimashq Starships<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 12:08:49 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Newbie intro and Q (longish)<BR>
<BR>
Andrew Douglas wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Now I see that there are several variants: CT, Megatraveller, GURPS, T4...<BR>
> <BR>
> If I were to fire this up again with the intention of running a very loose,<BR>
> relaxed and small scale campaign with a bunch of decidedly noncompulsive<BR>
> middle-aged friends, all of whom definitely have lives outside gaming<BR>
> (including me), which path does the list suggest I follow? Can someone pass<BR>
> on the five-cent wisdom version of advantages/disadvantages of the various<BR>
> systems? Low workload is a big plus. Lots of published support materials,<BR>
> including fully worked up adventures, is also a plus.<BR>
<BR>
There are some excellent online resources available, including:<BR>
<BR>
http://www.geocities.com/Area51/Starship/8023/<BR>
<BR>
This site hosts the Galactic 2.4 DOS program, which includes sector data<BR>
for the Traveller universe ranging in period from the Interstellar Wars<BR>
era, through the 3I, to the New Era.<BR>
<BR>
http://jtas.sjgames.com/<BR>
<BR>
This is the home of the current version of the Journal of the<BR>
Travellers' Aid Society.  Subscriptions are USD $15/year, and are well<BR>
worth it.  JTAS supports all versions of Traveller with NPCs,<BR>
adventures, ship designs and deckplans, and other useful articles.<BR>
<BR>
http://www.downport.com/<BR>
<BR>
In addition to containing its own material, this site hosts many of the<BR>
most prominent Traveller Web sites, including Freelance Traveller,<BR>
Andrew Moffatt-Vallance's work on the Interstellar Wars era, and the<BR>
History of the Imperium Working Group (HIWG).<BR>
<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
Doug Berry's Sylea Downport has some good material for T4, including the<BR>
Gridlore Technologies section.  I especially recommend the Traveller<BR>
Filks and Traveller: The Silly Era.<BR>
<BR>
http://www.ghg.net/tmixon/Trade/<BR>
<BR>
This site contains Terry Mixon's trade map of the Spinward Marches,<BR>
calculated IAW GT: Far Trader.<BR>
<BR>
http://traveller.mu.org/<BR>
<BR>
The Missouri Archives, hosted by Joe Heck, is one of the best starting<BR>
points for on-line Traveller research.<BR>
<BR>
http://www.vision-forge-graphics.com/jesse/traveller/trav_welcome.htm<BR>
<BR>
Jesse DeGraff hosts this site, on which he posts some of the outstanding<BR>
artwork he has produced for the GURPS Traveller line.  Check out the<BR>
Ditzie cartoons!<BR>
<BR>
http://www.webring.org/cgi-bin/webring?ring=traveller&index<BR>
<BR>
The Traveller Webring Index lists 161 Traveller-related sites.<BR>
<BR>
http://www.bits.org.uk/<BR>
<BR>
The British Isles Traveller Support (BITS) site offers support for<BR>
several versions of Traveller, including T4 and GT.  There are some<BR>
useful free downloads, MacOS programs (these cost), and other<BR>
information on the site.  BITS products, including the "101" series of<BR>
books, various adventures, and Doug Berry's _At Close Quarters_ combat<BR>
ruleset can be ordered from:<BR>
<BR>
http://www.warehouse23.com/<BR>
<BR>
This listing is, of course, just a small sampling of online Traveller<BR>
resources, and is not intended to slight those sites not listed.<BR>
<BR>
<shameless plug><BR>
<BR>
Finally, my .sig file includes the URL for my own AuricTech Shipyards, a<BR>
collection of FF&S2 ship designs for T4.<BR>
<BR>
</shameless plug><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776/travler.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 13:17:04 -0400<BR>
From: trentfs@ix.netcom.com<BR>
Subject: Re: Newbie intro and Q<BR>
<BR>
Andrew Douglas wrote:<BR>
> Can someone pass<BR>
>on the five-cent wisdom version of advantages/disadvantages of the various<BR>
>systems? Low workload is a big plus. Lots of published support materials,<BR>
>including fully worked up adventures, is also a plus.<BR>
<BR>
Since I haven't seen a bunch of other responses to this request, I'll throw in my Cr .02.  <BR>
<BR>
CT:  Now that it's back in-print, this is the way to go.  Sure there is some old-fashioned clunkiness and inconsistency, but these are more than made up for by the wealth of high-quality support material.  Season to taste with snippets from later editions as follows.<BR>
<BR>
MegaTraveller:  Adds uniformity at the expense of complexity.  Also very long out of print.  If you can locate the MT rules they're worth picking up and grafting favorite bits (i.e. the Task system) onto CT.  Support material (mostly from Digest Group Publications) was frequently good, but also long out of print.<BR>
<BR>
Traveller -- The New Era:  Pass.  The setting and rules are different enough from other versions to make cross-fertilization difficult.  Also long out-of-print.<BR>
<BR>
T4:  Just recently out of print, many stores still have some in stock.  The very low production and editorial quality overshadowed some good content.  I also didn't like the rules much.  For stealing adventures and ideas, your best bets are 'Psionic Institutes' and the 2-part 'Long Way Home' module.<BR>
<BR>
GURPS: Traveller:  Good background material, but not much by way of actual written adventures (lots of hooks, though).  In print, which is a plus.  If you already know/like GURPS this is the way to go.  Otherwise, pick up a couple books to nab ideas (they're all good, depending on your focus).<BR>
<BR>
BITS Modules:  You can order these from the SJG website.  They're designed to be system-generic, and are all high-quality (at least the ones I have).  The early books are '76 Patrons' style anthologies of hooks, more recently I believe they've started publishing full-length adventures.<BR>
<BR>
In summary:  Buy all the CT reprints; buy the BITS books; buy G:T books that look interesting; buy the MT rules if you can find them.  Be glad you weren't around for TNE and T4.<BR>
<BR>
Hope this helped,<BR>
<BR>
<BR>
Trent     <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 13:21:22 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
Douglas Berry writes:<BR>
>>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>>This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
>>that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
>>bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
>>limits you to size A (which may be stretched to 1,999 tons).<BR>
>Two words:<BR>
>Asteroid hull.<BR>
<BR>
	Are asteroid hulls exempt from the computer/ship size limits<BR>
	for some obscure reason?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 13:24:21 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
Michel Vaillancourt writes:<BR>
>>I just noticed that at TL 8 HG2 makes a 5,500 ton spinal PA available.<BR>
>>This weapon requires 500 EP, which would require a 2,000 ton power plant at<BR>
>>that TL.  So, you would need 7,500 tons of ship before other drives, fuel,<BR>
>>bridge, staterooms, etc.  However, TL 8 limits you to Computer/2 which<BR>
>>limits you to size A (which may be stretched to 1,999 tons).<BR>
>	Ah, but you see there is a ship that can carry that beast.  A<BR>
>battle station.  No jump drive, no manuever drive.  Powerplant, bridge, a<BR>
>month of fuel and a few staterooms.  And since no one jumping in will be<BR>
>carrying one, that makes you the meanest mother****** in the valley of<BR>
>death...<BR>
<BR>
	That presumably would mean that the computer limits do not apply<BR>
	to battle stations.  Even so, I have always assumed that a spinal<BR>
	PA should be pointed towards the enemy.  "Bay" sized weapons might<BR>
	be mounted on special turrets.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 13:32:50 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Lasers vs Projectile Weapons<BR>
<BR>
Jason Bernstein writes:<BR>
>I'm new to the TML (this is my first post), and I'm also new to =<BR>
>Traveller.  I only have the GURPS line of Traveller material, and I was =<BR>
>wondering:<BR>
<BR>
	Welcome!<BR>
<BR>
>What's more common in the Traveller universe, lasers/energy weapons or =<BR>
>gauss/projectile weapons?  If a group of relatively normal, (low =<BR>
>powered, 100 points in GURPS terms), adventurers had to arm themselves =<BR>
>against pirates, beasts, or the occasional government, what would they =<BR>
>most likely choose?  Thanks!<BR>
<BR>
	IMTU (In My Traveller Universe) slug-throwers such as SMG's and<BR>
	rifles are fairly common due to law levels, expense, and tech<BR>
	levels.  More advanced projectile weapons like ACR's and gauss<BR>
	rifles are less common but still popular.  Laser weapons are<BR>
	common in certain circles, but anyone who is worried about being<BR>
	shot can almost eliminate the risk by wearing reflec or even ablat<BR>
	armour (I play CT, so I'm not sure how well this translates into<BR>
	GURPS).  Lasers are still the weapon of choice in most zero-G<BR>
	situations.  High energy weapons are virtually unknown outside of<BR>
	military units.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 11:28:49 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
At 10:23 PM -0500 8/8/00, eris@pcola.gulf.net wrote:<BR>
>On 08/08/00 at 04:12 PM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
><BR>
>  >Gauss/projectile ("slug throwers") are more common.  Lasers are<BR>
>  >reasonable, but most people go with slug throwers.  I've always been a<BR>
>  >fan of gauss weapons.  FGMPs and PGMPs are, of course, quite effective<BR>
>  >but they aren't really attainable by most characters.<BR>
><BR>
>Are gauss weapons common?  They are almost as rare in my games as <BR>
>lasers. I haven't consciously tried to make them rare, it's just <BR>
>that my players have always tended to have their characters pick up <BR>
>common slugthrowers.<BR>
<BR>
They are fairly common in my games.  They are sort of the top<BR>
weapon a PC normally gets and, IIRC, they (at least a Gauss<BR>
rifle) have some ability to penetrate lighter combat armors....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 10:42:11 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Strephon's and Norris' Middle name<BR>
<BR>
"Dan Lane" <danielrlane@home.com> wrote<BR>
 <BR>
> Why doe Strephon and Norris share the same middle name of "Aella"?  Mere<BR>
> chance?<BR>
<BR>
Canonical Imperial Nobles frequently have first names or middle <BR>
names starting with the letter A. This includes both solomani<BR>
descended nobles such as Arbellatra and Vilani descended nobles<BR>
such as Antiama (Arbellatra's daughter in law & Emperor Zhakirov's<BR>
wife).<BR>
<BR>
Norris Aella<BR>
Strephon Aella<BR>
Dulinor Astrin<BR>
<BR>
Antrin [Emperor Gavin's wife & Strephon's Grandmother]<BR>
Asan [Gavin & Antin's son, Margaret's grandfather]<BR>
Anedon [Asan's son & Margaret's father]<BR>
<BR>
I don't know if there is a reason GDW used a lot of 'A' names.<BR>
In a silly TU. you could portray your Imperial Nobles as too<BR>
lazy and foppish to look beyond the letter A in 'The Imperial<BR>
Book of Baby Names' I suppose. :)<BR>
<BR>
IMTU many Imperial Nobles will have a middle or fist name starting<BR>
with the letter A as a homage to Empress Arbellatra Alkhalikoi,<BR>
Emperor Strephon's great to the ninth grandmother.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:01:40 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Spacecraft With Wings<BR>
<BR>
For calculating the total surface area of spacecraft with wings (that is,<BR>
with "airframe streamlining"), which of the following equations are<BR>
correct? (I'm using the "T4" edition of "Fire, Fusion, and Steel")<BR>
<BR>
        (A) Base Area * Configuration Modifier * 1.3<BR>
<BR>
        (B) (Base Area * Configuration Modifier) + (Base Area * 0.3)<BR>
<BR>
Personally, I'd say the answer ought to be "B", but I'd like to know what<BR>
the "official consensus" is on this issue.<BR>
                                                              - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 11:31:49<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: How does the 3I man it's military units?<BR>
<BR>
At 08:42 PM 8/8/2000 -0400, you wrote:<BR>
<BR>
>Thing brings up a question:  does the Imperium raise troops throughout its<BR>
dominion then shuffle them across sectors to fill personnel vacancies, or<BR>
does it let sectors/subsectors raise, train, and deliver personnel to<BR>
locally stationed Imperial units?<BR>
<BR>
GT: Ground Forces, coming this October (or so they tell me) answers these<BR>
questions in detail.<BR>
<BR>
Short form:<BR>
<BR>
Each subsector has its own Army.  Raised locally, and used mostly for local<BR>
defense.  These units can be committed to the attack on orders from Sector HQ.<BR>
<BR>
The Marine Force's Regiments are assigned both to fleets and to specific<BR>
regions, on an as-needed basis.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 11:41:59<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Royal (Imperial) Army Units?<BR>
<BR>
At 04:52 AM 8/9/2000 -0500, you wrote:<BR>
<BR>
>ObTrav:  The 3I has an Imperial Army, as well as an Imperial Navy and<BR>
>Imperial Marines.  According to canon, however, the Imperial Army is far<BR>
>more decentralized than the Imperial Navy or Marines.  Would an IA unit<BR>
>with a name such as "The Emperor's Own Light Cavalry" even exist?  If<BR>
>so, would the unit's name imply that the Emperor has the right to issue<BR>
>orders directly to such a unit?  Would the Emperor have lesser rights to<BR>
>issue orders to a unit such as "The Vilis Dragoon Brigade," also<BR>
>designated for Imperial Army service? <BR>
<BR>
<looking at calender impatiently.. will October hurry up?><BR>
<BR>
The formal name of the Imperial Army is The Unified Armies of the Imperium.<BR>
<BR>
The chain of command for Army units reaches up to the senior subsector<BR>
noble, *and* to the Emperor through the Sector command.  For most purposes,<BR>
the Emperor would be advised not to meddle in the day to day operations of<BR>
individual battalions.<BR>
<BR>
If "The Emperor's Own Light Cavalry" does exist, it is probably on Capital.<BR>
- -- <BR>
<BR>
Douglas "Penguin Boy" Berry  gridlore@mindspring.com<BR>
  http://gridlore.home.mindspring.com/index.html<BR>
<BR>
"But that's not the point!" raged Ford. "The point is that I am now a<BR>
perfectly safe penguin, and my colleague here is rapidly running out of<BR>
limbs!"  - The Hitchhiker's Guide To The Galaxy<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 12:41:06 -0700<BR>
From: "Bruce Macintosh" <bruce.macintosh@worldnet.att.net><BR>
Subject: Travels<BR>
<BR>
I'm going to be on an astronomical observing trip for nine days,<BR>
with no TML access - and I probably won't wade through the back issues<BR>
when I get home. Anyone with urgent sensor queries :-) should email<BR>
them directly to me and expect a delay.<BR>
<BR>
With luck I'll have some time to work on the MCS, at least...<BR>
<BR>
Bruce<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 13:56:14 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: Getting ships under control<BR>
<BR>
In my current (solo) game - I am playing it to provide examples for a<BR>
biggish article I am putting together on playing Traveller solo - my<BR>
poor captain has a problem and I wonder if anyone has any ideas of how<BR>
it could be handled. I'll give you the background and then ask my<BR>
question(s).<BR>
<BR>
My character is a Solomani-extraction merchant captain running a<BR>
200-ton free trader (on the edge of going bust, as usual) in the<BR>
Spinward Marches in 1089. Last stop was Ruie, where he picked up some<BR>
industrial machinery for carriage to Jenghe. The ship has been running<BR>
on unrefined fuel for a while, and the crew is down to four - Vaskes<BR>
(owner, captain and pilot), Martines (navigator and computer expert),<BR>
Gergy (engineer and drunkard <grin>) and Arman (young and<BR>
inexperienced steward from Regina). We misjumped at Ruie and don't<BR>
know where we are, but when we came into system we had a partial<BR>
message saying we were on good approach vector but too fast and did we<BR>
need rescue / salvaging.<BR>
<BR>
Gergy got the life support going again (it _has_ been a bad trip) but<BR>
we had to shut down sensors and external comms to get enough power to<BR>
run navigation. Yeah, you guessed - our power plant is on the fritz<BR>
and we only have a pretty basic computer anyway. On top of all that,<BR>
we have a fuel leak and heaven knows what will happen if we fire up<BR>
the insystem drive. We do have a ship's boat in the hold if we need to<BR>
ditch and run, but that will be a last resort.<BR>
<BR>
We have a fair idea that we are at one of 18 systems in the Marches,<BR>
assuming that only A, B or C starports would have picked us up that<BR>
quickly, and Vaskes is going to try to work out a safe braking burn on<BR>
the insystems drive that would work for any of those systems (not very<BR>
likely, is it). Somehow, we have to slow down so that we can go EVA<BR>
and try to patch the leak. What we need to know is, how long have we<BR>
got before we get too close to safely stop and how we can slow down.<BR>
Any ideas folks?<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 12:30:12 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: <BR>
<BR>
From: Jeff Rowse <jeffrowse@hotmail.com><BR>
<BR>
>So, what do you call someone who sleeps with a Latr.., oops so sorry<BR>
MARine?<BR>
>  Blind??<BR>
<BR>
<BR>
    No, a paragon of good taste, virtue, & intelligence..<BR>
<BR>
>As against someone who sleeps with a Spacer (any variety, even -eeww- Navy<BR>
>but especially Scouts), who you would call a paragon of good taste and<BR>
>intelligence...  *weg*<BR>
<BR>
<BR>
    No, Helen Keller.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 20:26:43 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Royal (Imperial) Army Units?<BR>
<BR>
>Date: Wed, 09 Aug 2000 04:52:33 -0500<BR>
>From: John Groth <wombat@premier.net><BR>
>Subject: Royal (Imperial) Army Units?<BR>
<BR>
>IIRC, Great Britain's navy, air force, and marines are respectively the<BR>
>Royal Navy, the Royal Air Force, and the Royal Marines.  Apparently<BR>
>Great Britain's army does not fall under this pattern.<BR>
<BR>
Not since the 17th century.  Armies are dangerous things to give to<BR>
monarchs.  Navies, on the other hand, are safer:  it's much harder to<BR>
oppress your own people with a navy, at least at TL3...<BR>
<BR>
>What about army units which include royal family titles in their names,<BR>
<BR>
The King or Queen referred to in the regimental name is the specific<BR>
one who first raised the regiment or granted it an honour, not the<BR>
reigning monarch.  So, for example, the Queen's Light Dragoons is<BR>
actually named after the wife of George III, and there is a King's<BR>
Royal Hussars regiment in the modern British Army despite the current<BR>
absence of a King.  So, obTrav, you could have the Empress<BR>
Arbellatra's Own Denebian Heavy Cavalry still around in 1120 - or even<BR>
the 5th Sylean Presidential Guards, or the 82nd Airborne (a jump<BR>
troops division, naturally;  and there might be units with the same<BR>
name and claiming the same battle honours in both the Imperial and<BR>
Solomani militaries).<BR>
<BR>
Stephen<BR>
(just to confuse things further, the present Colonel of the _Princess<BR>
of Wales's Royal Regiment_ is the head of state of a foreign country -<BR>
Queen Margrethe of Denmark...  somehow I doubt that she has command<BR>
authority, though)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 13:40:45 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Royal (Imperial) Army Units?<BR>
<BR>
> Stephen<BR>
> (just to confuse things further, the present Colonel of the _Princess<BR>
> of Wales's Royal Regiment_ is the head of state of a foreign country -<BR>
> Queen Margrethe of Denmark...  somehow I doubt that she has command<BR>
> authority, though)<BR>
><BR>
<BR>
IIRC, wasn't the Czar of Russia at one time the proprietary colonel of the<BR>
Scots Greys (now Royal Scots Dragoon Guards)?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 13:43:07 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
> >Are gauss weapons common?  They are almost as rare in my games as<BR>
> >lasers. I haven't consciously tried to make them rare, it's just<BR>
> >that my players have always tended to have their characters pick up<BR>
> >common slugthrowers.<BR>
><BR>
> They are fairly common in my games.  They are sort of the top<BR>
> weapon a PC normally gets and, IIRC, they (at least a Gauss<BR>
> rifle) have some ability to penetrate lighter combat armors....<BR>
><BR>
<BR>
IMTU it's the same.  The G Rifle is about the gnarliest weapon a PC can lay<BR>
their hands on.  We do have a few who like a nice CPR rifle or shotgun,<BR>
though.  I guess they just miss that whiff of cordite.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 16:16:12 -0500 (CDT)<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: GT wishlist update<BR>
<BR>
Check out the SJ Games wishlist for GURPS Traveller proposals:<BR>
<BR>
http://www.sjgames.com/general/author/capsules.html<BR>
<BR>
These are ideas in search of authors, and indicative of the kinds of<BR>
things SJ Games thinks will do well in the future. <BR>
<BR>
GT: Corsairs -- the piracy sourcebook<BR>
GT: Hot Spots -- mercenary tickets, other than wars<BR>
GT: Humaniti -- the minor human races sourcebook<BR>
GT: Navy -- still looking for a new author<BR>
GT: Small Wars -- "good war" tickets for mercenary campaigns<BR>
GT: Trade Routes -- sections of jump mains, for merchant campaigns<BR>
<BR>
These last two are most interesting: they are described as _series_, not<BR>
single sourcebooks.<BR>
<BR>
Books no longer on the list, but not yet in production:<BR>
<BR>
GT: Modular Cutters<BR>
GT: Nobles<BR>
GT: Diplomacy and Espionage<BR>
GT: Alien Races 4 (Minor Races)<BR>
GT: Starships<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:34:02 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Black Rod<BR>
<BR>
> Forgive my ignorance, but..."Black Rod"?  Should I even ask for an<BR>
> explanation?<BR>
<BR>
    You know this is the first time I have heard Shaft called a "Black Rod".<BR>
    Backup Singers:  Shut your mouth, Legate.<BR>
    Why?  I'm talking about my man, Shaft.<BR>
    Backup Singers:  John Shaft.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:36:58 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Imperial Legions<BR>
<BR>
From: John Groth <wombat@premier.net><BR>
<BR>
><tongue-in-cheek><BR>
><BR>
>I believe that you have the Aslan genders confused.  Aslan _females_ are<BR>
>often "butch" (see "Comfortable shoes, Aslan females and").  Ihatei,<BR>
>being males, are not "butch."  They may be "malely" males, who hang out<BR>
>at the YACA ("Young Aslan Christian Association") and listen to ancient<BR>
>Terran recordings by the Village People, but they aren't "butch."<BR>
><BR>
></tongue-in-cheek><BR>
<BR>
<BR>
    You forgot about joing up with the 3I Navy.  *weg*<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 16:30:58 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Spacecraft With Wings<BR>
<BR>
On 08/09/00 at 03:01 PM,  "John P. Raynor" <john.raynor@yale.edu> said:<BR>
<BR>
<BR>
>For calculating the total surface area of spacecraft with wings (that is,<BR>
>with "airframe streamlining"), which of the following equations are<BR>
>correct? (I'm using the "T4" edition of "Fire, Fusion, and Steel")<BR>
<BR>
>        (A) Base Area * Configuration Modifier * 1.3<BR>
<BR>
>        (B) (Base Area * Configuration Modifier) + (Base Area * 0.3)<BR>
<BR>
>Personally, I'd say the answer ought to be "B", but I'd like to know what<BR>
>the "official consensus" is on this issue.<BR>
<BR>
The Configuration Modifier is applied to the Base Area to produce a<BR>
new area before the wings are added, and the wings are said to add<BR>
30% to the area of the ship.  This increases or reduces the<BR>
available area due to the configuration, then you either add wing<BR>
area or not.<BR>
<BR>
I think it's A...or if you prefer, Area + (Area * 30%), which is the<BR>
same thing.<BR>
<BR>
Why would you prefer B?  B would imply that *any* configuration of<BR>
volume X would have the same area.  A 400 dton needle, short rounded<BR>
cylinder, or wedge would all have the same wing area. <BR>
<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 16:37:05 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: GT wishlist update<BR>
<BR>
On 08/09/00 at 04:16 PM,  Christopher Thrash <thrash@io.com> said:<BR>
<BR>
Not that I expect an answer, but...<BR>
<BR>
>Books no longer on the list, but not yet in production:<BR>
<BR>
>GT: Modular Cutters<BR>
<BR>
This one is mentioned elsewhere on the SJG site as accepting modules for possible inclusion...at least it *was* mentioned.<BR>
<BR>
>GT: Nobles<BR>
>GT: Diplomacy and Espionage<BR>
>GT: Alien Races 4 (Minor Races)<BR>
<BR>
I *thought* I saw  where this one was accepting things too.<BR>
<BR>
>GT: Starships<BR>
<BR>
Hum, I thought this one was already contracted out to somebody...no?  Is it off?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2907<BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2908<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>
Email for Jeff Zeitlin                    <BR>
Re: Imperial Legions<BR>
Re: values<BR>
small arms damage(was:Gunbunnies)<BR>
Re: Newbie intro and Q-- thanks!! <BR>
RE: Getting ships under control<BR>
Re: Newbie intro and Q-- thanks!! <BR>
Newbie intro and Q<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
Re: Newbie intro and Q-- thanks!!<BR>
Re: Getting ships under control<BR>
Re: Email for Jeff Zeitlin                    <BR>
Re: Lasers vs. Projectile Weapons<BR>
Re: Newbie intro and Q<BR>
Re: [TML] FFS3 project. My view.<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: values<BR>
Get Free Books Now!!!<BR>
FFS3 : Thoughts on wings<BR>
Re: Dimashkq Staships Q-ship<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:46:28 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Email for Jeff Zeitlin                    <BR>
<BR>
Anyone have Jeff Zeitlin's email?  I have a question about Solomani<BR>
currency, and he seems like the logical person to ask.<BR>
<BR>
Thanks,<BR>
Tod<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:37:56 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Imperial Legions<BR>
<BR>
From: Frank G. Pitt <frankie@mundens.gen.nz><BR>
<BR>
>Even more fun, doesn't the word "salary" come from the fact that Roman<BR>
>legionarioes were at one time paid in salt, not coinage  ?<BR>
<BR>
<BR>
    They were paid partly in salt & partly in coinage.  Of course back then<BR>
coarse sea salt was worth its weight in gold.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 14:47:51 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: values<BR>
<BR>
From: Katharine Whitchurch <katts@globalfreeway.com.au><BR>
<BR>
>>     New Zealand:  Anyone who would sleep with a member of the New Zealand<BR>
>> Airforce or New Zealand Army is not called a bimbo, but a hooker.<BR>
><BR>
>Not true. They may be a five-eighth, or possibly a winger.<BR>
<BR>
<BR>
    OK, let us put this in universal terms, a lady of the evening.<BR>
<BR>
>Ian Whitchurch, who ran around a paddock as a fullback for Petersham's<BR>
Fifth<BR>
>Grade<BR>
<BR>
<BR>
    And, for that Petersham's has never fully recovered.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:13:08 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: small arms damage(was:Gunbunnies)<BR>
<BR>
> How do you model penetration and damage (living organism and inanimate<BR>
> objects)?<BR>
> Any thoughts of how to model laser and HE weapons?<BR>
><BR>
<BR>
Tricky on lasers, as I'm not an expert.  I hope to get some insight from<BR>
other TMLers.  Right now I'm thinking about laser weapon damage in terms of<BR>
energy transmitted to tissue.  SIPRI's "Antipersonnel Weapons" has some data<BR>
on the amount of tissue damaged per unit of Kinetic energy transmitted via a<BR>
KE weapon, and this seems like a good place to start.  Part of the problem<BR>
is that lasers are so variable.  How much energy transferred per unit of<BR>
time?  Are typical small arms laser very high powered, low transmission<BR>
dwell weapons?  Or is the power lower but delivered over a longer period of<BR>
time?<BR>
<BR>
If we look at tissue as water will some other components, we can estimate<BR>
the amount of steam created and pressure generated from a defined number of<BR>
Joules absorbed. In this model, lasers become essentially explosive type<BR>
weapons. If they don't cause superheating and explosion of tissue, then they<BR>
are more like low velocity projectiles, and do damage my mechanical<BR>
(simulated) action.<BR>
<BR>
Thoughts?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 18:22:34 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: Re: Newbie intro and Q-- thanks!! <BR>
<BR>
Thanks to all those who replied on and off list.<BR>
<BR>
The consensus is that CT is the way to go, which is what I was thinking in<BR>
the first place. GURPS looks like too much complexity and detail fiddling,<BR>
though the support books were universally recommended. (I bought a copy of<BR>
the GURPS basic stuff anyway, just to keep on the shelf... it's good to have<BR>
other points of view.)<BR>
<BR>
I've ordered both the extant CT reprints, and this morning dreamed up a way<BR>
to get my players into the thick of things in a semi-plausible way... It's<BR>
probably been done many times... the PCs are hired crew on a small trader<BR>
belonging to an absentee owner; the NPC captain has an accident and buys the<BR>
farm, and the PCs inherit the job of running the ship (captains being<BR>
impossible to find, doncha know). This immediately gives them a ship to play<BR>
with, a twit owner to complain about and immediate ship-related problems to<BR>
deal with (the owner, of course, is too cheap to keep the ship in good<BR>
repair, which is why the captain had his accident).<BR>
<BR>
Now all I have to figure out is a way to induce one of my PCs to order a<BR>
plate full of crottled greeps....<BR>
<BR>
Andy Douglas<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:27:43 -0700 <BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Getting ships under control<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
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>From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
>Subject: Getting ships under control<BR>
><BR>
<snip><BR>
>We misjumped at Ruie and don't<BR>
>know where we are, but when we came into system we had a partial<BR>
>message saying we were on good approach vector but too fast and did we<BR>
>need rescue / salvaging.<BR>
><BR>
>Gergy got the life support going again (it _has_ been a bad trip) but<BR>
>we had to shut down sensors and external comms to get enough power to<BR>
>run navigation. Yeah, you guessed - our power plant is on the fritz<BR>
>and we only have a pretty basic computer anyway. On top of all that,<BR>
>we have a fuel leak and heaven knows what will happen if we fire up<BR>
>the insystem drive. We do have a ship's boat in the hold if we need to<BR>
>ditch and run, but that will be a last resort.<BR>
><BR>
>We have a fair idea that we are at one of 18 systems in the Marches,<BR>
>assuming that only A, B or C starports would have picked us up that<BR>
>quickly, and Vaskes is going to try to work out a safe braking burn on<BR>
>the insystems drive that would work for any of those systems (not very<BR>
>likely, is it). Somehow, we have to slow down so that we can go EVA<BR>
>and try to patch the leak. What we need to know is, how long have we<BR>
>got before we get too close to safely stop and how we can slow down.<BR>
>Any ideas folks?<BR>
<BR>
	Get your commo back on line and request navigation data from the<BR>
local starport.  They obviously already have you aquired and can probably<BR>
squirt the needed info to you faster than you can figure it out for<BR>
yourself.  There is really no way that you can figure out how to inject<BR>
yourself into a safe orbit without knowing your precise vector WRT the<BR>
planet, and what other objects/ships/satellites/bases/whatnot might be in<BR>
the way.  Play it safe - call for the tug and figure out how to work the<BR>
bill off later.  The fees will probably be far cheaper than your repair<BR>
bill, and waaaay cheaper than the liability suits for plowing into the<BR>
highport like deadfall ordnance... or creaming a major communication<BR>
satellite during the local equivalent of the World Cup soccer finals.<BR>
<BR>
	Rod Basler - COFIT<BR>
- ----------------------------------------------------------<BR>
Disclaimer - I may be at work, but it's not their fault.<BR>
<BR>
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<TITLE>RE: Getting ships under control</TITLE><BR>
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<BR>
<BR>
<BR>
&gt;From: &quot;Mark Preston&quot; =<BR>
&lt;mark@mpreston.demon.co.uk&gt;<BR>
<BR>
&gt;Subject: Getting ships under control<BR>
&gt;<BR>
&lt;snip&gt;<BR>
&gt;We misjumped at Ruie and don't<BR>
&gt;know where we are, but when we came into system =we had a partial<BR>
&gt;message saying we were on good approach vector =but too fast and did we<BR>
&gt;need rescue / salvaging.<BR>
&gt;<BR>
&gt;Gergy got the life support going again (it _has_ =been a bad trip) but<BR>
&gt;we had to shut down sensors and external comms =to get enough power to<BR>
&gt;run navigation. Yeah, you guessed - our power =plant is on the fritz<BR>
&gt;and we only have a pretty basic computer anyway. =On top of all that,<BR>
&gt;we have a fuel leak and heaven knows what will =happen if we fire up<BR>
&gt;the insystem drive. We do have a ship's boat in =the hold if we need to<BR>
&gt;ditch and run, but that will be a last =resort.<BR>
&gt;<BR>
&gt;We have a fair idea that we are at one of 18 =systems in the Marches,<BR>
&gt;assuming that only A, B or C starports would =have picked us up that<BR>
&gt;quickly, and Vaskes is going to try to work out =a safe braking burn on<BR>
&gt;the insystems drive that would work for any of =those systems (not very<BR>
&gt;likely, is it). Somehow, we have to slow down so =that we can go EVA<BR>
&gt;and try to patch the leak. What we need to know =is, how long have we<BR>
&gt;got before we get too close to safely stop and =how we can slow down.<BR>
&gt;Any ideas folks?<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Get your =commo back on line and request navigation data from the local = starport.&nbsp; They obviously already have you aquired and can = probably squirt the needed info to you faster than you can figure it = out for yourself.&nbsp; There is really no way that you can figure out = how to inject yourself into a safe orbit without knowing your precise = vector WRT the planet, and what other = objects/ships/satellites/bases/whatnot might be in the way.&nbsp; Play = it safe - call for the tug and figure out how to work the bill off = later.&nbsp; The fees will probably be far cheaper than your repair = bill, and waaaay cheaper than the liability suits for plowing into the = highport like deadfall ordnance... or creaming a major communication = satellite during the local equivalent of the World Cup soccer =finals.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod Basler =- - COFIT<BR>
----------------------------------------------------------</FON=T><BR>
Disclaimer - I may be at work, but it's not their =fault.<BR>
- ------_=_NextPart_001_01C00251.08E05520--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:32:26 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Newbie intro and Q-- thanks!! <BR>
<BR>
><BR>
> I've ordered both the extant CT reprints, and this morning dreamed up a<BR>
way<BR>
> to get my players into the thick of things in a semi-plausible way... It's<BR>
> probably been done many times... the PCs are hired crew on a small trader<BR>
> belonging to an absentee owner; the NPC captain has an accident and buys<BR>
the<BR>
> farm, and the PCs inherit the job of running the ship (captains being<BR>
> impossible to find, doncha know). This immediately gives them a ship to<BR>
play<BR>
> with, a twit owner to complain about and immediate ship-related problems<BR>
to<BR>
> deal with (the owner, of course, is too cheap to keep the ship in good<BR>
> repair, which is why the captain had his accident).<BR>
<BR>
The trick is to make sure the PCs can't just quit and get jobs aboard a<BR>
nicer vessel.  Now, if they have some tie to the decrepit hulk they're<BR>
crewing...say, a gambling debt, a bit of trouble with the law the patron<BR>
knows about, or maybe they're just blacklisted because it's believed they<BR>
had some hand in the captains death, either active, or just negligent.<BR>
<BR>
Hey, life is cruel (at least it is IMTU).<BR>
<BR>
><BR>
> Now all I have to figure out is a way to induce one of my PCs to order a<BR>
> plate full of crottled greeps....<BR>
<BR>
Business lunch.  Don't want to offend the local starport master/guild<BR>
head/broker, who also happens to own the restaurant, which is naturally<BR>
known far and wide for it's crottled greeps.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 19:03:32 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Newbie intro and Q<BR>
<BR>
At 21:43 -0400 8/8/00, Andrew Douglas <adouglas@optonline.net> wrote:<BR>
>If I were to fire this up again with the intention of running a very loose,<BR>
>relaxed and small scale campaign with a bunch of decidedly noncompulsive<BR>
>middle-aged friends, all of whom definitely have lives outside gaming<BR>
>(including me), which path does the list suggest I follow? Can someone pass<BR>
>on the five-cent wisdom version of advantages/disadvantages of the various<BR>
>systems? Low workload is a big plus. Lots of published support materials,<BR>
>including fully worked up adventures, is also a plus.<BR>
<BR>
Immediate thoughts: CT/MT and T4 all share similar generation systems <BR>
so stats of characters are similar.<BR>
<BR>
TNE had conversion rules in 'Survival Margin'. GT has conversion <BR>
rules in the main book.<BR>
<BR>
What I'd recommend if you have CT and want to use it (and all the <BR>
background) is:<BR>
<BR>
Snag the BITS task system from the archive page on BITS website <BR>
http://www.bits.org.uk/<BR>
This fixes the most immediate issue with CT - ways to set task <BR>
levels. Cost - free acrobat file<BR>
<BR>
Pick up a copy of 'At Close Quarters' from SJG <BR>
(http://www.warehourse23.com/ ) or your FLGS. This replaces the CT <BR>
combat system with something a bit better. It's designed for CT but <BR>
has all the armour and weapons for T4 and many real world ones <BR>
included. Cost $8<BR>
<BR>
Now you've got a great, fully working system for Traveller for <BR>
minimal outlay, and can get loads of adventures when the next reprint <BR>
comes out, or buy BITS SpaceDogs or Khiidkar Incident (<plug>). If <BR>
you want loads of ideas for adventures more expanded than 76 Patrons <BR>
on Reprint 2, buy BITS 101 Patrons. The other books are worth a look <BR>
if you are feeling lazy and have been reviewed on the electronic JTAS <BR>
(http://jtas.sjgames.com/).<BR>
<BR>
If you want to play in MT's Rebellion setting (where the Imperium <BR>
self destructs), pick up a copy of the TNE book 'Survival Margin' <BR>
which gives news data from 1116 onwards to 1130.<BR>
<BR>
If you want to play in Milieu 0 (imperial founding) then buy a copy <BR>
of Milieu 0 Campaign Hardback.<BR>
<BR>
Personally, I play T4 with the playtest T5 material Marc Miller <BR>
posted and High Guard for starships. If I didn't use this I'd be <BR>
playing MT. CT would be next as described above, then GURPS Traveller <BR>
and then TNE.<BR>
<BR>
I'm agnostic about the GURPS system (although the releases for GT are <BR>
excellent to strip mine for ideas) and I very much dislike the TNE <BR>
rules and background technology issues (no surprise here for TML <BR>
regulars).<BR>
<BR>
Dom (okay, as I mention BITS a lot I should mention I'm BITS webmaster).<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 19:07:03 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
At 23:21 -0400 8/8/00, eris@pcola.gulf.net wrote:<BR>
> >What we do is do the DSR to one decimal point. If you have an effective<BR>
> >sensor lock range of 13.2, if the enemy ship is at 13.5, then you are<BR>
> >rolling to hit at -3. I'd imagine that a Sensor Ops success adds 0.1 to<BR>
> >your effective range, a Special Success adds 0.3 and a Critical Success<BR>
> >adds 0.5.<BR>
<BR>
Arghh!<BR>
<BR>
>Jiminy Cricket!!  I was opposed to the halves in DSR and now you<BR>
>want to extend it to tenths!  Ian, before going down this particular<BR>
>road too far, *please*, play test the heck out of it.  Maybe it will<BR>
>play smoothly, but I really, really, have my doubts.<BR>
<BR>
And please, please, please try and use task level modifiers not DMs <BR>
as they are much easier to port between the various Traveller <BR>
editions. Joe Fugate had a good article on this in one of the <BR>
Traveller Digest/MT Journals.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 15:42:05 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Newbie intro and Q-- thanks!!<BR>
<BR>
At 6:22 PM -0500 8/9/00, adouglas@optonline.net wrote:<BR>
>Thanks to all those who replied on and off list.<BR>
><BR>
>The consensus is that CT is the way to go, which is what I was thinking in<BR>
>the first place. GURPS looks like too much complexity and detail fiddling,<BR>
>though the support books were universally recommended. (I bought a copy of<BR>
>the GURPS basic stuff anyway, just to keep on the shelf... it's good to have<BR>
>other points of view.)<BR>
<BR>
Well, I held off because I don't think one can be said to be "better".<BR>
I prefer GURPS (to the point of making up my own GT since GT wasn't<BR>
out yet).  It has real advantages, but if CT looks more your speed,<BR>
then stick with it.....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 15:43:33 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Getting ships under control<BR>
<BR>
> Rodney Basler wrote:<BR>
> <BR>
> Play it<BR>
> safe - call for the tug and figure out how to work the bill off<BR>
> later.  The fees will probably be far cheaper than your repair bill,<BR>
> and waaaay cheaper than the liability suits for plowing into the<BR>
> highport like deadfall ordnance... or creaming a major communication<BR>
> satellite during the local equivalent of the World Cup soccer finals.<BR>
<BR>
Well, if they plow into the highport like deadfall ordinance, they, or<BR>
rather the mist of vaporized free trader that includes their atoms won't<BR>
worry too much about the liability suits. ;-)<BR>
<BR>
But Rod's right...get the comms on line and yell for help. "When in<BR>
trouble, when in doubt, run in circles, scream and shout!" is a pretty<BR>
damn good basic plan  for dealing with starship emergencies like this<BR>
train wreck. <BR>
<BR>
Second, why do you have to slow down to EVA? <BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 23:46:28 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: Re: Email for Jeff Zeitlin                    <BR>
<BR>
- ----- Original Message ----- <BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
To: "TML" <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 09, 2000 10:46 PM<BR>
Subject: Email for Jeff Zeitlin <BR>
<BR>
<BR>
> Anyone have Jeff Zeitlin's email?  I have a question about Solomani<BR>
> currency, and he seems like the logical person to ask.<BR>
> <BR>
> Thanks,<BR>
> Tod<BR>
<BR>
Jeff posted to the list from the following email address yesterday...<BR>
<BR>
jzeitlin@cyburban.com<BR>
<BR>
HTH<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 18:48:45 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Lasers vs. Projectile Weapons<BR>
<BR>
In the OTU ("Official Traveller Universe", whatever that means) firearms<BR>
are definitely more common than laser or plasma weapons. The latter tend<BR>
to be "heavy weapons".  The side-arms and hunting weapons that people will<BR>
tend to have close at hand will usually be CPR guns (Chemically Propelled<BR>
Round) or gauss guns at the high tech levels.  IMTU, I make gauss weapons<BR>
very common for the simple reason that I think old-fashioned bang-bang<BR>
guns are not SF enough.  But that's just me. <BR>
<BR>
BTW, I personally do not like the designation "slug thrower". It gives me<BR>
the mental image of a catapult that tosses big slimy insects.  "Firearms" <BR>
is innaccurate to some degree, especially as pertains to gauss weapons,<BR>
but I use it anyway. "Projectile Weapons" is fine, but includes bows and<BR>
other primitive ranged weapons.<BR>
<BR>
Oh, and don't let any of this stop you from having laser and/or plasma<BR>
weapons all over your games.  It's all up to you. If you want the standard<BR>
armament of Imperial Scouts to be laser pistols, go for it.  Some of the<BR>
gun experts on the list might argue that CPR weapons are more rugged and<BR>
so on, but they don't really _know_ what technology will be like in 3000<BR>
years, so feel free to ignore them :-). <BR>
<BR>
Welcome to Traveller!<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 08:28:00 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Newbie intro and Q<BR>
<BR>
> From: trentfs@ix.netcom.com<BR>
> MegaTraveller:  Adds uniformity at the expense of complexity.  Also very<BR>
> long out of print.  If you can locate the MT rules they're worth picking<BR>
> up and grafting favorite bits (i.e. the Task system) onto CT.  Support<BR>
> material (mostly from Digest Group Publications) was frequently good, but<BR>
> also long out of print.<BR>
.......<BR>
> In summary:  Buy all the CT reprints; buy the BITS books; buy G:T books<BR>
> that look interesting; buy the MT rules if you can find them.  Be glad<BR>
> you weren't around for TNE and T4.<BR>
<BR>
One thing to be aware of:  MT is sometimes referred to as MegaTypo.  If you<BR>
buy the MT rules (most of the other MT books are fine), you will need the<BR>
errata.  Fortunately, this is the TML, and it would be a fairly sad state<BR>
of affairs if you couldn't get hold of them here....<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 19:15:36 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: [TML] FFS3 project. My view.<BR>
<BR>
>          This depends on how you see the weapons working.  If you have<BR>
seen<BR>
> Bab5, there is one sequence where the _Agamemnon_ waves its PAW across<BR>
> another ship.  Its a beam;  the gunner runs it from stem to stern on the<BR>
> other ship and rips a huge section of it up.  Tell me there was armor<BR>
left<BR>
> on the flank of that ship.<BR>
<BR>
Given the ranges of typical Trav combat (30,000 km and up-up-up), I tend to<BR>
go for the 'statistical' explanation of combat; that is, fire several<BR>
hundred pulses a turn into the CoP around the target, and a couple might<BR>
hit. At these ranges, the light lag alone would probably be enough to<BR>
prevent corrective fire even without getting into a discussion of<BR>
engineering.<BR>
<BR>
Of course, if we were talking about boarding ranges (a few kms or even<BR>
less), then I'd go with the 'sucecssive shots through the same hole' view.<BR>
<BR>
B5's combat (while very dear to my heart) happens at much closer ranges.<BR>
About the only semi-plausible explanation we could come up with for the<BR>
'beam weapons' was a plasma accelerator, rather than a laser, since they<BR>
don't seem to work past about five miles. That, and they wobble a bit, and<BR>
they burn stuff. Anyway, that's not particularly relevant.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 19:29:46 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
> 2 m.  Therefore each well placed shot will have a 2/314th chance of<BR>
> success, and if we aggregate our 8 shots they will all together have<BR>
> a 16/314th chance of success.  This is a 5% chance and can be<BR>
<BR>
Actually, it doesn't scale quite that easily (else 157 shots would be<BR>
guaranteed to hit). If we assume that any number of hits represents one hit<BR>
(a fair assumtion, since the change of two hits out of two shots is<BR>
1/24649), then the chance of a total miss is (312/314)^8, and the chance of<BR>
a hit is 1-[(312/314)^8]. Which is a 4.983% chance of a hit.<BR>
<BR>
Me? Anally retentive?<BR>
<BR>
Seriously, I know that didn't make much of a difference in that example,<BR>
but if we're talking about 800 pulses rather than 8, the difference will<BR>
probably be greater (although perhaps still worth ignoring in the interests<BR>
of streamlining play). Besides, I'm a student; it's not often I get to<BR>
point out flaws in my elders' maths...<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 23:46:35 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
> Marquis/Marchioness, when it has a population of 800.  Tradition, I<BR>
> guess.)  So, which title would take precedence?<BR>
<BR>
This is where Books of Ettiquette come in, I guess.<BR>
<BR>
<shrugs> Dunno. Do we make it up as we go along?<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 16:12:21 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: values<BR>
<BR>
In mail you write:<BR>
<BR>
> From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
><BR>
>>None of my boyfriends is in the *American* armed forces.<BR>
><BR>
><BR>
>     So, this works for any country.<BR>
<BR>
<snip><BR>
<BR>
>     Russia:  Anyone who would sleep with a member of the Russian Airforce or<BR>
> Russian Army is not called a bimbo, but a hooker.<BR>
<BR>
Slight problem. The *isn't* a Russian Air force. The air units are<BR>
attached to the Army or to the Navy. And from what I recall, the<BR>
responsibilities of air units are divided up *far* differently than in<BR>
the USA. <BR>
<BR>
*Never* assume that other countries organize things the way your<BR>
country does.<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, 9 Aug 2000 19:06:50 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Get Free Books Now!!!<BR>
<BR>
Well, I was trying to make the subject line sound like one of those spam<BR>
things, but my heart's just not in it :-).  <BR>
<BR>
This is a little OT, but I thought you all might be interested in this<BR>
list of complete SF and Fantasy novels available through the Guttenberg<BR>
project:<BR>
http://www.umich.edu/~umfandsf/other/m_etext.html<BR>
<BR>
Mostly very old stuff, but you can pick up four of the Barsoom books, a<BR>
bunch of Jules Verne and HG Wells stuff, Frankenstein, etc.  The only<BR>
modern one I saw was by Bruce Sterling "The Hacker Crackdown". Nonfiction,<BR>
IIRC.<BR>
<BR>
Anyway, enjoy!<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:07:21 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: FFS3 : Thoughts on wings<BR>
<BR>
I take it everyone (except maybe Eris) liked the stuff on Happy Fun Ballas<BR>
and Winged Needles. BTW, feedback is important on this.<BR>
<BR>
These are more thoughts.<BR>
<BR>
After you get contra-grav, the aerodynamic properties of wings are less<BR>
important than their ability to impart more surface area on a vessel.<BR>
<BR>
Wings can get hit in combat (maybe any miss by 1 hits the wings of a ship<BR>
?).<BR>
<BR>
Wings need not be armoured to the same level as the rest of the ship.<BR>
<BR>
Blow-through would limit the damage done by big weapons (this allows<BR>
fighters carrying light lasers to be an annoyance ... if they have a lock.<BR>
But powering up to swat them will take your emcon state too high ...).<BR>
Presumably, you just lose a unit of radiators or a unit of sensors per hit<BR>
(only surface damage ... there is no 'interior' to blow through into).<BR>
<BR>
Wings should have thickness, as well as surface area. I am thinking of<BR>
something like a basic one meter, times g-rating, divided by toughness. This<BR>
means a TL11 2 gee ship needs 2m/10(crystaliron) 20 cm thick wings. Note<BR>
that this thickness would count against Jump Drive capability, and there<BR>
should be some sort of structure for internal bracing. OTOH it should be<BR>
pretty easy to build 10, 20, 50, 100 etc dton wing units. Our hypothetical<BR>
TL11 Winged Scout could get 1400 m2 of extra surface area from an investment<BR>
of 10 dtons in wings. Which could be important if TL11 has crappy radiators.<BR>
<BR>
Important Thought : Someone (Bruce ? Leonard ?) posted some probabilites of<BR>
running into micrometeorites and/or solar storms. These could be the reason<BR>
for that AF20 requirement on starships (it isnt a jumpspace phenomena, as<BR>
spaceships have to follow the same rule). I dont have a problem with<BR>
dropping it, and having ships take their chances with chips of rock and<BR>
high-energy sunstorms (someone suggested a small, armoured 'storm shelter'<BR>
on lo-tech ships).<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:11:31 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Dimashkq Staships Q-ship<BR>
<BR>
> Date: Wed, 09 Aug 2000 19:03:43 CEST<BR>
> From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
> Subject: Re: A Navy the PCs Can Beat [ship design]<BR>
> Experimental Q-ship (rated with Bruce's MCS)<BR>
> Weapons<BR>
> 1xTwin 1050Mj PAW:   (+1,+6) 13:15 13:15 13:15 13:15 11:13<BR>
<BR>
What is the range of these PAWs in kilometers ?<BR>
<BR>
> 2x5 68Mj Lasers      (+2,+6) 13:11 13:11 13:11 13:11  PDR:+6<BR>
> 1x40 34Mj PD lasers  (+1,+6) 12:15                    PDR:+9<BR>
><BR>
> Cargo: 1x40std bay<BR>
> Facilities: 10xArm. 1xGym. 1xGalley<BR>
<BR>
Self-escorting auxilary. I like it.<BR>
<BR>
What does it look like built at TL 12 ?<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2908<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2909</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2909<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: Thruster plates vs Reaction Drives<BR>
Re: FFS3 : Thoughts on wings<BR>
Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
Re: Get Free Books Now!!!<BR>
: Re: Newbie intro and Q-- thanks!!<BR>
Re: Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
Re: small arms damage<BR>
Re: Imperial Legions<BR>
Re: Imperial Legions<BR>
Re: small arms damage<BR>
Traveller to avoid<BR>
Date: Thu, 10 Aug 2000 09:51:15 +1000<BR>
re: Getting ships under control<BR>
Re: Archives<BR>
Re: There be pirates<BR>
Re: A Navy the PCs Can Beat [ship design] (now at TTL12)<BR>
Re: Archives<BR>
Wings<BR>
Re: 101 things to do with an S-class scout<BR>
Damage from Lasers<BR>
Notice: web page change<BR>
Re: FFS3 : Thoughts on wings<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:17:23 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Thruster plates vs Reaction Drives<BR>
<BR>
> From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
> Subject: Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
> <BR>
> [Sheesh, I just realize that I'm sounding _exactly_ like someone debating<BR>
> bible quotations: "In Mark 14:12 it states that the holy spirit entered<BR>
> the wafer, I take this to mean..." ]<BR>
<BR>
There are reasons it's called 'canon' ...<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 18:25:27 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: FFS3 : Thoughts on wings<BR>
<BR>
Katharine Whitchurch wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Important Thought : Someone (Bruce ? Leonard ?) posted some probabilites of<BR>
> running into micrometeorites and/or solar storms. These could be the reason<BR>
> for that AF20 requirement on starships (it isnt a jumpspace phenomena, as<BR>
> spaceships have to follow the same rule). I dont have a problem with<BR>
> dropping it, and having ships take their chances with chips of rock and<BR>
> high-energy sunstorms (someone suggested a small, armoured 'storm shelter'<BR>
> on lo-tech ships).<BR>
<BR>
I have no problem with dropping the requirement for non-passenger craft,<BR>
assuming that we then quantify the risks of micrometeorites and solar<BR>
storms.  Craft intended to carry paying passengers would need to have<BR>
enough of the ship protected to ensure the safety of the passengers. <BR>
This could still cut down signficantly on the amount of armor needed, as<BR>
the craft could use the "all-or-nothing" approach used on USS _Nevada_<BR>
and later battleships.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 19:17:05 -0400<BR>
From: Guy Lemire <guylemire.associes@videotron.ca><BR>
Subject: Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
<BR>
> Andrew Douglas wrote:<BR>
> > Can someone pass<BR>
> >on the five-cent wisdom version of advantages/disadvantages of the<BR>
various<BR>
> >systems? Low workload is a big plus. Lots of published support materials,<BR>
> >including fully worked up adventures, is also a plus.<BR>
><BR>
> Traveller -- The New Era:  Pass.  The setting and rules are different<BR>
enough from other versions to make cross-fertilization difficult.  Also long<BR>
out-of-print.<BR>
><BR>
      Its not difficult at all , you can run any CT adventure with little<BR>
problem if your   in the Regency ( which was put in specifically to allow<BR>
people to run Classic type adventures) and you can also run MT senarios in<BR>
the wild , instead of facing a big bad fleet from Lucan you now have a big<BR>
bad fleet controlled by a evil computer Virus ! Finnaly Pokect empires lend<BR>
themsleves well for running Milieu 0 (TA) type of games.<BR>
<BR>
 On top pof that since the system for TNE is the same for Twillight 2000 ,<BR>
Traveller 2300AD and others from GDW you can also easely work those in !<BR>
<BR>
<BR>
><BR>
> In summary:  Buy all the CT reprints; buy the BITS books; buy G:T books<BR>
that look interesting; buy the MT rules if you can find them.  Be glad you<BR>
weren't around for TNE and T4.<BR>
<BR>
  TNE is as I understand a more streamlined and refined version of Mt so how<BR>
can you like one but not the other ???<BR>
<BR>
  I just joint the list resently and waited for so long because I had heard<BR>
this list was notorious for putting does people who likes TNE  (echocs from<BR>
your flame wars made it to several other RPG lists) to the point they had to<BR>
start up their onw list .<BR>
<BR>
Personnaly I like both CT and TNE  and tought that until T4 came out that MT<BR>
was the worst Treveller version ever<BR>
 (ever tried desinging a ship in MT , you need engineering degree just to<BR>
make sence of it ) but you wont here me put it down cause I known others do<BR>
like .<BR>
<BR>
 Anyhow thats my 0.2cr  and I`ll keep it to this single post , dont want my<BR>
1st post  on the list to be the starting point of a flame war.<BR>
<BR>
Pat<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 16:30:02 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Get Free Books Now!!!<BR>
<BR>
wow...one of the links on that machine was to a gopher:// server! It's<BR>
no longer available there, but lordy that does bring back memories of<BR>
delightedly romping through cyberspace for hours on end getting lost in<BR>
the gopher warrens.<BR>
<BR>
Warning...many of the links on that page are out of date and lost...<BR>
<BR>
<BR>
Charles Collin wrote:<BR>
> <BR>
> Well, I was trying to make the subject line sound like one of those spam<BR>
> things, but my heart's just not in it :-).<BR>
> <BR>
> This is a little OT, but I thought you all might be interested in this<BR>
> list of complete SF and Fantasy novels available through the Guttenberg<BR>
> project:<BR>
> http://www.umich.edu/~umfandsf/other/m_etext.html<BR>
> <BR>
> Mostly very old stuff, but you can pick up four of the Barsoom books, a<BR>
> bunch of Jules Verne and HG Wells stuff, Frankenstein, etc.  The only<BR>
> modern one I saw was by Bruce Sterling "The Hacker Crackdown". Nonfiction,<BR>
> IIRC.<BR>
> <BR>
> Anyway, enjoy!<BR>
> <BR>
> Charles C.<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 19:30:04 -0400<BR>
From: Guy Lemire <guylemire.associes@videotron.ca><BR>
Subject: : Re: Newbie intro and Q-- thanks!!<BR>
<BR>
> From: adouglas@optonline.net<BR>
> Subject: Re: Newbie intro and Q-- thanks!!<BR>
><BR>
> Thanks to all those who replied on and off list.<BR>
> I've ordered both the extant CT reprints, and this morning dreamed up a<BR>
way<BR>
> to get my players into the thick of things in a semi-plausible way... It's<BR>
> probably been done many times... the PCs are hired crew on a small trader<BR>
> belonging to an absentee owner; the NPC captain has an accident and buys<BR>
the<BR>
> farm, and the PCs inherit the job of running the ship (captains being<BR>
> impossible to find, doncha know). This immediately gives them a ship to<BR>
play<BR>
> with, a twit owner to complain about and immediate ship-related problems<BR>
to<BR>
> deal with (the owner, of course, is too cheap to keep the ship in good<BR>
> repair, which is why the captain had his accident).<BR>
><BR>
> Now all I have to figure out is a way to induce one of my PCs to order a<BR>
> plate full of crottled greeps....<BR>
><BR>
> Andy Douglas<BR>
><BR>
    Have them own shares in the ship (a good way to tie up all their<BR>
mustering out cash )<BR>
That will give them some sence of obligations toward the ship .<BR>
<BR>
  To prevent them from just selling their shares and taking off either say<BR>
that the initial sales contracts stade they cant sell chare for X amount of<BR>
time.  Or that if they really want to atleast get their inital investements<BR>
back they have to fix up the ship cause otherwise nobody aside from scrap<BR>
dealers will be interested in buying them out ! (this will motive them into<BR>
seeing the ship fixed and thus start atking on lucrative but possible risky<BR>
jobs)<BR>
<BR>
  The share system could also be used to explian why the onwer(s) (in this<BR>
case the majority share holders) who agree to let them run the ship rather<BR>
then hire a new captain .<BR>
<BR>
<BR>
Pat<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 07:40:53 +0800<BR>
From: "Russell Hoyle" <rsimonh@iinet.net.au><BR>
Subject: Re: Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
<BR>
From: Guy Lemire <guylemire.associes@videotron.ca><BR>
>   TNE is as I understand a more streamlined and refined version of Mt so<BR>
how<BR>
> can you like one but not the other ???<BR>
<BR>
Well, thats not strictly true.....there are quite major differences in use<BR>
of dice to resolve tasks.<BR>
It is true that both have a generic task resolution system, but they handle<BR>
them quite differently.<BR>
<BR>
Not bagging TNE,  which certainly is a setting which has some merit (but I<BR>
do dislike the rules system)<BR>
<BR>
> Personnaly I like both CT and TNE  and tought that until T4 came out that<BR>
MT<BR>
> was the worst Treveller version ever<BR>
>  (ever tried desinging a ship in MT , you need engineering degree just to<BR>
> make sence of it ) but you wont here me put it down cause I known others<BR>
do<BR>
> like .<BR>
<BR>
Well, for me, ship design is the least interesting part of Traveller Role<BR>
Play, so you could be right. MT is nice in having a neat task resolution<BR>
system while preserving much of the feel of Classic Traveller (which, you<BR>
must admit, TNE doesnt even try for, not even in the Regency)<BR>
<BR>
>  Anyhow thats my 0.2cr  and I`ll keep it to this single post , dont want<BR>
my<BR>
> 1st post  on the list to be the starting point of a flame war.<BR>
<BR>
Not flaming, sharing ;)<BR>
<BR>
Cheerio<BR>
Rusty<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:38:07 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: small arms damage<BR>
<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: small arms damage(was:Gunbunnies)<BR>
><BR>
> Tricky on lasers, as I'm not an expert.  I hope to get some insight from<BR>
> other TMLers.  Right now I'm thinking about laser weapon damage in terms<BR>
of<BR>
> energy transmitted to tissue.  SIPRI's "Antipersonnel Weapons" has some<BR>
data<BR>
> on the amount of tissue damaged per unit of Kinetic energy transmitted via<BR>
a<BR>
> KE weapon, and this seems like a good place to start.  Part of the problem<BR>
> is that lasers are so variable.  How much energy transferred per unit of<BR>
> time?  Are typical small arms laser very high powered, low transmission<BR>
> dwell weapons?  Or is the power lower but delivered over a longer period<BR>
of<BR>
> time?<BR>
<BR>
FWIW lasers need accumulators in FFS2, and this implies that the pulses are<BR>
very short duration.<BR>
<BR>
I think modelling them as steam explosions is probably the way to go.<BR>
<BR>
BTW, can some people give some thought to Reflec and Ablat armours, and to<BR>
whether there should be an equivalient for plasma weaponary ?<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 16:16:47 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Imperial Legions<BR>
<BR>
In mail you write:<BR>
<BR>
> From: John Groth <wombat@premier.net><BR>
><BR>
>>Given the feudal nature of the 3I, I would not expect commoners to<BR>
>>receive land grants as a mustering-out benefit.<BR>
><BR>
>     Why not?  I mean there were small landholders who were not Nobles, but<BR>
> still commoners.<BR>
<BR>
Specifically, there was a historical difference (a fairly *major* one)<BR>
between a "freeholder", and someone who worked land owned by someone<BR>
else (usually a noble). <BR>
<BR>
Freeholders weren't nobles, but they had a status that serfs and<BR>
villiens lacked. And while they *could* be pushed around, it was<BR>
usually a good idea not to do so.<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, 9 Aug 2000 16:19:37 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Imperial Legions<BR>
<BR>
In mail you write:<BR>
<BR>
> Legate Legion wrote:<BR>
>> <BR>
>> From: John Groth <wombat@premier.net><BR>
>> <BR>
>> >Given the feudal nature of the 3I, I would not expect commoners to<BR>
>> >receive land grants as a mustering-out benefit.<BR>
>> <BR>
>>     Why not?  I mean there were small landholders who were not Nobles, but<BR>
>> still commoners.<BR>
><BR>
> However, as I see it, there is a difference between owning land and<BR>
> being granted land by the Imperial government for services rendered. <BR>
> The former is simply a purchase by anyone with the funds to buy land,<BR>
> while the latter seems to be a fief, which implies graniting a noble<BR>
> title. <BR>
<BR>
Not necessarily. <BR>
<BR>
There's a *difference* between a "fief" and a "land grant". With a land<BR>
grant, you own the land, and owe nothing other than taxes in return.<BR>
The land can't be taken away (except for unpaid taxes). <BR>
<BR>
With a fief, you have specific duties (negotiated as part of the<BR>
granting of the fief) towards the *person*/position who granted it. And<BR>
if you don't carry them out, the land is forfeit.<BR>
<BR>
Of course, as most moderns fail to recognize, the lord you hold your<BR>
fief from has duties towards *you* as well. And if he fails in those,<BR>
then you no longer owe him anything. And could well be recognized as<BR>
owning the land.<BR>
<BR>
Note in both cases above, the failure must be *deliberate*. So if your<BR>
lord swore to defend you, and made the attempt but failed, then he is<BR>
not forsworn. But if he didn't make the attempt, he is forsworn.<BR>
<BR>
It gets tricky if you can argue he didn't "try hard enough". That could<BR>
be a matter for a court. Which would have to be composes of nobles of<BR>
the same level (a "jury of his peers").<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, 9 Aug 2000 16:50:08 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: small arms damage<BR>
<BR>
> FWIW lasers need accumulators in FFS2, and this implies that the pulses<BR>
are<BR>
> very short duration.<BR>
><BR>
> I think modelling them as steam explosions is probably the way to go.<BR>
><BR>
<BR>
Thanks, Ian<BR>
<BR>
Given that we assume that this is the model for laser weapon damage, lasers<BR>
cease to be a neat, 'antiseptic weapon.  Don't think neat little cauterized<BR>
holes.  Instead, think in terms of gaping, partially cooked wounds.  a hit<BR>
with a laser would be characterized by a nice little tissue explosion (try<BR>
over-cooking a sausage in the microwave) and a very distinctive smell.<BR>
Lasers may well be relatively quiet at the source, but not at the target<BR>
when the bullet, or in this case, the beam "hits the bone".<BR>
<BR>
Anyone want to take a guess at the efficiency of energy transfer of lasers<BR>
heating tissue?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 19:56:34 -0400<BR>
From: trentfs@ix.netcom.com<BR>
Subject: Traveller to avoid<BR>
<BR>
The flip-side of which books/versions to recommend to newbies (or re-energized vets), I think it might be worthwhile to point out which Traveller products should be specifically avoided -- for instance, I know my FLGS still has copies of various T4 books, and I'd hate to think of someone just turned on by GT or the reprints going out and wasting a their money on "Starships" or "First Survey."<BR>
<BR>
Here's my personal list of Traveller To Avoid (and yes, I own every one of these):<BR>
<BR>
CT: None? (All the GDW books are worthwhile; I suspect there's 3rd-party stuff that's garbage, but I don't have any of it)<BR>
<BR>
MT:  Fighting Ships of the Shattered Imperium<BR>
<BR>
TNE:  Aliens of the Rim: Hivers & Ithklur (somewhat of a judgment call, as it's not really "broken," just very very bad)<BR>
<BR>
T4: Starships<BR>
First Survey<BR>
Emperor's Vehicles<BR>
The Anililik (sp?) Run<BR>
<BR>
GT: None (so far...fingers crossed)<BR>
<BR>
That's it off the top of my head; am I overlooking any doozies?  Surely no one's going to defend any of these...<BR>
<BR>
Trent<BR>
  <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:51:15 +1000<BR>
From: "JAMES M GRACE" <JIMMART@bigpond.com><BR>
Subject: Date: Thu, 10 Aug 2000 09:51:15 +1000<BR>
<BR>
unsubscribe traveller-digest<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 00:25:16 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: re: Getting ships under control<BR>
<BR>
At 17:39 -0400 9/8/00, "Mark Preston" <mark@mpreston.demon.co.uk> wrote:<BR>
>We have a fair idea that we are at one of 18 systems in the Marches,<BR>
>assuming that only A, B or C starports would have picked us up that<BR>
>quickly, and Vaskes is going to try to work out a safe braking burn on<BR>
>the insystems drive that would work for any of those systems (not very<BR>
>likely, is it). Somehow, we have to slow down so that we can go EVA<BR>
>and try to patch the leak. What we need to know is, how long have we<BR>
>got before we get too close to safely stop and how we can slow down.<BR>
>Any ideas folks?<BR>
<BR>
I need:<BR>
<BR>
Distance to world.<BR>
Rating of ship engines (breaking acceleration).<BR>
Starting velocity (assumes all in direction of world)<BR>
<BR>
Then I have a spreadsheet that calculates the minimum burn time <BR>
(needed it for a recent BITS job)<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 16:33:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Archives<BR>
<BR>
In mail you write:<BR>
<BR>
> Oops.  Never mind.  After some more poking around I figured out that the<BR>
> latest ones were there, but the way the ordering works, they're not at the<BR>
> bottom of the page where I was expecting them.  Sorry.<BR>
><BR>
> So...let me ask a different question.  Can anyone suggest a good way of<BR>
> searching the archives?  It would be very cool if I could look for all<BR>
> entries concerning, say, Yaskodray or grav plates, or some such...<BR>
<BR>
Do the following:<BR>
<BR>
1. make sure you have *lots* of free space on your HD, or have a Zip<BR>
   drive or a writable CD.<BR>
2. download all the archives<BR>
3. expand them into individual articles<BR>
4. use grep to search said articles. <BR>
<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, 9 Aug 2000 17:16:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: There be pirates<BR>
<BR>
In mail you write:<BR>
<BR>
> And that brings up another question.  Grog.  Is it served aboard Imperial<BR>
> ships, or are they 'dry'?  I note that during the Napoleonic wars, the<BR>
> sprits ration for a British tar was 8 quarts of beer and a pint of rum per<BR>
> DAY!<BR>
<BR>
*OR*, not "and". <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, 10 Aug 2000 02:23:09 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: A Navy the PCs Can Beat [ship design] (now at TTL12)<BR>
<BR>
>Q:What is the range of these PAWs in kilometers ?<BR>
>>1xTwin 1050Mj PAW:   (+1,+6) 13:15 13:15 13:15 13:15 11:13<BR>
<BR>
A: The range bands in the MCS are 1 hex (30'000 km), 10 hexes (300'000 km), <BR>
20 hexes (600'000 km), 40 hexes (1'200'000 km) and 80 hexes (2'400'000 km).<BR>
<BR>
>What does it look like built at TL 12?<BR>
<BR>
_Very_ Experimental Q-ship (rated with Bruce's MCS) at TL12<BR>
<BR>
Tons: 400std ( SL Long Box Hypersonic )<BR>
Volume: 5600m3<BR>
Dimensions: 35,5m x 17,8m x 8,8m<BR>
Mass (L/C): 8497t/7853t<BR>
Crew: 14/22               (up from 13/22)<BR>
Cost: 691,604 MCr         (down from 736,53 MCr)<BR>
Maintenance Points: 274   (up from 179)<BR>
Tech Level: 12            (down from 15)<BR>
<BR>
Size: 4<BR>
Toughness: 8<BR>
Armour: 11                (down from 14)<BR>
Max G/Comp: 37/2<BR>
Maneuver: 2               (down from 3)<BR>
Jump: 2<BR>
Power: 5                  (down from 9)<BR>
<BR>
Bridge/Comp: 1xBridge. 4xFib. Computer<BR>
Commo:	Radio rec: 2, Radio tran: 1, 4, Laser: 6, 8<BR>
Sensors: Passive: 1x13.5, 1x13	Active: 1x11.5, 2x11 LIDAR: 4x15, 4x14.5<BR>
Signature: Vis: -0.5, IR: -0.5,	Active: 0.5, LIDAR: 0.5.<BR>
<BR>
Weapons<BR>
1x880Mj PAW          (+1,+4) 13:13 13:13 11:11 9:9<BR>
2x4 68Mj Lasers      (+2,+4) 13:10 13:10 13:10 11:8  PDR:+6<BR>
<BR>
Cargo: 1x40std bay<BR>
Facilities: 10xArm. 1xGym. 1xGalley<BR>
Troops: 5 (forgot to include these for the TL15 design)<BR>
<BR>
There is a lot less armour, weapons are wimpier, accel is down, the PEMS has <BR>
only sensitivity 13.5 and I ditched the PD laser. There are some smaller <BR>
changes as well, for instans the fuel purification plant is rated at 15h <BR>
instead of 12h, there are fewer emergancy cold berths etc. With a little <BR>
more work I could possibly come up with something a little bit fancier. What <BR>
does TL12 warships look like anyway (I mostly do TL15 designs)?<BR>
<BR>
Patrik Holmstrm<BR>
Head Designer of Dimashq Starships<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 01:39:19 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Archives<BR>
<BR>
hi there, what is grep? and where can I get it for free?<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 1:33 AM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > Oops.  Never mind.  After some more poking around I figured out that the<BR>
> > latest ones were there, but the way the ordering works, they're not at<BR>
the<BR>
> > bottom of the page where I was expecting them.  Sorry.<BR>
> ><BR>
> > So...let me ask a different question.  Can anyone suggest a good way of<BR>
> > searching the archives?  It would be very cool if I could look for all<BR>
> > entries concerning, say, Yaskodray or grav plates, or some such...<BR>
><BR>
> Do the following:<BR>
><BR>
> 1. make sure you have *lots* of free space on your HD, or have a Zip<BR>
>    drive or a writable CD.<BR>
> 2. download all the archives<BR>
> 3. expand them into individual articles<BR>
> 4. use grep to search said articles.<BR>
><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>
<BR>
Date: Wed, 9 Aug 2000 20:40:30 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Wings<BR>
<BR>
<Ian><BR>
Wings can get hit in combat (maybe any miss by 1 hits the wings of a ship<BR>
?).<BR>
<BR>
Wings need not be armoured to the same level as the rest of the ship.<BR>
<BR>
Blow-through would limit the damage done by big weapons (this allows<BR>
fighters carrying light lasers to be an annoyance ... if they have a lock.<BR>
But powering up to swat them will take your emcon state too high ...).<BR>
Presumably, you just lose a unit of radiators or a unit of sensors per hit<BR>
(only surface damage ... there is no 'interior' to blow through into).<BR>
</Ian><BR>
<BR>
I'm not sure I agree with this view of wings.  Wouldn't they have<BR>
components in them potentially?  At least fuel? I'm thinking of the Fat<BR>
Trader, for example.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 17:21:59 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
In mail you write:<BR>
<BR>
> I'm thinking of writing a JTAS article of 'Stupid Scout Tricks' ; basically,<BR>
> tactics for small craft pilots. One of my ideas is to create synthetic<BR>
> aperture synthesis  by moving the ship and taking 'sensor snapshots', rather<BR>
> than by using multiple Passive EMS arrays. Questions/comments?<BR>
<BR>
Can't be done. Synthetic aperture requires that the "shots" be taken AT<BR>
THE SAME TIME (or at least that they overlap in time, and that both<BR>
recordings have an *accurate* time plot)<BR>
<BR>
All that shots from different places at different times gets you is a<BR>
better distance estimate due to parallax.<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, 9 Aug 2000 20:51:40 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Damage from Lasers<BR>
<BR>
<Tod><BR>
Tricky on lasers, as I'm not an expert.  I hope to get some insight from<BR>
other TMLers.  Right now I'm thinking about laser weapon damage in terms<BR>
of energy transmitted to tissue.<BR>
</Tod<BR>
<BR>
I favor the 'pulsed' version of lasers, wherein very short, very high<BR>
energy bursts cause explosive damage.  The 'cutting beam' version seams<BR>
like it would lack sufficient lethality to make it a good alternative to<BR>
slug throwers.  <BR>
<BR>
Calculating the explosive damage would be pretty tough: As you menetioned,<BR>
the laser hits target, causes some water to vaporize (what about armor?),<BR>
this causes pressure waves which damage the target. But how much of that<BR>
travels inward? Half? Is it spherical? It seems it would be more of an<BR>
expanding cylinder as the energy penetrated the tissue and continued to<BR>
have explosive effects.  How much of the heat is carried away by the steam<BR>
generated in this process?  Yeesh. <BR>
<BR>
I wonder if it might be useful to consider relative damage to things like<BR>
metal plate (e.g., xx MW laser goes through 1 cm plate, so does 7.62 mm at<BR>
range yy, that sort of thing). Certainly there's much more data on that<BR>
than on damage to biological tissue...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 20:10:55 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Notice: web page change<BR>
<BR>
For those few that have my Traveller site bookmarked or linked.  My<BR>
pages have moved to<BR>
<BR>
http://home1.gte.net/res04u7k/Traveller/<BR>
<BR>
sorry for the inconvinience<BR>
<BR>
Charles H<BR>
<BR>
PS sorry no updates yet<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 20:11:07 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: FFS3 : Thoughts on wings<BR>
<BR>
Ian wrote:<BR>
<BR>
>Someone (Bruce ? Leonard ?) posted some probabilites of running into<BR>
micrometeorites >and/or solar storms. These could be the reason for that<BR>
AF20 requirement on starships<BR>
<BR>
These are the reason for the minimum hull armor<BR>
<BR>
>I dont have a problem with dropping it, and having ships take their<BR>
chances with chips of >rock and high-energy sunstorms (someone suggested<BR>
a small, armoured 'storm shelter'<BR>
>on lo-tech ships)<BR>
<BR>
IMTU,  ships with less armor fail Imperial inspection and are thus not<BR>
allowed to carry passengers.<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2909<BR>
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Traveller-digest     Wednesday, August 9 2000     Volume 1999 : Number 2910<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: Traveller-digest V1999 #2908<BR>
Re: Imperial Legions<BR>
Re: How does the 3I man it's military units?<BR>
RE: Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
RE: Archives<BR>
Re: Lasers<BR>
Re: Wings<BR>
Re: Newbie intro and Q<BR>
Re: Another great Q-ship from Dimashq<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: Archives<BR>
Re: Traveller to avoid<BR>
Re: Archives<BR>
FFS3 : Space Combat<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 17:56:41 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2908<BR>
<BR>
Leonard Erickson done wrote:<BR>
> Slight problem. The *isn't* a Russian Air force. The air units are<BR>
> attached to the Army or to the Navy. And from what I recall, the<BR>
> responsibilities of air units are divided up *far* differently than in<BR>
> the USA. <BR>
<BR>
According to The Illustrated Directory of Modern Soviet Weapons (published<BR>
1986, so things have probably changed a bit since the Fall of the Empire), <BR>
they did seem to have an air force per se: the VVS (Voyenno-Vozdushnye Sily, <BR>
no translation given, but glossed as 'air force'), subdivided into the FA <BR>
(Frontovaya Aviatsiya/frontal aviation) arm which provides tactical airpower, <BR>
the DA (Dalnya Aviatsiya/long range aviation) which provides strategic <BR>
airpower, the VTA (Voyenno-transportnaya Aviatsiya) providing airlift for all <BR>
services, backed up by the GVF (civil air fleet, aka Aeroflot).<BR>
<BR>
Separate from that, you have the air defense force, PVO (Protivo-vozdushnaya<BR>
Oborona), and the naval aviation arm, AVMF (Aviatsiya Voyenno-morskovo Flota). <BR>
<BR>
Someone please tell me why I bothered to type this in.<BR>
<BR>
- -Russell "I'm sure I had a life once" B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 20:06:09 -0500<BR>
From: tim@premier.net<BR>
Subject: Re: Imperial Legions<BR>
<BR>
Bruce wrote<BR>
> <BR>
> Only because a) Salt was quite valuable and b) salt was a more useful<BR>
> medium of exchange than silver (the main roman coinage) was in many<BR>
> places. Salt could not (easily) be adulterated, silver could, and<BR>
> usually was. Some estimates of counterfeit and diluted silver coinage<BR>
> run as high as 60%-80% of the coins incirculation. Counterfeits were so<BR>
> rampant, common and accepted that some legion pay records state that 'So<BR>
> and So was paid 45 Denarii, 20 real and 25 in counterfeit"<BR>
> <BR>
Even funner is that some of these counterfeit coins were done by <BR>
the state/Emperor to save the state/personal treasuary.<BR>
<BR>
Snip<BR>
<BR>
> > Can you imagine the reaction of player characters being paid that way?<BR>
> <BR>
> Being paid in negotiable goods isn't all that uncommon. Many canon<BR>
> adventures do this.<BR>
> <BR>
Here is another way to kill the massive mustering out credits, <BR>
make the money in T bills, with 10%  in cash.  This would be a <BR>
good way for the Imperium  to pay and for the players to get some <BR>
money without unblancing your games.<BR>
<BR>
<BR>
<BR>
<BR>
Tim Reynolds<BR>
tim@premier.net <BR>
225-334-5063<BR>
www.premier.net/~tim<BR>
- ------------------------------------------------------------<BR>
Knowledge, information, power, words...Flying through<BR>
the air, invisible<BR>
And suddenly the world was tap dancing on quicksand.<BR>
In that case, the prize went to the best dancer<BR>
Terry Pratchett: The Fifth Elephant <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 18:27:43 -0500<BR>
From: Richard Wilson <rtwilson@rollanet.org><BR>
Subject: Re: How does the 3I man it's military units?<BR>
<BR>
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At 08:42 PM 8/8/00 -0400, you wrote:<BR>
>The second option is that ships and/or fleets are orginised by culture - if<BR>
>you are an Orthodox Azza'hi, then you go to an appropriate unit. As do<BR>
>Aslanised Humans, Classical Vilani, Loyal Solomani and so on.<BR>
><BR>
>Thing brings up a question:  does the Imperium raise troops throughout its <BR>
>dominion then shuffle them across sectors to fill personnel vacancies, or <BR>
>does it let sectors/subsectors raise, train, and deliver personnel to <BR>
>locally stationed Imperial units? Raising units locally would save on <BR>
>transportation costs and would probably result in a sort of "provincial <BR>
>character" of Imperial units in a certain region.  The Solomani Rim could <BR>
>have Imperial subsector fleets composed of Loyal Solomani (with <BR>
>Vilani/non-Solomani officers, of course), while the the fleets stationed <BR>
>and staffed in the Vland sector might speak Vilani in all but formal <BR>
>official communication.  As for going to an appropriate unit, the new <BR>
>recruit will most likely be sent to one if available.  If a culturally <BR>
>appropriate unit isn't available (a Loyal Solomani recruit who is living <BR>
>in the Vland sector for whatever reason) the chances will be next to nil <BR>
>(excepting noble/megacorporate influence) and the answer to any request <BR>
>will most likely be "Tough. Get back to work."<BR>
><BR>
>P<BR>
<BR>
I would expect Army units to be locally stationed while Navy and Marine <BR>
units would not be. In other words, if you join the IA, you would be <BR>
shipped to a unit in your home sector/sub-sector and only under rare <BR>
circumstances would you or your unit leave. OTOH, join the Navy or Marines <BR>
in Core sector and you could easily end up in Vland or the Spinward Marches.<BR>
<BR>
<BR>
<BR>
Richard Wilson<BR>
<BR>
rtwilson@rollanet.org<BR>
<BR>
========================================================================<BR>
Humanity is not something we should aspire to. It is something we should<BR>
strive to overcome.<BR>
======================================================================== <BR>
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At 08:42 PM 8/8/00 -0400, you wrote:<BR>
<blockquote type=3Dcite cite>The second option= isthat ships and/or fleets are orginised by culture - if<BR>
you are an Orthodox Azza'hi, then you go to an appropriate unit. Asdo<BR>
Aslanised Humans, Classical Vilani, Loyal Solomani and so on.<BR>
<BR>
Thing brings up a question:&nbsp; does the Imperium raise troopsthroughout its dominion then shuffle them across sectors to fill personnel vacancies, or does it let sectors/subsectors raise, train, and deliver personnel to locally stationed Imperial units? Raising units locally would save on transportation costs and would probably result in a sort of &quot;provincial character&quot; of Imperial units in a certain region.&nbsp; The Solomani Rim could have Imperial subsector fleets composed of Loyal Solomani (with Vilani/non-Solomani officers, of course), while the the fleets stationed and staffed in the Vland sector might speak Vilani in all but formal official communication.&nbsp; As for going to an appropriate unit, the new recruit will most likely be sent to one if available.&nbsp; If a culturally appropriate unit isn't available (a Loyal Solomani recruit who is living in the Vland sector for whatever reason) the chances will be next to nil (excepting noble/megacorporate influence) and the answer to any request will most likely be &quot;Tough.Get back to work.&quot;<BR>
&nbsp;<BR>
P</blockquote><BR>
I would expect Army units to be locally stationed while Navy and Marine units would not be. In other words, if you join the IA, you would be shipped to a unit in your home sector/sub-sector and only under rare circumstances would you or your unit leave. OTOH, join the Navy or Marines in Core sector and you could easily end up in Vland or theSpinward Marches.<BR>
<BR>
&nbsp;<BR>
<BR>
<div>Richard Wilson</div><BR>
<div>rtwilson@rollanet.org</div><BR>
<div>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</di=v><div>Humanity is not something we should aspire to. It is something weshould</div><div>strive to overcome.</div>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<BR>
<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 18:08:59 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
<BR>
Wait - I though that traveller WAS religion?<BR>
<BR>
You mean I wont get into heaven if I can quote from HG?<BR>
<BR>
Sheeesh.<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Charles<BR>
Collin<BR>
Sent: Wednesday, August 09, 2000 6:16 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Thruster Plates vs. Reaction Drives (was Max Acceleration)<BR>
<BR>
<BR>
<Rupert Boleyn><BR>
In the original three LBBs it was stated that ships used reaction mass, so<BR>
they weren't using thrusters (as we know them :) That didn't turn up until<BR>
the second HG, AFAIK. <BR>
</RB><BR>
<BR>
ISTR that the reference to "reaction mass" was in terms of jump, which I<BR>
took to mean a reference to the "bubble o' hydrogen" idea.  Of course, the<BR>
difference between HG1 and HG2 in terms of thrusters as weapons means<BR>
there's a serious inconsistency in canon...<BR>
<BR>
<BR>
[Sheesh, I just realize that I'm sounding _exactly_ like someone debating<BR>
bible quotations: "In Mark 14:12 it states that the holy spirit entered<BR>
the wafer, I take this to mean..." ]<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 18:24:47 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Archives<BR>
<BR>
If you have to ask...<BR>
<BR>
<BR>
You are not running Unix ;)<BR>
<BR>
Win2k has a nice search function which will search thru files for keywords<BR>
(files that win2k can recoginize - text would be really safe).<BR>
<BR>
IIRC that win98 and NT 4.0 has the same features..<BR>
<BR>
You could always import it into an access database and search that :)<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
michael.scanlon<BR>
Sent: Wednesday, August 09, 2000 5:39 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
hi there, what is grep? and where can I get it for free?<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 1:33 AM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > Oops.  Never mind.  After some more poking around I figured out that the<BR>
> > latest ones were there, but the way the ordering works, they're not at<BR>
the<BR>
> > bottom of the page where I was expecting them.  Sorry.<BR>
> ><BR>
> > So...let me ask a different question.  Can anyone suggest a good way of<BR>
> > searching the archives?  It would be very cool if I could look for all<BR>
> > entries concerning, say, Yaskodray or grav plates, or some such...<BR>
><BR>
> Do the following:<BR>
><BR>
> 1. make sure you have *lots* of free space on your HD, or have a Zip<BR>
>    drive or a writable CD.<BR>
> 2. download all the archives<BR>
> 3. expand them into individual articles<BR>
> 4. use grep to search said articles.<BR>
><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>
<BR>
Date: Thu, 10 Aug 2000 11:46:34 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Lasers<BR>
<BR>
> Anyone want to take a guess at the efficiency of energy transfer of lasers<BR>
> heating tissue?<BR>
<BR>
Lets have a see what 30% does. Maybe 30% below TL13, 50% above.<BR>
<BR>
Robert O'Connor would be the resident expert, though.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:42:48 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Wings<BR>
<BR>
> From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
> Subject: Wings<BR>
><BR>
> I'm not sure I agree with this view of wings.  Wouldn't they have<BR>
> components in them potentially?  At least fuel? I'm thinking of the Fat<BR>
> Trader, for example.<BR>
<BR>
They could, but they dont need to.<BR>
<BR>
Basically, surface area a limiting factor in many starships. Adding wings is<BR>
a way to get lots of surface area, for very little volume (volume being<BR>
expensive to put into jumpspace).> IMTU,  ships with less armor fail<BR>
Imperial inspection and are thus not<BR>
> allowed to carry passengers.<BR>
<BR>
"I'm not a passenger. I'm the Third Assistant Engineer".<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 20:52:17 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Newbie intro and Q<BR>
<BR>
On Wed, 9 Aug 2000 trentfs@ix.netcom.com wrote:<BR>
<BR>
> Be glad you weren't around for TNE and T4.<BR>
<BR>
Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be<BR>
following Traveller today if I hadn't been.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 12:01:21 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
>> From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
> Subject: Re: A Navy the PCs Can Beat [ship design] (now at TTL12)<BR>
><BR>
> >Q:What is the range of these PAWs in kilometers ?<BR>
> >>1xTwin 1050Mj PAW:   (+1,+6) 13:15 13:15 13:15 13:15 11:13<BR>
><BR>
> A: The range bands in the MCS are 1 hex (30'000 km), 10 hexes (300'000<BR>
km),<BR>
> 20 hexes (600'000 km), 40 hexes (1'200'000 km) and 80 hexes (2'400'000<BR>
km).<BR>
><BR>
<BR>
Umm, I wanted it's Theroetical Effective Range. They are 32mx4m linear PAWs<BR>
right ?<BR>
<BR>
> >What does it look like built at TL 12?<BR>
><BR>
> _Very_ Experimental Q-ship (rated with Bruce's MCS) at TL12<BR>
><BR>
> Tons: 400std ( SL Long Box Hypersonic )<BR>
> Volume: 5600m3<BR>
> Dimensions: 35,5m x 17,8m x 8,8m<BR>
> Mass (L/C): 8497t/7853t<BR>
> Crew: 14/22               (up from 13/22)<BR>
> Cost: 691,604 MCr         (down from 736,53 MCr)<BR>
> Maintenance Points: 274   (up from 179)<BR>
> Tech Level: 12            (down from 15)<BR>
><BR>
> Size: 4<BR>
> Toughness: 8<BR>
> Armour: 11                (down from 14)<BR>
> Max G/Comp: 37/2<BR>
> Maneuver: 2               (down from 3)<BR>
> Jump: 2<BR>
> Power: 5                  (down from 9)<BR>
><BR>
> Bridge/Comp: 1xBridge. 4xFib. Computer<BR>
> Commo: Radio rec: 2, Radio tran: 1, 4, Laser: 6, 8<BR>
> Sensors: Passive: 1x13.5, 1x13 Active: 1x11.5, 2x11 LIDAR: 4x15, 4x14.5<BR>
> Signature: Vis: -0.5, IR: -0.5, Active: 0.5, LIDAR: 0.5.<BR>
><BR>
> Weapons<BR>
> 1x880Mj PAW          (+1,+4) 13:13 13:13 11:11 9:9<BR>
> 2x4 68Mj Lasers      (+2,+4) 13:10 13:10 13:10 11:8  PDR:+6<BR>
><BR>
> Cargo: 1x40std bay<BR>
> Facilities: 10xArm. 1xGym. 1xGalley<BR>
> Troops: 5 (forgot to include these for the TL15 design)<BR>
><BR>
> There is a lot less armour, weapons are wimpier, accel is down, the PEMS<BR>
has<BR>
> only sensitivity 13.5 and I ditched the PD laser. There are some smaller<BR>
> changes as well, for instans the fuel purification plant is rated at 15h<BR>
> instead of 12h, there are fewer emergancy cold berths etc. With a little<BR>
> more work I could possibly come up with something a little bit fancier.<BR>
What<BR>
> does TL12 warships look like anyway (I mostly do TL15 designs)?<BR>
<BR>
Most warships are pretty similar - big spinal mount, maybe some parallel<BR>
mounts, and as much armour and as many gees as they can cram in. Doug Berry<BR>
did a Coronation class at TL12, and I think the Montana from Auric Tech is<BR>
built at TL12 as well.<BR>
<BR>
The resaon I was thinking at TL12 is that it is pretty much an equivalent<BR>
ship, and if you are trying to pretend to be a Far Trader, there are a lot<BR>
more TL12 Far Traders than TL15 ones, due to the sticker price being lower<BR>
for a TL12 ship paid for with TL15 credits.<BR>
<BR>
I'm curious about the MCr 700 sticker price. It appears to have MCr 55 worth<BR>
of PEMS, MCr 52 worth of LIDAR, the AEMS looks to cost about MCr 6 ... does<BR>
it have fancy hull coatings and such ?<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 17:24:42 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
In mail you write:<BR>
<BR>
> Another factor:  Slug throwers are just so darn efficient.  It is a very<BR>
> simple and mature technology.  In chemically propelled weapons, the main<BR>
> source of failure is the individual round of ammunition, a cheap and<BR>
> expendable commodity.  Contrast this with beam or plasm/fusion weapons (or<BR>
> even gauss weapons) which are complex and expensive.<BR>
<BR>
Actually, a "gauss" weapon can be *simpler* than many firearms.<BR>
<BR>
There are two ways of using magnetic fields to throw a projectile. The<BR>
one everybody thinks of first has a bunch of coils along the barrel set<BR>
up so the ones ahead of the projectile attract it, and the ones behind<BR>
repel it. This requires complicated switching of high power, and also<BR>
requires that the projectiles be iron, steel, or some other<BR>
ferromagnetic material.<BR>
<BR>
The *second* method uses JxB forces. You have a pair of magnets<BR>
(permanent ones will do, if they are powerful enough) above and below<BR>
the "barrel". The sides of the barrel are a pair of well anchored<BR>
conductors ("bus bars") often called "rails" (and causing this type of<BR>
weapon to be called a "rail gun") The projectile is a conductive<BR>
material. When placed between the bars, the current flow thru the<BR>
projectile ("right to left") combines with the vertical magnetic field<BR>
to produce a constant force at right angles to both the current flow<BR>
and magnetic field. This pushes the projectile down the barrel. The<BR>
only switching needed is a safety (so you can "chamber" a projectile<BR>
without firing it), and something to cut the power just before the<BR>
projectile reaches the end of the barrel (to prevent arcing).<BR>
<BR>
A portable rail gun is *rugged*. Possibly more rugged than many<BR>
firearms. The limiting factor is how rugged the power source is. And<BR>
batteries can be pretty rugged.<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, 9 Aug 2000 17:41:20 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
In mail you write:<BR>
<BR>
> This post was inspired by a brief report on the radio that noted that the<BR>
> House of Commons has been reopened to tourists - and that even though<BR>
> tourists can go in their, Her Majesty may not.<BR>
><BR>
> There is a canonical report of an Imperial equivalent: The Emperor may not<BR>
> enter the Moot Spire without the permission of the Moot.<BR>
><BR>
> It is also stated that every Imperial noble is entitled to sit in the Moot<BR>
> (it was never said if this extends to the Consort, the Heir, or the ...<BR>
> what's the categorization of the family members - including distant cousins<BR>
> - not immediately in line for the throne?  'Heirs emergent'?).<BR>
><BR>
> It is also canonical that _some_ nobles have multiple titles.  Norris, for<BR>
> example, is Archduke of Deneb, Duke of Regina, Count Aledon, Marquis of<BR>
> Regina, and Baron Yori.  Strephon is Emperor, Archduke of Core/Sylea,<BR>
> Marquis of Usdiki, and I don't recall seeing anything else listed.<BR>
><BR>
> Presumably, those collections of titles _could_ be distributed among<BR>
> several people, each of whom would be entitled to a seat.  Thus, we see<BR>
> that Norris in fact represents five seats in the moot, and Strephon at<BR>
> least two.<BR>
><BR>
> Even if the Archdukes are not entitled to a seat in the Moot, that still<BR>
> leaves Norris with four seats, and Strephon with at least one.<BR>
><BR>
> It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
> entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not, and<BR>
> may not in fact even visit without permission.<BR>
><BR>
> Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
> he be admitted, or must he be denied entry?<BR>
<BR>
The Emperor may not be admitted. The Marquis of Usdiki is allowed to<BR>
enter. And as long as Strephon is being the Marquis, he doesn't have<BR>
the Imperial powers.<BR>
<BR>
Remember, this sort of question isn't exactly new. I'm extrapolating<BR>
from the way things have been handled historically. <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, 9 Aug 2000 19:45:30 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Archives<BR>
<BR>
I'm running a 13gig C drive, 13gig D drive, 20gig E drive and 10gig F drive.<BR>
Do I have enough space for all the archives?  (maybe a dumb question but<BR>
thinking about the traffic this list gets and how many years have been<BR>
archived...)<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 09, 2000 5:33 PM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > Oops.  Never mind.  After some more poking around I figured out that the<BR>
> > latest ones were there, but the way the ordering works, they're not at<BR>
the<BR>
> > bottom of the page where I was expecting them.  Sorry.<BR>
> ><BR>
> > So...let me ask a different question.  Can anyone suggest a good way of<BR>
> > searching the archives?  It would be very cool if I could look for all<BR>
> > entries concerning, say, Yaskodray or grav plates, or some such...<BR>
><BR>
> Do the following:<BR>
><BR>
> 1. make sure you have *lots* of free space on your HD, or have a Zip<BR>
>    drive or a writable CD.<BR>
> 2. download all the archives<BR>
> 3. expand them into individual articles<BR>
> 4. use grep to search said articles.<BR>
><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>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 22:35:46 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Traveller to avoid<BR>
<BR>
Actually, I thought FSOTSI was pretty good, but I wish they had added text<BR>
desriptions of the ships like in Fighting Ships Supplement 9.  Its<BR>
definitely NOT a must for beginners though, since its is mainly just lots of<BR>
MT statistics sheets with a lesser number of pictures of ships.<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 22:01:40 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Archives<BR>
<BR>
In Windows 95/98/NT4, do a Start / Find / Files or Folders, type the text you<BR>
are looking for in the 'Containing text' field and the path to the archive files<BR>
in the 'Look in' field, and hit 'Find Now'.  And then, with the amount of disk<BR>
space you have, you wait.<BR>
<BR>
WKH<BR>
<BR>
Tsykoduk wrote:<BR>
<BR>
> If you have to ask...<BR>
><BR>
> You are not running Unix ;)<BR>
><BR>
> Win2k has a nice search function which will search thru files for keywords<BR>
> (files that win2k can recoginize - text would be really safe).<BR>
><BR>
> IIRC that win98 and NT 4.0 has the same features..<BR>
><BR>
> You could always import it into an access database and search that :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:11:39 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: FFS3 : Space Combat<BR>
<BR>
I am doing the maths behind the various sorts of fuzziness, and my brain<BR>
hurts.<BR>
<BR>
What I want :<BR>
<BR>
I want a combat range between one and three light-seconds, where the<BR>
decisions of the captain and the skills of the sensor operators, the gunners<BR>
and the pilots will all count for small ships. I dont care if the equipment<BR>
and raw numbers dominates on big military ships.<BR>
<BR>
I can accept gunnery and piloting being 'impossible' skills, where the<BR>
'gunnery' skill is actually an untrained precognition-type ability to<BR>
predict where a ship will be in the future, and piloting is the ability to<BR>
predict a course that does not involve being where enemy fire will be in the<BR>
future. The short version is that a good gunner or pilot can beat a random<BR>
walk algorithm nine times out of ten.<BR>
<BR>
<BR>
Sensor fuzziness :<BR>
<BR>
Some tweaking is needed of the DSR, because the fire control lock range is<BR>
too long.<BR>
<BR>
Firstly, all systems get a basic -0.5 Dusty modifier - Terra is unusually<BR>
clear (blame Grandfather's vacuum).<BR>
<BR>
Secondly, LIDARs are stopped dead by sand. The good news is that means that<BR>
you can easily counter LIDARs. The bad news is that if they have some other<BR>
manner of lock, then you get shot at, and you need to start dodging, which<BR>
nullifies the sand. Thus, LIDARs will almost never get you a fire control<BR>
lock, but they will let you keep one once you have a lock from other<BR>
systems.<BR>
<BR>
Thirdly, the Fire Control modifier is -2, not -1.5<BR>
<BR>
Fourthly, magic thruster plates and reducing power consumption of non-weapon<BR>
systems means that most ships now get much more impressive emitted ratings<BR>
(nb magic thruster plates would eliminate the non-maneuvering modifier).<BR>
<BR>
Here is how the numbers turn out for range 11.5 (about 4 light seconds)<BR>
<BR>
Range :    11.5<BR>
Dusty :       0.5<BR>
FC Lock : 2.0<BR>
Thermal   : 0.5 (assumes basic masking)<BR>
Single hex :(1.0)<BR>
<BR>
Total : 13.5<BR>
<BR>
This is an impossible chance for a skilled operator with a Small Military<BR>
(Sens 13.5) sensor.<BR>
<BR>
Note that this assumes putting out about 10 MW of power, or 100 MW with<BR>
Stealth, and that you are not using Aggressive Baffling.<BR>
<BR>
Note that any of firing beam weapons, increasing power plant output or using<BR>
HEPLAR will make a lock much more possible.<BR>
<BR>
Now, if we assume that a -2 lock is 'We know where they were within 200m'<BR>
and a -1.5 lock is 'We know where they were within 30m', then how well the<BR>
Sensor Op goes on their skill roll will affect the DM/task difficulty of the<BR>
Gunners (I'm kinda thinking that a -1.5 lock is 'standard' and a -2 lock is<BR>
'we might hit if the stars are right').<BR>
<BR>
If we cut the range factor down to 1 light second (11), then we get it to be<BR>
an Impossible chance for a Good Civilian (sens 13), or a Staggering chance<BR>
for a Small Military sensor.<BR>
<BR>
Important note for fighter buffs - if you have fighters on your side, then<BR>
Aggressive Baffling becomes dangerous to use, as the fighters (who are on<BR>
different arcs) are now at +1 to detection - they can shoot at you. The ship<BR>
then gets the nasty decision as to whether or not to fire beam weapons at<BR>
those pesky fighters. Note also that fighters can mount Sens 11.5 Active<BR>
Sensors at a mere 10 MCr a pop and act as radar pickets. Aggrressive<BR>
baffling also does not do anything against LIDARs.<BR>
<BR>
Important Fleet Note : Some of your fleet is likely to have locks on some of<BR>
their fleet. As the number of ships on each side goes up, as does the number<BR>
of locks. I suspect that good decisions in small-number engagements are<BR>
often bad decision in large number engagements. Hmmm ... Ship Tactics ....<BR>
Fleet Tactics.<BR>
<BR>
Future Position Fuzziness :<BR>
<BR>
I am fudging things by ignoring ships turning/spinning, but assuming that<BR>
thruster plates can provide sideways turn at 20% efficiency (eg you can run<BR>
5gee plates to give you 5 gees front, or 1 gee to the side, or 2.5 front and<BR>
0.5 down etc).<BR>
<BR>
This seems to say that at one light second you will get hit, but at two<BR>
light seconds you wont get hit (it appears to be a x^6 function).<BR>
<BR>
Can someone please check my maths ? My equation is that the ships future<BR>
position becomes defined by a cone with volume pi*D^3/75, where D is the<BR>
distance that the ship can move in the time available. As D=0.5*a*t^2, this<BR>
turns the general formula into pi*a^3*t^6/600, where t is the time (double<BR>
distance in light seconds) and a is the ships acceleration in meters per<BR>
second squared.<BR>
<BR>
This appears to be creating a 'sweet spot' for combat somewhere between 1<BR>
and 2 light-seconds - outside it, you dont hit. Inside it, you hit all the<BR>
time.<BR>
<BR>
Weapon Accuracy Fuzziness<BR>
<BR>
Beam pointers are going to be rated for the number of megajoules and the<BR>
rate of fire they can deal with (rapid fire weapons require much bigger beam<BR>
pointers - Excuse : they need more aggressive cooling at all that stuff.<BR>
Reality : there is no reason not to build all your lasers to be a shot per<BR>
2.5 seconds, as this cuts down the size of the accumulator bank).<BR>
<BR>
I am thinking something like ((range in LS^2)+(shots per 20<BR>
seconds^1.5))*log(megajoules)*TL mod.<BR>
<BR>
This puts a 2 light second beam pointer for 400 MJ rapid fire (15 rpm)<BR>
lasers at (4+11.2)*log(400) or 39.52 m^3, times TL mod.<BR>
<BR>
A 'civilian' beam pointer for a 1 light second 200 MJ slow firing (3 rpm)<BR>
laser would be (1+1)*log(200), or 4.6 m^3, times TL mod.<BR>
<BR>
A whopping great big 20 terajoule slow firing PAW with a 4 light second rage<BR>
would be (16+1)*log(20000), or 73 m^3.times TL mod.<BR>
<BR>
Every 10% you fire beyond your Beam Pointers range introduces a Weapon<BR>
Accuracy error of 50 meters.<BR>
<BR>
Needless to say, there will be a table of pre-designed beam pointers.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2910<BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2911



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

The following topics are covered in this digest:

Re: Another great Q-ship from Dimashq
Re: Newbie intro and Q (Trent`s answer)
Traveller to avoid
Re: Wings
Re: Wings
Re: Happy Fun Balls and Winged Needles - a short essay on space combat
Re: FFS3 : Thoughts on wings
Re: Newbie intro and Q
Re: Wings
Re: 101 things to do with an S-class scout
Re: Traveller to avoid
My Dirty Little Secret (was Re: Newbie intro and Q)
Re: Thruster Plates vs. Reaction Drives (was Max Acceleration)
Re: small arms damage(was:Gunbunnies)
Re: Getting ships under control
Future Position Fuzziness

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

Date: Wed, 09 Aug 2000 22:23:28 -0500
From: John Groth <wombat@premier.net>
Subject: Re: Another great Q-ship from Dimashq

Katharine Whitchurch wrote:
> 
<<snips descriptions of TL-15 and TL-12 400-ton Q-ships>>
> 
> Most warships are pretty similar - big spinal mount, maybe some parallel
> mounts, and as much armour and as many gees as they can cram in. Doug Berry
> did a Coronation class at TL12, and I think the Montana from Auric Tech is
> built at TL12 as well.

Actually, _Montana_ is a TL-15 design.  My largest TL-12 design to date
is the 160,000 dton _Agincourt_.  I figured that Doug's
_Coronation_-class was from early M:0, while my _Agincourt_ design was
from shortly before the 3I reached TL-13.
> 
> The resaon I was thinking at TL12 is that it is pretty much an equivalent
> ship, and if you are trying to pretend to be a Far Trader, there are a lot
> more TL12 Far Traders than TL15 ones, due to the sticker price being lower
> for a TL12 ship paid for with TL15 credits.

The question is, how does one distinguish ships of equivalent hullforms,
but of different TLs, from the outside?  Given that the IR, visual, and
active signatures were similar to the original merchant ship, is there
any way other than fairly close inspection to distinguish the TL-15
Q-ship from the TL-12 Fat Trader whose hullform the Q-ship uses?

Overall, I was impressed by the Dimashq Q-ship.  It rather closely
resembled the AuricTech 400-ton Q-ship (which I designed a few months
ago).  Dimashq mounted heavier armor and superior PD lasers (which might
serve to spoil the masquerade), but AuricTech included 10 ship's
troops.  I would like to see the USP data for the Dimashq Q-ship. 
(Actually, if you used an Excel spreadsheet, I'd like to see that also
[off-list, of course].)

<<snip>>

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
Keeper of the TML Keyboard Casualty List

http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Wed, 09 Aug 2000 23:15:55 -0400
From: Guy Lemire <guylemire.associes@videotron.ca>
Subject: Re: Newbie intro and Q (Trent`s answer)

> ------------------------------
>
> Date: Thu, 10 Aug 2000 07:40:53 +0800
> From: "Russell Hoyle" <rsimonh@iinet.net.au>
> Subject: Re: Subject: Re: Newbie intro and Q (Trent`s answer)
>
> From: Guy Lemire <guylemire.associes@videotron.ca>
> >   TNE is as I understand a more streamlined and refined version of Mt so
> how
> > can you like one but not the other ???
>
> Well, thats not strictly true.....there are quite major differences in use
> of dice to resolve tasks.
> It is true that both have a generic task resolution system, but they
handle
> them quite differently.
>
> Not bagging TNE,  which certainly is a setting which has some merit (but I
> do dislike the rules system)
>
    I didnt get a chance to play MT (altought I have all but one of the
books) and I ran my few
pbem mostly free form  so I didnt really notice any flaw but I`m sure there
are quite a few .


> > Personnaly I like both CT and TNE  and tought that until T4 came out
that
> MT
> > was the worst Treveller version ever
> >  (ever tried desinging a ship in MT , you need engineering degree just
to
> > make sence of it ) but you wont here me put it down cause I known others
> do
> > like .
>
> Well, for me, ship design is the least interesting part of Traveller Role
> Play, so you could be right. MT is nice in having a neat task resolution
> system while preserving much of the feel of Classic Traveller (which, you
> must admit, TNE doesnt even try for, not even in the Regency)
>
    Me either until the day I wanted to run a emerging  proto-pocket
empire/polity (tl-10) and realize
aside from the classic type-A free trader everything was tl-12+  and in the
case of warship aside from the good old SDB everythings was tl-14+ so I had
to make up a tl-10-11 collection of my own.



> >  Anyhow thats my 0.2cr  and I`ll keep it to this single post , dont want
> my
> > 1st post  on the list to be the starting point of a flame war.
>
> Not flaming, sharing ;)

 Same here

Pat

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

Date: Wed, 09 Aug 2000 23:29:43 -0400
From: Guy Lemire <guylemire.associes@videotron.ca>
Subject: Traveller to avoid

> Date: Wed, 09 Aug 2000 19:56:34 -0400
> From: trentfs@ix.netcom.com
> Subject: Traveller to avoid
>
> The flip-side of which books/versions to recommend to newbies (or
re-energized vets), I think it might be worthwhile to point out which
Traveller products should be specifically avoided -- for instance, I know my
FLGS still has copies of various T4 books, and I'd hate to think of someone
just turned on by GT or the reprints going out and wasting a their money on
"Starships" or "First Survey."
>
> Here's my personal list of Traveller To Avoid (and yes, I own every one of
these):
>
> CT: None? (All the GDW books are worthwhile; I suspect there's 3rd-party
stuff that's garbage, but I don't have any of it)
>
   Agreed my favorate of all time is the Traveller Adventure

> MT:  Fighting Ships of the Shattered Imperium
>
   Yes made the same mistake (bought it too) . I do like Hard times and
Astrogators guide to Diaspora
the whole premise of worlds having to rely  on themselves , banding together
to prosper (or not) really appealled to me
guess that why I liked TNE when it came out .

  I will aslo admit that the MT Encyclopedia  is the best general reference
I`have since , useful no matter what version you used/play.


> TNE:  Aliens of the Rim: Hivers & Ithklur (somewhat of a judgment call, as
it's not really "broken," just very very bad)
>
  Yes doesnt have the flavor of the classic module . For my money nothing
beats the  DGP ones , then again all or their material was top notch . I was
dissepointed when they stop doing Traveller


> T4: Starships
> First Survey
> Emperor's Vehicles
> The Anililik (sp?) Run
>
> GT: None (so far...fingers crossed)
>
  Only have Behind the claw , its nice work , very good graphics (lots of
classic ones) but the tech level compression from 16 down to 13 do bug me ,
now most world are tl-9-10 in the Marches . Rim of Fire will probably have
them all at 11-12 in the Solomani rim . Take out some of the flavor and
diversity .


> That's it off the top of my head; am I overlooking any doozies?  Surely no
one's going to defend any of these...
>
Pat

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

Date: Wed, 09 Aug 2000 22:58:55 -0500
From: Charles R Hensley <hensley.cr@gte.net>
Subject: Re: Wings

Ian wrote:

>> From: Charles Collin <charles@hebb.psych.mcgill.ca>
>> Subject: Wings
>>
>> I'm not sure I agree with this view of wings.  Wouldn't they have
>> components in them potentially?  At least fuel? I'm thinking of the
Fat
>> Trader, for example.
>
>They could, but they dont need to.
>
>Basically, surface area a limiting factor in many starships. Adding
wings is
>a way to get lots of surface area, for very little volume (volume being

>expensive to put into jumpspace).> IMTU,  ships with less armor fail
>Imperial inspection and are thus not
>> allowed to carry passengers.
>
>"I'm not a passenger. I'm the Third Assistant Engineer".

Charles C asked us to better designate ourselves (the Charles' on the
list).  Ian please attribute your quotes, The first one is from Charles
C, and the second one is mine.

Charles H

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

Date: Wed, 09 Aug 2000 23:01:37 -0500
From: Charles R Hensley <hensley.cr@gte.net>
Subject: Re: Wings

Ian wrote:

>> IMTU,  ships with less armor fail Imperial inspection and are thus not
>> allowed to carry passengers.
>
>"I'm not a passenger. I'm the Third Assistant Engineer".

That's fine, but a ship that has failed a safety inspection could
recieve LARGE fines if caught soliciting for paying passergers.

Charles H

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

Date: Wed, 09 Aug 2000 23:04:51 -0500
From: eris@pcola.gulf.net
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat

On 08/09/00 at 07:29 PM,  "Nick Bradbeer" <nick@traveller.freeserve.co.uk> said:

>> 2 m.  Therefore each well placed shot will have a 2/314th chance of
>> success, and if we aggregate our 8 shots they will all together have
>> a 16/314th chance of success.  This is a 5% chance and can be

>Actually, it doesn't scale quite that easily (else 157 shots would be
>guaranteed to hit). If we assume that any number of hits represents one
>hit (a fair assumtion, since the change of two hits out of two shots is
>1/24649), then the chance of a total miss is (312/314)^8, and the chance
>of a hit is 1-[(312/314)^8]. Which is a 4.983% chance of a hit.

>Me? Anally retentive?

>Seriously, I know that didn't make much of a difference in that example,
>but if we're talking about 800 pulses rather than 8, the difference will
>probably be greater (although perhaps still worth ignoring in the
>interests of streamlining play). Besides, I'm a student; it's not often I
>get to point out flaws in my elders' maths...

Not a flaw, Nick, a simplification. <g>  If you look back I said what I posted wasn't perfect, just that I felt it would be close enough for a game. IAC, I was only semi-serious.

Eris
- -- 
- -----------------------------------------------------------
eris@pcola.gulf.net    using MR/2 ICE #245
http://www.crosswinds.net/~erisr
- -----------------------------------------------------------

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

Date: Wed, 09 Aug 2000 23:09:53 -0500
From: John Groth <wombat@premier.net>
Subject: Re: FFS3 : Thoughts on wings

John Groth wrote:
> 
> Katharine Whitchurch wrote:
> >
> <<snip>>
> >
> > Important Thought : Someone (Bruce ? Leonard ?) posted some probabilites of
> > running into micrometeorites and/or solar storms. These could be the reason
> > for that AF20 requirement on starships (it isnt a jumpspace phenomena, as
> > spaceships have to follow the same rule). I dont have a problem with
> > dropping it, and having ships take their chances with chips of rock and
> > high-energy sunstorms (someone suggested a small, armoured 'storm shelter'
> > on lo-tech ships).
> 
> I have no problem with dropping the requirement for non-passenger craft,
> assuming that we then quantify the risks of micrometeorites and solar
> storms. 

<<snip>>

One other issue:

If we assume that an Armor Factor of 20 is the minimum armor required to
provide acceptable protection against micrometeorites and solar flares,
then what is the minimum Armor Factor required to maintain hull
integrity and pressure, in the absence of micrometeorites and solar
flares?  My OTTOMH guess would be that the minimum AF would be 5 for
spacecraft in the 3I (based on the AF for .25 cm of Superdense, as given
in FF&S2).

Any better ideas?  Does anybody have access to NASA design parameters
for various manned spacecraft (these would give at least some ideas for
minimum hull AF)?

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
Keeper of the TML Keyboard Casualty List

http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Thu, 10 Aug 2000 14:16:32 +1000
From: "Paul Harris" <ref_harry@eudoramail.com>
Subject: Re: Newbie intro and Q

 
- --

On Wed, 9 Aug 2000 20:52:17    Gregory Carl Kettler wrote:
>On Wed, 9 Aug 2000 trentfs@ix.netcom.com wrote:
>
>> Be glad you weren't around for TNE and T4.
>
>Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be
>following Traveller today if I hadn't been.


Yeah.. I have to admit.. I feel a little put out when TNE and T4 are lumped together. TNE was a good product, and was a logical development from MT (although I will be the first to admit that I wish the task system had been left alone.)
My group uses TNE. And most of us have played the first four of the five versions, so we are able to make comparitive judgements (although it may be tainted by a little bit of 'groupthink').

T4 had some good ideas, but poorly executed, it was a bad product.
TNE had some great ideas, had high quality work, and worked well. But I will agree that it did meake a break from the previous versions. But it was a good product.  

Still, ultimately it comes down to your personal opinion and what you like. 
I like TNE, others will like CT..gawd knows why.. ;), MT, T4, or GURPS. 

Paul Harris
Member of TNEaholics Anonymous



Join 18 million Eudora users by signing up for a free Eudora Web-Mail account at http://www.eudoramail.com

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

Date: Wed, 09 Aug 2000 23:20:46 -0500
From: John Groth <wombat@premier.net>
Subject: Re: Wings

Charles R Hensley wrote:
> 
> Ian wrote:
> 
> >> IMTU,  ships with less armor fail Imperial inspection and are thus not
> >> allowed to carry passengers.
> >
> >"I'm not a passenger. I'm the Third Assistant Engineer".
> 
> That's fine, but a ship that has failed a safety inspection could
> recieve LARGE fines if caught soliciting for paying passergers.
> 
Of course, one tapdance around _that_ issue is to register tha ship as a
mobile training center for spacecraft crewbeings.  That way, any paying
"passengers" are actually students, and the less-than-optimal armor is
intended to assist instruction (to use a 20th century example, sailing
vessels such as USCGC _Eagle_ are more difficult to operate than modern
diesel-powered ships; this helps make _Eagle_ a more effective classroom
for Coast Guard midshipmen/cadets [whatever term they use]).

Naturally, since the 3I is a government of men, not laws, one must then
convince a given inspector that your ship should be granted a Classroom
Safety waiver, but that's why the 3I hasn't gone to a cashless
society.... ;-)

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
Keeper of the TML Keyboard Casualty List

http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Wed, 09 Aug 2000 23:25:13 -0500
From: John Groth <wombat@premier.net>
Subject: Re: 101 things to do with an S-class scout

Leonard Erickson wrote:
> 
> In mail you write:
> 
> > I'm thinking of writing a JTAS article of 'Stupid Scout Tricks' ; basically,
> > tactics for small craft pilots. One of my ideas is to create synthetic
> > aperture synthesis  by moving the ship and taking 'sensor snapshots', rather
> > than by using multiple Passive EMS arrays. Questions/comments?
> 
> Can't be done. Synthetic aperture requires that the "shots" be taken AT
> THE SAME TIME (or at least that they overlap in time, and that both
> recordings have an *accurate* time plot)

Well, can several Type-S scouts take sensor readings at the same time,
from different places, then relay the information (with appropriate
timestamps) to one central control vessel, which has enough computer
power to merge the data from the several scouts into one coherent sensor
reading?

Also, here's another off-the-wall attempt at using a ship's sensors in
an unorthodox manner:  Try using a ship's LIDAR as a laser microphone. 
I don't know whether it would work, but there are times when it's worth
a try....

- -- 
AuricTech Shipyards Journeyman Gearhead
"Gold-Plated [tm] solutions for copper-plated problems!" (r)
Keeper of the TML Keyboard Casualty List

http://www.geocities.com/Area51/Shadowlands/9776

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

Date: Thu, 10 Aug 2000 01:00:29 EDT
From: GypsyComet@aol.com
Subject: Re: Traveller to avoid

"Dan Lane" <danielrlane@home.com> sez:

>Actually, I thought FSOTSI was pretty good, but I wish they had added text
>desriptions of the ships like in Fighting Ships Supplement 9.  Its
>definitely NOT a must for beginners though, since its is mainly just lots of
>MT statistics sheets with a lesser number of pictures of ships.
>

 The sections on fleet organization and such are fine (assuming you like BIG 
ships; see recent discussions), and most of the pictures are reasonable (a 
couple are plain ugly or *really* odd), but what got people calling this book 
"Shattered Ships of the Fighting Imperium" was the fact that typos run 
rampant through the USPs, concentrating heavily in the Crew section. Every 
ship listed (except the FS-15 fighter) has identical Gunnery and Flight crew 
numbers, not a single ship carries Frozen Watch (or carries so few as to be 
ridiculous: the CA-11 has a crew of over 2400, and a Frozen Watch complement 
of 24), the Bridge and Maintenence Crew numbers swing wildly from ship to 
ship, and so on.

 This book is the only Traveller book I ever returned to the store (though I 
bought it again off the bargain rack many years later), and it is also the 
only one that caused me to actually write to a game company. Loren and Marc 
might still remember the letter that started "This book needs to be recalled 
and burned..."

GC

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

Date: Thu, 10 Aug 2000 00:02:22 -0500
From: eris@pcola.gulf.net
Subject: My Dirty Little Secret (was Re: Newbie intro and Q)

On 08/09/00 at 08:52 PM,  Gregory Carl Kettler <gckettle@midway.uchicago.edu> said:

>On Wed, 9 Aug 2000 trentfs@ix.netcom.com wrote:

>> Be glad you weren't around for TNE and T4.

>Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be
>following Traveller today if I hadn't been.

I'll join your grumble.  TNE was what lured me back the thinking
about Traveller after MT errata filled first edition soured me. 

What follows is IMO so, please, read it in that light...

Folks who are here a while know that I have "issues" with every
version of Traveller, setting, assumptions, formats, rules, choice
of font...okay the last one's a joke.  <g> TNE was no exception, but
having said that, there are lots and lots of good things to say
about it.

The task system works.  It uses a d20, it involves multiplying and
dividing during play, and it needs more difficulty levels, but the
concept works.  Okay, some people can't stand d20s, but seem to
have no problem with d3s..go figure!  <g> So, if some of TNE's task
system doesn't do it for you, tweek it until it does.

The character generation system isn't perfect.  It walks a fine line
between random and design, and being neither fish nor fowl doesn't
really please either side of that argument.  OTOH, it also works.
If you'd rather use CT/MT for characters go ahead, there's a
conversion, and if you really like the design approach, then just do
it!  No one is going to come over to your house and arrest you for
picking whatever skills you what your character to have, your GM
might not let you *use* the character if you munchkin up, but that's
between you and him.

The injury and wounding system...um, well, yes, that's my big
problem with TNE.  It *seems* like PC's can routinely take a half
dozen slugs and shrug them off, be healed the next day, and get
experience points for it.  <g> Honestly, if you play it out of the
book *correctly*, including knockdown and stunning then it's not
that bad, but the impression got planted in the community and it has
stuck.  So, dump TNE's personal damage system and replace it with
something else..and boom that objection is gone.

The combat system generally works well.  It is fully tied to tasks
and is well laid out.  I don't like that weapons in vehicle/ship
combat use one method and even the same weapons used in personal
combat use another.  There should have been one unified combat
system, but frankly, it's not to hard to put that in, especially if
you're already replacing the personal damage end of things.

The design system was detailed and parts of it were too complicated
even for some of the gearheads, and there were some problems with
some components.  Seriously, the worst thing I ever heard was that
it made slug throwers that were too heavy...not the only thing, but
that seemed to be the biggest complaint.  However, it included
alternative tech, gave procedures for designing ships, vehicles and
weapons that fitted both its own special assumptions and those of
other visions of Traveller, and the output was what you needed to
use them in the combat systems that went with TNE.

You got a variety of ship combat games with TNE.  Brilliant Lances
was, and is, a very good game, especially when you add the tweeks
and corrections that came later.  Battle Rider was for games between
larger groups of ships, like High Guard was.  I never played Battle
Rider, but people who do seem to like it.  There was even a
simplified ship to ship combat system in the main TNE book...not the
greatest in the world, but then it never got a chance to grow and
develop.

What am I leaving out?  Oh yeah, the setting!  <g> Some loved it
all, some hated it all, some loved parts and hated other parts (and
never the same parts), most old-time Travellers were uncomfortable
with what happened to their old familiar Imperium, and all the
arguing balkanized the Traveller community.  Having the people
you're trying to sell your products to fighting with each other
didn't help things at all.  The thing that put my "shorts in a
twist", though, was the insistence by GDW staff that we follow along
their plot as they gave it to us....<blip> that!  TNE, the rules,
worked perfectly well in an 1100 Imperium setting, a M0 setting, a
Rebellion setting, a Hard Times setting, a....get my drift?

So, with due respect for my old coot, Traveller before there was an
Imperium, Heretic status, I have to say, TNE rocked!


Eris
- -- 
- -----------------------------------------------------------
eris@pcola.gulf.net    using MR/2 ICE #245
http://www.crosswinds.net/~erisr
- -----------------------------------------------------------

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

Date: Wed, 9 Aug 2000 21:32:25 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Thruster Plates vs. Reaction Drives (was Max Acceleration)

In mail you write:

> <Rupert Boleyn>
> In the original three LBBs it was stated that ships used reaction mass, so
> they weren't using thrusters (as we know them :) That didn't turn up until
> the second HG, AFAIK. 
> </RB>
>
> ISTR that the reference to "reaction mass" was in terms of jump, which I
> took to mean a reference to the "bubble o' hydrogen" idea.  Of course, the
> difference between HG1 and HG2 in terms of thrusters as weapons means
> there's a serious inconsistency in canon...

Actually, there *is* a reference to fuel for the manuever drive.
Something along the lines of "if you want to track it assume the ship
has enough for a week". Or maybe it was month.

Anyway, I did some calcs after reading that and the fuel requirements
were close enough to what I figured a fusion rocket would use, so I
just assumed that's what they were. 

> [Sheesh, I just realize that I'm sounding _exactly_ like someone debating
> bible quotations: "In Mark 14:12 it states that the holy spirit entered
> the wafer, I take this to mean..." ]

Or like a member of the Baker Street Irregulars (the Sherlock Holmes
fan organization) explaining an obscure point.

That's one of the reasons we (and they) refer to the "canon". 

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

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

Date: Wed, 9 Aug 2000 21:56:11 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: small arms damage(was:Gunbunnies)

In mail you write:

>> How do you model penetration and damage (living organism and inanimate
>> objects)?
>> Any thoughts of how to model laser and HE weapons?
>
> Tricky on lasers, as I'm not an expert.  I hope to get some insight from
> other TMLers.  Right now I'm thinking about laser weapon damage in terms of
> energy transmitted to tissue.  SIPRI's "Antipersonnel Weapons" has some data
> on the amount of tissue damaged per unit of Kinetic energy transmitted via a
> KE weapon, and this seems like a good place to start.  Part of the problem
> is that lasers are so variable.  How much energy transferred per unit of
> time?  Are typical small arms laser very high powered, low transmission
> dwell weapons?  Or is the power lower but delivered over a longer period of
> time?
>
> If we look at tissue as water will some other components, we can estimate
> the amount of steam created and pressure generated from a defined number of
> Joules absorbed. In this model, lasers become essentially explosive type
> weapons. If they don't cause superheating and explosion of tissue, then they
> are more like low velocity projectiles, and do damage my mechanical
> (simulated) action.
>
> Thoughts?

At high energies, lasers will vaporize the tissue at the "impact" site.
Not merely water flashing to steam but *everything* flashing to plasma.
Treat it as a hypervelocity projectile of the same energy.

At lower, but still high energies, you'll get heating, and basicly a
nasty burn. Not really modelable as any sort of projectile weapon. 

At at lower powers there's no real effects (except for blinding if you
get hit in the eyes). 

Pulse lasers are unlikely to ever get the middle results. Beam lasers
might, and especially if the beam or the person is moving. That'd give
you anything from first degree burns on up past third degree burns
(yes, the medical types have burn classifications that go past third
degree). 

Anybody have info on what sort of "delivered energy levels" over a less
than a second interval result in what degree of burn?

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

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

Date: Wed, 9 Aug 2000 21:41:25 PST
From: shadow@krypton.rain.com (Leonard Erickson)
Subject: Re: Getting ships under control

In mail you write:

> My character is a Solomani-extraction merchant captain running a
> 200-ton free trader (on the edge of going bust, as usual) in the
> Spinward Marches in 1089. Last stop was Ruie, where he picked up some
> industrial machinery for carriage to Jenghe. The ship has been running
> on unrefined fuel for a while, and the crew is down to four - Vaskes
> (owner, captain and pilot), Martines (navigator and computer expert),
> Gergy (engineer and drunkard <grin>) and Arman (young and
> inexperienced steward from Regina). We misjumped at Ruie and don't
> know where we are, but when we came into system we had a partial
> message saying we were on good approach vector but too fast and did we
> need rescue / salvaging.
>
> Gergy got the life support going again (it _has_ been a bad trip) but
> we had to shut down sensors and external comms to get enough power to
> run navigation. Yeah, you guessed - our power plant is on the fritz
> and we only have a pretty basic computer anyway. On top of all that,
> we have a fuel leak and heaven knows what will happen if we fire up
> the insystem drive. We do have a ship's boat in the hold if we need to
> ditch and run, but that will be a last resort.
>
> We have a fair idea that we are at one of 18 systems in the Marches,
> assuming that only A, B or C starports would have picked us up that
> quickly, and Vaskes is going to try to work out a safe braking burn on
> the insystems drive that would work for any of those systems (not very
> likely, is it). Somehow, we have to slow down so that we can go EVA
> and try to patch the leak. What we need to know is, how long have we
> got before we get too close to safely stop and how we can slow down.
> Any ideas folks?

Well, to start with, a radio *receiver* isn't going to use a
significant amount of power. Hell, given the likely power used by the
traffic control in a "major" system, your engineer or your computer
expert can cobble up a "crystal set" out of a *defective* IC, and other
spare parts. That will use *no* power. 

So you can *receive* easily. And traffic control will be IDing itself
on all transmissions. 

You *need* to get a transmitter going, as not only is it highly illegal
to fly in "controlled space" without a working radio, but if your
vector winds up pointing the wrong way, you could targetted by
planetary defense.

Your ship impacting at mere *orbital* velocity would be the equivalent
of a medium sized nuke, and at "typical" transit speeds it'd exceed
that of the biggest nuke anyone has set off to date (a 100 megaton test
by the Soviets, many years back).

If nothing else, get the ship's boat expsed enough that its antenna
works. Or run a cable from the ship's antenna to the comm gear on the
boat. Either way, use the power plant on the boat the run its comm gear.

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

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

Date: Thu, 10 Aug 2000 01:12:05 -0400 (EDT)
From: Charles Collin <charles@hebb.psych.mcgill.ca>
Subject: Future Position Fuzziness

Hi Ian.

You can save yourself some trouble by ignoring the third dimension (depth) 
when firing at the enemy.  This is reasonable because your light-speed
round will move through the sphere (it's a sphere, not a cone, see below) 
of probability in negligible time.  In some cases, the round may even be
long enough to transect the sphere.  You are therefore faced with a circle
of probability from the point of view of the firing ship, perpendicular to
teh direction of fire.

You can also save yourself some trouble by assuming that the target _is_
spinning and thrusting randomly in any direction and by abstracting target
cross-section as vol^.667.  The problem then becomes one of placing shots
within the circle of probability.  If you spread your shots optimally, you
need A/vol^.667 shots to guarantee a hit, where A is the area of the
circle. The probability of any given shot hitting is the inverse of this.

Here's my analysis, sorry if I go over stuff you already know...

Assume sensors can determine the exact vector of a target from its
emmissions.  These reach you after an n second lag, where n is the range
in light-seconds.  Assuming your weapons fire instantly using this data,
you are faced with a lag of 2n seconds because your lasers also take that
much time to return.  You can determine exactly where the target will be
at the end of this time assuming he doesn't apply any thrust.  He would be
suicidal to do this, so... 

The amount the target can change its future position by is .5AT^2 (where A
is accel in m/s/s and T is time in seconds, equal to 2 * range in ls in
this case). This is the radius of the circle of probability.  Therefore
the area of the circle is pi*(.5A(2R)^2)^2.  The cross-sectional area of
the target is vol^.667, so the probability of any shot hitting is:

(v^.667) / pi*(.5A(2R)^2)^2

some algebraic reduction... 

v^.667 / pi(.5 * A * (4 * R^2))^2

v^.667 / pi(2 * A * R^2)^2

v^.667 / pi(4 * A^2 * R^4)

v^.667 / 4 * pi * A^2 * R^4

Altenatively: v^.667 / (1206.874 * g^2 * R^4), where g is accel in gees.


Some sample probabilities to hit:

Volume 500 tons (7000 m^3), distance 1 ls, accel 2g:  .07

Volume 1000 tons (7000 m^3), distance 1 ls, accel 2g: .12

Volume 500 tons (7000 m^3), distance 1 ls, accel 4g: .02

Volume 1000 tons (7000 m^3), distance 1 ls, accel 4g: .03

Volume 500 tons (7000 m^3), distance 2 ls, accel 2g: .004

Volume 1000 tons (7000 m^3), distance 2 ls, accel 2g: .007


It seems like you probably want distances in the 2 ls range for small to
medium ships (depnding on weapon ROF values), but the power of four
function means there is going to be a "sweet spot" as you said.  At .5 ls,
for instance, the probability of hitting a 1000 ton ship with 4g drives is
48% with each shot. 

Okay, enough for now.  I should probably check this more before posting,
but I'm tired.  I'll look at it again tomorrow and post any corrections...

Ciao,
Charles C.

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

End of Traveller-digest V1999 #2911
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2912</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/10/00 3:09:55 AM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
Sender:	owner-traveller-digest@lists.imagiconline.com<BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2912<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>
Again Re: Traveller to avoid<BR>
RE: Traveller to avoid<BR>
Re: Traveller to avoid<BR>
RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
RE: Traveller to avoid<BR>
Re: FFS3 : Space Combat<BR>
Teleporting to git them thar Pirates<BR>
RE: Traveller to avoid<BR>
Thanks for responses RE Pirate stuff<BR>
Re: Strephon's and Norris' Middle name<BR>
RE: 101 things to do with an S-class scout<BR>
RE: Newbie intro and Q:- Warehourse 23<BR>
Re: Archives<BR>
Re: Archives<BR>
Re: 101 things to do with an S-class scout<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 01:11:22 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Again Re: Traveller to avoid<BR>
<BR>
As for other things to avoid, you can pretty much not bother with the CT <BR>
stuff produced by Group One. On the other hand, Judges Guild stuff can be <BR>
quite useful despite the plodding production values (and puts the Group One <BR>
stuff to shame, frankly).<BR>
<BR>
As has been noted, several books from the T4 line can be safely avoided <BR>
unless you go in with eyes open and aren't dropping more than a pittance on <BR>
them.<BR>
<BR>
Depending on your mileage, you can probably not bother with TNEs Star Vikings <BR>
Personalities. The book isn't BAD, but it is more firmly tied to its setting <BR>
than any other TNE book, making the NPCs presented difficult to use in other <BR>
settings.<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 02:17:35 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: Traveller to avoid<BR>
<BR>
>TNE:  Aliens of the Rim: Hivers & Ithklur (somewhat of a judgment call, as<BR>
it's not really<BR>
>"broken," just very very bad)<BR>
<BR>
<snip><BR>
<BR>
>Surely no one's going to defend any of these...<BR>
<BR>
Actually, I will not only defend "Aliens of the Rim: Hivers & Ithklur", but<BR>
actually recommend it. There are some silly bits, but on the whole it's a<BR>
fantastic book, and one of my favorites.<BR>
<BR>
The section on Hivers is not only fantastic, it's a perfect example of the<BR>
sort of stuff which is really useful for a GM intent on breathing life into<BR>
an alien race. There is almost a complete lack of an authoritative voice,<BR>
which is refreshing. Not only is there a lack of an authoritative voice, but<BR>
to balance the more traditional write-up, there's a dissenting voice from<BR>
someone who may have an agenda of his own.<BR>
<BR>
Some folks have a problem with the Ithklur write-up. There's a lot of stuff<BR>
which is immediately usable in that section. There are also a lot of jokes,<BR>
and most of these jokes are riffs on modern American culture. I'm of the<BR>
opinion that there was a reason for this, and it was a valiant attempt to<BR>
get across a certain feel for the Ithklur. To strip away the silliness, the<BR>
Ithklur are a race of critters who are amazing at appropriating icons and<BR>
artifacts from other cultures and then attaching their own meanings. These<BR>
meanings are frequently at odds with what the original culture intended.<BR>
These icons and artifacts were drawn from 20th century American culture<BR>
because that's what most of the people reading the book would be familiar<BR>
with.<BR>
<BR>
It's a lot easier to tear things out of their familiar context and imbue<BR>
those things with new meaning if those things are indeed familiar to the<BR>
audience. I suspect that a lot of people simply missed the point there. The<BR>
Ithklur were supposed to be a race in search of their own culture after long<BR>
years of manipulation at the hands of the Hivers. In "Aliens of the Rim" we<BR>
are shown the race discovering their own culture in the routine elements of<BR>
another one.<BR>
<BR>
All in all, I do think that it's a great book.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 09 Aug 2000 23:45:43 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Traveller to avoid<BR>
<BR>
Chris Seamans wrote:<BR>
<BR>
> >Surely no one's going to defend any of these...<BR>
> <BR>
> Actually, I will not only defend "Aliens of the Rim: Hivers & Ithklur", but<BR>
> actually recommend it. There are some silly bits, but on the whole it's a<BR>
<BR>
Especially silly was the Hivers being behind Santa Claus...<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 02:28:53 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
Greg Kettler wrote:<BR>
<BR>
>>Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be<BR>
>>following Traveller today if I hadn't been.<BR>
<BR>
Eris wrote:<BR>
<BR>
>I'll join your grumble.  TNE was what lured me back the thinking<BR>
>about Traveller after MT errata filled first edition soured me.<BR>
<BR>
I'll "third" that grumble. If it wasn't for TNE, I would have probably<BR>
forgotten about Traveller entirely. I would probably have noticed it when it<BR>
resurfaced as a GURPS setting, but I also probably wouldn't have gotten it<BR>
because if it wasn't for my interest in Traveller I wouldn't have given<BR>
GURPS another look.<BR>
<BR>
Is this the beginning of a harmonious TML "grumble chorus"?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 08:43:32 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: RE: Traveller to avoid<BR>
<BR>
At 08:17 10.08.00, you wrote:<BR>
>Surely no one's going to defend any of these...<BR>
Ha-Haaaa! You didnt take account with me, the defender of Traveller ;-)<BR>
<BR>
Now, all these books are ...<BR>
(looks over the list again)<BR>
...ooops...<BR>
...glp...<BR>
<BR>
OK, Ill agree, touch them only with an asbestos glove on your hand, else <BR>
youll get burned. BADLY!<BR>
<BR>
I for one own most of them (Will own them all after more time passes), but <BR>
only to have them as a collector.<BR>
<BR>
<BR>
(And I did quite like some of the pictures in some of those books)<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 02:37:21 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: FFS3 : Space Combat<BR>
<BR>
On 08/10/00 at 01:11 PM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>I am doing the maths behind the various sorts of fuzziness, and my brain<BR>
>hurts.<BR>
<BR>
I've been tinkering with this stuff for over 30 years and my brain<BR>
*always* hurts.<BR>
<BR>
>What I want :<BR>
<BR>
Well, I told you what I wanted, but you snipped it. <g><BR>
<BR>
>I want a combat range between one and three light-seconds, where the<BR>
>decisions of the captain and the skills of the sensor operators, the<BR>
>gunners and the pilots will all count for small ships. I dont care if the<BR>
>equipment and raw numbers dominates on big military ships.<BR>
<BR>
It's too late to do the math, but for PC sized ship, I think 1 to 3<BR>
ls are appropriate combat ranges for lasers and PAWS.  Meson cannon<BR>
are something of a mystery to me.  If you want plasma and fusion<BR>
weapons I think 0.1 to 0.3 ls are more appropriate.  Missiles might<BR>
come from 4 ls away, but much further than that gets to be a time<BR>
problem.<BR>
<BR>
Aside:  Length of turn/size of range-band (hex) is something to<BR>
think about.  Here are my suggestions for consideration:<BR>
<BR>
  6 min / 1,000 km  -- too small really, but good for bang-bang play<BR>
  <BR>
 20 min / 10,000 km -- these two are reasonable<BR>
 30 min / 30,000 km -- for small ship vs ship combats<BR>
 <BR>
 90 min / 300,000 km --this would be more for fleet vs fleet stuff<BR>
<BR>
>I can accept gunnery and piloting being 'impossible' skills, where the<BR>
>'gunnery' skill is actually an untrained precognition-type ability to<BR>
>predict where a ship will be in the future, and piloting is the ability<BR>
>to predict a course that does not involve being where enemy fire will be<BR>
>in the future. The short version is that a good gunner or pilot can beat<BR>
>a random walk algorithm nine times out of ten.<BR>
<BR>
I won't touch *that* one. <g><BR>
<BR>
>Sensor fuzziness :<BR>
<BR>
>Some tweaking is needed of the DSR, because the fire control lock range<BR>
>is too long.<BR>
<BR>
Damn straight!  And so is detection range!  Yeah, yeah, I know you<BR>
should be able to see that Far Trader at 6 million km, but, IMO, it<BR>
absolutely *screws* the game.<BR>
<BR>
>Firstly, all systems get a basic -0.5 Dusty modifier - Terra is unusually<BR>
>clear (blame Grandfather's vacuum).<BR>
<BR>
>Secondly, LIDARs are stopped dead by sand. The good news is that means<BR>
>that you can easily counter LIDARs. The bad news is that if they have<BR>
>some other manner of lock, then you get shot at, and you need to start<BR>
>dodging, which nullifies the sand. Thus, LIDARs will almost never get you<BR>
>a fire control lock, but they will let you keep one once you have a lock<BR>
>from other systems.<BR>
<BR>
>Thirdly, the Fire Control modifier is -2, not -1.5<BR>
<BR>
Dag nab it, Ian, if you're going to mess around with the DSR numbers<BR>
double them and just use whole numbers..13.5 becomes 27, -1.5<BR>
becomes -3 and so on.<BR>
<BR>
>Fourthly, magic thruster plates and reducing power consumption of<BR>
>non-weapon systems means that most ships now get much more impressive<BR>
>emitted ratings (nb magic thruster plates would eliminate the<BR>
>non-maneuvering modifier).<BR>
<BR>
>Here is how the numbers turn out for range 11.5 (about 4 light seconds)<BR>
<BR>
>Range :    11.5<BR>
>Dusty :       0.5<BR>
>FC Lock : 2.0<BR>
>Thermal   : 0.5 (assumes basic masking)<BR>
>Single hex :(1.0)<BR>
<BR>
>Total : 13.5<BR>
<BR>
Or...<BR>
<BR>
>Range :    23  <BR>
>Dusty :    1<BR>
>FC Lock :  4<BR>
>Thermal :  1 (assumes basic masking)<BR>
>Single hex :(2)<BR>
<BR>
>Total : 27<BR>
<BR>
...all whole numbers and if sensor numbers are doubled too, then<BR>
it's the same thing, but all whole numbers. Much easier to deal with.<BR>
<BR>
>This is an impossible chance for a skilled operator with a Small Military<BR>
>(Sens 13.5) sensor.<BR>
<BR>
What is it for 2 ls, 1 ls?<BR>
<BR>
>Note that this assumes putting out about 10 MW of power, or 100 MW with<BR>
>Stealth, and that you are not using Aggressive Baffling.<BR>
<BR>
>Note that any of firing beam weapons, increasing power plant output or<BR>
>using HEPLAR will make a lock much more possible.<BR>
<BR>
>Now, if we assume that a -2 lock is 'We know where they were within 200m'<BR>
>and a -1.5 lock is 'We know where they were within 30m', then how well<BR>
>the Sensor Op goes on their skill roll will affect the DM/task difficulty<BR>
>of the Gunners (I'm kinda thinking that a -1.5 lock is 'standard' and a<BR>
>-2 lock is 'we might hit if the stars are right').<BR>
<BR>
>If we cut the range factor down to 1 light second (11), then we get it to<BR>
>be an Impossible chance for a Good Civilian (sens 13), or a Staggering<BR>
>chance for a Small Military sensor.<BR>
<BR>
That's 4 to 1..what about 2 and 3 ls...and all the ranges in<BR>
between.  Okay, I'm being picky, but it would be a whole heck of a<BR>
lot easier to just set up sensors less realisticly and more gameable.<BR>
<BR>
>Important note for fighter buffs - if you have fighters on your side,<BR>
>then Aggressive Baffling becomes dangerous to use, as the fighters (who<BR>
>are on different arcs) are now at +1 to detection - they can shoot at<BR>
>you. The ship then gets the nasty decision as to whether or not to fire<BR>
>beam weapons at those pesky fighters. Note also that fighters can mount<BR>
>Sens 11.5 Active Sensors at a mere 10 MCr a pop and act as radar pickets.<BR>
>Aggrressive baffling also does not do anything against LIDARs.<BR>
<BR>
>Important Fleet Note : Some of your fleet is likely to have locks on some<BR>
>of their fleet. As the number of ships on each side goes up, as does the<BR>
>number of locks. I suspect that good decisions in small-number<BR>
>engagements are often bad decision in large number engagements. Hmmm ...<BR>
>Ship Tactics .... Fleet Tactics.<BR>
<BR>
>Future Position Fuzziness :<BR>
<BR>
>I am fudging things by ignoring ships turning/spinning, but assuming that<BR>
>thruster plates can provide sideways turn at 20% efficiency (eg you can<BR>
>run 5gee plates to give you 5 gees front, or 1 gee to the side, or 2.5<BR>
>front and 0.5 down etc).<BR>
<BR>
>This seems to say that at one light second you will get hit, but at two<BR>
>light seconds you wont get hit (it appears to be a x^6 function).<BR>
<BR>
>Can someone please check my maths ? My equation is that the ships future<BR>
>position becomes defined by a cone with volume pi*D^3/75, where D is the<BR>
>distance that the ship can move in the time available. As D=0.5*a*t^2,<BR>
>this turns the general formula into pi*a^3*t^6/600, where t is the time<BR>
>(double distance in light seconds) and a is the ships acceleration in<BR>
>meters per second squared.<BR>
<BR>
>This appears to be creating a 'sweet spot' for combat somewhere between 1<BR>
>and 2 light-seconds - outside it, you dont hit. Inside it, you hit all<BR>
>the time.<BR>
<BR>
Okay, but again "that's no fun!"  <g> What you want is...<BR>
<BR>
V Short  Sure thing       Easy Task<BR>
Short    Great chance     Average/Routine Task<BR>
Medium   Fair chance      Difficult Task<BR>
Long     Poor chance      Formidable or Staggering Task<BR>
V Long   Terrible chance  Staggering, Hopeless or Impossible Task<BR>
<BR>
You just have to come up with distances for the 4 or 5 range-bands<BR>
for each sensor, and let the ship sig (size and IR) be a modifier.<BR>
<BR>
>Weapon Accuracy Fuzziness<BR>
<BR>
>Beam pointers are going to be rated for the number of megajoules and the<BR>
>rate of fire they can deal with (rapid fire weapons require much bigger<BR>
>beam pointers - Excuse : they need more aggressive cooling at all that<BR>
>stuff. Reality : there is no reason not to build all your lasers to be a<BR>
>shot per 2.5 seconds, as this cuts down the size of the accumulator<BR>
>bank).<BR>
<BR>
It's 2 am, I'll think about this part tomorrow. <g><BR>
<BR>
>I am thinking something like ((range in LS^2)+(shots per 20<BR>
>seconds^1.5))*log(megajoules)*TL mod.<BR>
<BR>
>This puts a 2 light second beam pointer for 400 MJ rapid fire (15 rpm)<BR>
>lasers at (4+11.2)*log(400) or 39.52 m^3, times TL mod.<BR>
<BR>
>A 'civilian' beam pointer for a 1 light second 200 MJ slow firing (3 rpm)<BR>
>laser would be (1+1)*log(200), or 4.6 m^3, times TL mod.<BR>
<BR>
>A whopping great big 20 terajoule slow firing PAW with a 4 light second<BR>
>rage would be (16+1)*log(20000), or 73 m^3.times TL mod.<BR>
<BR>
>Every 10% you fire beyond your Beam Pointers range introduces a Weapon<BR>
>Accuracy error of 50 meters.<BR>
<BR>
>Needless to say, there will be a table of pre-designed beam pointers.<BR>
<BR>
If you keep this up, you'll drive me back to TNE! <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 06:01:41 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: Teleporting to git them thar Pirates<BR>
<BR>
Sorry I took so long to respond - my ISP killed Trav Digests 900-904, but a<BR>
very nice TMLer (David Smart) onforwarded them.<BR>
<BR>
Okay, here's what happened.<BR>
<BR>
The PCs jumped into system near a secondary world (ie not the mainworld)<BR>
where they were hailed by the pirates, pretending to be Reserve naval<BR>
elements who, as the mainworld was interdicted, demanded to search the ship<BR>
under various naval regs (which were genuine).<BR>
<BR>
The PCs, none the wiser, agreed and heaved to (well, the space equivalent).<BR>
The corsair docked then grappled the PC's ship (IMTU), inflitrated their<BR>
jump grid and prepared to jump. The Travs densitometered their vessel and<BR>
got the layout. This, combined with what was happening jump-wise, determined<BR>
the vessel not to be a naval ship but pirates.<BR>
<BR>
Where upon the two of the Travs who happen to be teleporters jumped to the<BR>
pirate vessel, bypassing the need to fights through airlocks at the like and<BR>
began to cause vast amounts of mayhem - one of them being a combat monster.<BR>
<BR>
The pirate's plan was to deal with them in jump space, not take them on now.<BR>
So the Teleporters, with surprise we able to get them unaware (the initial<BR>
firefight ended with the death of the entire corsair boarding party within<BR>
10 combat rounds).<BR>
<BR>
So there you go. They knew they were corsairs, but the issue becomes 'well<BR>
how did you deal with them?' without telling them about the teleport bit.<BR>
<BR>
Should be fun.<BR>
<BR>
Anyway - I very evily had the pirate captain link his life signs up to the<BR>
power plant so if he died it would go critical. So I'll be interested to see<BR>
what they do.<BR>
<BR>
What is the standing of Psionics being used to defend one's self anyway?<BR>
<BR>
<BR>
At what point did the nifty teleporting take place? I'm sure a talented<BR>
prosecutor could make the case that if the teleportation took place before a<BR>
shot was fired, and the teleporter travelled from the PC ship to the pirate<BR>
ship, then the PCs were the aggressors!<BR>
<BR>
Jones, Dean<BR>
<BR>
> -----Original Message-----<BR>
> From: Paul Knnap [mailto:paul@sorainen.ee]<BR>
> Sent: 08 August 2000 09:29<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: There be pirates<BR>
><BR>
><BR>
> Karen and Michael Hughes wrote:<BR>
><BR>
> > The question is what rights do they have to the corsair (a<BR>
> re-fitted bulk<BR>
> > far trader)? Do they get salvage? Do they get prize rights?<BR>
> The commander of<BR>
> > the trader that got grappled is a former Imperial Naval<BR>
> Captain who is on<BR>
> > the reserve lists. Is there some sort of reg he could use<BR>
> to claim it?<BR>
><BR>
> I don't think it's likely. To allow civilians capture other<BR>
> ships (under<BR>
> any circumstances) and keep them is too risky (I bet those repo guys<BR>
> have problems with this all the time "... but I swear they let us in<BR>
> voluntarily...").<BR>
><BR>
> What the pcs should be able to get is a warm handshake (after the<BR>
> inquiry), a medal or two, perhaps some prize money a shipping company<BR>
> may have offered on the pirates and compensation of damages out of<BR>
> revenue the navy gets from selling the corsair at an auction (which<BR>
> should take some time to organise), unless the original owner of the<BR>
> corsair (if the pirates had originally captured it) shows up<BR>
> and claims<BR>
> the ship back.<BR>
><BR>
><BR>
> > Oh and after a pirate incident, does the navy hold an<BR>
> investigation? Would<BR>
> > they crawl over both ships etc?<BR>
><BR>
> Sure there must be a thorough investigation, after all lives have been<BR>
> lost, there has been a number of serious crimes. Both ships should be<BR>
> taken to a navy base and thoroughly searched.<BR>
><BR>
> The navy should scrutinize every action of the pcs. Who killed which<BR>
> pirate, how and was it possibly an exaggeration of force? How exactly<BR>
> did the characters get on board the corsair? What was the<BR>
> nifty teleport<BR>
> bit? Illegal psionics? Did any of the PCS know any of the pirates<BR>
> before? What were you doing in that system in the first place? What is<BR>
> that exotic ammunition found under one of the pcs bunk? Do any of the<BR>
> PCs know Jasper Oplum? Are they sure? Where were they on 122-1115?<BR>
> Protests? Sir, with all due respect, may I remind you that you're no<BR>
> longer in the navy, Sir!<BR>
><BR>
> In addition, there could be a nice jurisdiction quarrel between<BR>
> different naval departments, system defence forces and ministry of<BR>
> justice that could offer some adventure possibilities.<BR>
><BR>
> Paul<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 03:52:51 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: Traveller to avoid<BR>
<BR>
>Especially silly was the Hivers being behind Santa Claus...<BR>
<BR>
That's odd, I don't remember that being in the book.<BR>
<BR>
I remember a Challenge editorial, which came out after "Aliens of the Rim",<BR>
in which Dave Nilsen made a defense of the book. Somewhere along the line,<BR>
in direct reference to the whole San*klaass, he pointed out that people see<BR>
what they want to see when they read something.<BR>
<BR>
That's particularly apt in this situation.<BR>
<BR>
Why? Upon my first reading of Hivers and Ithklur, I initially thought that<BR>
it was silly, and somewhat out of place, but since the book up to that point<BR>
had been quite coherent, I gave it a little more thought. I did not come to<BR>
the conclusion that the Hivers were behind the Terran/American figure of<BR>
Santa Claus. I came to the conclusion that San*klaass and Santa Claus were<BR>
superficially similar. It was quite clear, throughout the rest of the<BR>
treatment of the Ithklur, that the race saw humans as being something really<BR>
special, and (as I said in my previous post) that they appropriated elements<BR>
of Terran/American culture and put them into a new context. In this case,<BR>
the superficial similarity of the name was enough for the Hivers to merge<BR>
San*klaass, a mythic figure of their own, with Santa Claus, a mythic figure<BR>
from another culture.<BR>
<BR>
This amused me to no end, because I then imagined that the revised<BR>
San*klaass could very well make it back "across" the cultural divide, and<BR>
human children would then receive gifts at Christmas from a benevolent<BR>
saurian warrior-philosopher.<BR>
<BR>
If the scenario merely amused me, I would probably have forgotten it. The<BR>
scenario didn't, it gave me a new outlook on the inter-relations between<BR>
various cultures in the Traveller universe. It reminded me of a Mormon<BR>
painting I once saw, in which a blonde-haired, blue-eyed Christ was<BR>
earnestly teaching a group of American Indians. It reminded me of the urban<BR>
legend of the Japanese department store which "crucified Santa" for a<BR>
Christmas display. It reminded me of the development of American pop-music,<BR>
specifically rock & roll. It reminded me of how the tune of a drinking song<BR>
became the national anthem of the United States of America. It reminded me<BR>
of how the Buddha, a revered religious figure, acquired a demotion as<BR>
American servicemen and sailors brought home little Buddha-statues, telling<BR>
their wives and kids to rub the fat belly for luck.<BR>
<BR>
Many years later, I can say that all of this reminds me of how the British<BR>
forgot about Shakespeare entirely for many, many years. When they brought<BR>
his players back in the 18th century, they gave all of his tragedies happy<BR>
endings. It reminds me that you simply have not read Shakespeare if you<BR>
haven't read his plays in the original Klingon.<BR>
<BR>
As far as I was concerned then the case was closed. That was simply how I<BR>
read it. As a result, it never struck me as being particularly odd. Indeed,<BR>
it seemed to make a certain warped kind of sense. When you have two cultures<BR>
living next door to each other, there are bound to be confusions and<BR>
misunderstandings and weird coincidences as they meld into one another. For<BR>
me, after that point, the Traveller universe was no longer a place in which<BR>
individual alien races were segregated into their own little ghettoes, with<BR>
their funky alien traits waiting patiently for a GM to toss into a game<BR>
session to add "color".<BR>
<BR>
For the first time in my Traveller "career", a trio of races were part of a<BR>
dynamic universe, and they were beginning to exist in the same space.<BR>
<BR>
I don't know if my understanding was the "right" answer. Much later, when I<BR>
read the editorial on the internet, I realized that I had somehow lucked<BR>
out, and I'd tapped directly into the "idea" that Dave was trying to get<BR>
across, and the specifics no longer mattered nearly as much.<BR>
<BR>
After recently rereading the stuff that Dave wrote, or had a hand in for<BR>
Traveller, I still don't know if I was right. However, it did get me<BR>
thinking. I'm reasonably sure that was the point.<BR>
<BR>
Dave did point out after the fact that people would see what they wanted to<BR>
see in the San*klaass "connection". The objections I've seen since certainly<BR>
support that fact, at least as far as I can see.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 06:12:50 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: Thanks for responses RE Pirate stuff<BR>
<BR>
Hey guys,<BR>
<BR>
I scanned the lists sent to me by David Smart so a big big thanyou to y'all<BR>
who responded. BTW I wrote up the session (eventually I will have a website<BR>
honest) if anyone wanted to scope it out.<BR>
<BR>
Oh - here's a final complication. One of the Travs is an Imperial Count. Can<BR>
he use some sort of noble perogotive to seize the ship or avoid a lengthy<BR>
investigation?<BR>
<BR>
Thanks in advance,<BR>
<BR>
Michael<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 10:20:46 +0200<BR>
From: Mark Seemann <mark.seemann@rainier.com><BR>
Subject: Re: Strephon's and Norris' Middle name<BR>
<BR>
Wed, 09 Aug 2000 10:42:11 -0800 Peter Newman <pnewman@gci.net> wrote:<BR>
<BR>
> > Why doe Strephon and Norris share the same middle name of <BR>
> "Aella"?  Mere<BR>
> > chance?<BR>
> <BR>
> Canonical Imperial Nobles frequently have first names or middle <BR>
> names starting with the letter A. This includes both solomani<BR>
> descended nobles such as Arbellatra and Vilani descended nobles<BR>
> such as Antiama (Arbellatra's daughter in law & Emperor Zhakirov's<BR>
> wife).<BR>
> <BR>
> Norris Aella<BR>
> Strephon Aella<BR>
> Dulinor Astrin<BR>
<BR>
I can't remember where (if at all) I read this, but I seem to have a vague<BR>
recollection that somewhere in some book, there's a paragraph about Norris'<BR>
great-(to some power)-grand father staying behind on Regina while Arbellatra<BR>
marched on core - as far as I remember, they were family, so the old Duke of<BR>
Regina may not have been an Alkhalikoi, but he was an Aella, and so was<BR>
Arbellatra...<BR>
<BR>
I may be completely off, though...<BR>
<BR>
Mark Seemann<BR>
Solutions Developer, MCSD, MCP+SB<BR>
Email: mark.seemann@rainier.com <BR>
Traveller web page: http://seemann.homepage.dk/traveller.htm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:56:14 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: 101 things to do with an S-class scout<BR>
<BR>
 <BR>
> > Can't be done. Synthetic aperture requires that the "shots" <BR>
> be taken AT<BR>
> > THE SAME TIME (or at least that they overlap in time, and that both<BR>
> > recordings have an *accurate* time plot)<BR>
<BR>
Curses! Foiled again! What about if we substitute the sensor snapshot for a<BR>
series of snapshots with timestamps and extrapolate them backwards to<BR>
produce a virtual image? I'm not too keen on my reasoning here, so feel free<BR>
to shoot it down :)<BR>
<BR>
 <BR>
> Well, can several Type-S scouts take sensor readings at the same time,<BR>
> from different places, then relay the information (with appropriate<BR>
> timestamps) to one central control vessel, which has enough computer<BR>
> power to merge the data from the several scouts into one <BR>
> coherent sensor<BR>
> reading?<BR>
<BR>
That should work. The fact that the data is transmitted wirelessly should<BR>
make no difference. Make sure the scouts are accurately spaced out, though.<BR>
<BR>
> Also, here's another off-the-wall attempt at using a ship's sensors in<BR>
> an unorthodox manner:  Try using a ship's LIDAR as a laser <BR>
> microphone. <BR>
> I don't know whether it would work, but there are times when <BR>
> it's worth<BR>
> a try....<BR>
<BR>
I like it, but isn't a 100-ton spaceship hovering across the street kinda<BR>
conspicuous?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 10:02:37 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Newbie intro and Q:- Warehourse 23<BR>
<BR>
<snip><BR>
<BR>
<BR>
> Pick up a copy of 'At Close Quarters' from SJG <BR>
> (http://www.warehourse23.com/ ) or your FLGS. This replaces the CT <BR>
> combat system with something a bit better. It's designed for CT but <BR>
> has all the armour and weapons for T4 and many real world ones <BR>
> included. Cost $8<BR>
<BR>
I think I played a WereHorse in a fantasy game once...<BR>
 <BR>
Seriously though, I agree. The BITS stuff is really cool. Keep it up, Dom.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 9 Aug 2000 23:36:39 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Archives<BR>
<BR>
In mail you write:<BR>
<BR>
> hi there, what is grep? and where can I get it for free?<BR>
<BR>
It's sort of like MS-DOS's "FFIND" or "FIND", but *far* more flexible. <BR>
<BR>
I think the name comes from something like "Global Regular Expression<BR>
Parser". <BR>
<BR>
Let me know if you are running DOS, Windows, or OS/2. I can email you<BR>
the apprpopriate version for DOS or OS/2, and the DOS version will run<BR>
just fine under Windows.<BR>
<BR>
You'll have to get used to "regular expressions" which are like<BR>
wildcards, but better. <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, 9 Aug 2000 23:41:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Archives<BR>
<BR>
In mail you write:<BR>
<BR>
> I'm running a 13gig C drive, 13gig D drive, 20gig E drive and 10gig F drive.<BR>
> Do I have enough space for all the archives?  (maybe a dumb question but<BR>
> thinking about the traffic this list gets and how many years have been<BR>
> archived...)<BR>
<BR>
I think you are safe. :-)<BR>
<BR>
I used to keep copies of TML and X-boat on *floppies*. <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, 9 Aug 2000 23:45:09 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> <BR>
>> In mail you write:<BR>
>> <BR>
>>> I'm thinking of writing a JTAS article of 'Stupid Scout Tricks';<BR>
>>> basically, tactics for small craft pilots. One of my ideas is to<BR>
>>> create synthetic aperture synthesis  by moving the ship and taking<BR>
>>> 'sensor snapshots', rather than by using multiple Passive EMS<BR>
>>> arrays.  Questions/comments?<BR>
>> <BR>
>> Can't be done. Synthetic aperture requires that the "shots" be taken AT<BR>
>> THE SAME TIME (or at least that they overlap in time, and that both<BR>
>> recordings have an *accurate* time plot)<BR>
><BR>
> Well, can several Type-S scouts take sensor readings at the same time,<BR>
> from different places, then relay the information (with appropriate<BR>
> timestamps) to one central control vessel, which has enough computer<BR>
> power to merge the data from the several scouts into one coherent sensor<BR>
> reading?<BR>
<BR>
Sure. That's how radio astronomers do it now. They record the signals<BR>
on a tape with time indexes from an atomic clock on another track, then<BR>
use a computer to combine them.<BR>
<BR>
For optical stuff, it may be worth the trouble to use lasers to align<BR>
the ships and do interferometry in realtime.<BR>
<BR>
> Also, here's another off-the-wall attempt at using a ship's sensors in<BR>
> an unorthodox manner:  Try using a ship's LIDAR as a laser microphone. <BR>
> I don't know whether it would work, but there are times when it's worth<BR>
> a try....<BR>
<BR>
Laser mikes are supposed to be *unobtrusive*. :-)<BR>
<BR>
Also, you need to have enough signal to be useful reflected back at<BR>
your receiver.<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 #2912<BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2913<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: Damage from Lasers<BR>
Re: FFS3 : Thoughts on wings<BR>
Re: small arms damage<BR>
Re: FFS3 : Thoughts on wings<BR>
Re: 101 things to do with an S-class scout<BR>
RE: Teleporting to git them thar Pirates<BR>
RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
RE: 101 things to do with an S-class scout<BR>
RE: 101 things to do with an S-class scout<BR>
Wounding Effects of Laser and Energy Weapons<BR>
GT Aliens integaration<BR>
Wounding Effects of Laser and Energy Weapons<BR>
RE: Anti-Plasma Armour (was Wounding Effects of Laser and Energy  Weapons)<BR>
Re: Archives<BR>
Re: Future Position Fuzziness<BR>
Re: Fighting Ships<BR>
Re:Hivers and SC<BR>
Re: Spacecraft With Wings<BR>
RE: GT wishlist update<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 00:31:51 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Damage from Lasers<BR>
<BR>
In mail you write:<BR>
<BR>
> I favor the 'pulsed' version of lasers, wherein very short, very high<BR>
> energy bursts cause explosive damage.  The 'cutting beam' version seams<BR>
> like it would lack sufficient lethality to make it a good alternative to<BR>
> slug throwers.  <BR>
><BR>
> Calculating the explosive damage would be pretty tough: As you menetioned,<BR>
> the laser hits target, causes some water to vaporize (what about armor?),<BR>
> this causes pressure waves which damage the target. But how much of that<BR>
> travels inward? Half? Is it spherical? It seems it would be more of an<BR>
> expanding cylinder as the energy penetrated the tissue and continued to<BR>
> have explosive effects.  How much of the heat is carried away by the steam<BR>
> generated in this process?  Yeesh. <BR>
<BR>
Actually, in pulse mode, there's not that much penetration. As the<BR>
first part get absorbed and causes the tissue to explosively convert to<BR>
plasma, the plasma blocks any remaining pulse from gertting thru. So<BR>
all the energy of a visible light or IR will be absorbed in a few mm at<BR>
most. Xray lasers will get absorbed over a much greater depth. You<BR>
might even get the guy behind the one you aimed at. :-)<BR>
<BR>
And you won't get steam until pretty late in the process. The energy<BR>
levels are way beyond that. The steam will come from surrounding<BR>
tissues after the plasma has "pentrated or otherwise transfered enewrgy<BR>
to the surrounding (and badly shattered) tissues.<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, 9 Aug 2000 23:50:11 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FFS3 : Thoughts on wings<BR>
<BR>
In mail you write:<BR>
<BR>
> Katharine Whitchurch wrote:<BR>
>> <BR>
> <<snip>><BR>
>> <BR>
>> Important Thought : Someone (Bruce ? Leonard ?) posted some probabilites of<BR>
>> running into micrometeorites and/or solar storms. These could be the reason<BR>
>> for that AF20 requirement on starships (it isnt a jumpspace phenomena, as<BR>
>> spaceships have to follow the same rule). I dont have a problem with<BR>
>> dropping it, and having ships take their chances with chips of rock and<BR>
>> high-energy sunstorms (someone suggested a small, armoured 'storm shelter'<BR>
>> on lo-tech ships).<BR>
><BR>
> I have no problem with dropping the requirement for non-passenger craft,<BR>
> assuming that we then quantify the risks of micrometeorites and solar<BR>
> storms.  Craft intended to carry paying passengers would need to have<BR>
> enough of the ship protected to ensure the safety of the passengers. <BR>
> This could still cut down signficantly on the amount of armor needed, as<BR>
> the craft could use the "all-or-nothing" approach used on USS _Nevada_<BR>
> and later battleships.<BR>
<BR>
I don't recall the figures for meteorites. But then again, there's apt<BR>
to be a lot of space junk around major worlds, and at typical Traveller<BR>
speeds (100-1000 km/s) a 1 gram object will impact with the energy of <BR>
1.2-120 kg of TNT.<BR>
<BR>
1 gram is a paint flake, folks. A dropped bolt will easily be 100<BR>
grams, so multiply the damage by 100. <BR>
<BR>
As for stellar flare radaition, it'll depend on how close to the star<BR>
you are, and what sort of star it is. But the required protection at 1<BR>
AU from the Sun (but outside Earth's radiation belts) is at least<BR>
several meters of water. <BR>
<BR>
You can use denser materials, but they can convert very high energy<BR>
particles (which mostly zip thru harmlessly) into lower energy<BR>
particles which tend to get stopped by tissue (and thus do damage). <BR>
<BR>
In any case, any jump capable craft has to have shielding, because they<BR>
may jump into the middle of a major flare event (they aren't likely to<BR>
be predictable two weeks in advance :-).<BR>
<BR>
Likewise, any spaceships that can't get to safety in less than an hour<BR>
(or less if the world is close to the star) need shielding. <BR>
<BR>
You *can* skimp on spaceship shielding by using "shadow shielding". You<BR>
just need to be able to orient the ship so that the shielding is<BR>
between the star and the crew. Fuel tanks and engines make good<BR>
shielding. <BR>
<BR>
The radiation (at least in *our* system) isn't immediately lethal, but<BR>
even 15 minutes of exposure to a major flare could make you pretty<BR>
sick. Which is why starships don't take the chance. <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, 9 Aug 2000 23:43:44 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: small arms damage<BR>
<BR>
In mail you write:<BR>
<BR>
>> FWIW lasers need accumulators in FFS2, and this implies that the pulses<BR>
> are<BR>
>> very short duration.<BR>
>><BR>
>> I think modelling them as steam explosions is probably the way to go.<BR>
><BR>
> Given that we assume that this is the model for laser weapon damage, lasers<BR>
> cease to be a neat, 'antiseptic weapon.  Don't think neat little cauterized<BR>
> holes.  Instead, think in terms of gaping, partially cooked wounds.  a hit<BR>
> with a laser would be characterized by a nice little tissue explosion (try<BR>
> over-cooking a sausage in the microwave) and a very distinctive smell.<BR>
> Lasers may well be relatively quiet at the source, but not at the target<BR>
> when the bullet, or in this case, the beam "hits the bone".<BR>
><BR>
> Anyone want to take a guess at the efficiency of energy transfer of lasers<BR>
> heating tissue?<BR>
<BR>
At *weapon* power levels, you might as well call it 100%. It'll *all*<BR>
wind up as explosive energy or heat. <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, 10 Aug 2000 00:07:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FFS3 : Thoughts on wings<BR>
<BR>
In mail you write:<BR>
<BR>
> Ian wrote:<BR>
><BR>
>>Someone (Bruce ? Leonard ?) posted some probabilites of running into<BR>
> micrometeorites >and/or solar storms. These could be the reason for that<BR>
> AF20 requirement on starships<BR>
><BR>
> These are the reason for the minimum hull armor<BR>
><BR>
>>I dont have a problem with dropping it, and having ships take their<BR>
> chances with chips of >rock and high-energy sunstorms (someone suggested<BR>
> a small, armoured 'storm shelter'<BR>
>>on lo-tech ships)<BR>
><BR>
> IMTU,  ships with less armor fail Imperial inspection and are thus not<BR>
> allowed to carry passengers.<BR>
<BR>
"Work boats" for use around space stations can have little or no<BR>
shielding, because you usually have minutes to an hour of warning,<BR>
which gives them time to get docked and the crew inside the station's<BR>
shielding. <BR>
<BR>
The warning is given by seeing the flare. While the light (and other EM<BR>
radiation) travels at the speed of light (duh!), the *dangerous*<BR>
radiation is high energy protons, which are "only" travelling at a few<BR>
percent of c.<BR>
<BR>
So the folks monitoring the star will see the flare, and issue a<BR>
warning for ships and stations in the path of the radiation blast. The<BR>
edges of the blast will be mostly guesswork. Still, most spacers would<BR>
rather be warned and have the fringes miss them than have the "weather<BR>
bureau" assume that it'd miss them, and then get their ship hit by the<BR>
fringes with no warning. <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, 10 Aug 2000 03:14:30 -0700<BR>
From: "Pronto" <pronto_r031@telus.net><BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
<BR>
> In mail you write:<BR>
><BR>
<Snip><BR>
><BR>
> Can't be done. Synthetic aperture requires that the "shots" be taken AT<BR>
> THE SAME TIME (or at least that they overlap in time, and that both<BR>
> recordings have an *accurate* time plot)<BR>
><BR>
> All that shots from different places at different times gets you is a<BR>
> better distance estimate due to parallax.<BR>
><BR>
> --<BR>
> Leonard Erickson (aka Shadow)<BR>
>  shadow@krypton.rain.com        <--preferred<BR>
> leonard@qiclab.scn.rain.com     <--last resort<BR>
><BR>
Can you (or anyone) point me at some info on  synthetic aperture radar (or<BR>
SA sensors in general), please?<BR>
<BR>
Pronto<BR>
AKA Brian Taylor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:20:34 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Teleporting to git them thar Pirates<BR>
<BR>
<snip><BR>
<BR>
> The PCs jumped into system near a secondary world (ie not the <BR>
> mainworld)<BR>
> where they were hailed by the pirates, pretending to be Reserve naval<BR>
> elements who, as the mainworld was interdicted, demanded to <BR>
> search the ship<BR>
> under various naval regs (which were genuine).<BR>
> <BR>
> The PCs, none the wiser, agreed and heaved to (well, the <BR>
> space equivalent).<BR>
> The corsair docked then grappled the PC's ship (IMTU), <BR>
> inflitrated their<BR>
> jump grid and prepared to jump. The Travs densitometered <BR>
> their vessel and<BR>
> got the layout. This, combined with what was happening <BR>
> jump-wise, determined<BR>
> the vessel not to be a naval ship but pirates.<BR>
<BR>
IMTU: to facilitate 'jump towing', and for safety purposes, Imperial regs<BR>
require that the jump grid are able to handle at least twice the volume of<BR>
the ship they are fitted to (this fits pretty well with the ship design<BR>
system in GT anyway). This means that a 100 dt ship with a volume of 50,000<BR>
cf (sorry, I'm a Gurps gearhead:)) can actually transport itself and a<BR>
second ship of identical size, as long as it has sufficient fuel for the<BR>
total volume. <BR>
<BR>
 <BR>
> Where upon the two of the Travs who happen to be teleporters <BR>
> jumped to the<BR>
> pirate vessel, bypassing the need to fights through airlocks <BR>
> at the like and<BR>
> began to cause vast amounts of mayhem - one of them being a <BR>
> combat monster.<BR>
> <BR>
> The pirate's plan was to deal with them in jump space, not <BR>
> take them on now.<BR>
> So the Teleporters, with surprise we able to get them unaware <BR>
> (the initial<BR>
> firefight ended with the death of the entire corsair boarding <BR>
> party within<BR>
> 10 combat rounds).<BR>
> <BR>
> So there you go. They knew they were corsairs, but the issue <BR>
> becomes 'well<BR>
> how did you deal with them?' without telling them about the <BR>
> teleport bit.<BR>
<BR>
Yes, tricky.<BR>
<BR>
> Should be fun.<BR>
> <BR>
> Anyway - I very evily had the pirate captain link his life <BR>
> signs up to the<BR>
> power plant so if he died it would go critical. So I'll be <BR>
> interested to see<BR>
> what they do.<BR>
<BR>
Ouch!<BR>
 <BR>
> What is the standing of Psionics being used to defend one's <BR>
> self anyway?<BR>
<BR>
Illegal is illegal is illegal. Ok, it was self defence, but depending on the<BR>
degree of anti-psi feeling in your universe, it may have been excused or it<BR>
may have lead to a charge of illegal use of 'Zhodani brain-scrambling<BR>
techniques'. And how are the investigators to know your guys didn't invade<BR>
the pirates minds, hold them still and murder them? Maybe the whole thing<BR>
was staged using evil mind control! :)<BR>
<BR>
<snip><BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:28:05 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
<BR>
Wow, Chris! Have you been taking Ken Hite pills? :)<BR>
I agree that the idea that the Hivers manipulated Solomani history this far<BR>
back is juicy adventure fodder. It does suggest that Hivers had Jump waaaay<BR>
before the men of Sol, so here's a thought: What is the Solomani<BR>
'discovering' jump was actually the biggest manipulation ever? It certainly<BR>
had a large scale effect on our little slice of the galaxy. Has this been<BR>
suggested before?<BR>
<BR>
> -----Original Message-----<BR>
> From: Chris Seamans [mailto:semo@pil.net]<BR>
> Sent: 10 August 2000 08:53<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: Traveller to avoid<BR>
> <BR>
> <BR>
> >Especially silly was the Hivers being behind Santa Claus...<BR>
> <BR>
> That's odd, I don't remember that being in the book.<BR>
> <BR>
> I remember a Challenge editorial, which came out after <BR>
> "Aliens of the Rim",<BR>
> in which Dave Nilsen made a defense of the book. Somewhere <BR>
> along the line,<BR>
> in direct reference to the whole San*klaass, he pointed out <BR>
> that people see<BR>
> what they want to see when they read something.<BR>
> <BR>
> That's particularly apt in this situation.<BR>
> <BR>
> Why? Upon my first reading of Hivers and Ithklur, I initially <BR>
> thought that<BR>
> it was silly, and somewhat out of place, but since the book <BR>
> up to that point<BR>
> had been quite coherent, I gave it a little more thought. I <BR>
> did not come to<BR>
> the conclusion that the Hivers were behind the <BR>
> Terran/American figure of<BR>
> Santa Claus. I came to the conclusion that San*klaass and <BR>
> Santa Claus were<BR>
> superficially similar. It was quite clear, throughout the rest of the<BR>
> treatment of the Ithklur, that the race saw humans as being <BR>
> something really<BR>
> special, and (as I said in my previous post) that they <BR>
> appropriated elements<BR>
> of Terran/American culture and put them into a new context. <BR>
> In this case,<BR>
> the superficial similarity of the name was enough for the <BR>
> Hivers to merge<BR>
> San*klaass, a mythic figure of their own, with Santa Claus, a <BR>
> mythic figure<BR>
> from another culture.<BR>
> <BR>
> This amused me to no end, because I then imagined that the revised<BR>
> San*klaass could very well make it back "across" the cultural <BR>
> divide, and<BR>
> human children would then receive gifts at Christmas from a benevolent<BR>
> saurian warrior-philosopher.<BR>
> <BR>
> If the scenario merely amused me, I would probably have <BR>
> forgotten it. The<BR>
> scenario didn't, it gave me a new outlook on the <BR>
> inter-relations between<BR>
> various cultures in the Traveller universe. It reminded me of a Mormon<BR>
> painting I once saw, in which a blonde-haired, blue-eyed Christ was<BR>
> earnestly teaching a group of American Indians. It reminded <BR>
> me of the urban<BR>
> legend of the Japanese department store which "crucified Santa" for a<BR>
> Christmas display. It reminded me of the development of <BR>
> American pop-music,<BR>
> specifically rock & roll. It reminded me of how the tune of a <BR>
> drinking song<BR>
> became the national anthem of the United States of America. <BR>
> It reminded me<BR>
> of how the Buddha, a revered religious figure, acquired a demotion as<BR>
> American servicemen and sailors brought home little <BR>
> Buddha-statues, telling<BR>
> their wives and kids to rub the fat belly for luck.<BR>
<BR>
 <snip for brevity><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:56:52 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: 101 things to do with an S-class scout<BR>
<BR>
FFS1 or <BR>
<BR>
> -----Original Message-----<BR>
> From: Pronto [mailto:pronto_r031@telus.net]<BR>
> Sent: 10 August 2000 11:15<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: 101 things to do with an S-class scout<BR>
> <BR>
> <BR>
> <BR>
> ----- Original Message -----<BR>
> From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
> <BR>
> > In mail you write:<BR>
> ><BR>
> <Snip><BR>
> ><BR>
> > Can't be done. Synthetic aperture requires that the "shots" <BR>
> be taken AT<BR>
> > THE SAME TIME (or at least that they overlap in time, and that both<BR>
> > recordings have an *accurate* time plot)<BR>
> ><BR>
> > All that shots from different places at different times <BR>
> gets you is a<BR>
> > better distance estimate due to parallax.<BR>
> ><BR>
> > --<BR>
> > Leonard Erickson (aka Shadow)<BR>
> >  shadow@krypton.rain.com        <--preferred<BR>
> > leonard@qiclab.scn.rain.com     <--last resort<BR>
> ><BR>
> Can you (or anyone) point me at some info on  synthetic <BR>
> aperture radar (or<BR>
> SA sensors in general), please?<BR>
> <BR>
> Pronto<BR>
> AKA Brian Taylor<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:57:20 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: 101 things to do with an S-class scout<BR>
<BR>
sorry, should read 'or<BR>
http://uk.search.yahoo.com/search/ukie?p=synthetic+aperture&y=y ':)<BR>
<BR>
> -----Original Message-----<BR>
> From: Pronto [mailto:pronto_r031@telus.net]<BR>
> Sent: 10 August 2000 11:15<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: 101 things to do with an S-class scout<BR>
> <BR>
> <BR>
> <BR>
> ----- Original Message -----<BR>
> From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
> <BR>
> > In mail you write:<BR>
> ><BR>
> <Snip><BR>
> ><BR>
> > Can't be done. Synthetic aperture requires that the "shots" <BR>
> be taken AT<BR>
> > THE SAME TIME (or at least that they overlap in time, and that both<BR>
> > recordings have an *accurate* time plot)<BR>
> ><BR>
> > All that shots from different places at different times <BR>
> gets you is a<BR>
> > better distance estimate due to parallax.<BR>
> ><BR>
> > --<BR>
> > Leonard Erickson (aka Shadow)<BR>
> >  shadow@krypton.rain.com        <--preferred<BR>
> > leonard@qiclab.scn.rain.com     <--last resort<BR>
> ><BR>
> Can you (or anyone) point me at some info on  synthetic <BR>
> aperture radar (or<BR>
> SA sensors in general), please?<BR>
> <BR>
> Pronto<BR>
> AKA Brian Taylor<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:54:52 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Wounding Effects of Laser and Energy Weapons<BR>
<BR>
On reflection*, I think that we should model the wounding effects of<BR>
laser and energy weapons on explosives.<BR>
<BR>
Small cross section shaped charges with the target at ground zero for<BR>
lasers ; add the complications of radiation or electromagnetic damage<BR>
for plasma beamers.<BR>
<BR>
* - and looking at an article in this week's 'New Scientist' about<BR>
nanoshock chemical analysis using pulsed lasers.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 12:23:23 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: GT Aliens integaration<BR>
<BR>
Having been a big fan if David Pulvers Alien races since Aliens and<BR>
Artefacts was released, I thought it was real cool when SJG bought most of<BR>
the rights for GT. SJG had the good sense to tuck most of them away in<BR>
uncharted sectors where they won't conflict with canon. However, the Devi<BR>
Intelligence's homeworld is in the Crucis Margins, and Antony's Grand survey<BR>
map (unsurprisingly) doesn't show it, because Devi was never in the original<BR>
Judges Guild book. Can anyone think of a world in C.M that is 'uncharted'<BR>
and could become Devi without disrupting the Sector too much? Maybe the name<BR>
on the Grand Survey is an alternate name.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 21:21:34 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Wounding Effects of Laser and Energy Weapons<BR>
<BR>
Leonard Erickson wrote :-<BR>
> Anybody have info on what sort of "delivered energy levels" over a less<BR>
> than a second interval result in what degree of burn?<BR>
<BR>
If tissue temperature exceeds 45 degrees C, it will die within hours.<BR>
Protein denauration (raw to fried egg effect) with temperatures above 55<BR>
C within minutes.<BR>
A rough specific heat capacity for body tissues is 0.8kcal/kg/degree C,<BR>
or 800 X 4.18 = 3344 Joules.<BR>
<BR>
The complex part of the problem is modelling heat transfer.<BR>
There's little data with the energy levels and pulse durations we're<BR>
considering.<BR>
<BR>
Hmm...I wonder about the food sciences literature. It deals with the<BR>
appropriate temperature ranges.<BR>
<BR>
Using explosives as a model is best, I think. There simply isn't enough<BR>
time to dissipate the energy deposited by the beam/plasma bolt.<BR>
<BR>
I'd think that 100% of the energy incident on the target would be<BR>
available to produce wounding (!).<BR>
<BR>
Ian Whitchurch wrote :-<BR>
> BTW, can some people give some thought to Reflec and Ablat armours, and to<BR>
> whether there should be an equivalient for plasma weaponary ?<BR>
Ablative armour is semi-plausible for laser and plasma weapons ; a<BR>
variant might be a version of reactive armour which flashes into a<BR>
plasma of its own to dissipate the incident bolt*.<BR>
<BR>
Prismatic laser aerosols, or 'magic smoke' to block lasers is another<BR>
solution.<BR>
<BR>
Electrostatic armour strikes me as a useful defense against plasma bolts<BR>
(sorry about the pun!).<BR>
<BR>
Reflec is ridiculous.<BR>
<BR>
* - I assume that ball-lightning like structures can be created at the<BR>
appropriate TTLs to contain the plasma, to prevent the 'explosive pipe'<BR>
problem.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:16:52 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Anti-Plasma Armour (was Wounding Effects of Laser and Energy  Weapons)<BR>
<BR>
> Ian Whitchurch wrote :-<BR>
> > BTW, can some people give some thought to Reflec and Ablat <BR>
> armours, and to<BR>
> > whether there should be an equivalient for plasma weaponary ?<BR>
<BR>
A layer of thermal superconducting alloys? Whateveer you call it, it's<BR>
probably be big and heavy and only available for  battledress, imho. Plasma<BR>
*should* turn those pesky unarmoured PCs to charcoal...lets the big, bad NPC<BR>
bully them into doing 'a little job' for him... >:><BR>
<BR>
> Ablative armour is semi-plausible for laser and plasma weapons ; a<BR>
> variant might be a version of reactive armour which flashes into a<BR>
> plasma of its own to dissipate the incident bolt*.<BR>
<BR>
Yup. Ablat is great stuff and works against most everything<BR>
<BR>
> Prismatic laser aerosols, or 'magic smoke' to block lasers is another<BR>
> solution.<BR>
> <BR>
> Electrostatic armour strikes me as a useful defense against <BR>
> plasma bolts<BR>
> (sorry about the pun!).<BR>
<BR>
So plasma bolts bounce off of deflect away? Like it!<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:27:41 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Archives<BR>
<BR>
yes I am using Windows 98........<BR>
<BR>
...... I appreciate the help......<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message ----- <BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 8:36 AM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
> <BR>
> > hi there, what is grep? and where can I get it for free?<BR>
> <BR>
> It's sort of like MS-DOS's "FFIND" or "FIND", but *far* more flexible. <BR>
> <BR>
> I think the name comes from something like "Global Regular Expression<BR>
> Parser". <BR>
> <BR>
> Let me know if you are running DOS, Windows, or OS/2. I can email you<BR>
> the apprpopriate version for DOS or OS/2, and the DOS version will run<BR>
> just fine under Windows.<BR>
> <BR>
> You'll have to get used to "regular expressions" which are like<BR>
> wildcards, but better. <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>
<BR>
Date: Thu, 10 Aug 2000 07:51:48 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
On Thu, 10 Aug 2000, Charles Collin wrote:<BR>
<BR>
> <BR>
> You can save yourself some trouble by ignoring the third dimension (depth) <BR>
> when firing at the enemy.  This is reasonable because your light-speed<BR>
> round will move through the sphere (it's a sphere, not a cone, see below) <BR>
> of probability in negligible time.  In some cases, the round may even be<BR>
> long enough to transect the sphere.  You are therefore faced with a circle<BR>
> of probability from the point of view of the firing ship, perpendicular to<BR>
> teh direction of fire.<BR>
> <BR>
<BR>
Not if you're using meson guns, because you have to choose the one point<BR>
in the sphere at which the mesons will decay.  Sometimes I think meson<BR>
guns should be harder to use because of this.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:07:01 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Fighting Ships<BR>
<BR>
>  This book is the only Traveller book I ever returned to the store (though <BR>
I <BR>
>  bought it again off the bargain rack many years later), and it is also the <BR>
>  only one that caused me to actually write to a game company. Loren and <BR>
Marc <BR>
>  might still remember the letter that started "This book needs to be <BR>
recalled <BR>
>  and burned..."<BR>
<BR>
Not me -- I wasn't seeing Traveller mail at that point, because I had been <BR>
shifted over to Twilight: 2000. I wasn't involved in MT . . .<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:11:37 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re:Hivers and SC<BR>
<BR>
> Especially silly was the Hivers being behind Santa Claus...<BR>
<BR>
I wrote some of that book -- that's not what we said. <BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:14:25 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Spacecraft With Wings<BR>
<BR>
On Wed, 9 Aug 2000 eris@pcola.gulf.net wrote:<BR>
> On 08/09/00 at 03:01 PM,  "John P. Raynor" <john.raynor@yale.edu> said:<BR>
> <BR>
> >For calculating the total surface area of spacecraft with wings (that is,<BR>
> >with "airframe streamlining"), which of the following equations are<BR>
> >correct? (I'm using the "T4" edition of "Fire, Fusion, and Steel")<BR>
> <BR>
> >        (A) Base Area * Configuration Modifier * 1.3<BR>
> <BR>
> >        (B) (Base Area * Configuration Modifier) + (Base Area * 0.3)<BR>
> <BR>
> >Personally, I'd say the answer ought to be "B", but I'd like to know what<BR>
> >the "official consensus" is on this issue.<BR>
> <BR>
> The Configuration Modifier is applied to the Base Area to produce a<BR>
> new area before the wings are added, and the wings are said to add<BR>
> 30% to the area of the ship.  This increases or reduces the<BR>
> available area due to the configuration, then you either add wing<BR>
> area or not.<BR>
> <BR>
> I think it's A...or if you prefer, Area + (Area * 30%), which is the<BR>
> same thing.<BR>
> <BR>
> Why would you prefer B?  B would imply that *any* configuration of<BR>
> volume X would have the same area.  A 400 dton needle, short rounded<BR>
> cylinder, or wedge would all have the same wing area. <BR>
<BR>
As I see it, the area of a starship's wings should be dependent upon its<BR>
mass, and thus (indirectly, via hand-waving and simplification for the<BR>
sake of playability) upon the volume of its hull. A 400 dton needle and a<BR>
400 dton wedge will have (nearly) the same masses if they're fitted with<BR>
the same components, so they will both require the same amount of lift<BR>
(or, if you prefer, radiator area, or aerodynamic control surface area, or<BR>
whatever).  Thus, the areas of their wings will be the same, so:<BR>
<BR>
  Total Area = (Base Area * Configuration Modifier) + (Base Area * 0.3)<BR>
<BR>
The configuration of a starship's hull might influence the *shape* of its<BR>
wings, but I don't see why it should determine its *area*.<BR>
<BR>
Now...if only there were rules for starships with *lifting body* hulls<BR>
(including "flying wings"). Under the "Book 5: High Guard" design rules<BR>
you could kinda sorta simulate that with "Configuration 6: Flattened<BR>
Sphere," but that option seems to have gone away with "Fire, Fusion, and <BR>
Steel"...<BR>
                                                              - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:00:30 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GT wishlist update<BR>
<BR>
> On 08/09/00 at 04:16 PM,  Christopher Thrash <thrash@io.com> said:<BR>
> <BR>
> Not that I expect an answer, but...<BR>
> <BR>
> >Books no longer on the list, but not yet in production:<BR>
> <BR>
> >GT: Modular Cutters<BR>
> <BR>
> This one is mentioned elsewhere on the SJG site as accepting <BR>
> modules for possible inclusion...at least it *was* mentioned.<BR>
<BR>
Not sure if subs are still be accepted for this...deadline was a couple of<BR>
months ago.<BR>
<BR>
> >GT: Nobles<BR>
> >GT: Diplomacy and Espionage<BR>
<BR>
Was GURPS Espinage not enough?! OK, it IS out of print...prolly on the<BR>
reprint list:- Spec Ops got a reprint.<BR>
<BR>
> >GT: Alien Races 4 (Minor Races)<BR>
<BR>
Currently under way. I recommend this highly, if only for David Pulvers<BR>
contribution. The Tezcat are grrreat :)<BR>
<BR>
> I *thought* I saw  where this one was accepting things too.<BR>
> <BR>
> >GT: Starships<BR>
> <BR>
> Hum, I thought this one was already contracted out to <BR>
> somebody...no?  Is it off?<BR>
<BR>
Best ask Loren. <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2913<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2914</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2914<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: Traveller-digest V1999 #2913<BR>
Re: Future Position Fuzziness<BR>
Re: Lasers vs. Projectile Weapons<BR>
Are there any known Darrian symbols or insignia<BR>
Re: Are there any known Darrian symbols or insignia<BR>
Slugs (was: Re: Lasers vs. Projectile Weapons)<BR>
Re: Wings<BR>
Re: Another great Q-ship from Dimashq<BR>
Re: Another great Q-ship from Dimashq<BR>
RE: My Dirty Little Secret <BR>
Re: Another great Q-ship from Dimashq<BR>
RE: 101 things to do with an S-class scout<BR>
RE: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: Traveller to avoid<BR>
Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
Re: 101 things to do with an S-class scout<BR>
Re: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
Re: Future Position Fuzziness<BR>
Re: Traveller-digest V1999 #2913<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 10:17:56 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2913<BR>
<BR>
<me><BR>
> You can save yourself some trouble by ignoring the third dimension<BR>
> (depth)  when firing at the enemy.  This is reasonable because your<BR>
> light-speed round will move through the sphere (it's a sphere, not a<BR>
> cone, see below)  of probability in negligible time.  In some cases, the<BR>
> round may even be long enough to transect the sphere.  You are therefore<BR>
> faced with a circle of probability from the point of view of the firing<BR>
> ship, perpendicular to teh direction of fire.  ><BR>
</me><BR>
<BR>
<Gregory Carl Kettler><BR>
Not if you're using meson guns, because you have to choose the one point<BR>
in the sphere at which the mesons will decay.  Sometimes I think meson<BR>
guns should be harder to use because of this.<BR>
</GCK><BR>
<BR>
Yup. That's certainly true.  But as others have pointed out mesons<BR>
wouldn't all decay in the same spot, but rather be smeared out by<BR>
half-life.  So you could imagine short "beam of explosion" being produced<BR>
by meson guns.  When they hit, they transect the target ship and some of<BR>
the energy gets inside in addition to external hits.  But this would<BR>
require even more ludicrous amounts of energy, and it is only one of many<BR>
problems with meson guns... <BR>
<BR>
And no, I don't want to hear the "Bob Meson" idea again!  Meson guns in<BR>
canon might be magitech, but they're cool!  "Bob Meson" is a dork! :-) <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 10:21:28 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
Okay, I've looked over my recent FPF post and to my amazement I don't<BR>
_think_ I made any late-night calculation mistakes.  Anyone else spot any? <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 10:51:02 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Lasers vs. Projectile Weapons<BR>
<BR>
Charles Collin writes:<BR>
<snipped><BR>
>BTW, I personally do not like the designation "slug thrower". It gives me<BR>
>the mental image of a catapult that tosses big slimy insects.<BR>
<snipped><BR>
<BR>
	Insects?  It took me a moment, but I assume that you are calling<BR>
	slugs insects.  <shiver>  SLUGS ARE NOT INSECTS!  Slugs are molluscs,<BR>
	no more insects that we are.<BR>
<BR>
	Sorry, entomological pet peeve.<BR>
<BR>
	:)<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:04:04 -0400<BR>
From: Glenn Myers <glenn.myers@ansys.com><BR>
Subject: Are there any known Darrian symbols or insignia<BR>
<BR>
I've finished painting the RAFM Darrian cruisers and wondered if there was a<BR>
Darrian insignia  I could emblazon on the hull.<BR>
<BR>
I searched through the Darrians alien module 8 and the Regency source book<BR>
but didn't see anything. <BR>
<BR>
There were some illustrations showing drawings of the Maghiz. Not the sort<BR>
of thing that looks like a battle standard, though.<BR>
<BR>
I appreciate any references that the list may provide.<BR>
<BR>
Thanks,<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: Thu, 10 Aug 2000 11:49:30 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Are there any known Darrian symbols or insignia<BR>
<BR>
On Thu, 10 Aug 2000, Glenn Myers wrote:<BR>
> I've finished painting the RAFM Darrian cruisers and wondered if there <BR>
> was a Darrian insignia  I could emblazon on the hull.<BR>
<BR>
According to the original JTAS "Contact!" article, one Darrian symbol was<BR>
"a phoenix rising from a burning ziggurat".<BR>
<BR>
This would be a difficult symbol to paint on a miniature starship's hull.<BR>
One possible "work-around" would be to find one of the decal sheets that<BR>
Games Workshop produces for their "Warhammer 40,000" miniatures. Heavily<BR>
stylized eagles are very popular in the "Warhammer 40,000" universe, so<BR>
looking through the decal sheets might yield a really tiny one.  Slap the<BR>
"eagle" decal on your starship, and then paint on the burning ziggurat,<BR>
obscuring the "eagle's" lower third, and thus turning it into a "phoenix."<BR>
   <BR>
                                                              - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:51:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Slugs (was: Re: Lasers vs. Projectile Weapons)<BR>
<BR>
Ian Ferguson wrote:<BR>
> <BR>
> Charles Collin writes:<BR>
> <snipped><BR>
> >BTW, I personally do not like the designation "slug thrower". It gives me<BR>
> >the mental image of a catapult that tosses big slimy insects.<BR>
> <snipped><BR>
> <BR>
>         Insects?  It took me a moment, but I assume that you are calling<BR>
>         slugs insects.  <shiver>  SLUGS ARE NOT INSECTS!  Slugs are molluscs,<BR>
>         no more insects that we are.<BR>
<BR>
Also, some of the "soldiers" with whom I have had the dubious honor of<BR>
serving over the years are also slugs. :-P<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 09:08:21 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Wings<BR>
<BR>
Charles R Hensley <hensley.cr@gte.net> wrote<BR>
<BR>
> >> IMTU,  ships with less armor fail Imperial inspection and are thus not<BR>
> >> allowed to carry passengers.<BR>
<BR>
> Ian wrote:<BR>
> >"I'm not a passenger. I'm the Third Assistant Engineer".<BR>
<BR>
> That's fine, but a ship that has failed a safety inspection could<BR>
> recieve LARGE fines if caught soliciting for paying passergers.<BR>
<BR>
"I'm not a paying passenger. I am doing a working passage,<BR>
as allowed under Imperial Law."<BR>
<BR>
Ships Master:<BR>
"Well yes Third Assistant Engineer Pesce did have to pay a life <BR>
support costs fee but that's perfectly legal. If you take a look <BR>
at our salary data in this spreadsheet here you will clearly see<BR>
that all crew members, myself included, are being charged Cr 2,000<BR>
per jump against our salaries for life support costs. Well yes<BR>
Pesce did have to pay a hiring on fee but that's allowed under <BR>
Imperial Law if you will look at this section of our legal database.<BR>
No, I am not planning on keeping Pesce on working passage beyond <BR>
this system as my Chief Engineer and I are not satisfied with his <BR>
work habits. Well no, Pesce did not actually do any engineering <BR>
work as he never showed up in engineering. Why do you think I am <BR>
letting him go? No I did not try to force him to show up for duty, <BR>
if he won't show up on his own I don't want him in my crew. No<BR>
I am not interested in filing a civil suit against Pesce as I don't<BR>
have time to do so."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:18:48 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
Katharine Whitchurch wrote:<BR>
>Umm, I wanted it's Theroetical Effective Range.<BR>
<BR>
I actually don't know the effective range. It should be something like <BR>
1'200'000 km (at TL15) and 300-400'000 km (at TL12) but it seems that Andrew <BR>
Akins spreadsheet (version 3.2) has a constant number where the effective <BR>
range should be (but the other calculations looks OK).<BR>
<BR>
>They are 32mx4m linear PAWs right ?<BR>
<BR>
The TL15 is 32 meters and the TL12 is 35 meters for some extra range.<BR>
<BR>
>The resaon I was thinking at TL12 is that it is pretty much an >equivalent <BR>
>ship, and if you are trying to pretend to be a Far Trader, >there are a lot <BR>
>more TL12 Far Traders than TL15 ones, due to the >sticker price being lower <BR>
>for a TL12 ship paid for with TL15 credits.<BR>
<BR>
Well I don't think you can figure out which TL your opponent is at normal <BR>
space combat ranges so it shouldn't matter that much. TL15 weapons and <BR>
sensors are also much nicer than the TL12 ones.<BR>
<BR>
>I'm curious about the MCr 700 sticker price. It appears to have MCr 55 <BR>
> >worth of PEMS, MCr 52 worth of LIDAR, the AEMS looks to cost about MCr >6 <BR>
>... does it have fancy hull coatings and such ?<BR>
<BR>
I does have advanced IR masking to reduce the IR signature to that of the <BR>
original ship. Here is a breakdown of the major systems.<BR>
<BR>
                 TL15      TL12<BR>
PEMS w/ backup  275 MCr    55 MCr<BR>
Thruster Plates 149 MCr   107 Mcr<BR>
PAW              76 MCr    78 MCr<BR>
Fusion Plant     61 MCr   199 MCr     (adv mask)<BR>
LIDAR w/backup   60 MCr    52 MCr<BR>
Jumpdrive        50 MCr    50 MCr<BR>
Lasers           27 MCr    99 MCr<BR>
Computers        18 MCr    28 MCr<BR>
Hull (std)        4 Mcr     2 MCr (chameleon no stealth)<BR>
AEMS w/ backup    2 MCr     6 MCr<BR>
Commo             2 MCr     2 MCr<BR>
Gcomp             2 MCr     2 MCr<BR>
<BR>
The rest         10 MCr    11 MCr<BR>
<BR>
Patrik Holmstrm<BR>
Head Designer of Dimashq Starships<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:26:30 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
>Overall, I was impressed by the Dimashq Q-ship.  It rather closely<BR>
>resembled the AuricTech 400-ton Q-ship (which I designed a few months<BR>
>ago).  Dimashq mounted heavier armor and superior PD lasers (which >might <BR>
>serve to spoil the masquerade), but AuricTech included 10 ship's<BR>
>troops.<BR>
<BR>
Thank you. Gread minds think alike (or should that be twisted minds...).<BR>
I did included 5 troops (included in the crew) and an armoury for 10 troops.<BR>
<BR>
>I would like to see the USP data for the Dimashq Q-ship.<BR>
<BR>
I will probably put it on my web page (URL in sig) both in USP and MCS <BR>
format after my next exam (Monday).<BR>
<BR>
>(Actually, if you used an Excel spreadsheet, I'd like to see that also<BR>
>[off-list, of course].)<BR>
<BR>
I designed it with the Akins spreadsheet (version 3.2). Anyone who wants it <BR>
can send me a private mail. State which ship you want, if you want me to zip <BR>
the file or send the *.ffs file.<BR>
<BR>
Patrik Holmstrm<BR>
Head Designer of Dimashq Starships<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:32:18 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: RE: My Dirty Little Secret <BR>
<BR>
>I'll join your grumble.  TNE was what lured me back the thinking<BR>
>about Traveller after MT errata filled first edition soured me.<BR>
<BR>
I actually started playing Traveller with TNE the year it came out (I bought <BR>
it only because a review in a swedish fanzine of the TNE delux package with <BR>
FFSv1). That is not however that surprising since I'm born in 1978 and not <BR>
an english native speaker (I was 15 at the time).<BR>
<BR>
Patrik Holmstrm<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 12:41:19 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
"Patrik Holmstrm" wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> I designed it with the Akins spreadsheet (version 3.2). Anyone who wants it<BR>
> can send me a private mail. State which ship you want, if you want me to zip<BR>
> the file or send the *.ffs file.<BR>
<BR>
You should check cell N256 on the Design worksheet.  It should read:<BR>
<BR>
K256*0.7<BR>
<BR>
(this is the fix between version 3.2 and 3.3)<BR>
<BR>
IIRC, version 3.2 had cell N256 as:  L256*0.7, which means that grav<BR>
compensation drew too much power.  I found this bug early on, changed it<BR>
on my copy, and forwarded the fix to Andrew Akins, who incorporated it<BR>
into version 3.3.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:27:14 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: 101 things to do with an S-class scout<BR>
<BR>
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>From: John Groth <wombat@premier.net><BR>
>Subject: Re: 101 things to do with an S-class scout<BR>
><BR>
<snip><BR>
>Also, here's another off-the-wall attempt at using a ship's sensors in<BR>
>an unorthodox manner:  Try using a ship's LIDAR as a laser microphone. =<BR>
<BR>
>I don't know whether it would work, but there are times when it's =<BR>
worth<BR>
>a try....<BR>
<BR>
	A 'laser bug/microphone' needs both a sending and a receiving<BR>
station that are separated from each other because you are bouncing the =<BR>
beam<BR>
off a reflective surface (remember that old "angle of incidence =3D =<BR>
angle of<BR>
reflection"?) - preferably at less than the critical angle or the =<BR>
material<BR>
so you get lots of return signal.   Otherwise you would have to be at<BR>
exactly a 90=B0 angle to the surface of the object in question.  =<BR>
Exactly.  For<BR>
example you might put the laser in a parked car and the receiving =<BR>
station in<BR>
an apartment across the street and a block or two down.  Or two =<BR>
apartments<BR>
equally spaced.  I imagine that at higher tech levels than 7-8 you =<BR>
might be<BR>
able to get a signal off of tiny imperfections in the glass, but the<BR>
receiver would have to be close enough for the return signal to not be<BR>
swamped by interference from atmospheric variations and dust.=20<BR>
<BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------------------<BR>
Disclaimer - They tell me to think; they don't tell me _what_ to think.<BR>
<BR>
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<BR>
<BR>
<BR>
&gt;From: John Groth =<BR>
&lt;wombat@premier.net&gt;<BR>
<BR>
&gt;Subject: Re: 101 things to do with an S-class =scout<BR>
&gt;<BR>
&lt;snip&gt;<BR>
&gt;Also, here's another off-the-wall attempt at =using a ship's sensors in<BR>
&gt;an unorthodox manner:&nbsp; Try using a ship's =LIDAR as a laser microphone. <BR>
&gt;I don't know whether it would work, but there =are times when it's worth<BR>
&gt;a try....<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A 'laser =bug/microphone' needs both a sending and a receiving station that are = separated from each other because you are bouncing the beam off a = reflective surface (remember that old &quot;angle of incidence =3D = angle of reflection&quot;?) - preferably at less than the critical = angle or the material so you get lots of return signal.&nbsp;&nbsp; = Otherwise you would have to be at exactly a 90=B0 angle to the surface = of the object in question.&nbsp; Exactly.&nbsp; For example you might = put the laser in a parked car and the receiving station in an apartment = across the street and a block or two down.&nbsp; Or two apartments = equally spaced.&nbsp; I imagine that at higher tech levels than 7-8 you = might be able to get a signal off of tiny imperfections in the glass, = but the receiver would have to be close enough for the return signal to = not be swamped by interference from atmospheric variations and dust. =<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
----------------------------------------------------<BR>
Disclaimer - They tell me to think; they don't tell =me _what_ to think.<BR>
- ------_=_NextPart_001_01C002F8.9B61D980--<BR>
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------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 11:40:30 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
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>From: eris@pcola.gulf.net<BR>
>Subject: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
><BR>
<snip><BR>
><BR>
>The design system was detailed and parts of it were too complicated<BR>
>even for some of the gearheads, and there were some problems with<BR>
>some components.  Seriously, the worst thing I ever heard was that<BR>
>it made slug throwers that were too heavy...<BR>
<BR>
	I just had a thought for the slugthrower design system.  Base the<BR>
receiver weight for single shot, break-open, or bolt action weapons about<BR>
twice (+/- TL and fudge factors) the weight of a barrel for that round with<BR>
a length equal to the length of the round.  This should account for the<BR>
chamber around the casing and for the bolt.  I haven't seen FFS2; I'm also<BR>
at work, so I can't run a few examples to try it out, but it should do a<BR>
little better than when I tried to make a .45-70 TC Contender and ended up<BR>
with a receiver that was more appropriate for a Maxim MG-08.<BR>
<BR>
	Rod Basler, COFIT<BR>
- -------------------------------------------------------------------<BR>
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Secret)</TITLE><BR>
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<BR>
<BR>
&gt;From: eris@pcola.gulf.net<BR>
<BR>
&gt;Subject: My Dirty Little Secret (was Re: Newbie =intro and Q)<BR>
&gt;<BR>
&lt;snip&gt;<BR>
&gt;<BR>
&gt;The design system was detailed and parts of it =were too complicated<BR>
&gt;even for some of the gearheads, and there were =some problems with<BR>
&gt;some components.&nbsp; Seriously, the worst =thing I ever heard was that<BR>
&gt;it made slug throwers that were too =heavy...<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I just had = a thought for the slugthrower design system.&nbsp; Base the receiver = weight for single shot, break-open, or bolt action weapons about twice = (+/- TL and fudge factors) the weight of a barrel for that round with a = length equal to the length of the round.&nbsp; This should account for = the chamber around the casing and for the bolt.&nbsp; I haven't seen = FFS2; I'm also at work, so I can't run a few examples to try it out, = but it should do a little better than when I tried to make a .45-70 TC = Contender and ended up with a receiver that was more appropriate for a = Maxim MG-08.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
---------------------------------------------------------------=- ----<BR>
Disclaimer:&nbsp; They tell me to think; they don't =tell me _what_ to think.<BR>
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------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:10:36 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Traveller to avoid<BR>
<BR>
> That's it off the top of my head; am I overlooking any doozies?  Surely<BR>
no one's going to defend any of these...<BR>
<BR>
You missed the T4 Naval Architect's Manual.<BR>
<BR>
Nick resolves not to even get started on that book.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:16:40 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Happy Fun Balls and Winged Needles - a short essay on space combat<BR>
<BR>
> Not a flaw, Nick, a simplification. <g>  If you look back I said what I<BR>
posted wasn't perfect, just that I felt it would be close enough for a<BR>
game.<BR>
<BR>
Yeah, I know. :-)<BR>
<BR>
>IAC, I was only semi-serious.<BR>
<BR>
Really? That was exactly how I'd have started working out hit<BR>
probabilities... In fact, it's how I did when I was writing my KE-missile<BR>
house rules. <shrug><BR>
<BR>
Nick resolves to be less of an engineer in future.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:27:51 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
> > Can't be done. Synthetic aperture requires that the "shots" be taken AT<BR>
> > THE SAME TIME (or at least that they overlap in time, and that both<BR>
> > recordings have an *accurate* time plot)<BR>
<BR>
Actually, that's not entirely true. Most modern use of synthetic aperture<BR>
radar (by combat aircraft) is a timebase system rather than distributed<BR>
antennae.<BR>
<BR>
However, this is possible due to the high aircraft speed (several hundred<BR>
knots) compared to target speed (30mph for tank, nil for a tree). By the<BR>
time the target has moved a little bit, the radar platform has moved a long<BR>
way, so your picture isn't changing much over time, and you can approximate<BR>
the series of readings to have happened at the same time. Which doesn't<BR>
work as well in Trav Space.<BR>
<BR>
> Well, can several Type-S scouts take sensor readings at the same time,<BR>
> from different places, then relay the information (with appropriate<BR>
> timestamps) to one central control vessel, which has enough computer<BR>
> power to merge the data from the several scouts into one coherent sensor<BR>
> reading?<BR>
<BR>
Lil' Longbow. Yeah, I've had that thought before. I nearly mounted sensor<BR>
barges on my THUDDD12 entry, which would fly out from the main raider to<BR>
form the points of an octagonal big-ass sensor array. Locate the target,<BR>
read his name off the hull-plate, read the numbers off the pilot's nav<BR>
console....<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:34:15 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
> Is this the beginning of a harmonious TML "grumble chorus"?<BR>
<BR>
<soprano grumble> Maybe. If it hadn't been for TNE, I'd never have *met*<BR>
Traveller, since I had to actively track down everything else. And while<BR>
I've nicked rules from every other version of Traveller, I still can't get<BR>
enough of the TNE settings.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:42:39 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
> > You can save yourself some trouble by ignoring the third dimension<BR>
(depth)<BR>
> > when firing at the enemy.  This is reasonable because your light-speed<BR>
> > round will move through the sphere (it's a sphere, not a cone, see<BR>
below)<BR>
> > of probability in negligible time.  In some cases, the round may even<BR>
be<BR>
> > long enough to transect the sphere.  You are therefore faced with a<BR>
circle<BR>
> > of probability from the point of view of the firing ship, perpendicular<BR>
to<BR>
> > teh direction of fire.<BR>
<BR>
Yep, and if you draw lines from the rim of this circle to the firing ship,<BR>
you have a cone.<BR>
<BR>
That's what I'm talking about when I talk about a cone, anyways. I can't<BR>
speak for other people.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:52:50 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Traveller-digest V1999 #2913<BR>
<BR>
> Yup. That's certainly true.  But as others have pointed out mesons<BR>
> wouldn't all decay in the same spot, but rather be smeared out by<BR>
> half-life.<BR>
<BR>
Yeah, but I figure that this can't possibly be a normal exponential decay,<BR>
because then you'd get a line of explosions between the gun and the target.<BR>
In fact, the beam would still go through solid objects just fine, but it<BR>
would blow holes through them as well, and that's not how MGs are supposed<BR>
to work, as far as I'm aware.<BR>
<BR>
Instead, I imagine the decay events being concentrated around one point,<BR>
with a normal Normal distribution, since it's a large scale statistical<BR>
event. You aim the Bang-Zero point by pointing the meson gun, and adjust<BR>
the range by adjusting the particle speed.<BR>
<BR>
The effect you'd get from that is a short line of destruction with start<BR>
and end points. How short, is up to the GM. For a visualisation of the<BR>
effect, consider a line of plastic explosive (laid beforehand by our<BR>
special effects team) tapered down to a point at the ends and thick in the<BR>
middle. When the gun is fired, the explosive goes of. The explosion is long<BR>
and thin, but biggest in the middle.<BR>
<BR>
So it's not quite a point explosion, but it has a BANG in the middle, and a<BR>
scything line of smaller explosions, which I think is quite cool.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 12:08:12 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
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RE: Receiver Weights for FFS3 (was: My Dirty Little Secret)        I =<BR>
just had a thought for the slugthrower design system.  Base the receiver =<BR>
weight for single shot, break-open, or bolt action weapons about twice =<BR>
(+/- TL and fudge factors) the weight of a barrel for that round with a =<BR>
length equal to the length of the round.  This should account for the =<BR>
chamber around the casing and for the bolt.  I haven't seen FFS2; I'm =<BR>
also at work, so I can't run a few examples to try it out, but it should =<BR>
do a little better than when I tried to make a .45-70 TC Contender and =<BR>
ended up with a receiver that was more appropriate for a Maxim MG-08.<BR>
<BR>
<BR>
Receiver weight will be determined by a variety of factors: energy of =<BR>
the round, chamber pressure, action type and role.  In the case of the =<BR>
.45-70 TC Contender, you have a cartridge of relatively low pressure and =<BR>
energy, in a simple action.  However, take the case of a large bore =<BR>
double rifle.  The action is again simple, but the cartridge is long for =<BR>
the very reason that increasing case capacity decreases chamber =<BR>
pressure, allowing for a reasonable 'weak' action for a round with a =<BR>
large amount of muzzle energy.  If one were to adopt the cartridge =<BR>
length/barrel mass model, these weapons would become unreasonable heavy =<BR>
(ask me about the 18kg .458win mag bolt rifle sometime).<BR>
<BR>
My thought is to base action mass on the following<BR>
<BR>
Cartridge energy, 'ideal case size', 'actual case size', action type and =<BR>
roll.<BR>
<BR>
Given that each grain of smokeless powder (at TL 8) provides about 200 =<BR>
ft-lbs of energy, of which about 35% actually goes toward propelling the =<BR>
bullet, if we know the muzzle energy, we know the 'ideal' case volume.  =<BR>
Given the case volume and propellant load, we can calculate the =<BR>
approximate chamber pressure.  from the chamber pressure, we can =<BR>
generate a receiver 'factor' that we then modify based on receiver type =<BR>
(break opens and falling block have short receivers, and hence tend to =<BR>
be lighter).  If we use this receiver factor as a mass multiplier =<BR>
against action length (break open receiver length =3D cartridge length =<BR>
plus a few cm, semi auto =3D 2x cartridge length plus a few cm)  and =<BR>
role (MGs have a heavier mass compared to bolt or even semi auto =<BR>
weapons), we get a receiver mass more in line with RL figures.  This =<BR>
receiver mass is also unaffected by whether the barrel is light or =<BR>
heavy.<BR>
<BR>
<BR>
Thoughts?<BR>
<BR>
Tod<BR>
<BR>
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<HEAD><TITLE>RE: Receiver Weights for FFS3 (was: My Dirty Little =<BR>
Secret)</TITLE><BR>
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<BR>
<DIV>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I just =<BR>
had a=20<BR>
thought for the slugthrower design system.&nbsp; Base the receiver =<BR>
weight for=20<BR>
single shot, break-open, or bolt action weapons about twice (+/- TL and =<BR>
fudge=20<BR>
factors) the weight of a barrel for that round with a length equal to =<BR>
the length=20<BR>
of the round.&nbsp; This should account for the chamber around the =<BR>
casing and=20<BR>
for the bolt.&nbsp; I haven't seen FFS2; I'm also at work, so I can't =<BR>
run a few=20<BR>
examples to try it out, but it should do a little better than when I =<BR>
tried to=20<BR>
make a .45-70 TC Contender and ended up with a receiver that was more=20<BR>
appropriate for a Maxim MG-08.</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Receiver weight will be determined by a variety of =<BR>
factors:=20<BR>
energy of the round, chamber pressure, action type and role.&nbsp; In =<BR>
the case=20<BR>
of the .45-70 TC Contender, you have a cartridge of relatively low =<BR>
pressure and=20<BR>
energy, in a simple action.&nbsp; However, take the case of a large bore =<BR>
double=20<BR>
rifle.&nbsp; The action is again simple, but the cartridge is long for =<BR>
the very=20<BR>
reason that increasing case capacity decreases chamber pressure, =<BR>
allowing for a=20<BR>
reasonable 'weak' action for a round with a large amount of muzzle =<BR>
energy.&nbsp;=20<BR>
If one were to adopt the cartridge length/barrel mass model, these =<BR>
weapons would=20<BR>
become unreasonable heavy (ask me about the 18kg .458win mag bolt rifle=20<BR>
sometime).</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>My thought is to base action mass on the=20<BR>
following</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Cartridge energy, 'ideal case size', 'actual case =<BR>
size',=20<BR>
action type and roll.</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Given that each grain of smokeless powder (at TL 8) =<BR>
provides=20<BR>
about 200 ft-lbs of energy, of which about 35% actually goes toward =<BR>
propelling=20<BR>
the bullet, if we know the muzzle energy, we know the 'ideal' case =<BR>
volume.&nbsp;=20<BR>
Given the case volume and propellant load, we can calculate the =<BR>
approximate=20<BR>
chamber pressure.&nbsp; from the chamber pressure, we can generate a =<BR>
receiver=20<BR>
'factor' that we then modify based on receiver type (break opens and =<BR>
falling=20<BR>
block have short receivers, and hence tend to be lighter).&nbsp; If we =<BR>
use this=20<BR>
receiver factor as a mass multiplier against action length (break open =<BR>
receiver=20<BR>
length =3D cartridge length plus a few cm, semi auto =3D 2x cartridge =<BR>
length plus a=20<BR>
few cm) &nbsp;and role (MGs have a heavier mass compared to bolt or even =<BR>
semi=20<BR>
auto weapons), we get a receiver mass more in line with RL =<BR>
figures.&nbsp; This=20<BR>
receiver mass is also unaffected by whether the barrel is light or=20<BR>
heavy.</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Thoughts?</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Tod</DIV><BR>
<BR>
- ------=_NextPart_000_0020_01C002C3.A8106960--<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2914<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2915</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2915<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: Traveller-digest V1999 #2914<BR>
RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
Re: FFS3 : Space Combat<BR>
Re: 101 things to do with an S-class scout<BR>
Re: Traveller to avoid<BR>
Re: 101 things to do with an S-class scout<BR>
Re: Future Position Fuzziness<BR>
Re: Archives<BR>
Re: Archives<BR>
What's your favorite Traveller campaign?<BR>
FirSylAbb<BR>
Re: Traveller to avoid<BR>
RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: Lasers vs Projectile Weapons<BR>
Re: small arms damage(was:Gunbunnies)<BR>
Re: small arms damage<BR>
Re: Another great Q-ship from Dimashq<BR>
Re: Are there any known Darrian symbols or insignia<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:13:50 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2914<BR>
<BR>
<Peez><BR>
        Insects?  It took me a moment, but I assume that you are calling<BR>
        slugs insects.  <shiver>  SLUGS ARE NOT INSECTS!  Slugs are<BR>
molluscs, no more insects that we are.<BR>
        Sorry, entomological pet peeve.<BR>
</Peez><BR>
<BR>
Hmm, and me always correcting people about the spider thing...<BR>
<raises right hand> I'll never do it again.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:17:59 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
Nick Bradbeer wrote:<BR>
<BR>
>> Is this the beginning of a harmonious TML "grumble chorus"?<BR>
><BR>
><soprano grumble> Maybe. If it hadn't been for TNE, I'd never have *met*<BR>
>Traveller, since I had to actively track down everything else. And while<BR>
>I've nicked rules from every other version of Traveller, I still can't get<BR>
>enough of the TNE settings.<BR>
<BR>
Rockin'. It seems that in at least five documented cases, TNE brought folks<BR>
into, or back into, the fold.<BR>
<BR>
I guess it can't be all bad. :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:44:36 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
<BR>
>Wow, Chris! Have you been taking Ken Hite pills? :)<BR>
<BR>
Only when forcefed them by a multilateral organization headed by the<BR>
Templars, Nizari Isma'ilite hashshashin, and disaffected cultists honoring<BR>
their ancient gods. :)<BR>
<BR>
>I agree that the idea that the Hivers manipulated Solomani history this far<BR>
>back is juicy adventure fodder.<BR>
<BR>
Well, that's not quite what I was saying. In truth, however, that does sound<BR>
like a particularly juicy idea. The similarities between the elder deities<BR>
invented by a certain pale and square-jawed  pulp author and the Hivers has<BR>
been pointed out in the past by certain enlightened members of the TML.<BR>
<BR>
"How goes your manipulation, M. Cthulhu?"<BR>
"Fine, M. Yog-Sothoth, how goes yours?"<BR>
"Well, it would appear that my idea to mix computer generated sound<BR>
recordings, whispering dark truths, with the chirpings of 'crickets' is<BR>
beginning to pay off. A certain gentlemen has begun to record these<BR>
messages."<BR>
"Wow, if that one takes hold, it might be as successful as the manipulation<BR>
begun by M.Yhwh."<BR>
<BR>
(My apologies for the irreverance of the above snippet).<BR>
<BR>
>It does suggest that Hivers had Jump waaaay<BR>
>before the men of Sol, so here's a thought: What is the Solomani<BR>
>'discovering' jump was actually the biggest manipulation ever? It certainly<BR>
>had a large scale effect on our little slice of the galaxy. Has this been<BR>
>suggested before?<BR>
<BR>
The Hivers didn't have jump. They flew through the ether using the sheer<BR>
force of will!<BR>
<BR>
Okay, maybe not. However, such dark truths have been mentioned on the<BR>
Traveller Mailing List before. Usually, such discussions take on an air of<BR>
amused speculation, although sometimes, when the stars are aligned just<BR>
right...<BR>
<BR>
Good Lord, it's just too horrible to contemplate.<BR>
<BR>
For the most part, my post was about the routine confusions which crop up<BR>
when one culture rubs shoulders with another culture. I don't remember a<BR>
section in "Aliens of the Rim" which said that the Hivers were behind Santa<BR>
Claus, and I probably wouldn't put such a spin on the Ithklur San*klaass in<BR>
my own campaign. My point was that this sort of thing happens in real life<BR>
all the time.<BR>
<BR>
In this case I was merely responding to Kristian's comment by pointing out<BR>
that I didn't read the same thing into the San*klaass bit that he did.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 12:52:15 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FFS3 : Space Combat<BR>
<BR>
In mail you write:<BR>
<BR>
> On 08/10/00 at 01:11 PM,  "Katharine Whitchurch" <BR>
> <katts@globalfreeway.com.au> said:<BR>
><BR>
> Aside:  Length of turn/size of range-band (hex) is something to<BR>
> think about.  Here are my suggestions for consideration:<BR>
><BR>
>   6 min / 1,000 km  -- too small really, but good for bang-bang play<BR>
<BR>
I get 5 min for that scale (ok, 5.2 actually)<BR>
   <BR>
>  20 min / 10,000 km -- these two are reasonable<BR>
<BR>
And 17 min for this one (rounds to 15 min)<BR>
<BR>
>  30 min / 30,000 km -- for small ship vs ship combats<BR>
<BR>
>  90 min / 300,000 km --this would be more for fleet vs fleet stuff<BR>
<BR>
Did you read my post with the "suggested" scales?<BR>
<BR>
  0.3 sec         1 m  (~1 yard)<BR>
  2.0 sec        30 m  (~100 feet)<BR>
 10.0 sec      1000 m  (1 km)<BR>
  1 min          30 km (~20 miles)<BR>
  5 min        1000 km (~600 miles)<BR>
 30 min      30,000 km (standard space combat hex)<BR>
  3 hr    1,000,000 km <BR>
 15 hr   30,000,000 km (1/5th AU)<BR>
 3.5 day          6 AU ("inner system")<BR>
 20 day         200 AU ("outer system")<BR>
110 day        6000 AU ("Oort cloud")<BR>
<BR>
And for jump (J1)<BR>
<BR>
  1 week    200,000 AU (1 parsec)<BR>
  7 months       30 pc ("sector")<BR>
 19 yr           1 kpc ("known space"?)<BR>
580 yr          30 kpc (the galaxy is roughly 100 kpc in diameter)<BR>
 19 kyr          1 Mpc (Local group?)<BR>
580 kyr         30 Mpc<BR>
 19 Myr          1 Gpc <BR>
580 Myr         30 Gpc (limit of Observable universe?)<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, 10 Aug 2000 12:38:02 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
In mail you write:<BR>
<BR>
>>> Can't be done. Synthetic aperture requires that the "shots" be<BR>
>>> taken AT THE SAME TIME (or at least that they overlap in time, and<BR>
>>> that both recordings have an *accurate* time plot)<BR>
><BR>
> Curses! Foiled again! What about if we substitute the sensor snapshot for a<BR>
> series of snapshots with timestamps and extrapolate them backwards to<BR>
> produce a virtual image? I'm not too keen on my reasoning here, so feel free<BR>
> to shoot it down :)<BR>
<BR>
Well, the way synthetic apereture stuff (and long baseline<BR>
interferometry, and other such "combine a bunch of spread out sensors<BR>
into one *big* sensor" tricks) works is that they have to be recording<BR>
different parts of the *same* "wavefront" from the target.<BR>
<BR>
And since you can't move FTL (except by jump) you pretty much have to<BR>
have seperate sensors at the same time, not the same sensor at diferent<BR>
places.<BR>
<BR>
>> Well, can several Type-S scouts take sensor readings at the same time,<BR>
>> from different places, then relay the information (with appropriate<BR>
>> timestamps) to one central control vessel, which has enough computer<BR>
>> power to merge the data from the several scouts into one <BR>
>> coherent sensor<BR>
>> reading?<BR>
><BR>
> That should work. The fact that the data is transmitted wirelessly should<BR>
> make no difference. Make sure the scouts are accurately spaced out, though.<BR>
<BR>
Another good reason to use a laser link, as that'll allow exceedingly<BR>
accurate distance and angle info to be gathered.<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, 10 Aug 2000 14:31:13 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Traveller to avoid<BR>
<BR>
On 08/10/00 at 07:10 PM,  "Nick Bradbeer" <nick@traveller.freeserve.co.uk> said:<BR>
<BR>
>> That's it off the top of my head; am I overlooking any doozies?  Surely<BR>
>no one's going to defend any of these...<BR>
<BR>
>You missed the T4 Naval Architect's Manual.<BR>
<BR>
>Nick resolves not to even get started on that book.<BR>
<BR>
Oh, but *I* will! <g><BR>
<BR>
This is a book of deckplan modules.  Copy a bridge module, an<BR>
engineering module and a bunch of accomadation modules, paste them<BR>
together and you've got a deckplan!  Doesn't that sound like a fine<BR>
idea?<BR>
<BR>
However...  The various modules weren't all drawn to the same scale.<BR>
Ugh!  Well, that would have been acceptable, because we could resize<BR>
and paste, but *no* scales were given anywhere in the book for<BR>
anything.  Were the squares 1 m, 1.5 m, 3 m, or 2 hummingbirds and a<BR>
farthingale?  Who knew!<BR>
<BR>
Then there were the dumb things.  Like the laser turret setup like<BR>
WWII bomber turrets with acceleration couches so the gunnery could<BR>
whip around firing his lasers...shades of Star Wars!<BR>
<BR>
Oh well, it *does* have all those nicely drawn modules that can be<BR>
copped.  Not worth $20, maybe $10.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 14:45:26 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: 101 things to do with an S-class scout<BR>
<BR>
On 08/09/00 at 11:45 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
<BR>
>>>> I'm thinking of writing a JTAS article of 'Stupid Scout Tricks';<BR>
>>>> basically, tactics for small craft pilots. One of my ideas is to<BR>
>>>> create synthetic aperture synthesis  by moving the ship and taking<BR>
>>>> 'sensor snapshots', rather than by using multiple Passive EMS<BR>
>>>> arrays.  Questions/comments?<BR>
 <BR>
>>> Can't be done. Synthetic aperture requires that the "shots" be taken AT<BR>
>>> THE SAME TIME (or at least that they overlap in time, and that both<BR>
>>> recordings have an *accurate* time plot)<BR>
<BR>
Wait!  This *is* done.  It's called "staring" or "look down" radar.<BR>
Because the velocity and time is know from snapshot to snapshot the<BR>
computer can integrated them to provide increased resolution.  The<BR>
disadvantages are you can't look straight ahead, only to the sides,<BR>
down for example, and the sensitivity isn't as good as having one<BR>
big dish, but it does work.  Also, as I understand it, range and<BR>
velocity constraints would preclude doing it over space distances,<BR>
but in an atmosphere it's done now.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:06:27 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
On 08/10/00 at 07:42 PM,  "Nick Bradbeer" <nick@traveller.freeserve.co.uk> said:<BR>
<BR>
>Yep, and if you draw lines from the rim of this circle to the firing<BR>
>ship, you have a cone.<BR>
<BR>
>That's what I'm talking about when I talk about a cone, anyways. I can't<BR>
>speak for other people.<BR>
<BR>
Nick, you're being an Engineer again!   With a length of 600,000,000 m and a base radius of about 200 m that's one *very* skinny cone. <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:28:48 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Archives<BR>
<BR>
Are you sure?  Just the messages I've saved this last 2 months (not many)<BR>
add up to 384,000 bytes.  The list has been going how many years?  I've only<BR>
been a member since 1997.<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 12:41 AM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > I'm running a 13gig C drive, 13gig D drive, 20gig E drive and 10gig F<BR>
drive.<BR>
> > Do I have enough space for all the archives?  (maybe a dumb question but<BR>
> > thinking about the traffic this list gets and how many years have been<BR>
> > archived...)<BR>
><BR>
> I think you are safe. :-)<BR>
><BR>
> I used to keep copies of TML and X-boat on *floppies*.<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>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:31:26 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Archives<BR>
<BR>
Actually I have one of those freebie CDs that come with magazines, (about 2<BR>
years ago I got this one) and it has a free version of Alta-Vista personal<BR>
search engine.  It indexes all yours drives and files and gives you an<BR>
HTML-based search window and will search all files for a text string or<BR>
work, etc.)<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 12:36 AM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > hi there, what is grep? and where can I get it for free?<BR>
><BR>
> It's sort of like MS-DOS's "FFIND" or "FIND", but *far* more flexible.<BR>
><BR>
> I think the name comes from something like "Global Regular Expression<BR>
> Parser".<BR>
><BR>
> Let me know if you are running DOS, Windows, or OS/2. I can email you<BR>
> the apprpopriate version for DOS or OS/2, and the DOS version will run<BR>
> just fine under Windows.<BR>
><BR>
> You'll have to get used to "regular expressions" which are like<BR>
> wildcards, but better.<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>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:21:49 -0700<BR>
From: "Jason Bernstein" <apoc527@u.washington.edu><BR>
Subject: What's your favorite Traveller campaign?<BR>
<BR>
Hi all,<BR>
<BR>
Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
to start my first ever Traveller campaign, what are your favorite types of<BR>
campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D in<BR>
space with some story) type campaign, and I'm sure there must be hundreds of<BR>
opinions on this subject.  THanks in advance for all your responses!<BR>
<BR>
- -Jake Bernstein<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:26:06 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: FirSylAbb<BR>
<BR>
Loren Wiseman:<BR>
>> Or German. Kripo . . . Stalag . . . Kapo . . . Stuka there are non-<BR>
Leonard Erickson:<BR>
>Gestapo: Gehiem Statz-polizei (forgive the atrocious mangling of the<BR>
>spelling). <BR>
<BR>
Stasi: Staatsicherheitsdienst.  You know, there are a lot of Germans<BR>
living in Northern California, and that could explain our tendency to use<BR>
first syllable abbreviations as much as the former naval presence.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Kick off your party with Yahoo! Invites.<BR>
http://invites.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:29:26 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Traveller to avoid<BR>
<BR>
On Thu, 10 Aug 2000 eris@pcola.gulf.net wrote:<BR>
<BR>
> Oh well, it *does* have all those nicely drawn modules that can be<BR>
> copped.  Not worth $20, maybe $10.<BR>
<BR>
I so very much want to love the Naval Architect's Manual.  Deckplans, far<BR>
as the eye can see!  How can you go wrong?<BR>
Imperium Games found a way.  Sigh.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:31:52 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
On 10 Aug 2000, at 2:28, Chris Seamans wrote:<BR>
<BR>
> Greg Kettler wrote:<BR>
> <BR>
> >>Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be<BR>
> >>following Traveller today if I hadn't been.<BR>
> <BR>
> Eris wrote:<BR>
> <BR>
> >I'll join your grumble.  TNE was what lured me back the thinking<BR>
> >about Traveller after MT errata filled first edition soured me.<BR>
> <BR>
> I'll "third" that grumble. If it wasn't for TNE, I would have probably<BR>
> forgotten about Traveller entirely. I would probably have noticed it when it<BR>
> resurfaced as a GURPS setting, but I also probably wouldn't have gotten it<BR>
> because if it wasn't for my interest in Traveller I wouldn't have given GURPS<BR>
> another look.<BR>
> <BR>
> Is this the beginning of a harmonious TML "grumble chorus"?<BR>
<BR>
Definately. I too was brought back into Traveller by TNE. What I'd seen of <BR>
Traveller before then was fairly limited, and I'd always tended to see it (I <BR>
had MT at that time) as unplayable because of its errata.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:33:03 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
On 08/10/00 at 12:08 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>My thought is to base action mass on the following<BR>
<BR>
>Cartridge energy, 'ideal case size', 'actual case size', action type and<BR>
>roll.<BR>
<BR>
>Given that each grain of smokeless powder (at TL 8) provides about 200<BR>
>ft-lbs of energy, of which about 35% actually goes toward propelling the<BR>
>bullet, if we know the muzzle energy, we know the 'ideal' case volume. <BR>
>Given the case volume and propellant load, we can calculate the<BR>
>approximate chamber pressure.  from the chamber pressure, we can generate<BR>
>a receiver 'factor' that we then modify based on receiver type (break<BR>
>opens and falling block have short receivers, and hence tend to be<BR>
>lighter).  If we use this receiver factor as a mass multiplier against<BR>
>action length (break open receiver length = cartridge length plus a few<BR>
>cm, semi auto = 2x cartridge length plus a few cm)  and role (MGs have a<BR>
>heavier mass compared to bolt or even semi auto weapons), we get a<BR>
>receiver mass more in line with RL figures.  This receiver mass is also<BR>
>unaffected by whether the barrel is light or heavy.<BR>
<BR>
>Thoughts?<BR>
<BR>
Looks great to me! Okay, I only understood half the words, but what I did understand looked great. <g> <BR>
<BR>
Write it some rules and let's play test it.<BR>
<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:34:13 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Lasers vs Projectile Weapons<BR>
<BR>
On 9 Aug 2000, at 13:43, Tod Glenn wrote:<BR>
<BR>
> > >Are gauss weapons common?  They are almost as rare in my games as<BR>
> > >lasers. I haven't consciously tried to make them rare, it's just<BR>
> > >that my players have always tended to have their characters pick up<BR>
> > >common slugthrowers.<BR>
> ><BR>
> > They are fairly common in my games.  They are sort of the top<BR>
> > weapon a PC normally gets and, IIRC, they (at least a Gauss<BR>
> > rifle) have some ability to penetrate lighter combat armors....<BR>
> ><BR>
> <BR>
> IMTU it's the same.  The G Rifle is about the gnarliest weapon a PC can lay<BR>
> their hands on.  We do have a few who like a nice CPR rifle or shotgun, though. <BR>
> I guess they just miss that whiff of cordite.<BR>
<BR>
Given that you're a CT man and gauss rifles are pretty much an uber-weapon in <BR>
Book 4 (barring plasma/fusion guns, of course), I'm not surprised.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:36:47 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: small arms damage(was:Gunbunnies)<BR>
<BR>
On 9 Aug 2000, at 15:13, Tod Glenn wrote:<BR>
<BR>
> > How do you model penetration and damage (living organism and inanimate<BR>
> > objects)?<BR>
> > Any thoughts of how to model laser and HE weapons?<BR>
> ><BR>
> <BR>
> Tricky on lasers, as I'm not an expert.  I hope to get some insight from<BR>
> other TMLers.  Right now I'm thinking about laser weapon damage in terms of<BR>
> energy transmitted to tissue.  SIPRI's "Antipersonnel Weapons" has some data on<BR>
> the amount of tissue damaged per unit of Kinetic energy transmitted via a KE<BR>
> weapon, and this seems like a good place to start.  Part of the problem is that<BR>
> lasers are so variable.  How much energy transferred per unit of time?  Are<BR>
> typical small arms laser very high powered, low transmission dwell weapons?  Or<BR>
> is the power lower but delivered over a longer period of time?<BR>
> <BR>
> If we look at tissue as water will some other components, we can estimate<BR>
> the amount of steam created and pressure generated from a defined number of<BR>
> Joules absorbed. In this model, lasers become essentially explosive type<BR>
> weapons. If they don't cause superheating and explosion of tissue, then they are<BR>
> more like low velocity projectiles, and do damage my mechanical (simulated)<BR>
> action.<BR>
> <BR>
> Thoughts?<BR>
<BR>
I very much doubt that there'd be any real mechanical damage, from what I <BR>
recall from some reading I did a decade ago. Personally in RL I suspect that <BR>
laser small arms are probably a waste of time and that you're going to have to <BR>
fudge things a fair bit. I suspect that FFS1 did this for the same reason.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:38:36 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: small arms damage<BR>
<BR>
On 9 Aug 2000, at 16:50, Tod Glenn wrote:<BR>
<BR>
> > FWIW lasers need accumulators in FFS2, and this implies that the pulses<BR>
> are<BR>
> > very short duration.<BR>
> ><BR>
> > I think modelling them as steam explosions is probably the way to go.<BR>
> ><BR>
> <BR>
> Thanks, Ian<BR>
> <BR>
> Given that we assume that this is the model for laser weapon damage, lasers<BR>
> cease to be a neat, 'antiseptic weapon.  Don't think neat little cauterized<BR>
> holes.  Instead, think in terms of gaping, partially cooked wounds.  a hit with<BR>
> a laser would be characterized by a nice little tissue explosion (try<BR>
> over-cooking a sausage in the microwave) and a very distinctive smell. Lasers<BR>
> may well be relatively quiet at the source, but not at the target when the<BR>
> bullet, or in this case, the beam "hits the bone".<BR>
> <BR>
> Anyone want to take a guess at the efficiency of energy transfer of lasers<BR>
> heating tissue?<BR>
<BR>
Assuming that it's not so bright that it over penetrates (like shing a torch <BR>
through ones hand) I'd hazard a guess at nearly 100%. About all you'd lose <BR>
would be whatever the solids in the target area adsorb.<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 13:48:29 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
In mail you write:<BR>
<BR>
> You should check cell N256 on the Design worksheet.  It should read:<BR>
><BR>
> K256*0.7<BR>
><BR>
> (this is the fix between version 3.2 and 3.3)<BR>
><BR>
> IIRC, version 3.2 had cell N256 as:  L256*0.7, which means that grav<BR>
> compensation drew too much power.  I found this bug early on, changed it<BR>
> on my copy, and forwarded the fix to Andrew Akins, who incorporated it<BR>
> into version 3.3.<BR>
<BR>
Does the spreadsheet do *anything* with graphics, or fancy fonts? If<BR>
not, maybe I should send Andrew one of my spare copies of Multiplan,<BR>
since it stores the *name* rather than the *address* in formulas,<BR>
making this sort of thing *much* harder to screw up. :-)<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, 10 Aug 2000 13:46:41 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Are there any known Darrian symbols or insignia<BR>
<BR>
In mail you write:<BR>
<BR>
> On Thu, 10 Aug 2000, Glenn Myers wrote:<BR>
>> I've finished painting the RAFM Darrian cruisers and wondered if there <BR>
>> was a Darrian insignia  I could emblazon on the hull.<BR>
><BR>
> According to the original JTAS "Contact!" article, one Darrian symbol was<BR>
> "a phoenix rising from a burning ziggurat".<BR>
><BR>
> This would be a difficult symbol to paint on a miniature starship's hull.<BR>
> One possible "work-around" would be to find one of the decal sheets that<BR>
> Games Workshop produces for their "Warhammer 40,000" miniatures. Heavily<BR>
> stylized eagles are very popular in the "Warhammer 40,000" universe, so<BR>
> looking through the decal sheets might yield a really tiny one.  Slap the<BR>
> "eagle" decal on your starship, and then paint on the burning ziggurat,<BR>
> obscuring the "eagle's" lower third, and thus turning it into a "phoenix."<BR>
<BR>
Alas, a heraldic pheonix doesn't look much like an eagle, heraldic or<BR>
otherwise.<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: Fri, 11 Aug 2000 08:48:28 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
On 10 Aug 2000, at 12:08, Tod Glenn wrote:<BR>
<BR>
> Receiver weight will be determined by a variety of factors: energy of the round,<BR>
> chamber pressure, action type and role.  In the case of the .45-70 TC Contender,<BR>
> you have a cartridge of relatively low pressure and energy, in a simple action. <BR>
> However, take the case of a large bore double rifle.  The action is again<BR>
> simple, but the cartridge is long for the very reason that increasing case<BR>
> capacity decreases chamber pressure, allowing for a reasonable 'weak' action for<BR>
> a round with a large amount of muzzle energy.  If one were to adopt the<BR>
> cartridge length/barrel mass model, these weapons would become unreasonable<BR>
> heavy (ask me about the 18kg .458win mag bolt rifle sometime).<BR>
> <BR>
> My thought is to base action mass on the following<BR>
> <BR>
> Cartridge energy, 'ideal case size', 'actual case size', action type and roll.<BR>
<BR>
Doing a little quick flipping through an old gun catalogue I'd say that for <BR>
most bolt-actions about the only thing that's relevant is overall case length. <BR>
I'd also allow for operating pressure as that's fairly constant for modern <BR>
centrefires, and rimfires tend to be quite a bit lighter than these.<BR>
 <BR>
> Given that each grain of smokeless powder (at TL 8) provides about 200 ft-lbs of<BR>
> energy, of which about 35% actually goes toward propelling the bullet, if we<BR>
> know the muzzle energy, we know the 'ideal' case volume.  Given the case volume<BR>
> and propellant load, we can calculate the approximate chamber pressure.  from<BR>
> the chamber pressure, we can generate a receiver 'factor' that we then modify<BR>
> based on receiver type (break opens and falling block have short receivers, and<BR>
> hence tend to be lighter).  If we use this receiver factor as a mass multiplier<BR>
> against action length (break open receiver length = cartridge length plus a few<BR>
> cm, semi auto = 2x cartridge length plus a few cm)  and role (MGs have a heavier<BR>
> mass compared to bolt or even semi auto weapons), we get a receiver mass more in<BR>
> line with RL figures.  This receiver mass is also unaffected by whether the<BR>
> barrel is light or heavy.<BR>
> <BR>
> <BR>
> Thoughts?<BR>
<BR>
Beware that 35% efficiency figure at the edges of the range - .22LRs and .22 <BR>
Shorts do better than this. Also I note quite a bit of variation around this <BR>
figure, though high-powered and "over-bore" rounds tend to do worse (however <BR>
the .460 Weatherby manages 40%, so it's clearly not "over-bore"). I've just <BR>
realised that I was looking at handload data, though, and that it would tend to <BR>
involve powders with burn rates carefully matched to the cartridge and bullet <BR>
in question.<BR>
<BR>
Otherwise looks good.<BR>
<BR>
 <BR>
<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2915<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2916</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2916<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: What's your favorite Traveller campaign?<BR>
RE: The Problem Of Stacked Titles...<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: Future Position Fuzziness<BR>
Re: What's your favorite Traveller campaign (LONGish)<BR>
Re: Future Position Fuzziness<BR>
Re: Are there any known Darrian symbols or insignia<BR>
Re: Future Position Fuzziness<BR>
GRIP in the UK<BR>
Spreadsheet bugs (was Re: Another great Q-ship from Dimashq)<BR>
Titan A.E.<BR>
Re: small arms damage<BR>
Re: Archives<BR>
Re: What's your favorite Traveller campaign?<BR>
Spreadsheets<BR>
Re: What's your favorite Traveller campaign?<BR>
Re: Re:Hivers and SC<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
Re: small arms damage(was:Gunbunnies)<BR>
Re: Spreadsheet bugs (was Re: Another great Q-ship from Dimashq)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:16:17 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
Jake Bernstein writes:<BR>
>Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
>to start my first ever Traveller campaign, what are your favorite types of<BR>
>campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
>hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D in<BR>
>space with some story) type campaign, and I'm sure there must be hundreds of<BR>
>opinions on this subject.  THanks in advance for all your responses!<BR>
<BR>
	Be careful what you ask for...<BR>
<BR>
	I am actually a big fan of the free-wheeling adventurers campaign, but<BR>
	it takes a certain kind of player to really make it work in Traveller.<BR>
	My experience has been that that kind of campaign works best with<BR>
	players who are willing and able to self-motivate within the game<BR>
	universe.  Military scenarios are kind of fun, but I've never tried to<BR>
	run a campaign based on mercenaries or the like.  They do have the<BR>
	advantage of allowing you to order the players into particular<BR>
	situations.  I've never really run or played in mystery/spy or merchant<BR>
	campaigns, but both seem to have a lot of potential for the right<BR>
	player group.  Naturally, many of these can be included in an artfully<BR>
	designed campaign.  Good luck!<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:13:33 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: RE: The Problem Of Stacked Titles...<BR>
<BR>
On Wed, 9 Aug 2000 05:51:26 -0400 (EDT), "Jones, Dean"<BR>
<Dean.Jones@fox-europe.com> wrote:<BR>
<BR>
>> Is it just the Queen barred from the House of COmmons? I <BR>
>> thought it was<BR>
>> every peer of the Realm, but my protocol is rusty to say the least.<BR>
<BR>
>Not just peers. IIRC Black Rod is also barred without permission, and the<BR>
>commons have a great deal of fun telling him to get stuffed when he tries to<BR>
>gain entrance once yearly (it's some ceremony or other...can't remember what<BR>
>it's called)<BR>
<BR>
The ceremony in question is generally referred to as "the opening of<BR>
Parliament", wherein His/Her Majesty reads the speech that the Prime<BR>
Minister has prepared concerning the plans of the Government for the coming<BR>
year.<BR>
<BR>
It's a very choreographed ceremony; I watched it on TV (PBS, channel 13<BR>
NYC, IIRC) last year.  Black Rod started marching toward the doors of the<BR>
Commons, which were quite deliberately slammed in his face just six inches<BR>
from a bloody nose.  He then rapped on the door with the Rod - and you<BR>
could see that it has been so choreographed for so long, that successive<BR>
Black Rods had used the same spot to rap.  That year, there was no "playing<BR>
around"; they opened up right away, and accepted the summons to the Lords<BR>
immediately.  The 'color commentator' did note that in the past, Black Rod<BR>
had been kept waiting as much as a half-hour.<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:13:37 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
On Wed, 9 Aug 2000 13:04:06 -0400 (EDT), John Groth <wombat@premier.net><BR>
wrote:<BR>
<BR>
>"Jones, Dean" wrote:<BR>
<BR>
>> > Is it just the Queen barred from the House of COmmons? I<BR>
>> > thought it was<BR>
>> > every peer of the Realm, but my protocol is rusty to say the least.<BR>
 <BR>
>> Not just peers. IIRC Black Rod is also barred without permission, and the<BR>
>> commons have a great deal of fun telling him to get stuffed when he tries to<BR>
>> gain entrance once yearly (it's some ceremony or other...can't remember what<BR>
>> it's called)<BR>
<BR>
>Forgive my ignorance, but..."Black Rod"?  Should I even ask for an<BR>
>explanation?<BR>
<BR>
"Black Rod" is one of many heralds; it is usual for heralds to be referred<BR>
to by their 'naked titles', and in fact those titles have legal standing as<BR>
names - while he holds the office, he can actually sign a _personal_ cheque<BR>
as 'Black Rod'.<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:32:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
Jeff Zeitlin wrote:<BR>
> <BR>
> On Wed, 9 Aug 2000 05:51:26 -0400 (EDT), "Jones, Dean"<BR>
> <Dean.Jones@fox-europe.com> wrote:<BR>
> <BR>
> >> Is it just the Queen barred from the House of COmmons? I<BR>
> >> thought it was<BR>
> >> every peer of the Realm, but my protocol is rusty to say the least.<BR>
> <BR>
> >Not just peers. IIRC Black Rod is also barred without permission, and the<BR>
> >commons have a great deal of fun telling him to get stuffed when he tries to<BR>
> >gain entrance once yearly (it's some ceremony or other...can't remember what<BR>
> >it's called)<BR>
> <BR>
> The ceremony in question is generally referred to as "the opening of<BR>
> Parliament", wherein His/Her Majesty reads the speech that the Prime<BR>
> Minister has prepared concerning the plans of the Government for the coming<BR>
> year.<BR>
> <BR>
> It's a very choreographed ceremony; I watched it on TV (PBS, channel 13<BR>
> NYC, IIRC) last year.  Black Rod started marching toward the doors of the<BR>
> Commons, which were quite deliberately slammed in his face just six inches<BR>
> from a bloody nose.  He then rapped on the door with the Rod - and you<BR>
> could see that it has been so choreographed for so long, that successive<BR>
> Black Rods had used the same spot to rap.<BR>
<BR>
<<snip>><BR>
<BR>
So, did he rap three times, saying something about the Widow's Son and<BR>
<fnord>?<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 22:39:04 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
> >That's what I'm talking about when I talk about a cone, anyways. I can't<BR>
> >speak for other people.<BR>
><BR>
> Nick, you're being an Engineer again!   With a length of 600,000,000 m<BR>
and a base radius of about 200 m that's one *very* skinny cone. <g><BR>
<BR>
It's got a point at one end, and a circle at the other, okay?<BR>
<BR>
Obviously *you've* never considered a horse to be a sphere to make the<BR>
maths easier...<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:47:38 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: What's your favorite Traveller campaign (LONGish)<BR>
<BR>
<Jake B.><BR>
Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
to start my first ever Traveller campaign, what are your favorite types of<BR>
campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D<BR>
in space with some story) type campaign, and I'm sure there must be<BR>
hundreds of opinions on this subject.  THanks in advance for all your<BR>
responses! <BR>
</JB><BR>
<BR>
Wow, you're going to get a lot of responses to this, I suspect.  I've run<BR>
a lot of different types of campaigns, here are my favorites:<BR>
<BR>
1. The characters, former scouts mostly, are recruited into ISIS (Imperial<BR>
Scout Intelligence Service).  Their first assignment is a doozy, but<BR>
they're the only people available and immediate response is necessary:  An<BR>
ancient Darrian nano-plague sample has been stolen and they must chase the<BR>
arch-criminal who took it into Vargr space. The Vargr, meanwhile, are<BR>
coalescing around a super-charismatic leader who promises to unify them<BR>
into a much bigger threat to the Imperium.  If he gets ahold of the<BR>
nano-plague, it'll be bad times... Lotsa space battles, narrow escapes,<BR>
and investigative work as the PCs try to catch up to the bad guys while<BR>
making their way through hostile territory.<BR>
<BR>
2. A Dune-inspired scenario, but using Aslan Clans instead of Houses and<BR>
"dust spice" trade with the Zhodani instead of "spice".  The PCs consisted<BR>
of the leader of a small clan and his advisors (one military, one<BR>
scientific, one economic). The clan has been forced to take the<BR>
spice-producing world in place of their old pastoral one, and plots are<BR>
afoot with a competing minor clan (=the Harkonnens) in league with the<BR>
over-clan. This should sound very familiar to any who've read Dune.  There<BR>
was a lot of intrigue, assassination attempts, mysterious psionic witches,<BR>
mass combat... y'know _Dune_! <BR>
<BR>
3. This one was inspired by the movie "DOA".  The PC (it was a solo<BR>
campaign, but doesn't have to be) is exploring and gets infected with the<BR>
same nanoplague as in #1.  His partial Darrian heritage retards the<BR>
normally quick-killing plague (it's designed not to kill Darrians, natch),<BR>
but he has only months to live.  He must find a cure, all the while making<BR>
sure not to infect anyone else.  A very tense campaign with a bang-up<BR>
psycheadelic ending.  The players in this should include at least one<BR>
who's partially immune to the plague and several who are totally immune<BR>
(various aliens or human sub-groups, for instance).<BR>
<BR>
4. A more traditional exploratory merchant campaign. The PCs are hired to<BR>
(or band together to) explore the Trojan Reach ('south' of the Spinward<BR>
Marches) and look for good trading opportunities.  This was a very<BR>
'episodic' campaign, with 'a new planet every week'.  The key is to come<BR>
up with really interesting worlds and cultures for the PCs to deal with.<BR>
The TR is a great place, what with Zhodani poking around, Aslan Ihatei<BR>
looking for land, regressed cannibalistic colonies, agressive pocket<BR>
empires, etc...<BR>
<BR>
5. I haven't actually run this one, it's next on my list.  The PCs are<BR>
attached to Admiral Arbellatra Alkalikhoi's (AAA to her friends) fleet at<BR>
the conclusion of the 2nd Frontier War, about 622 Imperial (IIRC).  The<BR>
Imperium has been disintegrating under the pathetic rulership of a series<BR>
of 'barracks emperors' for years.  AAA, a majestic and powerful figure,<BR>
has decided to march on Capital and seize control, not for herself, but<BR>
for the rightful heir.  She wants to take up regency of the empire while<BR>
the proper heir is found, probably the only way to end the succession of<BR>
weak emperors.<BR>
	The PCs are a random assortment of officers and civilian attaches<BR>
picked by her to act as her 'eyes and ears' among the crew of the main<BR>
battleship in the fleet. Also, they will act as 'agents provocateurs' to<BR>
make sure the crew has the 'right' reaction when she announces her plans<BR>
(in an appropriately rousing speech complete with 'The Imperium is the<BR>
Light!' or some such slogan at the end--apologies to Russell Crowe :-). <BR>
	This is mainly an intrigue campaign.  The PCs will have to try and<BR>
gauge the crew's reaction to AAA's plans and act accordingly. There will<BR>
be detractors to deal with, maybe assassination plots, possibly even an<BR>
attempt at mutiny if AAA is not as popular as she thinks she is.  Once<BR>
that's settled, there'll be some mighty big honkin' space battles as the<BR>
fleet makes its way to the core and encounters fleets loyal to the present<BR>
emperor.  There will be more intrigue as AAA attempts to convince others<BR>
that her plan is the way to go. Some worlds may refuse to re-supply the<BR>
fleet, leading to other interesting problems.<BR>
<BR>
Boy, that brought back a lot of fond memories...<BR>
<BR>
Thanks,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 14:47:43 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
Nick Bradbeer wrote:<BR>
> <BR>
> > >That's what I'm talking about when I talk about a cone, anyways. I can't<BR>
> > >speak for other people.<BR>
> ><BR>
> > Nick, you're being an Engineer again!   With a length of 600,000,000 m<BR>
> and a base radius of about 200 m that's one *very* skinny cone. <g><BR>
> <BR>
> It's got a point at one end, and a circle at the other, okay?<BR>
> <BR>
> Obviously *you've* never considered a horse to be a sphere to make the<BR>
> maths easier...<BR>
> <BR>
<BR>
Of COURSE not, a horse is a torus!<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:54:10 -0400 (EDT)<BR>
From: Victor Abraham Delnore <vad9m@unix.mail.virginia.edu><BR>
Subject: Re: Are there any known Darrian symbols or insignia<BR>
<BR>
On Thu, 10 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> In mail you write:<BR>
> <BR>
> > On Thu, 10 Aug 2000, Glenn Myers wrote:<BR>
> >> I've finished painting the RAFM Darrian cruisers and wondered if there <BR>
> >> was a Darrian insignia  I could emblazon on the hull.<BR>
> ><BR>
> > According to the original JTAS "Contact!" article, one Darrian symbol was<BR>
> > "a phoenix rising from a burning ziggurat".<BR>
> ><BR>
> > This would be a difficult symbol to paint on a miniature starship's hull.<BR>
> > One possible "work-around" would be to find one of the decal sheets that<BR>
> > Games Workshop produces for their "Warhammer 40,000" miniatures. Heavily<BR>
> > stylized eagles are very popular in the "Warhammer 40,000" universe, so<BR>
> > looking through the decal sheets might yield a really tiny one.  Slap the<BR>
> > "eagle" decal on your starship, and then paint on the burning ziggurat,<BR>
> > obscuring the "eagle's" lower third, and thus turning it into a "phoenix."<BR>
> <BR>
> Alas, a heraldic pheonix doesn't look much like an eagle, heraldic or<BR>
> otherwise.<BR>
<BR>
The other problem with using WH40K decals, which do exist in the scale you<BR>
want, is that their imperial eagle has two heads, only one of which has<BR>
eyes.  <BR>
<BR>
Ah, the WH40K Imperium!  Now there's an interstellar government with a<BR>
coherent psionics policy!<BR>
<BR>
- --Abe Delnore <BR>
<BR>
- --------------------------------------------------------------------- <BR>
| V. A. Delnore          	      vad9m@virginia.edu            |<BR>
| Graduate Student       	      (804) 971-8806                |<BR>
| Corcoran Department of History      1821 Jefferson Park Ave #4    |<BR>
| University of Virginia              Charlottesville VA 22903      |<BR>
| Mica mica parva stella miror quaenam sis tam bella  (Anon. lyric) |<BR>
- ---------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:56:43 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
Bruce Johnson wrote:<BR>
> <BR>
> Nick Bradbeer wrote:<BR>
> ><BR>
<<snip>><BR>
> ><BR>
> > Obviously *you've* never considered a horse to be a sphere to make the<BR>
> > maths easier...<BR>
> ><BR>
> <BR>
> Of COURSE not, a horse is a torus!<BR>
> <BR>
A horse is a torus, of course, of course.... ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 22:56:24 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: GRIP in the UK<BR>
<BR>
This is a multi-part message in MIME format.<BR>
<BR>
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	charset="iso-8859-1"<BR>
Content-Transfer-Encoding: 7bit<BR>
<BR>
OK this is a call for all those in the UK,.....interested in GRIP CLassic<BR>
Traveller setting rules.....<BR>
which can be seen here.<BR>
http://www.rpgrealms.com/griptrav.html<BR>
<BR>
The availability in the UK is found to be nill, though with enough interest,<BR>
a bulk order may be called for.<BR>
any interested parites please email me direct.<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 00:01:36 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Spreadsheet bugs (was Re: Another great Q-ship from Dimashq)<BR>
<BR>
Date: Thu, 10 Aug 2000 12:41:19 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Another great Q-ship from Dimashq<BR>
<BR>
>IIRC, version 3.2 had cell N256 as:  L256*0.7, which means that grav<BR>
>compensation drew too much power.  I found this bug early on, changed >it <BR>
>on my copy, and forwarded the fix to Andrew Akins, who incorporated >it <BR>
>into version 3.3.<BR>
<BR>
This is another bug. After some testing it seems that the cell D15 in the <BR>
PAW1&2 folder and the cell D11 int the meson1&2 folder loses the formula <BR>
ROUND(some value from a table) if you save the spreadsheet and replaces it <BR>
with a integer value.<BR>
<BR>
Using the original spreadsheet the TL12 PAW has a TeoEffRa (to tie in with <BR>
the FirSylAbb thread) of 301'593 km (you can increase this to ~400'000 km) <BR>
and the TL15 PAW has 1608495 km.<BR>
<BR>
Another bug is that Life support mass, power and cost is way to low. I think <BR>
that Andrew calculated these by using the mass, power and cost modifiers on <BR>
the LS module volume instead of the total ship volume.<BR>
<BR>
Patrik Holmstrm<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 21:37:07 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Titan A.E.<BR>
<BR>
The funniest thing happened when i was watching Titan A.E. When the Titan <BR>
finally came into view, someone in the cinema shouted "Happy Fun Ball".<BR>
<BR>
Ok, so it was me, but i still found it funny enough to post here ;-)<BR>
<BR>
BTW: What did you folks think of this movie. I thought that even it though <BR>
it was very predictable and used up every SF-clichee in the book, it still <BR>
was very entertaining. I especially loved large parts of the animation, <BR>
especially the ships and other vehicles. The spaceviews were pretty amazing <BR>
as well.<BR>
All in all, id rate it 7/10. Not great, but better than the other SciFi we <BR>
got lately.<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 14:43:20 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: small arms damage<BR>
<BR>
In mail you write:<BR>
<BR>
> On 9 Aug 2000, at 16:50, Tod Glenn wrote:<BR>
><BR>
>>> FWIW lasers need accumulators in FFS2, and this implies that the<BR>
>>> pulses are very short duration.<BR>
>>><BR>
>>> I think modelling them as steam explosions is probably the way to go.<BR>
>>><BR>
>> <BR>
>> Thanks, Ian<BR>
>> <BR>
>> Given that we assume that this is the model for laser weapon damage,<BR>
>> lasers cease to be a neat, 'antiseptic weapon.  Don't think neat<BR>
>> little cauterized holes.  Instead, think in terms of gaping,<BR>
>> partially cooked wounds.  a hit with a laser would be characterized<BR>
>> by a nice little tissue explosion (try over-cooking a sausage in the<BR>
>> microwave) and a very distinctive smell.  Lasers may well be<BR>
>> relatively quiet at the source, but not at the target when the<BR>
>> bullet, or in this case, the beam "hits the bone".<BR>
>> <BR>
>> Anyone want to take a guess at the efficiency of energy transfer of<BR>
>> lasers heating tissue?<BR>
><BR>
> Assuming that it's not so bright that it over penetrates (like shing<BR>
> a torch through ones hand) I'd hazard a guess at nearly 100%. About<BR>
> all you'd lose would be whatever the solids in the target area<BR>
> adsorb.<BR>
<BR>
Actually, the point is that the absored energy is what does the damage. :-)<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, 10 Aug 2000 14:35:48 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Archives<BR>
<BR>
In mail you write:<BR>
<BR>
> Are you sure?  Just the messages I've saved this last 2 months (not many)<BR>
> add up to 384,000 bytes.  The list has been going how many years?  I've only<BR>
> been a member since 1997.<BR>
<BR>
I didn't say *how many* floppies. And I had them zipped by volume or<BR>
some such.<BR>
<BR>
Messages were a lot shorter before HTML/MIME.<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, 10 Aug 2000 15:16:08 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
We run all kinds.  If you are interested, there are detailed game notes of<BR>
the past three years of our weekly games posted on our website (a hundred<BR>
pages or so).  See http://www.travellercentral.com and follow the game notes<BR>
link.<BR>
<BR>
Tod<BR>
<BR>
<BR>
> Hi all,<BR>
><BR>
> Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
> to start my first ever Traveller campaign, what are your favorite types of<BR>
> campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
> hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D<BR>
in<BR>
> space with some story) type campaign, and I'm sure there must be hundreds<BR>
of<BR>
> opinions on this subject.  THanks in advance for all your responses!<BR>
><BR>
> -Jake Bernstein<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:17:42 -0700<BR>
From: "Brian Jenkins" <Brian.Jenkins@grpwise1.westek.com><BR>
Subject: Spreadsheets<BR>
<BR>
Does anyone have any spreadsheets for MT ship construction for Excel.  You can contact me off list if you like at engarde@hijenks.com <BR>
<BR>
Thanks<BR>
<BR>
Brian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:20:36 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
Jason Bernstein wrote:<BR>
> <BR>
> Hi all,<BR>
> <BR>
> Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
> to start my first ever Traveller campaign, what are your favorite types of<BR>
> campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
> hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D in<BR>
> space with some story) type campaign, and I'm sure there must be hundreds of<BR>
> opinions on this subject.  THanks in advance for all your responses!<BR>
<BR>
Well, our current campaign, set in the Spinward Marches just prior to<BR>
the Fifth Frontier War, has several major threads:<BR>
<BR>
1.  Military.  One of my characters commands the 1199th Infantry<BR>
Regiment (Jump)(Cdo), with several other characters as various staff<BR>
officers.  As a "fire brigade" for the Vilis subsector (and other nearby<BR>
subsectors), we've seen a lot of action, even in "peacetime."<BR>
<BR>
2.  Mercantile.  Another of my characters (wife of the infantry colonel)<BR>
has started a shipping line ("Thermopylae Lines").  Another player's<BR>
character is the Instellarms manager for the Vilis subsector.<BR>
<BR>
3.  Intrigue.  Several characters in our campaign have been recruited<BR>
into the local Lodge, as a result of <fnord>, and are therefore working<BR>
to <fnord>.  Meanwhile, Thermopylae Lines has a number of Imperial Naval<BR>
Intelligence personnel crewing some of its ships.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:07:38 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Re:Hivers and SC<BR>
<BR>
From: GDWGAMES@aol.com <GDWGAMES@aol.com><BR>
<BR>
<BR>
>> Especially silly was the Hivers being behind Santa Claus...<BR>
><BR>
>I wrote some of that book -- that's not what we said.<BR>
<BR>
<BR>
    How do you know, you might have been manipulated by a Hiver to think<BR>
that way.....<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:31:52 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
> Beware that 35% efficiency figure at the edges of the range - .22LRs and<BR>
.22<BR>
> Shorts do better than this. Also I note quite a bit of variation around<BR>
this<BR>
> figure, though high-powered and "over-bore" rounds tend to do worse<BR>
(however<BR>
> the .460 Weatherby manages 40%, so it's clearly not "over-bore"). I've<BR>
just<BR>
> realised that I was looking at handload data, though, and that it would<BR>
tend to<BR>
> involve powders with burn rates carefully matched to the cartridge and<BR>
bullet<BR>
> in question.<BR>
><BR>
<BR>
True.  But at some point we have to make some 'handwave' style assumptions,<BR>
otherwise it just get too complex.  I am compiling stats for just about<BR>
every commercial round produced and will plot efficiency to see just how<BR>
flat a curve we can get and what the average efficiency is.  I think my<BR>
current spreadsheet is about 32%, which is getting pretty close to RL<BR>
results.  If the curve is too, well curved, I'll see if I can get a formula<BR>
that's close.  Mainly, I'm trying to avoid things like the 18kg .458 rifle.<BR>
<BR>
I should have a preliminary spreadsheet to send you this weekend, and you<BR>
can check my assumptions.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:31:48 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
<BR>
> Date: Thu, 10 Aug 2000 09:08:21 -0800<BR>
> From: Peter Newman <pnewman@gci.net><BR>
> Subject: Re: Wings<BR>
<BR>
> Ships Master:<BR>
> "Well yes Third Assistant Engineer Pesce did have to pay a life<BR>
> support costs fee but that's perfectly legal."<BR>
<BR>
Note that the same rort can be used for undercutting any theoretical minimum<BR>
passenger prices and conditions - we pack em 2 to a small stateroom, and<BR>
charge em a KCr 3 premium over life support costs. Lets face it, with annual<BR>
incomes in the KCr 1-15 range, there is room in Trav for something safer<BR>
than low berths, and cheaper than Middle Passages.<BR>
<BR>
A variant of the above is also usable to bypass any regulated minimum<BR>
freight price, by using a pair of speculative trade contracts - you sign a<BR>
contract to sell x dtons of y at planet z at price p by time t, and<BR>
co-incidentally a consignment of x dtons of y becomes available for price<BR>
(p-a), where a is the agreed actual cost of getting it to planet z.<BR>
<BR>
As it isnt freight, it isnt covered under the minimum freight costs. Which<BR>
is good for Joe Free Trader, because if Joe is charging the same as<BR>
Naasiirka, then everyone will go with the reputable company.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:34:59 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: small arms damage(was:Gunbunnies)<BR>
<BR>
> > Joules absorbed. In this model, lasers become essentially explosive type<BR>
> > weapons. If they don't cause superheating and explosion of tissue, then<BR>
they are<BR>
> > more like low velocity projectiles, and do damage my mechanical<BR>
(simulated)<BR>
> > action.<BR>
> ><BR>
> > Thoughts?<BR>
><BR>
> I very much doubt that there'd be any real mechanical damage, from what I<BR>
> recall from some reading I did a decade ago. Personally in RL I suspect<BR>
that<BR>
> laser small arms are probably a waste of time and that you're going to<BR>
have to<BR>
> fudge things a fair bit. I suspect that FFS1 did this for the same reason.<BR>
><BR>
<BR>
OK, not really mechanical damage as such, but localized vaporization of<BR>
tissue (a smoking hole if you like). This is more akin to handgun type<BR>
damage, where there is no hydrostatic shock or cavitation.  BTW, I've<BR>
managed to get a copy of FFS1 from ebay, so I'll be looking at those figures<BR>
as well.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:41:12 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Spreadsheet bugs (was Re: Another great Q-ship from Dimashq)<BR>
<BR>
"Patrik Holmstrm" wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> This is another bug. After some testing it seems that the cell D15 in the<BR>
> PAW1&2 folder and the cell D11 int the meson1&2 folder loses the formula<BR>
> ROUND(some value from a table) if you save the spreadsheet and replaces it<BR>
> with a integer value.<BR>
<BR>
I haven't had that come up, and I've been using the Akins spreadsheet<BR>
for two years.<BR>
<BR>
<<snip>><BR>
> <BR>
> Another bug is that Life support mass, power and cost is way to low. I think<BR>
> that Andrew calculated these by using the mass, power and cost modifiers on<BR>
> the LS module volume instead of the total ship volume.<BR>
<BR>
That's correct.  Note that other tables (such as Table 214: Artificial<BR>
Gravity/Inertial Compensation) explicitly state that values for mass,<BR>
power, and price are based on the volume of equipment.  There should be<BR>
such a statement that mass, power, and price are based either on<BR>
equipment volume or on total supported volume; since there isn't, I read<BR>
this as advantageous to the ship designer, using the legal principle<BR>
that undefined terms in a contract are construed against the drafter of<BR>
the contract.<BR>
<BR>
The low mass/volume of life support systems can be rationalized as<BR>
indicating that much of the volume required for life support is ducting,<BR>
which is mostly empty space.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2916<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2917</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2917<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: What's your favorite Traveller campaign?<BR>
Re: What's your favorite Traveller campaign?<BR>
RE: What's your favorite Traveller campaign?<BR>
Re: What's your favorite Traveller campaign (LONGish)<BR>
Re: Archives<BR>
Re: What's your favorite Traveller campaign?<BR>
Re: another great Q-ship from Dimashq<BR>
Solomani Money: I need a name<BR>
Re: Rescue ships (was: re teleporting to get them thar pirates)<BR>
Re: Solomani Money: I need a name<BR>
RE: What's your favorite Traveller campaign?<BR>
Re: Email for Jeff Zeitlin<BR>
Re: another great Q-ship from Dimashq<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:40:37 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
> situations.  I've never really run or played in mystery/spy or merchant<BR>
> campaigns, but both seem to have a lot of potential for the right<BR>
> player group.  Naturally, many of these can be included in an artfully<BR>
> designed campaign.  Good luck!<BR>
><BR>
<BR>
What, no dark intrigue?! My campaigns are mostly mystery/intrigue games.  If<BR>
the characters ever really know what's going on, I'm getting sloppy.  I<BR>
always go for mystery, fear and violence.  My players refer to my as the<BR>
evil GM.  And thanks to the diligent efforts of our scribe and the rest of<BR>
the group, all the game notes are preserved for posterity in excruciating<BR>
detail.<BR>
<BR>
<shameless plug><BR>
See the game notes at http://www.travellercentral.com<BR>
</shameless plug><BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:50:20 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
Most of the campaigns that I've run have been for a very self motivated<BR>
group.<BR>
They've, for the most part, experienced role-players in a variety of<BR>
millieux and<BR>
are willing to move the campaign in different directions as the story<BR>
develops.<BR>
<BR>
The best campaign that I can remember was based upon a mercenary group that<BR>
started<BR>
small, got bigger, had some very bad luck and got small again and then<BR>
continued on to<BR>
evolve into something completely different.<BR>
<BR>
Other campaigns: Basic CT in a non-standard universe.<BR>
MT with real low-tech; just tech and let'em go kind of stuff.<BR>
Always a big favorite - start a war. A really big war and run different<BR>
groups<BR>
doing opposing sides: Imperials, enemies, birgands raiding the frontiers etc<BR>
Lot's of fun.<BR>
<BR>
Also fun are - one shot wonders. Scenarios suitable for a con of just a<BR>
single<BR>
night of gaming.<BR>
<BR>
Suggestion - write up a couple of these and see where the game takes you.<BR>
<BR>
Good LuckThanks<BR>
Pat Connaughton<BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:44:19 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
<BR>
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	charset="iso-8859-1"<BR>
<BR>
>From: "Jason Bernstein" <apoc527@u.washington.edu><BR>
>Subject: What's your favorite Traveller campaign?<BR>
><BR>
>Hi all,<BR>
><BR>
>Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
>to start my first ever Traveller campaign, what are your favorite types of<BR>
>campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
>hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D<BR>
in<BR>
>space with some story) type campaign, and I'm sure there must be hundreds<BR>
of<BR>
>opinions on this subject.  THanks in advance for all your responses!<BR>
><BR>
<BR>
	Get out your copy of Suppliment 4, _Citizens_of_the_Imperium_.  Let<BR>
the players roll up characters, but put a cap on their terms - make them<BR>
young little snots.  Now the characters are all low level flunkies, clerks,<BR>
researchers, who all know each other in high school/college/frat buddies.<BR>
One of them stumbles across clear evidence that his boss is actually a<BR>
Zhodani spy... and the boss finds out.  Since they are players, we shall<BR>
assume that they band together, but what should they do?  For some reason,<BR>
_everyone_ seems to want them to lay off, or eliminate them if they don't<BR>
keep their mouths shut; is the boss really a double agent?  Or an Imperial<BR>
plant in SORAG?  Or do the Zhos just want them to _think_ that he is an<BR>
Imperial plant so they will go away?  Heck, maybe the whole evidence is a<BR>
fake planted by a rival of department/company/boss just to stir up trouble.<BR>
Or some Hivers with a really weird sense of humor.<BR>
	The fun part about espionage scenarios is that you as the referee<BR>
can keep piling on the layers of doubt and deception until the poor players<BR>
don't know which way is up.  Go out and rent movies like "Three Days of the<BR>
Condor", "The Amateur", or even "The Net".  Play up on the "ordinary person<BR>
in extrodinary circumstance" factor - the police don't believe them; no one<BR>
will help.  How do you get off planet without leaving a trail?  How do you<BR>
secretly get a gun on short notice?  Do you even know where the sights are<BR>
set?  Do they know the gun is REALLY THAT LOUD when fired?<BR>
	OK, maybe it is a cliche as thrillers go, but certainly not as "D&D<BR>
on Regina Highport"<BR>
	   <BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------------------------<BR>
Disclaimer - They tell me to think, but they don't tell me _what_ to think.<BR>
<BR>
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<TITLE>RE: What's your favorite Traveller campaign?</TITLE><BR>
</HEAD><BR>
<BR>
<BR>
<BR>
&gt;From: &quot;Jason Bernstein&quot; =<BR>
&lt;apoc527@u.washington.edu&gt;<BR>
<BR>
&gt;Subject: What's your favorite Traveller =campaign?<BR>
&gt;<BR>
&gt;Hi all,<BR>
&gt;<BR>
&gt;Like I said before, I'm a newbie, and so I was =wondering:&nbsp; since I'm about<BR>
&gt;to start my first ever Traveller campaign, what =are your favorite types of<BR>
&gt;campaigns that you've been in, run, wanted to =run, or even observed?&nbsp; I'm<BR>
&gt;hoping to avoid that cliched, IMO overdone =free-wheeling adventurers (D&amp;D in<BR>
&gt;space with some story) type campaign, and I'm =sure there must be hundreds of<BR>
&gt;opinions on this subject.&nbsp; THanks in =advance for all your responses!<BR>
&gt;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Get out =your copy of Suppliment 4, _Citizens_of_the_Imperium_.&nbsp; Let the = players roll up characters, but put a cap on their terms - make them = young little snots.&nbsp; Now the characters are all low level = flunkies, clerks, researchers, who all know each other in high = school/college/frat buddies.&nbsp; One of them stumbles across clear = evidence that his boss is actually a Zhodani spy... and the boss finds = out.&nbsp; Since they are players, we shall assume that they band = together, but what should they do?&nbsp; For some reason, _everyone_ = seems to want them to lay off, or eliminate them if they don't keep = their mouths shut; is the boss really a double agent?&nbsp; Or an = Imperial plant in SORAG?&nbsp; Or do the Zhos just want them to _think_ = that he is an Imperial plant so they will go away?&nbsp; Heck, maybe = the whole evidence is a fake planted by a rival of = department/company/boss just to stir up trouble.&nbsp; Or some Hivers =with a really weird sense of humor.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The fun =part about espionage scenarios is that you as the referee can keep =piling on the layers of doubt and deception until the poor players = don't know which way is up.&nbsp; Go out and rent movies like = &quot;Three Days of the Condor&quot;, &quot;The Amateur&quot;, or even = &quot;The Net&quot;.&nbsp; Play up on the &quot;ordinary person in = extrodinary circumstance&quot; factor - the police don't believe them; = no one will help.&nbsp; How do you get off planet without leaving a = trail?&nbsp; How do you secretly get a gun on short notice?&nbsp; Do = you even know where the sights are set?&nbsp; Do they know the gun is =REALLY THAT LOUD when fired?<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; OK, maybe =it is a cliche as thrillers go, but certainly not as &quot;D&amp;D on =Regina Highport&quot;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp; <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
----------------------------------------------------------</FON=T><BR>
Disclaimer - They tell me to think, but they don't =tell me _what_ to think.<BR>
- ------_=_NextPart_001_01C0031C.854AE6E0--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:48:48 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign (LONGish)<BR>
<BR>
> 1. The characters, former scouts mostly, are recruited into ISIS (Imperial<BR>
> Scout Intelligence Service).  Their first assignment is a doozy, but<BR>
> they're the only people available and immediate response is necessary:  An<BR>
> ancient Darrian nano-plague sample has been stolen and they must chase the<BR>
> arch-criminal who took it into Vargr space. The Vargr, meanwhile, are<BR>
> coalescing around a super-charismatic leader who promises to unify them<BR>
> into a much bigger threat to the Imperium.  If he gets ahold of the<BR>
> nano-plague, it'll be bad times... Lotsa space battles, narrow escapes,<BR>
> and investigative work as the PCs try to catch up to the bad guys while<BR>
> making their way through hostile territory.<BR>
<BR>
Sounds like a job for super-spy Dick Salamander.  Interestingly, we recently<BR>
has an adventure in Vargr space where some unknown hyper-charisma's Vargr(s)<BR>
were unifying things. The 'charmed' vargrs were part of a movement called<BR>
'Unity', which kept getting translated into galanglic as variations of<BR>
'togetherness' and other warm-fuzzy names.<BR>
<BR>
> 3. This one was inspired by the movie "DOA".  The PC (it was a solo<BR>
> campaign, but doesn't have to be) is exploring and gets infected with the<BR>
> same nanoplague as in #1.  His partial Darrian heritage retards the<BR>
> normally quick-killing plague (it's designed not to kill Darrians, natch),<BR>
> but he has only months to live.  He must find a cure, all the while making<BR>
> sure not to infect anyone else.  A very tense campaign with a bang-up<BR>
> psycheadelic ending.  The players in this should include at least one<BR>
> who's partially immune to the plague and several who are totally immune<BR>
> (various aliens or human sub-groups, for instance).<BR>
<BR>
I ran a game where the principle player began the game coming to<BR>
consciousness in a restroom.  She was handcuffed to a dead individual who'd<BR>
been shot in the head at close range.  She had a gun in her hand and no<BR>
memories.  Sirens are wailing in the distance....<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:02:36 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Archives<BR>
<BR>
Sigh.  You just want to see me run out and buy one of those Holographic CD<BR>
drives don't you?  :)<BR>
<BR>
http://www.c-3d.net/<BR>
<BR>
<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 3:35 PM<BR>
Subject: Re: Archives<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> > Are you sure?  Just the messages I've saved this last 2 months (not<BR>
many)<BR>
> > add up to 384,000 bytes.  The list has been going how many years?  I've<BR>
only<BR>
> > been a member since 1997.<BR>
><BR>
> I didn't say *how many* floppies. And I had them zipped by volume or<BR>
> some such.<BR>
><BR>
> Messages were a lot shorter before HTML/MIME.<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>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:53:17 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
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RE: What's your favorite Traveller campaign?    Damn!  My players read =<BR>
the TML.  This one is great.  BTW, are you using RTF intentionally?<BR>
<BR>
Tod<BR>
<BR>
<BR>
    Get out your copy of Suppliment 4, _Citizens_of_the_Imperium_.  Let =<BR>
the players roll up characters, but put a cap on their terms - make them =<BR>
young little snots.  Now the characters are all low level flunkies, =<BR>
clerks, researchers, who all know each other in high school/college/frat =<BR>
buddies.  One of them stumbles across clear evidence that his boss is =<BR>
actually a Zhodani spy... and the boss finds out.  Since they are =<BR>
players, we shall assume that they band together, but what should they =<BR>
do?  For some reason, _everyone_ seems to want them to lay off, or =<BR>
eliminate them if they don't keep their mouths shut; is the boss really =<BR>
a double agent?  Or an Imperial plant in SORAG?  Or do the Zhos just =<BR>
want them to _think_ that he is an Imperial plant so they will go away?  =<BR>
Heck, maybe the whole evidence is a fake planted by a rival of =<BR>
department/company/boss just to stir up trouble.  Or some Hivers with a =<BR>
really weird sense of humor.<BR>
          The fun part about espionage scenarios is that you as the =<BR>
referee can keep piling on the layers of doubt and deception until the =<BR>
poor players don't know which way is up.  Go out and rent movies like =<BR>
"Three Days of the Condor", "The Amateur", or even "The Net".  Play up =<BR>
on the "ordinary person in extrodinary circumstance" factor - the police =<BR>
don't believe them; no one will help.  How do you get off planet without =<BR>
leaving a trail?  How do you secretly get a gun on short notice?  Do you =<BR>
even know where the sights are set?  Do they know the gun is REALLY THAT =<BR>
LOUD when fired?<BR>
<BR>
          OK, maybe it is a cliche as thrillers go, but certainly not as =<BR>
"D&D on Regina Highport"=20<BR>
<BR>
<BR>
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<HEAD><TITLE>RE: What's your favorite Traveller campaign?</TITLE><BR>
<META http-equiv=3DContent-Type content=3D"text/html; =<BR>
charset=3Diso-8859-1"><BR>
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<DIV>&nbsp;&nbsp;&nbsp;&nbsp;Damn!&nbsp; My players read the TML.&nbsp; =<BR>
This one=20<BR>
is great.&nbsp; BTW, are you using RTF intentionally?</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>Tod</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>&nbsp;&nbsp;&nbsp; Get out your copy of Suppliment =<BR>
4,=20<BR>
_Citizens_of_the_Imperium_.&nbsp; Let the players roll up characters, =<BR>
but put a=20<BR>
cap on their terms - make them young little snots.&nbsp; Now the =<BR>
characters are=20<BR>
all low level flunkies, clerks, researchers, who all know each other in =<BR>
high=20<BR>
school/college/frat buddies.&nbsp; One of them stumbles across clear =<BR>
evidence=20<BR>
that his boss is actually a Zhodani spy... and the boss finds out.&nbsp; =<BR>
Since=20<BR>
they are players, we shall assume that they band together, but what =<BR>
should they=20<BR>
do?&nbsp; For some reason, _everyone_ seems to want them to lay off, or=20<BR>
eliminate them if they don't keep their mouths shut; is the boss really =<BR>
a double=20<BR>
agent?&nbsp; Or an Imperial plant in SORAG?&nbsp; Or do the Zhos just =<BR>
want them=20<BR>
to _think_ that he is an Imperial plant so they will go away?&nbsp; =<BR>
Heck, maybe=20<BR>
the whole evidence is a fake planted by a rival of =<BR>
department/company/boss just=20<BR>
to stir up trouble.&nbsp; Or some Hivers with a really weird sense of=20<BR>
humor.</DIV><BR>
<BLOCKQUOTE dir=3Dltr=20<BR>
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; =<BR>
BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px"><BR>
  <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The fun =<BR>
part about=20<BR>
  espionage scenarios is that you as the referee can keep piling on the =<BR>
layers=20<BR>
  of doubt and deception until the poor players don't know which way is=20<BR>
  up.&nbsp; Go out and rent movies like "Three Days of the Condor", "The =<BR>
<BR>
  Amateur", or even "The Net".&nbsp; Play up on the "ordinary person in=20<BR>
  extrodinary circumstance" factor - the police don't believe them; no =<BR>
one will=20<BR>
  help.&nbsp; How do you get off planet without leaving a trail?&nbsp; =<BR>
How do=20<BR>
  you secretly get a gun on short notice?&nbsp; Do you even know where =<BR>
the=20<BR>
  sights are set?&nbsp; Do they know the gun is REALLY THAT LOUD when=20<BR>
  fired?<BR>
  <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; OK, maybe =<BR>
it is a=20<BR>
  cliche as thrillers go, but certainly not as "D&amp;D on Regina=20<BR>
  Highport" </BLOCKQUOTE><BR>
<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:54:33 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: another great Q-ship from Dimashq<BR>
<BR>
> From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
> Subject: Re: Another great Q-ship from Dimashq<BR>
><BR>
> Katharine Whitchurch wrote:<BR>
<BR>
> >They are 32mx4m linear PAWs right ?<BR>
><BR>
> The TL15 is 32 meters and the TL12 is 35 meters for some extra range.<BR>
<BR>
Great. We can reverse engineer from there.<BR>
<BR>
BTW, a perspective I find useful for PAWs is to get their diameter in meters<BR>
(divide the length by 8), and compare that to 'inches' of guns in WW2 - a 4m<BR>
PAW is thus the rough equivalent of a 4 inch gun (destroyer armament), a 6m<BR>
PAW fits on a big destroyer or a light cruiser, and once we get to 8,10, 12<BR>
and up, then we are talking stuff that goes on cruisers and battlewagons.<BR>
<BR>
> Well I don't think you can figure out which TL your opponent is at normal<BR>
> space combat ranges so it shouldn't matter that much. TL15 weapons and<BR>
> sensors are also much nicer than the TL12 ones.<BR>
<BR>
They are, but if we are trying to win the contract for these things, we can<BR>
quote a much lower sticker price in Imperial Credits if we build them at<BR>
TL12. Plus reduce the strain on the TL15 shipyards, who would prefer to be<BR>
cranking out real naval ships, rather than auxilaries.<BR>
<BR>
> I does have advanced IR masking to reduce the IR signature to that of the<BR>
> original ship. Here is a breakdown of the major systems.<BR>
><BR>
>                  TL15      TL12<BR>
> PEMS w/ backup  275 MCr    55 MCr<BR>
> Thruster Plates 149 MCr   107 Mcr<BR>
> PAW              76 MCr    78 MCr<BR>
> Fusion Plant     61 MCr   199 MCr     (adv mask)<BR>
> LIDAR w/backup   60 MCr    52 MCr<BR>
> Jumpdrive        50 MCr    50 MCr<BR>
> Lasers           27 MCr    99 MCr<BR>
> Computers        18 MCr    28 MCr<BR>
> Hull (std)        4 Mcr     2 MCr (chameleon no stealth)<BR>
> AEMS w/ backup    2 MCr     6 MCr<BR>
> Commo             2 MCr     2 MCr<BR>
> Gcomp             2 MCr     2 MCr<BR>
><BR>
> The rest         10 MCr    11 MCr<BR>
<BR>
If you want to really save money, and are happy to have a short-duration<BR>
warship, then with the TL12 ship, you cut the Fusion Plant in half (down to<BR>
about 100 MW), and replace the power with one hour duration batteries. This<BR>
should save about eighty megacredits - more if you reduce the masking to<BR>
Basic Masking, and just toddle along at one gee using reduced power output.<BR>
<BR>
You could also rip enough of the t-plates so that it just pulls one gee on<BR>
them normally, and put in a Combat Heplar drive that gives another gee. The<BR>
bad news is that with this, you can kiss off any attempt to play stealth<BR>
games in combat.<BR>
<BR>
I guess the operational plan with this ship is heave to when ordered,<BR>
quietly turn the nose to the enemy, resolve a firing solution for the PAW on<BR>
passive, and then open up at or about 1 light second with everything it has.<BR>
<BR>
Remember the Kormoran ! (*)<BR>
<BR>
Ian Whitchurch<BR>
<BR>
* The Kormoran was a German commerce raider in WW2 that probably sank the<BR>
light cruiser HMAS Sydney. Both ships were lost with all hands, but the<BR>
thinking is the Sydney got too close, the Kormoran opened up, and they sank<BR>
each other.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 15:59:01 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Solomani Money: I need a name<BR>
<BR>
Greeting all,<BR>
<BR>
I heard from Jeff Z and others, and the consensus seems to be there is no<BR>
specified Solomani currency. The credit was suggested, as that was the old<BR>
currency under the Imperium. However, newly emergent states tend to<BR>
establish their own currencies out of nationalistic pride.  That being said,<BR>
I looking for suggestion for the name of the Solomani credit.  Naturally,<BR>
old Terran forms spring to mind:  The mark, pound, yen, dollar.  Any other<BR>
suggestions (well, we know from HHGG that they use the dollar on<BR>
Altair--'see the universe on 30 Altairian dollars a day' or some such).<BR>
<BR>
Thanks<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 09:10:08 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Rescue ships (was: re teleporting to get them thar pirates)<BR>
<BR>
> From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
> Subject: RE: Teleporting to git them thar Pirates<BR>
><BR>
> IMTU: to facilitate 'jump towing', and for safety purposes, Imperial regs<BR>
> require that the jump grid are able to handle at least twice the volume of<BR>
> the ship they are fitted to (this fits pretty well with the ship design<BR>
> system in GT anyway). This means that a 100 dt ship with a volume of<BR>
50,000<BR>
> cf (sorry, I'm a Gurps gearhead:)) can actually transport itself and a<BR>
> second ship of identical size, as long as it has sufficient fuel for the<BR>
> total volume.<BR>
<BR>
S'ok. You said how many dtons, and dtons is a language all gearheads<BR>
understand :)<BR>
<BR>
I'm curious about the regs. I'd imagine that a more cost-effective solution<BR>
would be a 'rescue ship' with a big grapple and an oversized jump drive at<BR>
B-class ports.<BR>
<BR>
I'd certainly imagine that doing such a '2 ship jump' would be a much<BR>
riskier jump with a crew that isnt experienced with such things.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 18:13:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> Greeting all,<BR>
> <BR>
> I heard from Jeff Z and others, and the consensus seems to be there is no<BR>
> specified Solomani currency. The credit was suggested, as that was the old<BR>
> currency under the Imperium. However, newly emergent states tend to<BR>
> establish their own currencies out of nationalistic pride.  That being said,<BR>
> I looking for suggestion for the name of the Solomani credit.  Naturally,<BR>
> old Terran forms spring to mind:  The mark, pound, yen, dollar.  Any other<BR>
> suggestions (well, we know from HHGG that they use the dollar on<BR>
> Altair--'see the universe on 30 Altairian dollars a day' or some such).<BR>
<BR>
How 'bout the Galactic Unit of Credit: the GUC?  It ties in well with<BR>
Solomani history (see "Retief," "Corps Diplomatique Terrestiene"), has a<BR>
nice ring to it when spoken ("That'll cost you a few MegaGUCs"), and it<BR>
isn't as provincial as using a former Terran national currency.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:15:07 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
<BR>
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>From: "Jason Bernstein" <apoc527@u.washington.edu><BR>
>Subject: What's your favorite Traveller campaign?<BR>
><BR>
>Hi all,<BR>
><BR>
>Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
>to start my first ever Traveller campaign, what are your favorite types of<BR>
>campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
>hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D<BR>
in<BR>
>space with some story) type campaign, and I'm sure there must be hundreds<BR>
of<BR>
>opinions on this subject.  THanks in advance for all your responses!<BR>
><BR>
<BR>
	Or, if your players don't want to be "Joe Flunky, paperpusher<BR>
extrordinaire" (see my last post), go out and rent the movie "Sneakers" -<BR>
let them roll up any sort of computer geek or hyper-commando they like.<BR>
Make them a 'Freelance Tiger Team' - they are paid to break into places to<BR>
find the weak spots in the security so it can be fixed.  Let them have fun<BR>
with that for a bit before throwing the inevitable spanner into the works -<BR>
maybe the person who hired them is not who he says he is.  Maybe they snag<BR>
the wrong thing, or something that 'sapient beings were not meant to see.'<BR>
Or maybe the Pointy Haired Evil Security Boss at Ultramegabig Corp. decides<BR>
the best way to plug the hole in his security is to plug anyone who knows<BR>
about it.  <evil grin><BR>
<BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------------------------<BR>
Disclaimer - They just tell me to think, they don't tell me _what_ to think.<BR>
<BR>
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<BR>
<BR>
<BR>
&gt;From: &quot;Jason Bernstein&quot; =<BR>
&lt;apoc527@u.washington.edu&gt;<BR>
<BR>
&gt;Subject: What's your favorite Traveller =campaign?<BR>
&gt;<BR>
&gt;Hi all,<BR>
&gt;<BR>
&gt;Like I said before, I'm a newbie, and so I was =wondering:&nbsp; since I'm about<BR>
&gt;to start my first ever Traveller campaign, what =are your favorite types of<BR>
&gt;campaigns that you've been in, run, wanted to =run, or even observed?&nbsp; I'm<BR>
&gt;hoping to avoid that cliched, IMO overdone =free-wheeling adventurers (D&amp;D in<BR>
&gt;space with some story) type campaign, and I'm =sure there must be hundreds of<BR>
&gt;opinions on this subject.&nbsp; THanks in =advance for all your responses!<BR>
&gt;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Or, if =your players don't want to be &quot;Joe Flunky, paperpusher = extrordinaire&quot; (see my last post), go out and rent the movie = &quot;Sneakers&quot; - let them roll up any sort of computer geek or = hyper-commando they like.&nbsp; Make them a 'Freelance Tiger Team' - = they are paid to break into places to find the weak spots in the = security so it can be fixed.&nbsp; Let them have fun with that for a = bit before throwing the inevitable spanner into the works - maybe the = person who hired them is not who he says he is.&nbsp; Maybe they snag = the wrong thing, or something that 'sapient beings were not meant to = see.'&nbsp; Or maybe the Pointy Haired Evil Security Boss at = Ultramegabig Corp. decides the best way to plug the hole in his = security is to plug anyone who knows about it.&nbsp; &lt;evil = grin&gt;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
----------------------------------------------------------</FON=T><BR>
Disclaimer - They just tell me to think, they don't =tell me _what_ to think.<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:17:45 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Email for Jeff Zeitlin<BR>
<BR>
On Wed, 9 Aug 2000 19:14:19 -0400 (EDT), "Tod Glenn"<BR>
<webmaster@travellercentral.com> wrote:<BR>
<BR>
>Anyone have Jeff Zeitlin's email?  I have a question about Solomani<BR>
>currency, and he seems like the logical person to ask.<BR>
<BR>
Tod did get in contact with me; just for the record, I can be reached at<BR>
the email address that appears at the top of my posts (at least in the<BR>
digest) or at freelancetraveller@yahoo.com.<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 18:30:29 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: another great Q-ship from Dimashq<BR>
<BR>
Katharine Whitchurch wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> I guess the operational plan with this ship is heave to when ordered,<BR>
> quietly turn the nose to the enemy, resolve a firing solution for the PAW on<BR>
> passive, and then open up at or about 1 light second with everything it has.<BR>
<BR>
In the AuricTech equivalent ship, the firing ports for the twin PAWs are<BR>
rear-facing.  This allows the initial "attempt to flee" to line the<BR>
bandit up, and is less likely to cause suspicion than nosing to face the<BR>
raider.  (I don't know why, but people never seem to expect rear-facing<BR>
main guns on starships.)<BR>
> <BR>
> Remember the Kormoran ! (*)<BR>
> <BR>
> Ian Whitchurch<BR>
> <BR>
> * The Kormoran was a German commerce raider in WW2 that probably sank the<BR>
> light cruiser HMAS Sydney. Both ships were lost with all hands, but the<BR>
> thinking is the Sydney got too close, the Kormoran opened up, and they sank<BR>
> each other.<BR>
<BR>
According to J.M. Thornton (in his book _Warships 1860-1970_ [Arco,<BR>
1973]), several survivors from _Kormoran_ eventually reached Australia. <BR>
Thornton also states that _Sydney_ closed to within 900 yards of<BR>
_Kormoran_, still unaware of _Kormoran's_ identity (she was flying the<BR>
Dutch flag).<BR>
<BR>
Note also that a previous HMAS _Sydney_ sank the German World War I<BR>
commerce-raiding cruiser _Emden_ (ibid).<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2917<BR>
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Traveller-digest     Thursday, August 10 2000     Volume 1999 : Number 2918<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>
TNE<BR>
Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
Re: Solomani Money: I need a name<BR>
Re: Solomani Money: I need a name<BR>
Re: Solomani Money: I need a name<BR>
Re: Solomani Money<BR>
Re: Solomani Money: I need a name<BR>
Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
Solomani Money<BR>
Re: Solomani Money<BR>
Re: Solomani Money<BR>
Re: another great Q-ship from Dimashq<BR>
Re: Solomani Money<BR>
Re: Future Position Fuzziness<BR>
Re: Archives<BR>
Re: Future Position Fuzziness<BR>
Re: Solomani Money: I need a name<BR>
Re: Solomani Money: I need a name<BR>
Re: Imperial Legions<BR>
Re: Future Position Fuzziness<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: FFS3 Space Combat<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 23:31:04 GMT<BR>
From: "Boris Cibic" <kafka47@hotmail.com><BR>
Subject: TNE<BR>
<BR>
    Actually, it was the fact that GDW had the gall to release another <BR>
version of Traveller (ie. TNE) in such a short span of time that turned me <BR>
away from Traveller and toward CofC (contrary, I know).<BR>
    But, I was studying in the Czech Republic when I first had access to <BR>
email and joined the TML, and was captivated by the TNE background and the <BR>
dedication of the fans.  So when I returned to North America,     I decided <BR>
to see what this gritty system was like, and I must say it was a tough sell. <BR>
  The background minus the Virus, as the final collapse was enough like hard <BR>
times for me to enjoy.  Sad to see it go?  Does anyone know the fate of <BR>
those supplements that were to be produced by GDW for TNE goes, will it go <BR>
to Far Future to ultimately produce a Virus era Milieu sourcebook, answering <BR>
all the enigmas of TNE.<BR>
<BR>
   That's my .02Cr worth.<BR>
<BR>
  "Smart people believe only half the things they hear.  Intelligent people <BR>
know which half."<BR>
<BR>
Contact:  kafka47@hotmail.com<BR>
<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 01:43:55 +0200<BR>
From: Michael Koehne <kraehe@copyleft.de><BR>
Subject: Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
<BR>
Moin Katharine Whitchurch,<BR>
<BR>
  a free trader can do that - but !not! if he is running an Imperial Subsidary.<BR>
<BR>
  This is because the Imperium is printing its script (Credits) in terms<BR>
  of subsidary shiping capacity, which is backing the Credits better than<BR>
  Gold in a multi star spaning economie. Many planets demands subsidary<BR>
  freight to sustain their techlevel, if its higher than their population<BR>
  level. So governments finance starships, as they do it with waterships<BR>
  now. Most shipyards and lines in the world are more or less subsidary,<BR>
  for a good reason.<BR>
<BR>
  But a free trader dont want that rotten junk inside his cargo space!<BR>
<BR>
  Free traders carrying bulk passage had been usual during the hard times,<BR>
  where people payed premium prices on the last ship to Promise(d land).<BR>
<BR>
  Tell me:<BR>
  - How many people can we pack into a single stateroom before live<BR>
    support get problems ?<BR>
  - Same question, but what if we can optain fast drug.<BR>
<BR>
> Note that the same rort can be used for undercutting any theoretical minimum<BR>
> passenger prices and conditions - we pack em 2 to a small stateroom, and<BR>
> charge em a KCr 3 premium over life support costs. Lets face it, with annual<BR>
> incomes in the KCr 1-15 range, there is room in Trav for something safer<BR>
> than low berths, and cheaper than Middle Passages.<BR>
> <BR>
> A variant of the above is also usable to bypass any regulated minimum<BR>
> freight price, by using a pair of speculative trade contracts - you sign a<BR>
> contract to sell x dtons of y at planet z at price p by time t, and<BR>
> co-incidentally a consignment of x dtons of y becomes available for price<BR>
> (p-a), where a is the agreed actual cost of getting it to planet z.<BR>
> <BR>
> As it isnt freight, it isnt covered under the minimum freight costs. Which<BR>
> is good for Joe Free Trader, because if Joe is charging the same as<BR>
> Naasiirka, then everyone will go with the reputable company.<BR>
<BR>
Bye Michael<BR>
- -- <BR>
  mailto:kraehe@copyleft.de             UNA:+.? 'CED+2+:::Linux:2.2.14'UNZ+1'<BR>
  http://www.xml-edifact.org/           CETERUM CENSEO MSDOS ESSE DELENDAM<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:37:05 -0700<BR>
From: "J. Paul Sanders" <timmon@primenet.com><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
At 06:13 PM 8/10/00 -0500, you wrote:<BR>
>Tod Glenn wrote:<BR>
>> <BR>
>> Greeting all,<BR>
>> <BR>
>> I heard from Jeff Z and others, and the consensus seems to be there is no<BR>
>> specified Solomani currency. The credit was suggested, as that was the old<BR>
>> currency under the Imperium. However, newly emergent states tend to<BR>
>> establish their own currencies out of nationalistic pride.  That being<BR>
said,<BR>
>> I looking for suggestion for the name of the Solomani credit.  Naturally,<BR>
>> old Terran forms spring to mind:  The mark, pound, yen, dollar.  Any other<BR>
>> suggestions (well, we know from HHGG that they use the dollar on<BR>
>> Altair--'see the universe on 30 Altairian dollars a day' or some such).<BR>
<BR>
I think the perfect name for a Solomani currency would be the Sol (named<BR>
after the primary of the home system...what could be more patriotic?).<BR>
<BR>
Paul<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:41:49 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
> How 'bout the Galactic Unit of Credit: the GUC?  It ties in well with<BR>
> Solomani history (see "Retief," "Corps Diplomatique Terrestiene"), has a<BR>
> nice ring to it when spoken ("That'll cost you a few MegaGUCs"), and it<BR>
> isn't as provincial as using a former Terran national currency.<BR>
><BR>
Interesting.  It brings up the obvious "Solomani Unit if Currency", SUC.  I<BR>
leave the rest to your imagination.<BR>
<BR>
A co-worker just recommended Solomani Confederation Unit of Exchange, SCUE.<BR>
<BR>
Any other acronyms come to mind?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 16:44:13 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
> I think the perfect name for a Solomani currency would be the Sol (named<BR>
> after the primary of the home system...what could be more patriotic?).<BR>
><BR>
> Paul<BR>
<BR>
That was my first thought, Sol or Solar, but IIRC that was used somewhere<BR>
else.  Or perhaps a Sollar.<BR>
or is that just plain silly?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:50:03 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Solomani Money<BR>
<BR>
I'd call it the 'Solar'.  Fits with their uber-nationalism and has a nice<BR>
ring to it, IMO.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 18:56:47 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> > How 'bout the Galactic Unit of Credit: the GUC?  It ties in well with<BR>
> > Solomani history (see "Retief," "Corps Diplomatique Terrestiene"), has a<BR>
> > nice ring to it when spoken ("That'll cost you a few MegaGUCs"), and it<BR>
> > isn't as provincial as using a former Terran national currency.<BR>
> ><BR>
> Interesting.  It brings up the obvious "Solomani Unit if Currency", SUC.  I<BR>
> leave the rest to your imagination.<BR>
<BR>
Well, we could compromise on this.  Since Terra is Occupied Territory<BR>
(in caps, naturally), and rightfully part of the Solomani Confederation,<BR>
how about "Terran Units of Credit" (TUCs)?  This avoids both the<BR>
copyright infringement on Keith Laumer's works and the unfortunate<BR>
homophone of "Solomani Unit of Currency"'s acronym.  TUC/TUCs also<BR>
retains the euphony of GUC/GUCs.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 19:06:23 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
<BR>
Michael Koehne wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
>   Tell me:<BR>
>   - How many people can we pack into a single stateroom before live<BR>
>     support get problems ?<BR>
<BR>
As I consult the Holy Writ (FF&S2), I see that, using both hot-bunking<BR>
and maximum occupancies for staterooms, one can conceivably put 12<BR>
sophonts in one Large stateroom, or six sophonts in one Small<BR>
stateroom.  As long as one has _planned_ for this in ship design, this<BR>
is not a problem for life support.  The biggest life suport issue will<BR>
be food and food preparation (can the galleys support the number of<BR>
people; if so, for how long?); air and water recycling can be designed<BR>
for such overstuffing without requiring more LS equipment.  OTOH, ships<BR>
that are _not_ specifically designed for such overcrowding will have<BR>
problems.<BR>
<BR>
>   - Same question, but what if we can optain fast drug.<BR>
<BR>
I'd rather not get into the fast drug issue.<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:47:51 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Solomani Money<BR>
<BR>
Well,having heard from a few members of the list, I'm leaning toward Solars<BR>
as the Confederation monetary unit.  it just sound both Solomani and<BR>
money-like.  Gee, I wonder where the Solomani got that stylized 'S', as in<BR>
'$'?!<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:53:20 -0700<BR>
From: Bill <beast@aracnet.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
Solommani Economic Trade Unit<BR>
<BR>
SOLETU<BR>
<BR>
>Well,having heard from a few members of the list, I'm leaning toward Solars<BR>
>as the Confederation monetary unit.  it just sound both Solomani and<BR>
>money-like.  Gee, I wonder where the Solomani got that stylized 'S', as in<BR>
>'$'?!<BR>
><BR>
>Tod<BR>
>--<BR>
>"SolSec: Keeping the Confederation safe for Humaniti"<BR>
>--<BR>
>Tod Glenn<BR>
>webmaster@travellercentral.com<BR>
>webmaster@solsec.org<BR>
>--<BR>
>http://www.travellercentral.com<BR>
>http://www.solsec.org<BR>
>http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 17:54:02 -0700<BR>
From: Bill <beast@aracnet.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
Solomani Trade Unit<BR>
<BR>
SOLTU<BR>
<BR>
<BR>
>Well,having heard from a few members of the list, I'm leaning toward Solars<BR>
>as the Confederation monetary unit.  it just sound both Solomani and<BR>
>money-like.  Gee, I wonder where the Solomani got that stylized 'S', as in<BR>
>'$'?!<BR>
><BR>
>Tod<BR>
>--<BR>
>"SolSec: Keeping the Confederation safe for Humaniti"<BR>
>--<BR>
>Tod Glenn<BR>
>webmaster@travellercentral.com<BR>
>webmaster@solsec.org<BR>
>--<BR>
>http://www.travellercentral.com<BR>
>http://www.solsec.org<BR>
>http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 02:58:54 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: another great Q-ship from Dimashq<BR>
<BR>
Ian Whitchurch wrote:<BR>
>>                  TL15      TL12<BR>
>>PEMS w/ backup  275 MCr    55 MCr<BR>
>>Thruster Plates 149 MCr   107 Mcr<BR>
>>Fusion Plant     61 MCr   199 MCr     (adv mask)<BR>
><BR>
>If you want to really save money, and are happy to have a short->duration <BR>
>warship, then with the TL12 ship, you cut the Fusion Plant in >half (down <BR>
>to about 100 MW), and replace the power with one hour >duration batteries. <BR>
>This should save about eighty megacredits - more >if you reduce the masking <BR>
>to Basic Masking, and just toddle along at >one gee using reduced power <BR>
>output.<BR>
<BR>
The PEMS 14 of the TL15 version will probably go together with the advanced <BR>
masking (saves ~100MCr) of the TL12 ship in the next design iteration. My <BR>
THUDDD12 (commerce raider) entry went through more than twenty different <BR>
configurations (8 different spinal mounts for example). It is time consuming <BR>
but it makes for better designs.<BR>
<BR>
>You could also rip enough of the t-plates so that it just pulls one >gee on <BR>
>them normally, and put in a Combat Heplar drive that gives >another gee. <BR>
>The bad news is that with this, you can kiss off any >attempt to play <BR>
>stealth games in combat.<BR>
<BR>
My "Tornado" budget fighter (added 10 minutes ago to the web page) uses this <BR>
method to reach 13G:s for a period of four hours. It takes a lot of power to <BR>
use this method though.<BR>
<BR>
>I guess the operational plan with this ship is heave to when ordered,<BR>
>quietly turn the nose to the enemy, resolve a firing solution for the >PAW <BR>
>on passive, and then open up at or about 1 light second with >everything it <BR>
>has.<BR>
<BR>
Guess why the TL15 version has AV420 (Bruce MCS Armour:14)...<BR>
<BR>
Patrik Holmstrm<BR>
Head Designer of Dimashq Starships<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:01:50 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Solomani Money<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> Well,having heard from a few members of the list, I'm leaning toward Solars<BR>
> as the Confederation monetary unit.  it just sound both Solomani and<BR>
> money-like.  Gee, I wonder where the Solomani got that stylized 'S', as in<BR>
> '$'?!<BR>
<BR>
At least according to T4, "Solars" are an Imperial currency in M:0, the<BR>
physical representation of KCr10 and KCr100 sums of money.  I suggest<BR>
that you at least take this into account in your decision.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:00:05 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
On 08/10/00 at 10:39 PM,  "Nick Bradbeer" <nick@traveller.freeserve.co.uk> said:<BR>
<BR>
>> >That's what I'm talking about when I talk about a cone, anyways. I can't<BR>
>> >speak for other people.<BR>
>><BR>
>> Nick, you're being an Engineer again!   With a length of 600,000,000 m<BR>
>and a base radius of about 200 m that's one *very* skinny cone. <g><BR>
<BR>
>It's got a point at one end, and a circle at the other, okay?<BR>
<BR>
>Obviously *you've* never considered a horse to be a sphere to make the<BR>
>maths easier...<BR>
<BR>
First, you kill the horse.<BR>
Second, you put it though a meat grinder.<BR>
Third, you make a great big sphere.<BR>
Then you make your measurements! <g><BR>
<BR>
Actually, Nick, I'd treat a horse much as I'd treat a human and<BR>
estimated a bounding box to do the maths, and say it was "no more<BR>
than."  <g><BR>
<BR>
Have you noticed that SJG's Ve2 uses a cube for it's calculations<BR>
rather than a sphere.  Frankly, I think, it's a fair compromise<BR>
because things people build tend to be "boxy" in structure and<BR>
shape. Well, at least, things *I* design tend to be that way. <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:12:14 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Archives<BR>
<BR>
On 08/10/00 at 02:35 PM,  shadow@krypton.rain.com (Leonard Erickson) said:<BR>
<BR>
>In mail you write:<BR>
<BR>
>> Are you sure?  Just the messages I've saved this last 2 months (not many)<BR>
>> add up to 384,000 bytes.  The list has been going how many years?  I've only<BR>
>> been a member since 1997.<BR>
<BR>
>I didn't say *how many* floppies. And I had them zipped by volume or some<BR>
>such.<BR>
<BR>
I've got the last two years of digests in zipped archives...starting 1998/08/2...and they total right at 45 meg. Before that they are on floppies, lots and lots of floppies.<BR>
<BR>
No, I can't send them to anyone. <g><BR>
<BR>
>Messages were a lot shorter before HTML/MIME.<BR>
<BR>
Ain't *that* the truth!<BR>
<BR>
textually yours,<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:17:46 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Have you noticed that SJG's Ve2 uses a cube for it's calculations<BR>
> rather than a sphere.  Frankly, I think, it's a fair compromise<BR>
> because things people build tend to be "boxy" in structure and<BR>
> shape. Well, at least, things *I* design tend to be that way. <g><BR>
<BR>
Oh, my [fill-in-the-blank deity]!  Eris is a _Borg_!  RUN!! ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:17:41 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
On 08/10/00 at 03:59 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>Greeting all,<BR>
<BR>
>I heard from Jeff Z and others, and the consensus seems to be there is no<BR>
>specified Solomani currency. The credit was suggested, as that was the<BR>
>old currency under the Imperium. However, newly emergent states tend to<BR>
>establish their own currencies out of nationalistic pride.  That being<BR>
>said, I looking for suggestion for the name of the Solomani credit. <BR>
>Naturally, old Terran forms spring to mind:  The mark, pound, yen,<BR>
>dollar.  Any other suggestions (well, we know from HHGG that they use the<BR>
>dollar on Altair--'see the universe on 30 Altairian dollars a day' or<BR>
>some such).<BR>
<BR>
The Sol, short for Sollar, of course! <g>   Not solar, but sollar, pronounced like dollar only with an s.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:24:14 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
On 08/10/00 at 04:44 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>> I think the perfect name for a Solomani currency would be the Sol (named<BR>
>> after the primary of the home system...what could be more patriotic?).<BR>
>><BR>
>> Paul<BR>
<BR>
>That was my first thought, Sol or Solar, but IIRC that was used somewhere<BR>
>else.  Or perhaps a Sollar.<BR>
>or is that just plain silly?<BR>
<BR>
And what's wrong with a bit of silliness? <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 21:26:34 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Imperial Legions<BR>
<BR>
> > Only because a) Salt was quite valuable and b) salt was a more useful<BR>
> > medium of exchange than silver (the main roman coinage) was in many<BR>
> > places. Salt could not (easily) be adulterated, silver could, and<BR>
> > usually was.<BR>
<BR>
Salt was also a primary medium of exchange when the Japanese invaded China<BR>
in the 1930s and so it persisted in a modern setting. Hence it might be<BR>
updated to a future setting. The primary need would be for the advantages to<BR>
exist.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:43:42 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
On 08/10/00 at 08:17 PM,  John Groth <wombat@premier.net> said:<BR>
<BR>
>eris@pcola.gulf.net wrote:<BR>
>> <BR>
><<snip>><BR>
>> <BR>
>> Have you noticed that SJG's Ve2 uses a cube for it's calculations<BR>
>> rather than a sphere.  Frankly, I think, it's a fair compromise<BR>
>> because things people build tend to be "boxy" in structure and<BR>
>> shape. Well, at least, things *I* design tend to be that way. <g><BR>
<BR>
>Oh, my [fill-in-the-blank deity]!  Eris is a _Borg_!  RUN!! ;-)<BR>
<BR>
I'm the Anti-Borg!  You will be unassimilated!!!<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:51:29 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
On 08/10/00 at 03:31 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>True.  But at some point we have to make some 'handwave' style<BR>
>assumptions, otherwise it just get too complex.  <BR>
<BR>
Hallalluha! <g><BR>
<BR>
>I am compiling stats for<BR>
>just about every commercial round produced and will plot efficiency to<BR>
>see just how flat a curve we can get and what the average efficiency is. <BR>
>I think my current spreadsheet is about 32%, which is getting pretty<BR>
>close to RL results.  If the curve is too, well curved, I'll see if I can<BR>
>get a formula that's close.  Mainly, I'm trying to avoid things like the<BR>
>18kg .458 rifle.<BR>
<BR>
From what people have written, it appears that the center is fairly easy to model. It's either end that cause trouble. If that's the case then why not have 3 formula, one for low power/low velocity weapons, one for most weapons,  and one for the big weapons? Would that be an unreasonable thing to do?<BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:00:02 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: FFS3 Space Combat<BR>
<BR>
> From: eris@pcola.gulf.net<BR>
> Subject: Re: FFS3 : Space Combat<BR>
><BR>
> On 08/10/00 at 01:11 PM,  "Katharine Whitchurch"<BR>
<katts@globalfreeway.com.au> said:<BR>
> >Some tweaking is needed of the DSR, because the fire control lock range<BR>
> >is too long.<BR>
><BR>
> Damn straight!  And so is detection range!  Yeah, yeah, I know you<BR>
> should be able to see that Far Trader at 6 million km, but, IMO, it<BR>
> absolutely *screws* the game.<BR>
<BR>
Exactly how does it screw the game ? We had two thousand years of naval<BR>
combat where weapons did not go out to the horizon. We had two thousand<BR>
years while your skiff could see their frigate on the horizon, and know they<BR>
couldnt touch you unless they got within a mile. We had two thousand years<BR>
where our fleet could park on a beach three miles from their fort.<BR>
<BR>
And this resulted in lots of good adventuring opportunities.<BR>
<BR>
> Dag nab it, Ian, if you're going to mess around with the DSR numbers<BR>
> double them and just use whole numbers..13.5 becomes 27, -1.5<BR>
> becomes -3 and so on.<BR>
<BR>
If that happens, it happens at the end. I dont want to have to manually<BR>
double all the DSR modifiers, because then I will be doing some important<BR>
calculation, and forget to double a -0.5, which kicks out a factor of 5<BR>
difference. Which means I get an answer that says 'They cant see you to hit<BR>
you at a million km", which should have said "They cant see you to hit you<BR>
at 200 000 km".<BR>
<BR>
> >Here is how the numbers turn out for range 11.5 (about 4 light seconds)<BR>
> What is it for 2 ls, 1 ls?<BR>
<BR>
Remember how I said we'd need to use 0.1 increments in the DSR ?<BR>
<BR>
There was a reason for that.<BR>
<BR>
> >If we cut the range factor down to 1 light second (11), then we get it to<BR>
> >be an Impossible chance for a Good Civilian (sens 13), or a Staggering<BR>
> >chance for a Small Military sensor.<BR>
><BR>
> That's 4 to 1..what about 2 and 3 ls...and all the ranges in<BR>
> between.  Okay, I'm being picky, but it would be a whole heck of a<BR>
> lot easier to just set up sensors less realisticly and more gameable.<BR>
<BR>
That why we need the 0.1 increments, because it creates a difference between<BR>
2 ls and 3 ls.<BR>
<BR>
160 kkm is 10.5<BR>
500 kkm is 11<BR>
1600 kkm is 11.5<BR>
5000 kkm is 12<BR>
<BR>
Adding in the decimals ...<BR>
<BR>
1 ls is 10.7<BR>
2 ls is 11.1<BR>
3 ls is 11.3<BR>
4 ls is 11.4<BR>
<BR>
And with that nice x^4 dodging function, there is a huge difference between<BR>
2 ls and 3 ls.<BR>
<BR>
Why does this matter ? Lets assume we have 2 ships that usually have a<BR>
'resolution range' of 11.2 - about 2.5 light-seconds, and that they are at<BR>
that range.<BR>
<BR>
If the target ship is running dark for an extra 0.1 modifier, then you need<BR>
to be at range 11.1, or 2 light seconds flat - 20% closer - to get the same<BR>
firing opportunity.<BR>
<BR>
Now, lets assume that Our Heroes are in the sensing ship, and the Captain<BR>
wants to know how good a firing solution they have.<BR>
<BR>
If the sensor operator makes their skill roll well enough, then it's time to<BR>
kick out one of the precious passive sensor bundles and risk a shot (the<BR>
target ship is dodging only slowly, in order to run dark, so you can hit at<BR>
2.5 ls). How well the sensor operator is could be worth anything up to 0.5<BR>
points (but more probably 0.1 or 0.2) - which is the difference between<BR>
getting the first shot and not getting the first shot in.<BR>
<BR>
The bad news is that risking that shot means that Our Heroes ship ceases to<BR>
run quite as dark, which means that it might create a better firing<BR>
opportunity for the enemy (which is why they kicked out a<BR>
cheaper-than-combat-damage sensor bundle).<BR>
<BR>
> >This appears to be creating a 'sweet spot' for combat somewhere between 1<BR>
> >and 2 light-seconds - outside it, you dont hit. Inside it, you hit all<BR>
> >the time.<BR>
<BR>
> > Okay, but again "that's no fun!"  <g> What you want is...<BR>
><BR>
> V Short  Sure thing       Easy Task<BR>
> Short    Great chance     Average/Routine Task<BR>
> Medium   Fair chance      Difficult Task<BR>
> Long     Poor chance      Formidable or Staggering Task<BR>
> V Long   Terrible chance  Staggering, Hopeless or Impossible Task<BR>
<BR>
With 17th century cannon, these were about 200 yard range bands, compared to<BR>
sensor range of maybe eight miles with a sharp-eyed lookout on a good day.<BR>
<BR>
We are going to get something pretty similar.<BR>
<BR>
><BR>
> You just have to come up with distances for the 4 or 5 range-bands<BR>
> for each sensor, and let the ship sig (size and IR) be a modifier.<BR>
><BR>
> >Weapon Accuracy Fuzziness<BR>
<BR>
<stuff snipped><BR>
<BR>
> >Needless to say, there will be a table of pre-designed beam pointers.<BR>
><BR>
> If you keep this up, you'll drive me back to TNE! <g><BR>
<BR>
You say that like it's a good thing ...<BR>
<BR>
Seriously, this project is about very defensible, possibly mind-bogglingly<BR>
complicated mechanics hidden behind look-up tables, and numbers on ship<BR>
cards.<BR>
<BR>
Every table will be backed by listed equations. But you wont have to deal<BR>
with it, unless you want to.<BR>
<BR>
All you need to know is that you want a Beam Pointer for a 100 megajoule<BR>
laser, that is accurate out to 2 light seconds for a weapon that fires once<BR>
every 20 seconds. You look it up on the table, and there it is. Put the cash<BR>
on the barrel-head, and your merchant captain can have it installed onto<BR>
Dorsal Turret Two at any class C starport in the Imperium. Or for a mere<BR>
fifty kilocredits extra you could have it rated for a 150 megajoule weapon.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
PS Reefs in Space - 'young' systems are likely to have areas that are<BR>
dustier than others. Ducking into them would mean that detection and<BR>
resolution ranges would drop by a factor of five or more.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2918<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2919</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 11 2000      Volume 1999 : Number 2919<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: why Free Traders captains have Legal skill (was re: Wings)<BR>
Re: Solomani Money: I need a name<BR>
Re: Fuel question<BR>
RE: Are there any known Darrian symbols or insignia<BR>
RE: Archives<BR>
Re: Archives<BR>
Re: FirSylAbb<BR>
RE: What's your favorite Traveller campaign?<BR>
Re: What's your favorite Traveller campaign?<BR>
RE: 101 things to do with an S-class scout<BR>
3D modelling without a computer: Type S scout<BR>
Re: Solomani Money: I need a name<BR>
RE: Solomani Money<BR>
RE: Rescue ships <BR>
Imperial Spacecraft Safety & Navigation Act<BR>
RE: Traveller to avoid<BR>
RE: Ship Sizes<BR>
RE: FFS3 : Thoughts on wings<BR>
Re: Wounding Effects of Laser and Energy Weapons<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 13:12:53 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
<BR>
The basic problem with this is that we have a radically different view of<BR>
freight in the Imperium and it's successor states.<BR>
<BR>
I think that the market will happily sort out a freight rate that is a lot<BR>
lower than Cr 1000 per parsec per dton, and that a currency does not need<BR>
anything to support it.<BR>
<BR>
You think that the Imperium needs to subsidise shipping, in order to protect<BR>
a regulated price for freight of Cr1000 per parsec per dton, and that a<BR>
currency has to be backed by something (gold, freight space, whatever).<BR>
<BR>
Because of the completely differing basic assumptions, we just cant argue<BR>
economic impact of potential decisions.<BR>
<BR>
It's not to say that somewhere, sometime, the Imperium didnt try to regulate<BR>
freight prices (what you argue for strikes me as a very Vilani idea), but I<BR>
just dont think it needs to, and trying to do so would be very costly.<BR>
<BR>
As to subsidised liners - well, traditionally Traveller authors have been<BR>
economically illiterate. There are much better ways to run a subsidised<BR>
liner than the proposed method (the easiest way is for the various planets<BR>
on the route to all chip in and buy the damn ship themselves. Werent the<BR>
German Railways originally state-owned ? The Australian Railways certainly<BR>
were. And I cant think of anywhere that didnt subsidise railways by simply<BR>
offering to either subsidise or guarantee their debts).<BR>
<BR>
As to passenger capacity - I'd say you could probably put three people to a<BR>
stateroom, or five if you want to stress the life support. Me, I'd overbuild<BR>
the life support if I wanted to make a living carrying lots of people in<BR>
very little cargo space.<BR>
<BR>
Allowing passengers to be doped with Fast Drug totally screws the economics<BR>
of carrying passengers. If we can trust Robert O'Connor, Fast Drug patients<BR>
need a fair amount of medical care, to prevent death from hypothermia at<BR>
minimum. So I dont think it's a viable technique anyway.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
- ----- Original Message -----<BR>
From: "Michael Koehne" <kraehe@copyleft.de><BR>
To: "Katharine Whitchurch" <katts@globalfreeway.com.au>;<BR>
<traveller@MPGN.COM><BR>
Sent: Friday, August 11, 2000 9:43 AM<BR>
Subject: Re: why Free Traders captains have Legal skill (was re: Wings)<BR>
<BR>
<BR>
> Moin Katharine Whitchurch,<BR>
><BR>
>   a free trader can do that - but !not! if he is running an Imperial<BR>
Subsidary.<BR>
><BR>
>   This is because the Imperium is printing its script (Credits) in terms<BR>
>   of subsidary shiping capacity, which is backing the Credits better than<BR>
>   Gold in a multi star spaning economie. Many planets demands subsidary<BR>
>   freight to sustain their techlevel, if its higher than their population<BR>
>   level. So governments finance starships, as they do it with waterships<BR>
>   now. Most shipyards and lines in the world are more or less subsidary,<BR>
>   for a good reason.<BR>
><BR>
>   But a free trader dont want that rotten junk inside his cargo space!<BR>
><BR>
>   Free traders carrying bulk passage had been usual during the hard times,<BR>
>   where people payed premium prices on the last ship to Promise(d land).<BR>
><BR>
>   Tell me:<BR>
>   - How many people can we pack into a single stateroom before live<BR>
>     support get problems ?<BR>
>   - Same question, but what if we can optain fast drug.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 22:44:34 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
Why not Solomoney? :)<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
<BR>
> On 08/10/00 at 04:44 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
><BR>
> >> I think the perfect name for a Solomani currency would be the Sol (named<BR>
> >> after the primary of the home system...what could be more patriotic?).<BR>
> >><BR>
> >> Paul<BR>
><BR>
> >That was my first thought, Sol or Solar, but IIRC that was used somewhere<BR>
> >else.  Or perhaps a Sollar.<BR>
> >or is that just plain silly?<BR>
><BR>
> And what's wrong with a bit of silliness? <g><BR>
><BR>
> Eris<BR>
> --<BR>
> -----------------------------------------------------------<BR>
> eris@pcola.gulf.net    using MR/2 ICE #245<BR>
> http://www.crosswinds.net/~erisr<BR>
> -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 01:41:24 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Fuel question<BR>
<BR>
At 06:27 AM 8/8/00, you wrote:<BR>
>Probably starports then. I picked it up and then forgot it on my<BR>
>two month stay in Russia. Still, I would like to see your system.<BR>
><BR>
>Thanks.<BR>
><BR>
>Terry<BR>
<BR>
         Ok, Terry.  Here is the first 50% of my system...  the first <BR>
section is an analysis of the tables in the Large Black Book I <BR>
have.  Section 2 is actually my nailed together economics system based on <BR>
the way that the LgBB tables drive the game.<BR>
<BR>
         O/  _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<BR>
         O\<BR>
Statements of Premise:<BR>
         1)  Rules based on the CT Books 1-4<BR>
         2)  pp75 (LgBB) indicates that no matter *when* a PC ship arrives <BR>
in a system, there are odds proportionate to the Starport class of at lease <BR>
one other ship in the system.<BR>
         3)  365 day year, 24 hours per day = 8760 hours during which the <BR>
player ships can arrive in a system.<BR>
         4)  These are "average minimums"...  only one potential ship in <BR>
system during any encounter period.<BR>
<BR>
Table Analysis:<BR>
<BR>
         Starship Encounters -<BR>
         Port Class A:  ~16% of the time there will be a Type A in system, <BR>
totalling 115,211 dtons per year (8760 event hours * 16% * 80 tons per event)<BR>
                 ~16% of the time there will be a Type R in system, <BR>
totalling 288,554 ton/year<BR>
                 ~11% of the time there will be a Type M in system, <BR>
totalling 125,547 ton/year<BR>
                 Total port dtpa is 529,313.4.<BR>
<BR>
         Class B:<BR>
                 Type A  190,752dtpa<BR>
                 Type R  279,619dtpa<BR>
                 Type M  100,912dtpa<BR>
                 Port dtpa:       571,289.5<BR>
<BR>
         Class C:<BR>
                 Type A   96,219dtpa<BR>
                 Type R  482,676dtpa<BR>
                 Type M  0dtpa<BR>
                 Port dtpa:      578,895.8<BR>
<BR>
         Class D:<BR>
                 Type A   77,858dtpa<BR>
                 Type R   156,453dtpa<BR>
                 Type M   54,806dtpa<BR>
                 Port dtpa:      289,119.4<BR>
<BR>
         Class E:<BR>
                 Type A   62,581dtpa<BR>
                 Type R  0dtpa<BR>
                 Type M  0dtpa<BR>
                 Port dtpa:      62,581<BR>
<BR>
         Class X:<BR>
                 Type A  0dtpa<BR>
                 Type R  0dtpa<BR>
                 Type M  0dtpa<BR>
                 Port dtpa:        0<BR>
<BR>
         Comments on Analysis:  The encounter tables are somewhat broken, <BR>
obviously.  Merchant ships never visit X-class starports in CT, and you <BR>
cannot get a liner into a class C port, but there are several going into <BR>
any Class D.<BR>
<BR>
         Ratios of Vessel Fuel to Cargo<BR>
                 Type A  30/80 = .38<BR>
                 Type R  50/200 = .25<BR>
                 Type M  210/129 = 1.63<BR>
                 Overall Average: 0.75<BR>
<BR>
         Ergo, Sum:<BR>
<BR>
Port    Ship Tonnage        Fuel /<BR>
                                 Cargo Ratio     Fuel Required (PA)<BR>
A        529,313.40        0.75             397,497.95<BR>
B        571,289.50        0.75             429,020.70<BR>
C        578,895.80        0.75             434,732.80<BR>
D        289,119.40        0.75             217,119.70<BR>
E           62,581.00        0.75              46,996.39<BR>
X           -                  0.75             -<BR>
<BR>
         O/  _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _<BR>
         O\<BR>
<BR>
         ....So that answers your fuel question...  In any system with a <BR>
gas giant and a desert world, there will be one devil of pile of tanker <BR>
traffic doing milk-runs.<BR>
<BR>
         One statement of the obvious is that I did not include any small <BR>
craft or non-cargo ships in the analysis.  So, Type-C, Type-T aren't in <BR>
there for fuel consumption...  however, the skewed ratio caused by the J3 <BR>
liner should flatten that out.<BR>
<BR>
         I'll post the World Economic Point system I came up with tomorrow <BR>
night.  Lots tired right now.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 01:07:13 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: Are there any known Darrian symbols or insignia<BR>
<BR>
Leonard wrote:<BR>
<BR>
>Alas, a heraldic pheonix doesn't look much like an eagle, heraldic or<BR>
>otherwise.<BR>
<BR>
I have a problem and a question:<BR>
<BR>
The Problem: I would have to wonder why Darrian symbology would have to be<BR>
tied to European heraldry at all. I have no doubt that the Darrians would<BR>
have come up with their own methods of stylizing images, even if they happen<BR>
to pull the phoenix itself from another culture.<BR>
<BR>
The Question: When I have come across references to the use of the phoenix<BR>
in heraldry, it is frequently described as an open-winged phoenix rising<BR>
from flames. I never thought anything of it until just now, so I can't<BR>
recall images. What exactly is the difference?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:34:48 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Archives<BR>
<BR>
J-Man wrote :<BR>
> I'm running a 13gig C drive, 13gig D drive, 20gig E drive and<BR>
> 10gig F drive.<BR>
> Do I have enough space for all the archives?  (maybe a dumb question but<BR>
> thinking about the traffic this list gets and how many years have been<BR>
> archived...)<BR>
<BR>
Should be enough. My archive, which goes back two years but with about 20%<BR>
of the posts deleted, hits about 90Mb as three Outlook PST file.<BR>
<BR>
If the archives store each post as a seperate file, it's going to be the<BR>
directory size that'll be the llimiting factor.<BR>
<BR>
BTW, I use an old copy of the personal Alta Vista Search engine to index the<BR>
many thousands of text files I have on my archive drives.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 02:53:47 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Archives<BR>
<BR>
In a message dated 8/10/00 1:51:14 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> <BR>
>  Are you sure?  Just the messages I've saved this last 2 months (not many)<BR>
>  add up to 384,000 bytes.  The list has been going how many years?  I've <BR>
only<BR>
>  been a member since 1997.<BR>
>  ___________________________________________________________<BR>
>  <BR>
>  Actually I have one of those freebie CDs that come with magazines, (about 2<BR>
>  years ago I got this one) and it has a free version of Alta-Vista personal<BR>
>  search engine.  It indexes all yours drives and files and gives you an<BR>
>  HTML-based search window and will search all files for a text string or<BR>
>  work, etc.)<BR>
>  _____________________________________________________<BR>
<BR>
The digests will easily fit (so far) on a CD. So will the other mailing lists.<BR>
<BR>
Alta-Vista can also be downloaded from their web-site.<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 00:11:54 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Re: FirSylAbb<BR>
<BR>
At 22:26 10.08.00, you wrote:<BR>
>Loren Wiseman:<BR>
> >> Or German. Kripo . . . Stalag . . . Kapo . . . Stuka there are non-<BR>
>Leonard Erickson:<BR>
> >Gestapo: Gehiem Statz-polizei (forgive the atrocious mangling of the<BR>
> >spelling).<BR>
><BR>
>Stasi: Staatsicherheitsdienst.  You know, there are a lot of Germans<BR>
>living in Northern California, and that could explain our tendency to use<BR>
>first syllable abbreviations as much as the former naval presence.<BR>
<BR>
<BR>
Hmm, i begin to think this is indeed a typical german form of abbreviation.<BR>
When i was in the military, we abbreviated EVERYTHING that way.<BR>
<BR>
In the US, on the other hand, sometimes the spelled out version is already <BR>
designed for a funny first-letter abbreviation.<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 19:20:59 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
Ian Ferguson wrote :<BR>
<BR>
> I am actually a big fan of the free-wheeling adventurers<BR>
> campaign, but it takes a certain kind of player to really make<BR>
> it work in  Traveller.<BR>
<BR>
I find theses rarely last, as players start wanting to get involved in<BR>
things,<BR>
and no longer wander.<BR>
<BR>
> My experience has been that that kind of campaign works best with<BR>
> players who are willing and able to self-motivate within the game<BR>
> universe.<BR>
<BR>
I agree. But would say _amy_ sort of campaign, other than a heavily<BR>
rail-roaded one, works better with self-motivated players.<BR>
<BR>
> Military scenarios are kind of fun, but I've<BR>
> never tried to run a campaign based on mercenaries or the like.<BR>
<BR>
We have run several.<BR>
<BR>
It always starts with a few mustered out military friends putting their<BR>
benefits together t finance forming a small merc unit, loking for that<BR>
little cadre or commando/striker mission that can be performed by a small<BR>
group, and building up the unit.<BR>
<BR>
I joined one long running campaign near the end that Richard Feilds could<BR>
tell you more about. It was known as the Dorsai campaign or the Lustre<BR>
campaign, because the unit was originally started by the Lustre brothers,<BR>
(Les and Lak, IIRC)<BR>
<BR>
In the end they had a planet they named Dorsai(that no-one else wanted,<BR>
200-mile-an-hour winds were the norm on the surface, only some canyons were<BR>
habitable, but it made a great place to train mercs.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 00:58:41 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
The best Traveller campaign I have been in so far (the new one I'm about to<BR>
get started with might be better!) was like a combination of "the Three<BR>
Musketeers" with "James Bond".  We all had our service reactivated and found<BR>
ourselves working for ISIS.  I was a member of the nobility and ended up<BR>
saving Strephon after we discovered the clone thing going on.  It was so<BR>
much fun, and I ended up with an Imperial warrant that I shoved under<BR>
Dulinor's nose (a la D'Artagnan and the Cardinal.)<BR>
<BR>
If you have the right kind of player, I highly recommend court intrigue,<BR>
it's really fun to play!<BR>
<BR>
Kiri<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 09:20:30 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: 101 things to do with an S-class scout<BR>
<BR>
> -----Original Message-----<BR>
> From: eris@pcola.gulf.net [mailto:eris@pcola.gulf.net]<BR>
> Sent: 10 August 2000 20:45<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: 101 things to do with an S-class scout<BR>
> <BR>
> <BR>
> On 08/09/00 at 11:45 PM,  shadow@krypton.rain.com (Leonard <BR>
> Erickson) said:<BR>
> <BR>
> >>>> I'm thinking of writing a JTAS article of 'Stupid Scout Tricks';<BR>
> >>>> basically, tactics for small craft pilots. One of my ideas is to<BR>
> >>>> create synthetic aperture synthesis  by moving the ship <BR>
> and taking<BR>
> >>>> 'sensor snapshots', rather than by using multiple Passive EMS<BR>
> >>>> arrays.  Questions/comments?<BR>
>  <BR>
> >>> Can't be done. Synthetic aperture requires that the <BR>
> "shots" be taken AT<BR>
> >>> THE SAME TIME (or at least that they overlap in time, and <BR>
> that both<BR>
> >>> recordings have an *accurate* time plot)<BR>
> <BR>
> Wait!  This *is* done.  It's called "staring" or "look down" radar.<BR>
> Because the velocity and time is know from snapshot to snapshot the<BR>
> computer can integrated them to provide increased resolution.  The<BR>
> disadvantages are you can't look straight ahead, only to the sides,<BR>
> down for example, and the sensitivity isn't as good as having one<BR>
> big dish, but it does work.  Also, as I understand it, range and<BR>
> velocity constraints would preclude doing it over space distances,<BR>
> but in an atmosphere it's done now.<BR>
<BR>
Yeah, staring radar is covered in FFS1, same page as SynAp. Its a related<BR>
technology, but, as you say, is not effective at the ranges we're dealing<BR>
with in space <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:40:22 +1000<BR>
From: "Rob Knight" <rkn@melbpc.org.au><BR>
Subject: 3D modelling without a computer: Type S scout<BR>
<BR>
Take a look at this:<BR>
<BR>
http://www.starshipmodeler.com/contest/ss_s07.htm<BR>
<BR>
for a great piece of work.<BR>
<BR>
Rob (the aussie one)<BR>
<BR>
And no, I wasn't me who built it (unfortunately) 8P<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:44:21 +0300<BR>
From: Paul =?iso-8859-1?Q?K=FCnnap?= <paul@sorainen.ee><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
Just a thought...<BR>
<BR>
To make things more complicated why not have two layers of currencies.<BR>
<BR>
First there would be Solomani Genral Currency Exchange Unit SGCXU (XU<BR>
for short) or somesuch, which is basically used only as a conversion<BR>
unit to local currencies of the member states that can be talers, marks,<BR>
crowns, rupies, franks, livres, etc all of these are somewhat linked to<BR>
the XU. There are no XU notes or coins, but electronic money (which is<BR>
the majority anyway) can be in XU's.<BR>
<BR>
<BR>
Paul K<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> Greeting all,<BR>
> <BR>
> I heard from Jeff Z and others, and the consensus seems to be there is no<BR>
> specified Solomani currency. The credit was suggested, as that was the old<BR>
> currency under the Imperium. However, newly emergent states tend to<BR>
> establish their own currencies out of nationalistic pride.  That being said,<BR>
> I looking for suggestion for the name of the Solomani credit.  Naturally,<BR>
> old Terran forms spring to mind:  The mark, pound, yen, dollar.  Any other<BR>
> suggestions (well, we know from HHGG that they use the dollar on<BR>
> Altair--'see the universe on 30 Altairian dollars a day' or some such).<BR>
> <BR>
> Thanks<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 09:56:35 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Solomani Money<BR>
<BR>
I was going to suggest ripping off the defunct SpaceMaster setting and<BR>
calling it a monit(monetary unit, electronic version is Elmonit)...but I<BR>
find I quite like the sound of Sollars. What about slang for currency? Maybe<BR>
couple the 'official' US sound of Sollars with brit slang, mixed with metric<BR>
multipliers. This introduces such delightful concepts as 'Kilomonkeys' and<BR>
'MegaPonies' :)<BR>
<BR>
> -----Original Message-----<BR>
> From: Bill [mailto:beast@aracnet.com]<BR>
> Sent: 11 August 2000 01:53<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Solomani Money<BR>
> <BR>
> <BR>
> <BR>
> Solommani Economic Trade Unit<BR>
> <BR>
> SOLETU<BR>
> <BR>
> >Well,having heard from a few members of the list, I'm <BR>
> leaning toward Solars<BR>
> >as the Confederation monetary unit.  it just sound both Solomani and<BR>
> >money-like.  Gee, I wonder where the Solomani got that <BR>
> stylized 'S', as in<BR>
> >'$'?!<BR>
> ><BR>
> >Tod<BR>
> >--<BR>
> >"SolSec: Keeping the Confederation safe for Humaniti"<BR>
> >--<BR>
> >Tod Glenn<BR>
> >webmaster@travellercentral.com<BR>
> >webmaster@solsec.org<BR>
> >--<BR>
> >http://www.travellercentral.com<BR>
> >http://www.solsec.org<BR>
> >http://www.grandsurvey.com<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:33:27 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Rescue ships <BR>
<BR>
<snip><BR>
<BR>
> I'm curious about the regs. I'd imagine that a more <BR>
> cost-effective solution<BR>
> would be a 'rescue ship' with a big grapple and an oversized <BR>
> jump drive at<BR>
> B-class ports.<BR>
<BR>
Yes, I use resue ships too, but sometimes an emergency jump is needed when<BR>
there are no rescue ships within easy reach...and if it's an emergency, you<BR>
can't wait 2 weeks for a second ship to go fetch one!<BR>
 <BR>
> I'd certainly imagine that doing such a '2 ship jump' would be a much<BR>
> riskier jump with a crew that isnt experienced with such things.<BR>
<BR>
Totally! To my mind, if you're close to the total jump capacity of your<BR>
engines the field is a LOT less stable than if you're at 50% capacity, and<BR>
so requires almost contant tweaking (not just monitoring, but active<BR>
maintenance) just to keep it stable. That's where the rescue ships (Jump<BR>
Tugs?) come in. Their oversized engines are capable of sustaining a jump<BR>
field out of all proportion to their volume, so the field remains stable<BR>
even when towing. Remember also that the required fuel rises according to<BR>
the total volume being jumped...so a J-2 s-class scout can make a 2 parsec<BR>
jump on its own, but only a 1 parsec jump if towing a second scout.<BR>
Jump Tugs are optimised for big jump engines and fuel capacity...they only<BR>
have minimal manoeuvre drives. They turn up, grapple the distressed ship and<BR>
jump back. They may even need to work in tandem with a Blakeway-class resue<BR>
ship, the the ship needing recueing has a big delta-v. That being the case,<BR>
I imagine them as 100 dt craft with a couple of hundred dt of jump capacity.<BR>
IIRC jump fields cause interfereance in each other, so sadly you can't have<BR>
a group of Jump Tugs working together. Different sizes?<BR>
<BR>
Anyway, the whole 'Jump Towing' thing is the result of me trying to explain<BR>
how my character from the Spinward Marches ended up crossing the J-5 route<BR>
in a J-2 ship...he hitched a lift with a bigger ship that COULD cross that<BR>
distance. That's all 'off-camera', natch, we just never mention it in-game<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:02:25 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: Imperial Spacecraft Safety & Navigation Act<BR>
<BR>
Excerpt from the Imperial Spacecraft Safety & Navigation Act<BR>
<BR>
Section 3<BR>
<BR>
For the purpose of this act a spacecraft is designated as any craft capable<BR>
of attaining orbit of a world.<BR>
<BR>
Section 218A<BR>
<BR>
All spacecraft must have a minimum of three running lights per thousand<BR>
displacement tons, with an additional minimum running light added at each<BR>
thousand ton increase in displacement till a displacement of ten thousand<BR>
tons is reached, and thereafter an additional minimum running light per ten<BR>
thousand tons additional displacement.<BR>
<BR>
Section 218B<BR>
<BR>
The running lights must be placed in a distinctive pattern approved by the<BR>
bureau to allow for ease of identification when approaching or departing a<BR>
controlled space.<BR>
<BR>
Section 221<BR>
<BR>
Spacecraft owned or operated within the bounds of the Imperium are not<BR>
required to carry sufficient lifeboat capacity to ensure safe evacuation of<BR>
passengers and crew.<BR>
<BR>
Anyone want to add some more?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:02:24 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Traveller to avoid<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Dan Lane<BR>
> Sent: Thursday, 10 August 2000 10:36 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Traveller to avoid<BR>
><BR>
><BR>
> Actually, I thought FSOTSI was pretty good, but I wish they had added text<BR>
> desriptions of the ships like in Fighting Ships Supplement 9.  Its<BR>
> definitely NOT a must for beginners though, since its is mainly<BR>
> just lots of<BR>
> MT statistics sheets with a lesser number of pictures of ships.<BR>
> -Dan Lane<BR>
><BR>
And many of the stats are wrong anyway.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 07:17:44 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
At 02:24 PM 8/9/00, you wrote:<BR>
>Michel Vaillancourt writes:<BR>
> >       Ah, but you see there is a ship that can carry that beast.  A<BR>
> >battle station.  No jump drive, no manuever drive.  Powerplant, bridge, a<BR>
> >month of fuel and a few staterooms.  And since no one jumping in will be<BR>
> >carrying one, that makes you the meanest mother****** in the valley of<BR>
> >death...<BR>
><BR>
>         That presumably would mean that the computer limits do not apply<BR>
>         to battle stations.  Even so, I have always assumed that a spinal<BR>
>         PA should be pointed towards the enemy.  "Bay" sized weapons might<BR>
>         be mounted on special turrets.<BR>
><BR>
>Peez<BR>
<BR>
         Correct.  It is a loop-hole tactic...  IE:  HG doesn't mention <BR>
*what* a space station is. It defines starships, small craft and big craft <BR>
alone.<BR>
<BR>
         If you go on the idea "just a ship with less than 1g maneuver and <BR>
no jump" than yes, the rest of the rules apply.  However, non-star ships do <BR>
not require computers, just a bridge, IIRC.  So long as you are willing to <BR>
take the -1 to all FCS operations, of course.<BR>
<BR>
         If you consider them special case objects -- which I would submit <BR>
you need to do or you can't have single space stations handling the level <BR>
of traffic due to the 1 ship per 10kdton per turn rule -- then you can <BR>
ignore that rule.<BR>
<BR>
         Given that 15 minutes is a long time to turn something over an arc <BR>
- -- see work posted by Leonard on this topic -- if the station simply has to <BR>
adjust its nose a handful of degrees every turn to keep the spinal on <BR>
target, that is easily done with station-keeping thrusters.  Not exactly <BR>
harsh maneuvering.<BR>
<BR>
         Also, since I have never seen rules to the contrary, I have always <BR>
presumed that a spinal had a 60-deg wide cone directly ahead of the ship <BR>
that it could hit anything.  Otherwise, you cannot maneuver defensively <BR>
while firing your spinal mount....  you have to hold rock steady for <BR>
several minutes while engaging.  Which means your enemy hits you for free.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:29:59 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: FFS3 : Thoughts on wings<BR>
<BR>
> -----Original Message-----<BR>
> From: John Groth [mailto:wombat@premier.net]<BR>
<snip><BR>
> If we assume that an Armor Factor of 20 is the minimum armor <BR>
> required to<BR>
> provide acceptable protection against micrometeorites and <BR>
> solar flares,<BR>
> then what is the minimum Armor Factor required to maintain hull<BR>
> integrity and pressure, in the absence of micrometeorites and solar<BR>
> flares?  My OTTOMH guess would be that the minimum AF would be 5 for<BR>
> spacecraft in the 3I (based on the AF for .25 cm of <BR>
> Superdense, as given<BR>
> in FF&S2).<BR>
<BR>
Well, assuming internal air pressure is 15psi, and that this is at 1G,<BR>
multiply 15 x maxG's (the air gets just as much heavier as anything else<BR>
in acceleration, I would imagine). Say 6G's x 15psi = 90psi. Figure out<BR>
the minimum thickness of steel to not bend, buckle or rupture at this<BR>
pressure, and voila! The minimum Imperial Armour Factor for that G<BR>
rating!<BR>
<BR>
I don't know how to calculate this thickness of the top of my head, but<BR>
I imagine it has something to do with Young's Modulus and other assorted<BR>
esoterica...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 07:48:26 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Wounding Effects of Laser and Energy Weapons<BR>
<BR>
Perhaps you could model the energy transfer as a function of penetration.<BR>
Visible wavelength lasers would penetrate les than x-ray lasers, and as<BR>
dicussed, perhaps would not make it past the initial steam cloud.  They<BR>
would dump their energy in a hemisphere shaped are of tissue with a shallow<BR>
cylindrical component as penetration increased.  They might only dump half<BR>
there energy into the tisue. X-rays would penetrate farther given decreasing<BR>
wavelength and therefore be surrounded by a larger cylindrical volume to<BR>
dump their energy in.<BR>
<BR>
- -Dan Lane<BR>
- ----- Original Message -----<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
To: "TML" <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 10, 2000 7:21 AM<BR>
Subject: Wounding Effects of Laser and Energy Weapons<BR>
<BR>
<BR>
> Leonard Erickson wrote :-<BR>
> > Anybody have info on what sort of "delivered energy levels" over a less<BR>
> > than a second interval result in what degree of burn?<BR>
><BR>
> If tissue temperature exceeds 45 degrees C, it will die within hours.<BR>
> Protein denauration (raw to fried egg effect) with temperatures above 55<BR>
> C within minutes.<BR>
> A rough specific heat capacity for body tissues is 0.8kcal/kg/degree C,<BR>
> or 800 X 4.18 = 3344 Joules.<BR>
><BR>
> The complex part of the problem is modelling heat transfer.<BR>
> There's little data with the energy levels and pulse durations we're<BR>
> considering.<BR>
><BR>
> Hmm...I wonder about the food sciences literature. It deals with the<BR>
> appropriate temperature ranges.<BR>
><BR>
> Using explosives as a model is best, I think. There simply isn't enough<BR>
> time to dissipate the energy deposited by the beam/plasma bolt.<BR>
><BR>
> I'd think that 100% of the energy incident on the target would be<BR>
> available to produce wounding (!).<BR>
><BR>
> Ian Whitchurch wrote :-<BR>
> > BTW, can some people give some thought to Reflec and Ablat armours, and<BR>
to<BR>
> > whether there should be an equivalient for plasma weaponary ?<BR>
> Ablative armour is semi-plausible for laser and plasma weapons ; a<BR>
> variant might be a version of reactive armour which flashes into a<BR>
> plasma of its own to dissipate the incident bolt*.<BR>
><BR>
> Prismatic laser aerosols, or 'magic smoke' to block lasers is another<BR>
> solution.<BR>
><BR>
> Electrostatic armour strikes me as a useful defense against plasma bolts<BR>
> (sorry about the pun!).<BR>
><BR>
> Reflec is ridiculous.<BR>
><BR>
> * - I assume that ball-lightning like structures can be created at the<BR>
> appropriate TTLs to contain the plasma, to prevent the 'explosive pipe'<BR>
> problem.<BR>
><BR>
><BR>
> Robert O'Connor<BR>
> Medico, Gamer<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2919<BR>
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Traveller-digest      Friday, August 11 2000      Volume 1999 : Number 2920<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>
Large Scale Ground Combat<BR>
RE: Ship Sizes<BR>
Re:What's your favorite Traveller campaign?<BR>
Re: What's your favorite Traveller campaign (LONGish)<BR>
Re: Traveller-digest V1999 #2916<BR>
Re: Traveller-digest V1999 #2916<BR>
Re: Traveller-digest V1999 #2918<BR>
Re: Solomani Money: I need a name<BR>
RE: FFS3 : Thoughts on wings<BR>
Re: Large Scale Ground Combat<BR>
Admiral Arbellatra Alkalikhoi's (was Re: What's your favorite Traveller campaign (LONGish))<BR>
Re: A horse is a torus, of course, of course..<BR>
Re: pet peeve?<BR>
Re: Royal (Imperial) Army Units?<BR>
Re: Royal (Imperial) Army Units?<BR>
Solomani money<BR>
Re: Large Scale Ground Combat<BR>
Re: Solomani Money: I need a name<BR>
Re: A horse is a torus, of course, of course..<BR>
RE: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: Solomani money<BR>
Rift Jumping (was RE: Rescue ships)<BR>
Re: The Problem Of Stacked Titles...<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 09:10:40 -0400<BR>
From: Joseph J Alberti Jr <albertijjr@juno.com><BR>
Subject: Large Scale Ground Combat<BR>
<BR>
I would like to know how some of you handle ground combat on the company<BR>
and battalion level in your traveller mercenary campaigns.  This seems to<BR>
be the level at which mercenary units are most utilized.<BR>
<BR>
In the past I have used the abstract system in Book 4 Mercenary (too<BR>
general),  the system in the MT referee's companion (too complicated for<BR>
500 man units), and an adaptation of Avalon Hill's Panzer Blitz and Arab<BR>
and Israeli Wars games (the conversion from TL7 ground combat to TL12-15<BR>
combat is not so simple).<BR>
<BR>
Joe Alberti<BR>
"Long Live Emperor Dulinor!"<BR>
________________________________________________________________<BR>
YOU'RE PAYING TOO MUCH FOR THE INTERNET!<BR>
Juno now offers FREE Internet Access!<BR>
Try it today - there's no risk!  For your FREE software, visit:<BR>
http://dl.www.juno.com/get/tagj.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:03:06 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Ship Sizes<BR>
<BR>
Michel Vaillancourt writes:<BR>
>>That presumably would mean that the computer limits do not apply<BR>
>>to battle stations.  Even so, I have always assumed that a spinal<BR>
>>PA should be pointed towards the enemy.  "Bay" sized weapons might<BR>
>>be mounted on special turrets.<BR>
>Correct.  It is a loop-hole tactic...  IE:  HG doesn't mention <BR>
>*what* a space station is. It defines starships, small craft and big craft <BR>
>alone.<BR>
>If you go on the idea "just a ship with less than 1g maneuver and <BR>
>no jump" than yes, the rest of the rules apply.  However, non-star ships do <BR>
>not require computers, just a bridge, IIRC.  So long as you are willing to <BR>
>take the -1 to all FCS operations, of course.<BR>
>If you consider them special case objects -- which I would submit <BR>
>you need to do or you can't have single space stations handling the level <BR>
>of traffic due to the 1 ship per 10kdton per turn rule -- then you can <BR>
>ignore that rule.<BR>
<BR>
	I agree, if you are going with the computer/ship size limits.<BR>
<BR>
>Given that 15 minutes is a long time to turn something over an arc <BR>
>- -- see work posted by Leonard on this topic -- if the station simply has<BR>
to <BR>
>adjust its nose a handful of degrees every turn to keep the spinal on <BR>
>target, that is easily done with station-keeping thrusters.  Not exactly <BR>
>harsh maneuvering.<BR>
<BR>
	This might cause problems for ships docked to the station, depending<BR>
	on how they are docked.  My personal image of a space station is not<BR>
	one that turns and fires like a ship, just my cr 0.02.<BR>
<BR>
>Also, since I have never seen rules to the contrary, I have always <BR>
>presumed that a spinal had a 60-deg wide cone directly ahead of the ship <BR>
>that it could hit anything.  Otherwise, you cannot maneuver defensively <BR>
>while firing your spinal mount....  you have to hold rock steady for <BR>
>several minutes while engaging.  Which means your enemy hits you for free.<BR>
<BR>
	IMTU firing spinal weapons (including weapons mounted on small craft)<BR>
	makes you easier to hit, but I don't imagine that you must "hold<BR>
	rock steady" for the whole turn.  Of course, "hold rock steady" is<BR>
	not necessarily accurate: if I am pointing at the enemy I can still<BR>
	play with my acceleration (only a factor if another enemy is firing<BR>
	or my target is using meson guns), and I can take carefully planned<BR>
	evasive maneuvers that include a moment pointing at the target.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:20:46 -0400 (EDT)<BR>
From: "William 'Commander X' Prankard" <cmdrx@ao.net><BR>
Subject: Re:What's your favorite Traveller campaign?<BR>
<BR>
>Hi all,<BR>
<BR>
>Like I said before, I'm a newbie, and so I was wondering:  since I'm<BR>
about<BR>
>to start my first ever Traveller campaign, what are your favorite types<BR>
of<BR>
>campaigns that you've been in, run, wanted to run, or even observed?  I'm<BR>
>hoping to avoid that cliched, IMO overdone free-wheeling adventurers (D&D<BR>
in<BR>
>space with some story) type campaign, and I'm sure there must be hundreds<BR>
of<BR>
>opinions on this subject.  THanks in advance for all your responses!<BR>
<BR>
>- -Jake Bernstein<BR>
<BR>
Welcome to the fold!<BR>
<BR>
The one thing I loved about Traveller, especialy Classic Traveller, is how<BR>
versitile it is.  You could grab any book, watch any show, or even glom<BR>
currnet events out of the newspaper and create a senario or campain<BR>
setting for Traveller.<BR>
<BR>
The most common type I fear is going to be the "free-wheeling<BR>
adventurers", this goes waaaay back to classic days where some of the PC's<BR>
muster with a ship and go from planet to planet looking for fortune and<BR>
glory.  I've always liked playing that, but as a GM I must say that I have<BR>
always set restraints to how far the palyers can go.  I use that 'detached<BR>
duty' status of Ex-Scouts quite a bit.  There's a price to that ship and<BR>
by ghu your gonna pay it!  Merchants in my campain always have the bill<BR>
collectors breathing down their necks, customs agents give them the<BR>
willies, and theres always the possibility of a hijacker or<BR>
Pi...er...Ethicly Challenged Merchant.<BR>
<BR>
My favorite type of game to run , besides that mentioned above,  is a<BR>
dark, corporate, almost cyberpunkish type universe.  If you ever played<BR>
Cyberpunk or Shadowrun you know the type.  The PC's work for a major<BR>
corporation as troubleshooters.  They engage in corporate espionage,<BR>
hacking, sabotage and the occasional 'hostile takeover'.  This was the<BR>
basis of the X-TEK Corporation you hear about occasionaly on the TML.<BR>
<BR>
Add to that a level of weirdness.  Psionic Secret Societies, Secret<BR>
Government and Non-Government agencies, weird ancient tech and a heaping<BR>
spoonfull of FNORD and thats my campain.<BR>
<BR>
I have been known to throw realy Eeeeevil curves at the players in my<BR>
game.  I am not above screwing with my players minds.  In one case, I<BR>
killed off a major NPC only to have her apparently survive.  She somehow<BR>
managed to give information to the PCs on her whereabouts.  When the party<BR>
got to the location, they find a hologram of their fallen comerade and a<BR>
cache of exposives ready to go off!  PSYCH!<BR>
<BR>
This may be a throwback to my D&D days, Grimtooth has nothing on me.  I<BR>
LOVE high tech traps!<BR>
<BR>
Currently I am running an Internet Relay Chat(IRC) game in which the<BR>
players are a rock group on tour in the Spinward Marches.  This was<BR>
inspired by "Roadshow" by John M. Ford that was in an old issue of JTAS<BR>
(IIRC).  The players go from planet to planet, from concert and gig,<BR>
encountering mayhem and weirdness every step of the way.<BR>
<BR>
The other game I am running, albeit slowly due to RealLife challenges,<BR>
involves an Imperial scout hired as an escort for a shiping line in the<BR>
Caledon Principality in Reavers Deep Sector. The Scout is thinking of<BR>
'going native' and leaving the Imperium.  This is obviously going to cause<BR>
friction!<BR>
<BR>
 Reavers Deep is a sector that was ravaged by pirate bands<BR>
(reavers) during the Long Night.  Piracy is still a problem there to some<BR>
extent.  What I like most about the Deep is the fact that it is a Frontier<BR>
area that is not part of the Imperium, like the Spinward Marches.  And<BR>
those Caledonians, what can I say.  These are the original Scots in<BR>
Spaaaaaace!<BR>
<BR>
These are but a small part of the possibilites with Traveller.  Its this<BR>
level of versatility that has always been one of my favorite things about<BR>
the game.  You could even become a heretic and make your own universe!<BR>
<BR>
On any path you choose, best wishes and good luck!<BR>
<BR>
\\    //  Commander X<BR>
 \\  //   CEO X-TEK Industries of Deneb, LIC<BR>
  T E K   Starship Contractor & High Energy Weapons Research<BR>
 //  \\   http://www.ao.net/~cmdrx/xtek<BR>
//    \\  0608 D557777-A kk- va+ so+ zh+ da+ A723<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 07:27:23 -0700<BR>
From: Cheryl <cheryl@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign (LONGish)<BR>
<BR>
on 8/10/00 3:48 PM, Tod Glenn at webmaster@travellercentral.com wrote:<BR>
<BR>
<snip><BR>
> <BR>
> I ran a game where the principle player began the game coming to<BR>
> consciousness in a restroom.  She was handcuffed to a dead individual who'd<BR>
> been shot in the head at close range.  She had a gun in her hand and no<BR>
> memories.  Sirens are wailing in the distance....<BR>
> <BR>
> Tod<BR>
He always forgets the best parts, when I went to check the dead body for ID,<BR>
the man had a police badge.<BR>
<BR>
- -Cheryl<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:43:54 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2916<BR>
<BR>
> BTW: What did you folks think of this movie.<BR>
<BR>
I was disappointed. I thought the characters were wooden and predictable, and <BR>
the plot slow and plodding. Amination was good in parts and excellent in <BR>
some, but also poor now and then. A few good lines, but I would have <BR>
considered myself ripped off if I'd paid more than matinee prices for it.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:46:00 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2916<BR>
<BR>
> >> Especially silly was the Hivers being behind Santa Claus...<BR>
>  ><BR>
>  >I wrote some of that book -- that's not what we said.<BR>
>  <BR>
>  <BR>
>      How do you know, you might have been manipulated by a Hiver to think<BR>
>  that way.....<BR>
<BR>
I manipulate the Hivers . . . furthermore, I'm one of the few people in this <BR>
universe who get paid to do that.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:48:52 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2918<BR>
<BR>
> Does anyone know the fate of <BR>
>  those supplements that were to be produced by GDW for TNE goes, will it go <BR>
>  to Far Future to ultimately produce a Virus era Milieu sourcebook, <BR>
answering <BR>
>  all the enigmas of TNE.<BR>
<BR>
They reverted to Marc along with everything else Traveller. His plans are his <BR>
to reveal.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 07:56:36 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
Ahh your co-worker either missed or was too tasteful to offer:<BR>
<BR>
Solomani Confederation Rationalized Unit of Exchange.<BR>
<BR>
Particularly when applied to those odd Imperial traders who venture there,<BR>
no doubt ;-) <BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
<BR>
On Thu, 10 Aug 2000, Tod Glenn wrote:<BR>
<BR>
> > How 'bout the Galactic Unit of Credit: the GUC?  It ties in well with<BR>
> > Solomani history (see "Retief," "Corps Diplomatique Terrestiene"), has a<BR>
> > nice ring to it when spoken ("That'll cost you a few MegaGUCs"), and it<BR>
> > isn't as provincial as using a former Terran national currency.<BR>
> ><BR>
> Interesting.  It brings up the obvious "Solomani Unit if Currency", SUC.  I<BR>
> leave the rest to your imagination.<BR>
> <BR>
> A co-worker just recommended Solomani Confederation Unit of Exchange, SCUE.<BR>
> <BR>
> Any other acronyms come to mind?<BR>
> <BR>
> Tod<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 14:24:08 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: FFS3 : Thoughts on wings<BR>
<BR>
> -----Original Message-----<BR>
> From: Katharine Whitchurch [mailto:katts@globalfreeway.com.au]<BR>
> Sent: 10 August 2000 00:07<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: FFS3 : Thoughts on wings<BR>
> <BR>
> <BR>
> I take it everyone (except maybe Eris) liked the stuff on <BR>
> Happy Fun Ballas<BR>
> and Winged Needles. BTW, feedback is important on this.<BR>
> <BR>
> These are more thoughts.<BR>
> <BR>
> After you get contra-grav, the aerodynamic properties of <BR>
> wings are less<BR>
> important than their ability to impart more surface area on a vessel.<BR>
> <BR>
> Wings can get hit in combat (maybe any miss by 1 hits the <BR>
> wings of a ship<BR>
> ?).<BR>
> <BR>
> Wings need not be armoured to the same level as the rest of the ship.<BR>
> <BR>
> Blow-through would limit the damage done by big weapons (this allows<BR>
> fighters carrying light lasers to be an annoyance ... if they <BR>
> have a lock.<BR>
> But powering up to swat them will take your emcon state too high ...).<BR>
> Presumably, you just lose a unit of radiators or a unit of <BR>
> sensors per hit<BR>
> (only surface damage ... there is no 'interior' to blow through into).<BR>
<BR>
There will be unless they are solid. And if I have spare interior space<BR>
that people or equipment or cargo can't fit into, then it's used for<BR>
fuel!<BR>
<BR>
Perhaps you might also do a fuel-1 hit, if people decide to use the wing<BR>
interior as fuel storage...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:30:24 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Large Scale Ground Combat<BR>
<BR>
Joseph J Alberti Jr wrote:<BR>
> <BR>
> I would like to know how some of you handle ground combat on the company<BR>
> and battalion level in your traveller mercenary campaigns.  This seems to<BR>
> be the level at which mercenary units are most utilized.<BR>
> <BR>
> In the past I have used the abstract system in Book 4 Mercenary (too<BR>
> general),  the system in the MT referee's companion (too complicated for<BR>
> 500 man units), and an adaptation of Avalon Hill's Panzer Blitz and Arab<BR>
> and Israeli Wars games (the conversion from TL7 ground combat to TL12-15<BR>
> combat is not so simple).<BR>
<BR>
Well, if you can find a copy, you can use _Striker_.  Barring that, you<BR>
might be able to find a copy of _Striker II_.<BR>
<BR>
Either game will work (although you might have to tinker with _Striker<BR>
II_ a bit unless you're using TNE rules in your campaign).<BR>
<BR>
GT: Star Mercs also has a large-scale combat resolution system, as well<BR>
as modifiers to use in the GURPS _Compendium II_ mas combat system.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:41:29 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Admiral Arbellatra Alkalikhoi's (was Re: What's your favorite Traveller campaign (LONGish))<BR>
<BR>
Interesting!<BR>
<BR>
I think that it might be an appropriate project for the TML to work out the<BR>
details of the Admiral.<BR>
Such as:<BR>
<BR>
Appearance?<BR>
>AAA, a majestic and powerful figure,<BR>
<BR>
UPP?<BR>
<BR>
Age?<BR>
<BR>
Motivations?<BR>
> has decided to march on Capital and seize control, not for herself, but<BR>
> for the rightful heir.  She wants to take up regency of the empire while<BR>
> the proper heir is found, probably the only way to end the succession of<BR>
> weak emperors.<BR>
<BR>
<BR>
> 5. I haven't actually run this one, it's next on my list.  The PCs are<BR>
> attached to Admiral Arbellatra Alkalikhoi's (AAA to her friends) fleet at<BR>
> the conclusion of the 2nd Frontier War, about 622 Imperial (IIRC).  The<BR>
> Imperium has been disintegrating under the pathetic rulership of a series<BR>
> of 'barracks emperors' for years.  AAA, a majestic and powerful figure,<BR>
> has decided to march on Capital and seize control, not for herself, but<BR>
> for the rightful heir.  She wants to take up regency of the empire while<BR>
> the proper heir is found, probably the only way to end the succession of<BR>
> weak emperors.<BR>
<BR>
> The PCs are a random assortment of officers and civilian attaches<BR>
> picked by her to act as her 'eyes and ears' among the crew of the main<BR>
> battleship in the fleet. Also, they will act as 'agents provocateurs' to<BR>
> make sure the crew has the 'right' reaction when she announces her plans<BR>
> (in an appropriately rousing speech complete with 'The Imperium is the<BR>
> Light!' or some such slogan at the end--apologies to Russell Crowe :-).<BR>
> This is mainly an intrigue campaign.  The PCs will have to try and<BR>
> gauge the crew's reaction to AAA's plans and act accordingly. There will<BR>
> be detractors to deal with, maybe assassination plots, possibly even an<BR>
> attempt at mutiny if AAA is not as popular as she thinks she is.  Once<BR>
> that's settled, there'll be some mighty big honkin' space battles as the<BR>
> fleet makes its way to the core and encounters fleets loyal to the present<BR>
> emperor.  There will be more intrigue as AAA attempts to convince others<BR>
> that her plan is the way to go. Some worlds may refuse to re-supply the<BR>
> fleet, leading to other interesting problems.<BR>
><BR>
> Boy, that brought back a lot of fond memories...<BR>
><BR>
> Thanks,<BR>
> Charles C.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:58:13 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
...<BR>
> > Obviously *you've* never considered a horse to be a sphere to make the<BR>
> > maths easier...<BR>
> ><BR>
> <BR>
> Of COURSE not, a horse is a torus!<BR>
> <BR>
>A horse is a torus, of course, of course.... ;-)<BR>
><BR>
<BR>
  Does anyone recall what the original is from? - someone was asking<BR>
me a couple nights ago :)<BR>
  <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 08:58:46 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: pet peeve?<BR>
<BR>
...<BR>
>	Insects?  It took me a moment, but I assume that you are calling<BR>
>	slugs insects.  <shiver>  SLUGS ARE NOT INSECTS!  Slugs are molluscs,<BR>
>	no more insects that we are.<BR>
><BR>
>	Sorry, entomological pet peeve.<BR>
<BR>
  Shouldn't that be etymological?  :><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:51:54 +0100<BR>
From: Martin Hardgrave <martin@deira.demon.co.uk><BR>
Subject: Re: Royal (Imperial) Army Units?<BR>
<BR>
In message <D7DC5099EC50D31193180090273A714417C8A0@KARPAD01>, Matt Bond<BR>
<MBOND@karpad.demon.co.uk> writes<BR>
>Also, the QE2 is named in<BR>
>honour of the current Queen, it doesn't mean she owns it!<BR>
<BR>
No it isn't- it's named after the previous ship Queen Elizabeth.<BR>
- -- <BR>
Martin Hardgrave<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:48:44 +0100<BR>
From: Martin Hardgrave <martin@deira.demon.co.uk><BR>
Subject: Re: Royal (Imperial) Army Units?<BR>
<BR>
In message <399129E1.72C94CAB@premier.net>, John Groth<BR>
<wombat@premier.net> writes<BR>
> Does this appellation imply that the King (or<BR>
>Queen) has the right of direct command over certain British army units,<BR>
>but not others?<BR>
<BR>
The Queen is Lord High Admiral of the United Kingdom but Colonel in<BR>
Chief of only some army units.<BR>
- -- <BR>
Martin Hardgrave<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:22:28 -0400<BR>
From: Bob Kovalchick <Kovalchick@wbgh.com><BR>
Subject: Solomani money<BR>
<BR>
The Sol sounds great, links to the Solomani, the Sun, etc. But it doesn't<BR>
have to be short for Sollar (not really silly, just a tad snickery perhaps)<BR>
just Sol works.<BR>
<BR>
IMTU I called it a Chit. The reason credit works is because it has an<BR>
economic, neutral sound to it. So I tried to come up with something similar,<BR>
hence the Chit. (abbr. Ch) I told my players that the history dates back to<BR>
the Interstellar Wars, when most Terrans were in the military and a large<BR>
portion of the economy was using military chits (like military script) Even<BR>
civilian shops and companies recognized the chit.<BR>
<BR>
Bob Kovalchick<BR>
Washington Business Group on Health<BR>
E: kovalchick@wbgh.com <mailto:kovalchick@wbgh.com> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:36:59 -0600 (MDT)<BR>
From: pengebos@nmsu.edu<BR>
Subject: Re: Large Scale Ground Combat<BR>
<BR>
On Fri, 11 Aug 2000, John Groth wrote:<BR>
If I am in a game, I use something akin to Mercanary - make a coupleof<BR>
rolls and declare the resultes and get back to role playing.<BR>
<BR>
If I have time, I fight it out in miniatures useing the "holy Trinity" of<BR>
Science Fiction Miniatures Games - Full Thruse, Stargrunt, Dirtside II.<BR>
<BR>
Peter Engebos				<pengebos@nmsu.edu><BR>
T'Sarith, Lord deGaalth			<degaalth@prodigy.net><BR>
		http://www.geocities.com/degaalth/<BR>
<BR>
  "Here at Ortillery Command we have at our diposal hundred megawatt laser<BR>
beams, mach 20 titanium rods and guided thermonuclear bombs. Some people say<BR>
 we think that we're God. We're not God. We just borrowed his SMITE button<BR>
                        for our fire control system"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:00:05 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
On 08/11/00 at 07:56 AM,  Bruce Johnson <johnson@Pharmacy.Arizona.EDU> said:<BR>
<BR>
>Ahh your co-worker either missed or was too tasteful to offer:<BR>
<BR>
>Solomani Confederation Rationalized Unit of Exchange.<BR>
<BR>
>Particularly when applied to those odd Imperial traders who venture<BR>
>there, no doubt ;-) <BR>
<BR>
No, *that's* the Solomani Confederation Rationalized Unit of Interstellar Trade.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:03:52<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
At 08:58 AM 8/11/2000 -0700, you wrote:<BR>
<BR>
>>A horse is a torus, of course, of course.... ;-)<BR>
><BR>
>  Does anyone recall what the original is from? - someone was asking<BR>
>me a couple nights ago :)<BR>
<BR>
"Mr. Ed", a show about a talking horse.<BR>
<BR>
No room for useful information in this brain.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:13:24 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
<BR>
- ------_=_NextPart_001_01C003B7.753D6430<BR>
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	charset="iso-8859-1"<BR>
<BR>
>From: eris@pcola.gulf.net<BR>
>Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
><BR>
<snip><BR>
>From what people have written, it appears that the center is fairly easy to<BR>
model. It's >either end that cause trouble. If that's the case then why not<BR>
have 3 formula, one for low >power/low velocity weapons, one for most<BR>
weapons,  and one for the big weapons? Would that >be an unreasonable thing<BR>
to do?<BR>
<BR>
	The problem you get into there is the boundries between the<BR>
formulae.  "Hmmmm, if we add another 50 joules, we can bump it up into the<BR>
higher category and drop 5 kg from the weight of the gun." ...that kind of<BR>
thing.<BR>
<BR>
	Rod Basler, COFIT<BR>
- -------------------------------------------------------------------<BR>
Disclaimer - They just tell me to think; they don't tell me _what_ to think.<BR>
<BR>
- ------_=_NextPart_001_01C003B7.753D6430<BR>
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<TITLE>RE: Receiver Weights for FFS3 (was:  My Dirty Little =<BR>
Secret)</TITLE><BR>
</HEAD><BR>
<BR>
<BR>
<BR>
&gt;From: eris@pcola.gulf.net<BR>
<BR>
&gt;Subject: Re: Receiver Weights for FFS3 =(was:&nbsp; My Dirty Little Secret)<BR>
&gt;<BR>
&lt;snip&gt;<BR>
&gt;From what people have written, it appears that = the center is fairly easy to model. It's &gt;either end that cause = trouble. If that's the case then why not have 3 formula, one for low = &gt;power/low velocity weapons, one for most weapons,&nbsp; and one for = the big weapons? Would that &gt;be an unreasonable thing to =do?<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The =problem you get into there is the boundries between the formulae.&nbsp; = &quot;Hmmmm, if we add another 50 joules, we can bump it up into the = higher category and drop 5 kg from the weight of the gun.&quot; ...that =kind of thing.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
---------------------------------------------------------------=- ----<BR>
Disclaimer - They just tell me to think; they don't =tell me _what_ to think.<BR>
- ------_=_NextPart_001_01C003B7.753D6430--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:15:02 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Solomani money<BR>
<BR>
How about the Soland<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:30:21 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
On 08/11/00 at 10:33 AM,  "Jones, Dean" <Dean.Jones@fox-europe.com> said:<BR>
<BR>
The jump towing thing is an interesting variant I haven't used.<BR>
I'll have to think about it.<BR>
<BR>
>Anyway, the whole 'Jump Towing' thing is the result of me trying to<BR>
>explain how my character from the Spinward Marches ended up crossing the<BR>
>J-5 route in a J-2 ship...he hitched a lift with a bigger ship that COULD<BR>
>cross that distance. That's all 'off-camera', natch, we just never<BR>
>mention it in-game<BR>
<BR>
As for crossing a J-5 route with a J-2 ship...<BR>
<BR>
There are two thoughts on this.  One group says you can't jump to<BR>
"empty hexes", IOW's you must jump to a stellar object.  The other<BR>
group says you *can* jump to empty hexes, but once there will have<BR>
to have, or find, enough fuel to jump again.<BR>
<BR>
For the first group the rift problem is mainly finding a route from<BR>
star to star to star, because anything with a lower jump number<BR>
isn't going anyway.  Some of us have added "dark objects" found<BR>
between charted stars to which you can jump, if you know their<BR>
location.  Some of these sites have been developed as "fueling<BR>
stations."  This, of course, makes it possible for shorter ranged<BR>
ships to jump across rifts in a series of shorter jumps.  These<BR>
"dark objects" are very valuable properties, and there is a thriving<BR>
business among Scouts and former scouts looking for these dark<BR>
objects.<BR>
<BR>
For the second group, the rifts are mainly a time barrier, even<BR>
short ranged ships can do it, it just takes more time.  Of course,<BR>
you have to have enough fuel to keep jumping until you reach a star<BR>
where you can refuel, but there's a trick that let's you do that.  <BR>
<BR>
See, lots of compounds, like water, can pack more hydrogen into a<BR>
given volume than liquid hydrogen can.  So, what you want to do is<BR>
carry one of these compounds as your cargo and refine it into<BR>
hydrogen along the way.<BR>
<BR>
Here's my "Handy-Dandy Jump Extender" plan.  If you have a J-2 ship<BR>
and want to cross a rift, you do the following.<BR>
<BR>
  1. Make sure your fuel purifier is working, maybe get a spare.<BR>
<BR>
  2. Fill your cargo hold with water (there are compounds that give<BR>
     you more hydrogen, but they are all harder to work with) which<BR>
     holds 1.56 times as much hydroden as liquid H2.<BR>
     <BR>
  3. Fill your tanks with H2 and make your first jump to the empty<BR>
     hex.<BR>
  <BR>
  4. During your jump (or after you get to the empty hex) refine<BR>
     the water to H2 and refill your fuel tanks.<BR>
      <BR>
  5. Repeat until you reach a star where you can load up with water<BR>
     again<BR>
     <BR>
Example:  A 200 dton J-2 Far Trader with, 40 dton fuel tanks and 60<BR>
dton cargo hold filled with water can make 3 J-2's:  1 on the<BR>
orignial 40 dton's of H2 and 2 more on the 93 dtons of H2 refined<BR>
from the water.  Takes longer, but it gets you across a J-6 rift.<BR>
<BR>
Eris     <BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 21:31:25 +0100<BR>
From: Martin Hardgrave <martin@deira.demon.co.uk><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
In message <lfjuosk8mli5732uegr1fsc1i0b21314ca@4ax.com>, Jeff Zeitlin<BR>
<jzeitlin@cyburban.com> writes<BR>
><BR>
>Even if the Archdukes are not entitled to a seat in the Moot, that still<BR>
>leaves Norris with four seats, and Strephon with at least one.<BR>
><BR>
>It is Strephon that is the problem.  The Marquis of Usdiki is undoubtedly<BR>
>entitled to sit in the Moot.  The Emperor, equally undoubtedly, is not, and<BR>
>may not in fact even visit without permission.<BR>
><BR>
>Strephon appears at the Moot Spire on the eve of a 'critical' vote.  Must<BR>
>he be admitted, or must he be denied entry?<BR>
>--<BR>
<BR>
Denied if he arrives as the Emperor.  In the UK the heir to the throne<BR>
loses all titles when they become monarch, thus Prince Charles is Prince<BR>
of Wales, Duke of Cornwall, Duke of Rothesay, Earl of Carrick, Earl of<BR>
Chester, Baron Renfrew, Lord of the Isles, and Prince and Great Steward<BR>
of Scotland, but he will (probably) become King Charles III.  In prayers<BR>
in Scottish churches I've heard him referred to as the Duke of Rothesay,<BR>
but generally he is referred to as the Prince of Wales.<BR>
<BR>
The British do royal ceremony quite well - try and catch the state<BR>
opening of parliament around October/November where the Queen arrives in<BR>
the House of Lords (where the throne is) to present her government's<BR>
program for the next parliamentry session.  Black Rod is sent down the<BR>
corridor to the House of Commons and has the door slammed in his face,<BR>
and after knocking is admitted and summons the Commons to the floor of<BR>
the Lords to hear the Queen's speech.  While this takes place two MPs<BR>
are held hostage in Buckingham Palace to ensure the safe return of the<BR>
monarch.  The house of Commons exercises authority granted by the<BR>
monarch, as exemplified by the mace which is carried in front of the<BR>
Speaker and placed in the Commons during debates. <BR>
<BR>
Certainly before the recent reform of the Lords Royal peers (anyone but<BR>
the monarch) were entitled to sit there, but they rarely did and even<BR>
more rarely spoke in debate.  The heirs of all peers were entitled to<BR>
sit on the steps of the throne and observe proceedings.<BR>
<BR>
Ob Trav: what weird things go on in the Moot?  In the UK laws still<BR>
receive the Royal Assent in Norman French, and an MP shouting "I spy<BR>
strangers, I spy strangers" will stop proceedings and lead to a clearing<BR>
of the public gallery: a not uncommon delaying tactic.<BR>
<BR>
<BR>
- -- <BR>
Martin Hardgrave<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2920<BR>
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Traveller-digest      Friday, August 11 2000      Volume 1999 : Number 2921<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: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
Re: A horse is a torus, of course, of course..<BR>
RE: Large Scale Ground Combat<BR>
Re: The Problem Of Stacked Titles...<BR>
Re: 3D modelling without a computer: Type S scout<BR>
RE: Scots in Spaaaaaace!<BR>
RE: A horse is a torus, of course, of course..<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: A horse is a torus, of course, of course..<BR>
Re: FFS3 : Thoughts on wings<BR>
Testing, testing, 1, 2, 3...<BR>
Re: What's your favorite Traveller campaign?<BR>
Re: What's your favorite Traveller campaign (LONGish)<BR>
Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
RE: Getting ships under control<BR>
RE: Getting ships under control<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:45:23 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
On 08/11/00 at 10:13 AM,  Rodney Basler <rgb@odetics.com> said:<BR>
<BR>
>	The problem you get into there is the boundries between the formulae. <BR>
>"Hmmmm, if we add another 50 joules, we can bump it up into the higher<BR>
>category and drop 5 kg from the weight of the gun." ...that kind of<BR>
>thing.<BR>
<BR>
I understand, but I don't think we're going to find a continuious<BR>
function that *works* from top to bottom.  At least, not one that is<BR>
even remotely easy to use.  For a game, being a little chunky, *and*<BR>
telling designers not to take advantage of the cracks between the<BR>
chunks should be good enough.<BR>
<BR>
<shrug> But I don't know, maybe 3g3 works for the range of weapons<BR>
we're dealing with. <BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:49:48 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Receiver Weights for FFS3 (was:  My Dirty Little Secret)<BR>
<BR>
Actually, I'm getting pretty good results with my current methodology.  I'll<BR>
probably have a rough spreadsheet for small arms (CPR) this weekend for<BR>
interested parties to look at.<BR>
<BR>
Tod<BR>
- ----- Original Message -----<BR>
From: <eris@pcola.gulf.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 11, 2000 10:45 AM<BR>
Subject: RE: Receiver Weights for FFS3 (was: My Dirty Little Secret)<BR>
<BR>
<BR>
> On 08/11/00 at 10:13 AM,  Rodney Basler <rgb@odetics.com> said:<BR>
><BR>
> > The problem you get into there is the boundries between the formulae.<BR>
> >"Hmmmm, if we add another 50 joules, we can bump it up into the higher<BR>
> >category and drop 5 kg from the weight of the gun." ...that kind of<BR>
> >thing.<BR>
><BR>
> I understand, but I don't think we're going to find a continuious<BR>
> function that *works* from top to bottom.  At least, not one that is<BR>
> even remotely easy to use.  For a game, being a little chunky, *and*<BR>
> telling designers not to take advantage of the cracks between the<BR>
> chunks should be good enough.<BR>
><BR>
> <shrug> But I don't know, maybe 3g3 works for the range of weapons<BR>
> we're dealing with.<BR>
><BR>
> Eris<BR>
> --<BR>
> -----------------------------------------------------------<BR>
> eris@pcola.gulf.net    using MR/2 ICE #245<BR>
> http://www.crosswinds.net/~erisr<BR>
> -----------------------------------------------------------<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:50:41 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
On 08/11/00 at 08:58 AM,  shudson@lightspeed.bc.ca (Steven Hudson) said:<BR>
<BR>
>...<BR>
>> > Obviously *you've* never considered a horse to be a sphere to make the<BR>
>> > maths easier...<BR>
>> ><BR>
>> <BR>
>> Of COURSE not, a horse is a torus!<BR>
>> <BR>
>>A horse is a torus, of course, of course.... ;-)<BR>
<BR>
>  Does anyone recall what the original is from? - someone was asking me a<BR>
>couple nights ago :)<BR>
<BR>
Mr Ed, the 50's TV show about a talking horse.  The jingle was<BR>
something like, "A horse is a horse, of course, of course, but<BR>
you've never seen a talking horse...except for Mr Ed!"<BR>
<BR>
Eris,<BR>
    who is old enough to have seen first run Mr Ed episodes, lusted<BR>
    over Annette (mouse ears and all), and watched "Dick Clark's<BR>
    American Bandstand Live from Philadelphia."<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 14:08:52 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Large Scale Ground Combat<BR>
<BR>
Joseph Alberti Jr writes:<BR>
>I would like to know how some of you handle ground combat on the company<BR>
>and battalion level in your traveller mercenary campaigns.  This seems to<BR>
>be the level at which mercenary units are most utilized.<BR>
>In the past I have used the abstract system in Book 4 Mercenary (too<BR>
>general),  the system in the MT referee's companion (too complicated for<BR>
>500 man units), and an adaptation of Avalon Hill's Panzer Blitz and Arab<BR>
>and Israeli Wars games (the conversion from TL7 ground combat to TL12-15<BR>
>combat is not so simple).<BR>
<BR>
	I have not actually run such a situation, but I did work up house<BR>
	rules for using Squad Leader (Avalon Hill) to deal with that<BR>
	scale of combat.  The adjustments are not difficult and the systems<BR>
	seem to mesh pretty well.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 10 Aug 2000 20:44:46 +0100<BR>
From: Martin Hardgrave <martin@deira.demon.co.uk><BR>
Subject: Re: The Problem Of Stacked Titles...<BR>
<BR>
In message <029e01c001c6$9b1c4f10$1c66fea9@kosh>, Nick Bradbeer<BR>
<nick@traveller.freeserve.co.uk> writes<BR>
>Is it just the Queen barred from the House of COmmons? I thought it was<BR>
>every peer of the Realm, but my protocol is rusty to say the least.<BR>
<BR>
There were "lords" in the Commons - Lord James Douglas Hamilton for<BR>
example lost his seat at the last election, but he is the heir to a<BR>
title and *his* title is only a courtesy one.  If his father died and he<BR>
inherited the title he would have to resign his seat - but now that<BR>
hereditary peers may not on the whole sit in the Lords (mainly only life<BR>
peers) this may no longer be the case.<BR>
- -- <BR>
Martin Hardgrave<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:32:06 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: 3D modelling without a computer: Type S scout<BR>
<BR>
That was really nice, if fairly non-canon. In addition to the 'jump<BR>
projector' (say WHAT???) there's also a ventral turret in addition to<BR>
the dorsal one.<BR>
<BR>
However, I must say it is a gorgeous model nontheless. I like the<BR>
cockpit detail.<BR>
<BR>
Rob Knight wrote:<BR>
> <BR>
> Take a look at this:<BR>
> <BR>
> http://www.starshipmodeler.com/contest/ss_s07.htm<BR>
> <BR>
> for a great piece of work.<BR>
> <BR>
> Rob (the aussie one)<BR>
> <BR>
> And no, I wasn't me who built it (unfortunately) 8P<BR>
> <BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:52:36 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Scots in Spaaaaaace!<BR>
<BR>
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>From: "William 'Commander X' Prankard" <cmdrx@ao.net><BR>
>Subject: Re:What's your favorite Traveller campaign?<BR>
><BR>
</FONT><FONT  SIZE=3 PTSIZE=14><BIG><BIG><BIG><BR>
><BR>
> Reavers Deep is a sector that was ravaged by pirate bands<BR>
>(reavers) during the Long Night.  Piracy is still a problem there to some<BR>
>extent.  What I like most about the Deep is the fact that it is a Frontier<BR>
>area that is not part of the Imperium, like the Spinward Marches.  And<BR>
>those Caledonians, what can I say.  These are the original Scots in<BR>
>Spaaaaaace!<BR>
><BR>
<BR>
	Now don't get me wrong - I like kilts, even worn regimental.  It's<BR>
the only way to get a little ventilation here in Southern Hell/h/h/h/h<BR>
California...I even wore a kilt at my wedding and yes, I was<BR>
'regimental'......<BR>
	...but kilts and zero-g don't mix  ;o)<BR>
<BR>
	Rod Basler, COFIT (the wolf barks in laughter as he flees back to<BR>
the Vargr Extents)<BR>
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<BR>
&gt;From: &quot;William 'Commander X' Prankard&quot; =<BR>
&lt;cmdrx@ao.net&gt;<BR>
<BR>
&gt;Subject: Re:What's your favorite Traveller =campaign?<BR>
&gt;<BR>
&lt;big snip&gt;<BR>
&gt;<BR>
&gt; Reavers Deep is a sector that was ravaged by =pirate bands<BR>
&gt;(reavers) during the Long Night.&nbsp; Piracy is =still a problem there to some<BR>
&gt;extent.&nbsp; What I like most about the Deep is =the fact that it is a Frontier<BR>
&gt;area that is not part of the Imperium, like the =Spinward Marches.&nbsp; And<BR>
&gt;those Caledonians, what can I say.&nbsp; These =are the original Scots in<BR>
&gt;Spaaaaaace!<BR>
&gt;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Now don't = get me wrong - I like kilts, even worn regimental.&nbsp; It's the only = way to get a little ventilation here in Southern Hell/h/h/h/h = California...I even wore a kilt at my wedding and yes, I was ='regimental'......<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...but =kilts and zero-g don't mix&nbsp; ;o)<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT (the wolf barks in laughter as he flees back to the Vargr =Extents)<BR>
---------------------------------------------------------------=- -------------<BR>
Disclaimer - They just tell me to think, they don't =tell me _what_ to think.<BR>
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<BR>
Date: Fri, 11 Aug 2000 16:13:53 -0400<BR>
From: "Charles Prevatte" <prevattec@worldnet.att.net><BR>
Subject: RE: A horse is a torus, of course, of course..<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Steven<BR>
> Hudson<BR>
> Sent: Friday, August 11, 2000 11:58 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: A horse is a torus, of course, of course..<BR>
><BR>
><BR>
> ...<BR>
> > > Obviously *you've* never considered a horse to be a sphere to make the<BR>
> > > maths easier...<BR>
> > ><BR>
> ><BR>
> > Of COURSE not, a horse is a torus!<BR>
> ><BR>
> >A horse is a torus, of course, of course.... ;-)<BR>
> ><BR>
><BR>
>   Does anyone recall what the original is from? - someone was asking<BR>
> me a couple nights ago :)<BR>
><BR>
><BR>
<BR>
An old sit-com called Mr. Ed.<BR>
Mr. Ed was a talking horse...of course.<BR>
<BR>
Charles L.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:15:46 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
>On 08/11/00 at 10:33 AM,  "Jones, Dean" <Dean.Jones@fox-europe.com> said:<BR>
>See, lots of compounds, like water, can pack more hydrogen into a<BR>
>given volume than liquid hydrogen can.  So, what you want to do is<BR>
>carry one of these compounds as your cargo and refine it into<BR>
>hydrogen along the way.<BR>
<BR>
This has been proposed before.  The main problem is that it is<BR>
just so useful, it is hard to see why it wasn't around before.<BR>
With a little thought you can get the volumes low enough that<BR>
one wonders why passenger ships, explorations ships, etc. don't<BR>
_all_ carry enough fuel for a second jump as a safety precaution.<BR>
<BR>
I you start using this for limited purposes, like cause rifts,<BR>
it make the inconsistency even more pronounced.  I wouldn't even<BR>
try and get into this unless one is prepared to address the<BR>
entire issue.....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 14:54:04 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
On Fri, 11 Aug 2000 eris@pcola.gulf.net wrote:<BR>
<BR>
> >  Does anyone recall what the original is from? - someone was asking me a<BR>
> >couple nights ago :)<BR>
> <BR>
> Mr Ed, the 50's TV show about a talking horse.  The jingle was<BR>
> something like, "A horse is a horse, of course, of course, but<BR>
> you've never seen a talking horse...except for Mr Ed!"<BR>
> <BR>
<BR>
Oh, great.  Now I have to correct you:<BR>
<BR>
A horse is a horse of course, of course,<BR>
and no one can talk to a horse, of course,<BR>
unless of course that horse of course is the famous Mr. Ed!<BR>
<BR>
(hmm, not sure about that last line)<BR>
<BR>
Now can someone explain to me how I know that jingle if I've never seen an<BR>
entire episode?  (It was first on long before my time)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:11:50 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FFS3 : Thoughts on wings<BR>
<BR>
In mail you write:<BR>
<BR>
> Well, assuming internal air pressure is 15psi, and that this is at 1G,<BR>
> multiply 15 x maxG's (the air gets just as much heavier as anything else<BR>
> in acceleration, I would imagine). Say 6G's x 15psi = 90psi.<BR>
<BR>
Nope! The air pressure on the *ground* is due to the weight of the air<BR>
column. On a ship, the pressure is due to being packed tightly into a<BR>
sealed container. A cubic meter of air weighs about a kilogram. Which<BR>
means that the increase in pressure (asumming a 3 meter ceiling) is on<BR>
the order of 18 kg per m^2. And since a "standard atmosphere(technical)"<BR>
is 1 kg/cm^2, you've added a mere .18% to the air pressure. <BR>
<BR>
Okay, admittedly, if the ship isn't sealed at the deck boundaries, you<BR>
get to use the entire length of the ship. Still, it's going to take a<BR>
long ship, and a lot of *uncompensated* gees to get a pressure increase<BR>
worth worrying about.<BR>
<BR>
The fuel tanks are a different matter though.<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: Fri, 11 Aug 2000 13:21:31 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: Testing, testing, 1, 2, 3...<BR>
<BR>
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	This is a test to see if with the help of the TMLers, we have<BR>
finally accomplished what IS could not - killing the damn MIME.<BR>
 	If it is _still_ MIME, please do not bother to reply to the message,<BR>
the results are apparent enough.  Thank you.<BR>
<BR>
	Rod Basler, COFIT <BR>
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<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This is a =<BR>
test to see if with the help of the TMLers, we have finally =<BR>
accomplished what IS could not - killing the damn MIME.<BR>
<BR>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; If it is =<BR>
_still_ MIME, please do not bother to reply to the message, the results =<BR>
are apparent enough.&nbsp; Thank you.<BR>
<BR>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =<BR>
Basler, COFIT <BR>
<BR>
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<BR>
Date: Fri, 11 Aug 2000 13:37:41 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
Via electronic medium on 8/10/00 1:21 PM, apoc527@u.washington.edu issued<BR>
forth:<BR>
<BR>
> Like I said before, I'm a newbie, and so I was wondering:  since I'm about<BR>
> to start my first ever Traveller campaign, what are your favorite types of<BR>
> campaigns that you've been in, run, wanted to run, or even observed?<BR>
<BR>
When I first played Traveller it was a merchant campaign, and I have /never/<BR>
had more fun in an RPG. On occasion adventures developed from the cargo we<BR>
carried, otherwise we were just trying to pay off our freetrader, and arm it<BR>
for protection from pirates, who had snagged our cargo a couple times before<BR>
we developed any bite of our own. Later, when we had upgraded to a subbie<BR>
and patrol cruiser for an escort, our party got split by a misjump. Getting<BR>
back together took two or three days of play. We also got entangled with<BR>
some sort of cartel that /may/ have been backed by the Zhodani (they used<BR>
psi) and had to choose sides in an internal power struggle while having *no*<BR>
clue as to what it was about. These are the same patrons who hired us for a<BR>
merc ticket in the Sword Worlds and paid us in equipment. Battledress. How<BR>
could we turn that ticket down? Basically, even though it started as a<BR>
merchant game, we did a variety of other things, some legal, some not. I<BR>
think mixing it up like this adds a lot to the enjoyment of the game. The<BR>
merchant campaign is a great baseline to jump into other types of games,<BR>
from espionage and intrigue to mercenary tickets and exploration.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 13:59:47 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: What's your favorite Traveller campaign (LONGish)<BR>
<BR>
Via electronic medium on 8/10/00 3:48 PM, webmaster@travellercentral.com<BR>
issued forth:<BR>
<BR>
> I ran a game where the principle player began the game coming to<BR>
> consciousness in a restroom.  She was handcuffed to a dead individual who'd<BR>
> been shot in the head at close range.  She had a gun in her hand and no<BR>
> memories.  Sirens are wailing in the distance....<BR>
> <BR>
> Tod<BR>
<BR>
I see why they call you the "Evil Tod".<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:13:00 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
On 08/11/00 at 10:00 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>Exactly how does it screw the game ? We had two thousand years of naval<BR>
>combat where weapons did not go out to the horizon. We had two thousand<BR>
>years while your skiff could see their frigate on the horizon, and know<BR>
>they couldnt touch you unless they got within a mile. We had two thousand<BR>
>years where our fleet could park on a beach three miles from their fort.<BR>
<BR>
>And this resulted in lots of good adventuring opportunities.<BR>
<BR>
Aside:  Ian, just because I am a heretic doesn't mean I don't know<BR>
OTU.  <g><BR>
<BR>
Using your suggestion, let's go back to first principles and say we<BR>
would like to model 17/18th century sailing ships.  We've got about<BR>
an 8 mile horizon (or sensor limit), 1 mile long ranges for ship<BR>
board weapons, and maybe 2 miles for big warships and shore<BR>
batteries...although effective ranges for all the above should be<BR>
much less, and I'm being generous on weapon ranges.<BR>
<BR>
We want the "feel" of 17th century ships, so we don't want things to<BR>
take too much more, or less, time in our modeled combat.  So, to<BR>
relate this to a space scale we should use time, rather than<BR>
distance, as a common factor.<BR>
<BR>
Okay, a sailing ship sights a fixed object on the horizon.  How long<BR>
did it take this ship to get to get to that object?  An hour...8<BR>
knots?  That sounds about right, but we'll make it half again as<BR>
long to cover slower ships and say 90 minutes.  <BR>
<BR>
We want to convert how far a space ship travels in 90 minutes to an<BR>
fixed object sighted at its "horizon" or sensor limit.  If we say<BR>
the ship is accelerating all the way at 1 g then we get 145,800 km.<BR>
A civilian ship can sight objects out to about 150,000 km, or a half<BR>
light second.  We'll come back to this in a moment.<BR>
<BR>
Let's say a bigger military ship (higher masts) can see further and<BR>
generally has better speed, so, we'll give it a 2 hour sensor limit.<BR>
Converting for a military ship traveling at, let's say, 2 g for 2<BR>
hours we get 518,400 km.  So, a military ship can sight objects out<BR>
to about..well, we'll say 600,000 km or 2 light seconds to keep the<BR>
numbers easy.<BR>
<BR>
Where have we seen Civilian ships can detect objects out to a half<BR>
light second and Military ships can detect objects out to two light<BR>
seconds?  I'll direct you to Detection, page 32, Book 2!  <BR>
<BR>
I'll add that either type ship could continue detection out to 3<BR>
light seconds once they had sighted a ship.  We could use that as a<BR>
maximum weapon range...beyond detection = can't hit.<BR>
<BR>
Of course, the ships we are dealing with often have an initial<BR>
velocity and we might want to consider that.  I think an initial 2<BR>
ls per hour would be a nice median figure, so we'll use it.  We<BR>
probably should expand our sensor ranges beyond those in Book 2 to<BR>
something like...time times hours plus B2 detection...giving us<BR>
1.5x2+0.5 for Civilian, and 2x2+2 for Military.  This would give<BR>
us...<BR>
<BR>
Revised Detection Ranges<BR>
 Civilian ships    3.5 ls    1,050,000 km  105 x 10,000 range bands<BR>
 Military ships    6 ls      1,800,000 km  180 x 10,000 range bands<BR>
  <BR>
These revised detection ranges don't look *too* bad.  I'm not<BR>
enthused about the continued tracking which would go to about 2.7<BR>
million km as it is starting to stretch things time-wise at 3.5<BR>
hours.  If this is TL15, though, I could live with it.<BR>
  <BR>
Now about weapons.  If we say turret lasers are "civilian type<BR>
weapons" and bay or spinal mount PAW/Meson Cannon are "military<BR>
type weapons, and use the ratios from above what do we get?<BR>
Civilian weapons would have a long range of about 1/8th and military<BR>
weapons 1/8 to 1/4 of their ranges of detection.  We'll round to<BR>
nearest 10,000...<BR>
<BR>
Original calculation<BR>
Laser turrets:  150,000 / 8 = 18,750...20,000 km<BR>
<BR>
PAW/Meson Bays: 600,000 / 8 = 75,000...80,000 km<BR>
<BR>
PAW/Meson Spinals: 600,000 / 4 = 150,000 km<BR>
<BR>
If we use 3 ranges, Short, Medium and Long, making each half as long<BR>
as the previous and 10,000 km range bands we might see the following<BR>
as typical...<BR>
<BR>
                   Short       Medium          Long<BR>
 Lasers turrets      0           1               2<BR>
 PAW/Meson Bays      2           4               8<BR>
 PAW/Meson Spinals   4           8              16<BR>
 <BR>
...everything within 1 ls.  We pretty much think you can't miss at<BR>
this short a range, though.  Maybe we're wrong.  Well, let's look at<BR>
the revised ranges.<BR>
<BR>
If we use the longer ranges for detection we get...<BR>
<BR>
Revised calculation<BR>
Laser turrets:     1,050,000 / 8 = 131,250...130,000 km<BR>
PAW/Meson Bays:    1,800,000 / 8 = 225,000...230,000 km<BR>
PAW/Meson Spinals: 1,800,000 / 4 = 450,000 km<BR>
<BR>
                   Short       Medium          Long<BR>
 Lasers turrets       3           6             13<BR>
 PAW/Meson Bays       5          11             23<BR>
 PAW/Meson Spinals   11          22             45<BR>
<BR>
...still pretty short if we want Medium ranges of 1 to 2 ls (that's<BR>
30 to 60 in 10,000 km range bands).<BR>
<BR>
Either is much shorter than any version of Traveller, even Book 2,<BR>
but the first is not really unreasonable if we don't invoke gravitic<BR>
focusing and the second matches fairly well with what we get from<BR>
the FFS books. Maybe the 1 to 2 ls Medium range *is* too much?<BR>
<BR>
We can look at Book 2 and see what it does.  Beams (and we only have<BR>
lasers to consider here) have 3 implied ranges.  I'll again give<BR>
them the names of Short (no DM), Medium (-2 DM) and Long (-5 DM)<BR>
like I did above.  Also, combat generally requires an 8+ roll and<BR>
using BITS tasks we can call that Difficult.  Converting Book 2, and<BR>
using 10,000 km range bands we get...<BR>
<BR>
                    Short       Medium          Long<BR>
                  Difficult   Formidable      Hopeless<BR>
  Beam Weapons    0 to 25      25 to 50       50 to 90<BR>
    or approx.     1 ls          2 ls           3 ls<BR>
  <BR>
Well, well! Here's our 1 to 2 ls Medium weapon range!  But is it a<BR>
reasonable range? I'm not sure.<BR>
  <BR>
IAC, from all this we see that Book 2's sensors match up pretty well<BR>
time-wise with our assumptions, and its weapon ranges are similar to what<BR>
we want.  OTOH, the weapon ranges aren't much shorter than<BR>
detectionranges. Is that bad, good, reasonable? <BR>
<BR>
If we take the implied Book 2 weapon's ranges and go back to a Long<BR>
Range x 8 calculation we get 900,000 x 8 = 7,200,000 km.  Although,<BR>
this matches better with the detection ranges Ian seems to want (and<BR>
Bruce's DSR say are reasonable) it is 3 times longer than even our<BR>
revised range calculation from above, 8 times longer than Book 2.<BR>
Let's see how much *time* we are talking about here.  Our 1 g ship<BR>
with an initial 2 ls velocity would take roughly 7 hours to cover<BR>
that distance.  Do you like such slow (relatively) maneuvering?<BR>
<BR>
Well, anyway, I did all this so everyone can consider the<BR>
possibilities and make sure we are thinking about *time* as well as<BR>
range.  Besides...and this has real importance...if we set detection<BR>
*so* much more than shooting range it becomes very easy for ships in<BR>
open space to "decline" combat.  The only time either side could<BR>
force combat would be close to places the other ship *had* to go,<BR>
mainworlds and gas giants mostly.  Ships jumping in and out at 100 d<BR>
would be under protection of the mainworld or jumped long before an<BR>
attacker could get at them.  Ian, which side of "The Great Piracy<BR>
Debate" were you on?  You don't have a hidden agenda of killing the<BR>
*possibility* of piracy do you? <g><BR>
<BR>
Personally, I think I would much prefer the, somewhat, shorter<BR>
detection and weapon ranges from my revised calculations, perhaps,<BR>
varied up to 50% by various factors including TL.  I know I wouldn't<BR>
like 7+ hour travel times between seeing something and getting close<BR>
enough to shoot at it.  Maybe a rule of thumb something like 3 ls<BR>
for long beam range and *4* times that for maximum sensor detection<BR>
range.<BR>
<BR>
<BR>
YMMV,<BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:36:51 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Getting ships under control<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> SD Mooney<BR>
> Sent: 10 August 2000 00:25<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: re: Getting ships under control<BR>
><BR>
[snip]<BR>
><BR>
> I need:<BR>
><BR>
> Distance to world.<BR>
> Rating of ship engines (breaking acceleration).<BR>
> Starting velocity (assumes all in direction of world)<BR>
><BR>
I can manage the same, if I knew how far away I am and how fast I'm<BR>
going - as yet I don't know, but the braking should be at 1.5G, with<BR>
luck and if I can seal off the fuel to avoid radiation from the<BR>
plasma. Right now, Gergy (the engineer) is trying to set up a radio<BR>
reciever, since someone pointed out that the only way I could have got<BR>
that fragmentary message as I came insystem is if there is a vessel<BR>
out here with me - assuming that I came in at least 100 planetary<BR>
diameters out. That also means there must be a navy or scout base here<BR>
as well, which means I am either at Regina (please, no...not again),<BR>
Jae Tellona, Adabicci, Jewell, Nasemin, Towers, Junidy, Lysen or Ruby,<BR>
or less likely at Hefry, Jenghe or Ghandi.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 12:38:54 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Getting ships under control<BR>
<BR>
Couple of people have asked why I have to slow down - it may be that<BR>
my dumb crew have the wrong idea here <grin> but they assumed that<BR>
high velocity hydrogen fuel amounts to a plasma - which for hydrogen<BR>
means lots of loose protons hanging round outside the ship. Radiation<BR>
to you and me. That's what we're trying to avoid.<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2921<BR>
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Traveller-digest      Friday, August 11 2000      Volume 1999 : Number 2922<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: Rift Jumping (was RE: Rescue ships)<BR>
Re: A horse is a torus, of course, of course..<BR>
Re: What's your favorite Traveller campaign?<BR>
Re: Traveller-digest V1999 #2916<BR>
Re: pet peeve?<BR>
Sign Off<BR>
Re: Admiral Arbellatra Alkalikhoi's <BR>
RE: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
Re: rapidly degenerating into p!r!cy<BR>
RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
RE: Traveller-digest V1999 #2913<BR>
Re: [TML] FFS3 project. My View<BR>
Re: Get Free Books Now!!!<BR>
RE: Solomani Money<BR>
RE: Scots in Spaaaaaace!<BR>
Re: Solomani Money<BR>
3D modelling without a computer: Type S scout<BR>
Re: 3D modelling without a computer: Type S scout<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:44:11 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
On 08/11/00 at 11:15 AM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
<BR>
>>See, lots of compounds, like water, can pack more hydrogen into a<BR>
>>given volume than liquid hydrogen can.  So, what you want to do is<BR>
>>carry one of these compounds as your cargo and refine it into<BR>
>>hydrogen along the way.<BR>
<BR>
>This has been proposed before.  The main problem is that it is just so<BR>
>useful, it is hard to see why it wasn't around before. With a little<BR>
>thought you can get the volumes low enough that one wonders why passenger<BR>
>ships, explorations ships, etc. don't _all_ carry enough fuel for a<BR>
>second jump as a safety precaution.<BR>
<BR>
What, you mean all your ships *don't* carry enough fuel for a second<BR>
jump?  <g><BR>
<BR>
>I you start using this for limited purposes, like cause rifts, it make<BR>
>the inconsistency even more pronounced.  I wouldn't even try and get into<BR>
>this unless one is prepared to address the<BR>
>entire issue.....<BR>
<BR>
I don't use it for limited purposes, so if you want feel free to<BR>
"get into <the> entire issue."<BR>
<BR>
Fuel Packing, isn't like "jump tanks" where how and when the H2 is<BR>
used for jump becomes an issue, or using solar power for jumps, this<BR>
is just basic chemistry.  Heck, "wilderness refueling" from oceans<BR>
goes back to the original three books, this is just an extention to<BR>
that!  <BR>
<BR>
I don't see how you can invalidate it without breaking natural laws<BR>
we don't want to break.  The extra mass should degrade MDrive<BR>
performance, assuming mass based thrust, but I don't see that being<BR>
enough to keep this practice from being used.<BR>
<BR>
Can you think of any in-game reason people *wouldn't* routinely do<BR>
this sort of thing? <BR>
<BR>
I *can* see this being less common in highly developed sectors where<BR>
the need for an immediate emergency jump is less important.  I doubt<BR>
it would be unknown, though.<BR>
<BR>
Like a lot of things in Traveller, it takes some thinking about. <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:49:41 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
On 08/11/00 at 02:54 PM,  Gregory Carl Kettler <gckettle@midway.uchicago.edu> said:<BR>
<BR>
>On Fri, 11 Aug 2000 eris@pcola.gulf.net wrote:<BR>
<BR>
>> >  Does anyone recall what the original is from? - someone was asking me a<BR>
>> >couple nights ago :)<BR>
>> <BR>
>> Mr Ed, the 50's TV show about a talking horse.  The jingle was<BR>
>> something like, "A horse is a horse, of course, of course, but<BR>
>> you've never seen a talking horse...except for Mr Ed!"<BR>
>> <BR>
<BR>
>Oh, great.  Now I have to correct you:<BR>
<BR>
That's okay, I don't mind being corrected by my juniors. ;p<BR>
<BR>
>A horse is a horse of course, of course,<BR>
>and no one can talk to a horse, of course,<BR>
>unless of course that horse of course is the famous Mr. Ed!<BR>
<BR>
>(hmm, not sure about that last line)<BR>
<BR>
>Now can someone explain to me how I know that jingle if I've never seen<BR>
>an entire episode?  (It was first on long before my time)<BR>
<BR>
Racial Memory? Your mother watched it while you were in the womb? You watch too much of the TV Land channel? <weg><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 14:54:31 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: What's your favorite Traveller campaign?<BR>
<BR>
> think mixing it up like this adds a lot to the enjoyment of the game. The<BR>
> merchant campaign is a great baseline to jump into other types of games,<BR>
> from espionage and intrigue to mercenary tickets and exploration.<BR>
><BR>
Sounds like these characters were members of the 'legitimate businessmen's<BR>
association'<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:54:59 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Traveller-digest V1999 #2916<BR>
<BR>
On Fri, 11 Aug 2000 GDWGAMES@aol.com wrote:<BR>
<BR>
> I manipulate the Hivers . . .<BR>
<BR>
I think that would make a great quote for a .sig, except that most of the<BR>
people I email wouldn't understand it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 15:06:35 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: pet peeve?<BR>
<BR>
Via electronic medium on 8/11/00 8:58 AM, shudson@lightspeed.bc.ca issued<BR>
forth:<BR>
<BR>
> ...<BR>
>> Insects?  It took me a moment, but I assume that you are calling<BR>
>> slugs insects.  <shiver>  SLUGS ARE NOT INSECTS!  Slugs are molluscs,<BR>
>> no more insects that we are.<BR>
>> <BR>
>> Sorry, entomological pet peeve.<BR>
> <BR>
> Shouldn't that be etymological?  :><BR>
<BR>
Either, one is the study of bugs, the other the study of word origens. In<BR>
this case the fields overlap.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 15:23:46 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Sign Off<BR>
<BR>
Fellow TMLers,<BR>
<BR>
 As you are all aware, the mail system that my ever-helpful IS department<BR>
has<BR>
forced me to use adds all sorts of drek to my messages.  It has so far<BR>
resisted the<BR>
combined attempts of myself, this company's IS department, and several very<BR>
generous<BR>
members of this list to fix the problem.  I apologise for the noise and<BR>
wasted bandwidth,<BR>
but the conversation and companionship provided by this list was far too<BR>
appealing for<BR>
me to want to keep totally silent.  Unfortunately, it is obvious that the<BR>
digital trash<BR>
appended to my messages is causing too much of a problem, so I guess the<BR>
only solution<BR>
for the time being is to not reply from work, but rather to try to save it<BR>
for when I can<BR>
finally pry my wife's fingers off the keyboard at home (that is usually<BR>
about 2am).  This<BR>
is remarkably frustrating, as it is a great pleasure to take part in the ebb<BR>
and flow of<BR>
the conversation with all of you.  Oh well.<BR>
 Until 0-dark:30 then,<BR>
 Rod Basler, COFIT<BR>
- --------------------------------------------------------------------<BR>
Disclaimer - you know the drill by now :o)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 08:03:14 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's <BR>
<BR>
> From: "Dan Lane" <BR>
> I think that it might be an appropriate project for the TML to work out<BR>
> the details of the Admiral.<BR>
> Such as:<BR>
....<BR>
> Age?<BR>
<BR>
We know the answer to this one from the old Emperors Lists.<BR>
- -------<BR>
From MT Imperial Encyclopedia:<BR>
Born in 587, served as Grand Admiral of the Marches and led the defeat of<BR>
the Out-World Coalition in the Second Frontier War (615 to 620). <BR>
Arbellatra returned to the Imperial Core and defeated the remnants of the<BR>
Central Fleet under Gustus in the Second Battle of Zhimaway (622). <BR>
Proclaimed regent by the Moot in 622 pending the location of a suitable<BR>
surviving heir to the throne.  Proclaimed empress by the Moot in 629.  Died<BR>
in 666.<BR>
<BR>
Also:  Zhakirov ("Oldest issue of Arbellatra") was born in 624.  (His<BR>
marriage to Antiama was in 679, after Arbellatra's death.) <BR>
- -------<BR>
<BR>
The interesting thing is that she was an admiral at such an early age. <BR>
Either she was a genius, or a political appointee, or (probably) both.  Her<BR>
career, either way, would have been influenced by the Civil War opening<BR>
vacancies in the ranks of senior officers.<BR>
<BR>
In the not too distant future I intend to write a bit of a micro-essay on<BR>
my opinion of the state of the Imperial Navy at the start of the Civil War.<BR>
 The argument basically goes that the Imperium had been more or less at<BR>
peace for the previous 150 or so years, that the fleet had become oriented<BR>
to internal policing duties in the aftermath of the previous major war (the<BR>
Ilelish revolt), and that it had deteriorated in both strength and morale. <BR>
<BR>
<BR>
The idea is that this is both convenient for us, and justifiable in terms<BR>
of canon.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 17:54:43 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
> -----Original Message-----<BR>
> From: eris@pcola.gulf.net [mailto:eris@pcola.gulf.net]<BR>
<BR>
Neat Stuff!<BR>
[snip]<BR>
> We want the "feel" of 17th century ships, <BR>
[snip]<BR>
> Besides...and this has real importance...if we set detection<BR>
> *so* much more than shooting range it becomes very easy for ships in<BR>
> open space to "decline" combat.  The only time either side could<BR>
> force combat would be close to places the other ship *had* to go<BR>
<BR>
This is very much part of the 'look and feel' of the 17th/18th Century naval combat.  I really like it.<BR>
<BR>
> mainworlds and gas giants mostly.  Ships jumping in and out at 100 d<BR>
> would be under protection of the mainworld or jumped long before an<BR>
> attacker could get at them.<BR>
<BR>
Indeed - it would encourage cat-and-mouse type naval tactics.  An enemy could jump into a system, do a quick scan and jump away.  This would, IMHO, really make naval warfare much more like the ragwagon days.  Fleets would both have to 'agree' to fight, thus reducing most battles to one of maneuverability.  A commander would abandon the system rather that be defeated by a vastly superior force.  Battles would be fought between (mostly) quite evenly balanced fleets or ships (which is also good from a gaming standpoint.  Who wants to play a fleet that is almost certain to be wiped out?).<BR>
<BR>
> Personally, I think I would much prefer the, somewhat, shorter<BR>
> detection and weapon ranges from my revised calculations, perhaps,<BR>
> varied up to 50% by various factors including TL.<BR>
<BR>
You mean these?<BR>
<BR>
> Revised Detection Ranges<BR>
>  Civilian ships    3.5 ls    1,050,000 km  105 x 10,000 range bands<BR>
>  Military ships    6 ls      1,800,000 km  180 x 10,000 range bands<BR>
<BR>
and<BR>
<BR>
> Original calculation<BR>
> Laser turrets:  150,000 / 8 = 18,750...20,000 km<BR>
> PAW/Meson Bays: 600,000 / 8 = 75,000...80,000 km<BR>
> PAW/Meson Spinals: 600,000 / 4 = 150,000 km<BR>
<BR>
I like these.  It means that a ship at anchor (orbiting a world) around a Terra-type world could see anything in the 100-diam jump radius (1,300,000 km), but she would have to thrust out to intercept anything coming in.<BR>
<BR>
I like it.<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
- ---------------------------- Omnia dicta fortiora, si dicta latina.<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 09:13:06 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
> From: eris@pcola.gulf.net<BR>
> Subject: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
><BR>
> On 08/11/00 at 10:00 AM,  "Katharine Whitchurch"<BR>
<katts@globalfreeway.com.au> said:<BR>
> >And this resulted in lots of good adventuring opportunities.<BR>
><BR>
> Aside:  Ian, just because I am a heretic doesn't mean I don't know<BR>
> OTU.  <g><BR>
><BR>
> Using your suggestion, let's go back to first principles and say we<BR>
> would like to model 17/18th century sailing ships.  We've got about<BR>
> an 8 mile horizon (or sensor limit), 1 mile long ranges for ship<BR>
> board weapons, and maybe 2 miles for big warships and shore<BR>
> batteries...although effective ranges for all the above should be<BR>
> much less, and I'm being generous on weapon ranges.<BR>
<BR>
17th/18th ? I was thinking somewhat ealier, as well ... back to the days of<BR>
boarding and ramming, really.<BR>
<BR>
The other point is that naval engagements in the age of sail were pretty<BR>
rare, unless one of the fleets was trapped against terrain (ie out of fuel),<BR>
or both sides consented to a battle.<BR>
<BR>
> Well, anyway, I did all this so everyone can consider the<BR>
> possibilities and make sure we are thinking about *time* as well as<BR>
> range.  Besides...and this has real importance...if we set detection<BR>
> *so* much more than shooting range it becomes very easy for ships in<BR>
> open space to "decline" combat.  The only time either side could<BR>
> force combat would be close to places the other ship *had* to go,<BR>
> mainworlds and gas giants mostly.  Ships jumping in and out at 100 d<BR>
> would be under protection of the mainworld or jumped long before an<BR>
> attacker could get at them.  Ian, which side of "The Great Piracy<BR>
> Debate" were you on?  You don't have a hidden agenda of killing the<BR>
> *possibility* of piracy do you? <g><BR>
<BR>
We can go around the argument again, but no matter what you do to the rules,<BR>
piracy happens by consent. Full stop.<BR>
<BR>
<< Editorial note : Even if you rig the assumptions to make piracy around<BR>
mainworlds possible, the pirates get screwed by convoy ('HMS Chingas is<BR>
departing for the 100 diameter limit at 1715 hours tonight. Please ensure<BR>
you are ready to depart at that point').<BR>
<BR>
Where piracy is viable is in the outsystem, particularily among smugglers,<BR>
belters and so on (IMTU, smugglers are the guys who cut private deals with<BR>
corporate mining bases - these 20 dtons never turned up on the production<BR>
schedules, and this 20 dtons of consumer goods, liquor and food never turned<BR>
up on the import schedules, either. 'Theft as servant' is the charge for<BR>
dealing with them. It neatly avoids the 'whats there to smuggle' issue, when<BR>
almost nothing is illegal in the Imperium).<BR>
<BR>
And no-one really cares about them.<BR>
<BR>
So if you want encounters with pirates, well, I guess you  just have to get<BR>
the PCs to go out into the Outsystem, which is wayyy too big to patrol (and<BR>
outside the range of most reasonable sensors, too - most systems wont have<BR>
the bigger military sensors).<BR>
<BR>
Offering them Cr 10 000 a head bonus, plus double rate for the cargo should<BR>
do it. And the loan of a lifeboat-sized third-hand ex-military fighter<BR>
craft. And all to drop this 70 dton bundle of supplies off to Mining Base X<BR>
(one of the moons of a gas giant), and pick up six months worth of<BR>
production.>><BR>
<BR>
><BR>
> Personally, I think I would much prefer the, somewhat, shorter<BR>
> detection and weapon ranges from my revised calculations, perhaps,<BR>
> varied up to 50% by various factors including TL.  I know I wouldn't<BR>
> like 7+ hour travel times between seeing something and getting close<BR>
> enough to shoot at it.  Maybe a rule of thumb something like 3 ls<BR>
> for long beam range and *4* times that for maximum sensor detection<BR>
> range.<BR>
<BR>
I still dont understand how it wrecks the game. Under the sensor/weapon<BR>
ranges you propose, you still get to jump out if you have the fuel, anyway.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:25:05 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
Good post Eris<BR>
<BR>
I agree about most of it - but I still feel that charactors were waaay to<BR>
tough - and I would add that armor was too compressed - either none or AV1<BR>
for light armor.<BR>
<BR>
FFS-1 IMHO beat the socks off of FFS-2 (sorry) - simply because I could<BR>
understand it. I read english, not gearhead :)<BR>
<BR>
I really also disliked what they did to the ship to ship weapons.<BR>
<BR>
Other then that - I accually liked it - enuf to own it (I probally will not<BR>
buy T-5, and I am accually looking to sell my T-4 stuff - contact me off<BR>
list if you want a list - most of it read once, a few thrown across the room<BR>
(j/k) :)<BR>
<BR>
<BR>
<BR>
- -<BR>
>Grumble.  I'm still glad I was around for TNE.  I probably wouldn't be<BR>
>following Traveller today if I hadn't been.<BR>
<BR>
I'll join your grumble.  TNE was what lured me back the thinking<BR>
about Traveller after MT errata filled first edition soured me.<BR>
<BR>
What follows is IMO so, please, read it in that light...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:29:24 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Traveller-digest V1999 #2913<BR>
<BR>
IMTU (and IIRC - but I am too tired to look it up)<BR>
<BR>
there are 3 kinds of meson = + - and +/-  + meets - = bang. So, the packet<BR>
is accually two groups of mesons (+ and -) jacketed in +/-. We fire them at<BR>
hiC speeds - regulated so that we can figure out when the first +/- should<BR>
decay = when that happens there is a small bang, followed by a BOOM when the<BR>
jacket is disrupted.<BR>
<BR>
Still magic tech - but really cool.<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Nick<BR>
Bradbeer<BR>
Sent: Thursday, August 10, 2000 7:53 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Traveller-digest V1999 #2913<BR>
<BR>
<BR>
> Yup. That's certainly true.  But as others have pointed out mesons<BR>
> wouldn't all decay in the same spot, but rather be smeared out by<BR>
> half-life.<BR>
<BR>
Yeah, but I figure that this can't possibly be a normal exponential decay,<BR>
because then you'd get a line of explosions between the gun and the target.<BR>
In fact, the beam would still go through solid objects just fine, but it<BR>
would blow holes through them as well, and that's not how MGs are supposed<BR>
to work, as far as I'm aware.<BR>
<BR>
Instead, I imagine the decay events being concentrated around one point,<BR>
with a normal Normal distribution, since it's a large scale statistical<BR>
event. You aim the Bang-Zero point by pointing the meson gun, and adjust<BR>
the range by adjusting the particle speed.<BR>
<BR>
The effect you'd get from that is a short line of destruction with start<BR>
and end points. How short, is up to the GM. For a visualisation of the<BR>
effect, consider a line of plastic explosive (laid beforehand by our<BR>
special effects team) tapered down to a point at the ends and thick in the<BR>
middle. When the gun is fired, the explosive goes of. The explosion is long<BR>
and thin, but biggest in the middle.<BR>
<BR>
So it's not quite a point explosion, but it has a BANG in the middle, and a<BR>
scything line of smaller explosions, which I think is quite cool.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 20:18:28 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: [TML] FFS3 project. My View<BR>
<BR>
> <BR>
> Date: Wed, 9 Aug 2000 19:15:36 -0700<BR>
> From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
> Subject: Re: [TML] FFS3 project. My view.<BR>
> <BR>
> >          This depends on how you see the weapons working.  If you have<BR>
> seen<BR>
> > Bab5, there is one sequence where the _Agamemnon_ waves its PAW across<BR>
> > another ship.  Its a beam;  the gunner runs it from stem to stern on the<BR>
> > other ship and rips a huge section of it up.  Tell me there was armor<BR>
> left<BR>
> > on the flank of that ship.<BR>
> <BR>
> Given the ranges of typical Trav combat (30,000 km and up-up-up), I tend to<BR>
> go for the 'statistical' explanation of combat; that is, fire several<BR>
> hundred pulses a turn into the CoP around the target, and a couple might<BR>
> hit. At these ranges, the light lag alone would probably be enough to<BR>
> prevent corrective fire even without getting into a discussion of<BR>
> engineering.<BR>
> <BR>
> Of course, if we were talking about boarding ranges (a few kms or even<BR>
> less), then I'd go with the 'sucecssive shots through the same hole' view.<BR>
> <BR>
> B5's combat (while very dear to my heart) happens at much closer ranges.<BR>
> About the only semi-plausible explanation we could come up with for the<BR>
> 'beam weapons' was a plasma accelerator, rather than a laser, since they<BR>
> don't seem to work past about five miles. That, and they wobble a bit, and<BR>
> they burn stuff. Anyway, that's not particularly relevant.<BR>
> <BR>
> Nick<BR>
> <BR>
	Given the difference of perception between the "Reality" of traveller<BR>
starship combat and the standards set by various media (Star Wars, B5,<BR>
Farscape, etc.) would it be possible to scale the Traveller starship<BR>
combat back by an order of magnitude or two?<BR>
<BR>
	Or rather what would be the effects of doing so. If you set the<BR>
"Standard" range hex to 30 km (visible) range, could you scale down the<BR>
energy requirements for weapons/sensors by a similar factor?<BR>
<BR>
	While detection of interplanetary objects is relatively simple,<BR>
handwaving the low temperature plasma effect (recently demonstrated) to<BR>
deflect/degrade accurate sensor location could(?) require much shorter<BR>
ranges. <BR>
	Plus the requirements of infinitely stable weapons platforms and large<BR>
focusing arrays for lasers, PAWs Mesons, plus high speed reaction time<BR>
for missiles all flag to me the starship combat ranges are too long. <BR>
<BR>
	I would like to see in FFS3, in the starship combat section, at least a<BR>
discussion about how to make the standard Traveller ship combat work<BR>
more like the cinematic version. <BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 20:29:16 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: Get Free Books Now!!!<BR>
<BR>
> <BR>
> Charles Collin wrote:<BR>
> ><BR>
> > Well, I was trying to make the subject line sound like one of those spam<BR>
> > things, but my heart's just not in it :-).<BR>
> ><BR>
> > This is a little OT, but I thought you all might be interested in this<BR>
> > list of complete SF and Fantasy novels available through the Guttenberg<BR>
> > project:<BR>
> > http://www.umich.edu/~umfandsf/other/m_etext.html<BR>
> ><BR>
> > Mostly very old stuff, but you can pick up four of the Barsoom books, a<BR>
> > bunch of Jules Verne and HG Wells stuff, Frankenstein, etc.  The only<BR>
> > modern one I saw was by Bruce Sterling "The Hacker Crackdown". Nonfiction,<BR>
> > IIRC.<BR>
> ><BR>
<BR>
	If you want the Project Guttenburg Home Page, with all the up to date<BR>
title, an opportunity to buy a CD with all the current books, and other<BR>
ways to support the project, See:<BR>
<BR>
	http://www.promo.net/pg/<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:46:30 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Solomani Money<BR>
<BR>
Splort.<BR>
<BR>
<BR>
I was going to suggest ripping off the defunct SpaceMaster setting and<BR>
calling it a monit(monetary unit, electronic version is Elmonit)...but I<BR>
find I quite like the sound of Sollars. What about slang for currency? Maybe<BR>
couple the 'official' US sound of Sollars with brit slang, mixed with metric<BR>
multipliers. This introduces such delightful concepts as 'Kilomonkeys' and<BR>
'MegaPonies' :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:54:01 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Scots in Spaaaaaace!<BR>
<BR>
This is a multi-part message in MIME format.<BR>
<BR>
- ------=_NextPart_000_003F_01C003B4.C06F7360<BR>
Content-Type: text/plain;<BR>
	charset="iso-8859-1"<BR>
Content-Transfer-Encoding: 7bit<BR>
<BR>
RE: Scots in Spaaaaaace!<BR>
  According to the offical scot's rool book -<BR>
<BR>
<BR>
<BR>
  "Undergarmets may be woorn whilst playing at the tumbling or gymnasitcs or<BR>
dancing. Also they may be woorn whilst in the Zero Gg'<BR>
<BR>
<BR>
  (from The OFFical Scot's Rool Book - 1507)<BR>
  ><BR>
<BR>
          Now don't get me wrong - I like kilts, even worn regimental.  It's<BR>
the only way to get a little ventilation here in Southern Hell/h/h/h/h<BR>
California...I even wore a kilt at my wedding and yes, I was<BR>
'regimental'......<BR>
<BR>
          ...but kilts and zero-g don't mix  ;o)<BR>
<BR>
          Rod Basler, COFIT (the wolf barks in laughter as he flees back to<BR>
the Vargr Extents)<BR>
  --------------------------------------------------------------------------<BR>
- --<BR>
  Disclaimer - They just tell me to think, they don't tell me _what_ to<BR>
think.<BR>
<BR>
<BR>
- ------=_NextPart_000_003F_01C003B4.C06F7360<BR>
Content-Type: text/html;<BR>
	charset="iso-8859-1"<BR>
Content-Transfer-Encoding: quoted-printable<BR>
<BR>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><HEAD><BR>
<META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; =<BR>
charset=3Diso-8859-1"><BR>
<TITLE>RE: Scots in Spaaaaaace!</TITLE><BR>
<BR>
<META content=3D"MSHTML 5.00.3103.1000" name=3DGENERATOR></HEAD><BR>
<BR>
<BLOCKQUOTE style=3D"MARGIN-RIGHT: 0px"><BR>
  <BR>
<BR>
<SPAN class=3D798025223-11082000>According to t</SPAN><SPAN =class=3D798025223-11082000><FONT=20  color=3D#0000ff>he offical scot's =ro<FONT=20  face=3DArial>ol book=20  -</SPAN>  <BR>
<SPAN class=3D798025223-11082000></SPAN>&nbsp;  <BR>
<SPAN class=3D798025223-11082000><FONT=20  face=3DArial>"Undergarmets may be=20  woorn whilst playing at the =t<FONT=20  face=3DArial size=3D2>umbling or gymnasitcs or dancing. Also they&nbsp;may be =wo<FONT=20  face=3DArial size=3D2>orn&nbsp;whilst in the Zero =Gg'</SPAN>  <BR>
<SPAN class=3D798025223-11082000></SPAN><BR>
<SPAN=20  class=3D798025223-11082000>(from&nbsp;The OFFical=20  Scot's Rool Book - 1507)&nbsp;</SPAN><BR>
&gt;   <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Now don't =get me=20  wrong - I like kilts, even worn regimental.&nbsp; It's the only way to = get a=20   little ventilation here in Southern Hell/h/h/h/h California...I even =wore a=20  kilt at my wedding and yes, I was 'regimental'......  <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ...but =kilts and=20  zero-g don't mix&nbsp; ;o)   <BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT=20  (the wolf barks in laughter as he flees back to the Vargr =Extents)=20  <BR>
<FONT=20  =size=3D2>----------------------------------------------------------------=- ------------=20  <BR>
Disclaimer - They just tell me to think, they don't =tell me=20  _what_ to think. </BLOCKQUOTE><BR>
<BR>
- ------=_NextPart_000_003F_01C003B4.C06F7360--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:58:46 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
> I was going to suggest ripping off the defunct SpaceMaster setting and<BR>
> calling it a monit(monetary unit, electronic version is Elmonit)...but<BR>
I<BR>
> find I quite like the sound of Sollars. What about slang for currency?<BR>
Maybe<BR>
> couple the 'official' US sound of Sollars with brit slang, mixed with<BR>
metric<BR>
> multipliers. This introduces such delightful concepts as 'Kilomonkeys'<BR>
and<BR>
> 'MegaPonies' :)<BR>
><BR>
<BR>
Well, there's always a few fun slang terms for money.  For US money we<BR>
have fins, sawbuck, fun tickets, frog skins.  I know the English have<BR>
some interesting terms.  Anyone care to share their favorite monetary<BR>
slang?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 20:01:14 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: 3D modelling without a computer: Type S scout<BR>
<BR>
This is _exceedingly_ cool!  They also have a Rampart Fighter:<BR>
<BR>
http://www.starshipmodeler.com/gallery/contest2/entry17.htm<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:47:49 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: 3D modelling without a computer: Type S scout<BR>
<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
<BR>
<BR>
>That was really nice, if fairly non-canon. In addition to the 'jump<BR>
>projector' (say WHAT???) there's also a ventral turret in addition to<BR>
>the dorsal one.<BR>
<BR>
<BR>
    My god, you are right, but we can always handwave it to be a sensor<BR>
dome.<BR>
<BR>
>However, I must say it is a gorgeous model nontheless. I like the<BR>
>cockpit detail.<BR>
<BR>
<BR>
    So did I.  I thought that it was a well made model.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2922<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2923</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 11 2000      Volume 1999 : Number 2923<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: A horse is a torus, of course, of course..<BR>
RE: Fill in the deity(Was: Future Position Fuzziness)<BR>
RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
RE:Toroidal Horses(was Future Position Fuzziness)<BR>
RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
Re: A horse is a torus, of course, of course..<BR>
Re: Future Position Fuzziness<BR>
AuricTech _Jean Bart_-class Battleship (FF&S2)<BR>
RE: 3D modelling without a computer: Type S scout<BR>
Sensor Hand-offs?<BR>
RE: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
FFS3 : Space Combat ; version 1.1<BR>
Re: rapidly degenerating into p!r!cy<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 16:48:44 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
From: Douglas E. Berry <gridlore@pop.mindspring.com><BR>
<BR>
>"Mr. Ed", a show about a talking horse.<BR>
><BR>
>No room for useful information in this brain.<BR>
<BR>
<BR>
    *weg*  That is going into my V&V write up of Penguin Boy, hero to a few.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:17:16 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Fill in the deity(Was: Future Position Fuzziness)<BR>
<BR>
> -----Original Message-----<BR>
> From: John Groth [mailto:wombat@premier.net]<BR>
> Sent: 11 August 2000 02:18<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Future Position Fuzziness<BR>
> <BR>
> <BR>
> eris@pcola.gulf.net wrote:<BR>
> > <BR>
> <<snip>><BR>
> > <BR>
> > Have you noticed that SJG's Ve2 uses a cube for it's calculations<BR>
> > rather than a sphere.  Frankly, I think, it's a fair compromise<BR>
> > because things people build tend to be "boxy" in structure and<BR>
> > shape. Well, at least, things *I* design tend to be that way. <g><BR>
> <BR>
> Oh, my<BR>
<BR>
Eris! <BR>
<BR>
> Eris is a _Borg_!  RUN!! ;-)<BR>
 <BR>
Ha ha ha ha<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 10:45:59 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
<BR>
Ah! Well, shows what can happen with a small misunderstanding. I wonder how<BR>
I got that wrong. I must ask the guy who sits at the next desk, M.Smith.<BR>
'Hey, Smitty...' :)<BR>
<BR>
> -----Original Message-----<BR>
> From: Chris Seamans [mailto:semo@pil.net]<BR>
> Sent: 10 August 2000 20:45<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: San'Klaass ( Was Re: Traveller to avoid)<BR>
> <BR>
> <BR>
> >Wow, Chris! Have you been taking Ken Hite pills? :)<BR>
> <BR>
> Only when forcefed them by a multilateral organization headed by the<BR>
> Templars, Nizari Isma'ilite hashshashin, and disaffected <BR>
> cultists honoring<BR>
> their ancient gods. :)<BR>
> <BR>
> >I agree that the idea that the Hivers manipulated Solomani <BR>
> history this far<BR>
> >back is juicy adventure fodder.<BR>
> <BR>
> Well, that's not quite what I was saying. In truth, however, <BR>
> that does sound<BR>
> like a particularly juicy idea. The similarities between the <BR>
> elder deities<BR>
> invented by a certain pale and square-jawed  pulp author and <BR>
> the Hivers has<BR>
> been pointed out in the past by certain enlightened members <BR>
> of the TML.<BR>
> <BR>
> "How goes your manipulation, M. Cthulhu?"<BR>
> "Fine, M. Yog-Sothoth, how goes yours?"<BR>
> "Well, it would appear that my idea to mix computer generated sound<BR>
> recordings, whispering dark truths, with the chirpings of <BR>
> 'crickets' is<BR>
> beginning to pay off. A certain gentlemen has begun to record these<BR>
> messages."<BR>
> "Wow, if that one takes hold, it might be as successful as <BR>
> the manipulation<BR>
> begun by M.Yhwh."<BR>
> <BR>
> (My apologies for the irreverance of the above snippet).<BR>
> <BR>
> >It does suggest that Hivers had Jump waaaay<BR>
> >before the men of Sol, so here's a thought: What is the Solomani<BR>
> >'discovering' jump was actually the biggest manipulation <BR>
> ever? It certainly<BR>
> >had a large scale effect on our little slice of the galaxy. <BR>
> Has this been<BR>
> >suggested before?<BR>
> <BR>
> The Hivers didn't have jump. They flew through the ether <BR>
> using the sheer<BR>
> force of will!<BR>
> <BR>
> Okay, maybe not. However, such dark truths have been mentioned on the<BR>
> Traveller Mailing List before. Usually, such discussions take <BR>
> on an air of<BR>
> amused speculation, although sometimes, when the stars are <BR>
> aligned just<BR>
> right...<BR>
> <BR>
> Good Lord, it's just too horrible to contemplate.<BR>
> <BR>
> For the most part, my post was about the routine confusions <BR>
> which crop up<BR>
> when one culture rubs shoulders with another culture. I don't <BR>
> remember a<BR>
> section in "Aliens of the Rim" which said that the Hivers <BR>
> were behind Santa<BR>
> Claus, and I probably wouldn't put such a spin on the Ithklur <BR>
> San*klaass in<BR>
> my own campaign. My point was that this sort of thing happens <BR>
> in real life<BR>
> all the time.<BR>
> <BR>
> In this case I was merely responding to Kristian's comment by <BR>
> pointing out<BR>
> that I didn't read the same thing into the San*klaass bit that he did.<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 11:20:15 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE:Toroidal Horses(was Future Position Fuzziness)<BR>
<BR>
> -----Original Message-----<BR>
> From: Nick Bradbeer [mailto:nick@traveller.freeserve.co.uk]<BR>
> Sent: 11 August 2000 06:39<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Future Position Fuzziness<BR>
> <BR>
> <BR>
> > >That's what I'm talking about when I talk about a cone, <BR>
> anyways. I can't<BR>
> > >speak for other people.<BR>
> ><BR>
> > Nick, you're being an Engineer again!   With a length of <BR>
> 600,000,000 m<BR>
> and a base radius of about 200 m that's one *very* skinny cone. <g><BR>
> <BR>
> It's got a point at one end, and a circle at the other, okay?<BR>
> <BR>
> Obviously *you've* never considered a horse to be a sphere to make the<BR>
> maths easier...<BR>
<BR>
Where do you put the saddle?<BR>
<BR>
Incidentally, apologies all for my pointless emails, but my proxy server is<BR>
broken, and I can't look at the internet. :( I need SOME form of<BR>
entertainment!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 14:36:40 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
<BR>
> -----Original Message-----<BR>
> From: Rupert Boleyn [mailto:rboleyn@paradise.net.nz]<BR>
> Sent: 10 August 2000 21:32<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: My Dirty Little Secret (was Re: Newbie intro and Q)<BR>
> <BR>
> <BR>
> <BR>
> <BR>
> On 10 Aug 2000, at 2:28, Chris Seamans wrote:<BR>
> <BR>
> > Greg Kettler wrote:<BR>
> > <BR>
> > >>Grumble.  I'm still glad I was around for TNE.  I <BR>
> probably wouldn't be<BR>
> > >>following Traveller today if I hadn't been.<BR>
> > <BR>
> > Eris wrote:<BR>
> > <BR>
> > >I'll join your grumble.  TNE was what lured me back the thinking<BR>
> > >about Traveller after MT errata filled first edition soured me.<BR>
> > <BR>
> > I'll "third" that grumble. If it wasn't for TNE, I would <BR>
> have probably<BR>
> > forgotten about Traveller entirely. I would probably have <BR>
> noticed it when it<BR>
> > resurfaced as a GURPS setting, but I also probably wouldn't <BR>
> have gotten it<BR>
> > because if it wasn't for my interest in Traveller I <BR>
> wouldn't have given GURPS<BR>
> > another look.<BR>
> > <BR>
> > Is this the beginning of a harmonious TML "grumble chorus"?<BR>
> <BR>
> Definately. I too was brought back into Traveller by TNE. <BR>
> What I'd seen of <BR>
> Traveller before then was fairly limited, and I'd always <BR>
> tended to see it (I <BR>
> had MT at that time) as unplayable because of its errata.<BR>
<BR>
Uh-huh. TNE was the first Traveller book I owned.<BR>
Well, OK, actually the first was FFS1, but TNE was the first *setting* book.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 17:19:25 -0700<BR>
From: "Mark F. Cook" <markc@peak.org><BR>
Subject: Re: A horse is a torus, of course, of course..<BR>
<BR>
Gregory Carl Kettler <gckettle@midway.uchicago.edu> writes:<BR>
<BR>
>Oh, great.  Now I have to correct you:<BR>
><BR>
>A horse is a horse of course, of course,<BR>
>and no one can talk to a horse, of course,<BR>
>unless of course that horse of course is the famous Mr. Ed!<BR>
><BR>
>(hmm, not sure about that last line)<BR>
<BR>
Which means, unfortunately, that now, I have to correct *you*:<BR>
<BR>
"A horse is a horse, of course, of course,<BR>
 and no one can talk to a horse, of course,<BR>
 that is, of course, unless the horse<BR>
 is the famous Mr. Ed."<BR>
<BR>
"Go right to the source, and ask the horse,<BR>
 he'll give you the answer that you endorse.<BR>
 He's always on a steady course,<BR>
 talk to Mr. Ed!"<BR>
<BR>
"People go yakkity-yack a streak,<BR>
 and waste your time of day,<BR>
 but Mr. Ed will never speak,<BR>
 unless he has something to say!"<BR>
<BR>
"A horse is a horse of course of course, <BR>
 and this one'll talk 'til his voice is hoarse. <BR>
 You never heard of a talking horse? <BR>
 Well, listen to this... <BR>
 'I am Mister Ed!'"<BR>
<BR>
The sad part is that I'm old enough to have watched pretty much<BR>
all of the episodes that they made.  As a kid, I thought they<BR>
were darned funny! :^)<BR>
<BR>
<BR>
<BR>
        - Mark C.<BR>
          Instructor, Willamette Small Arms Academy<BR>
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75<BR>
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR<BR>
          NRA (Life), SAF (Life), CCRKBA (Life)<BR>
          Front Sight First Family member #1<BR>
<BR>
- -----------------------------------------------------------------------<BR>
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com<BR>
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com<BR>
 Phone: 541-745-5709                                  Fax: 541-745-5818<BR>
- -----------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 01:40:05 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
Bruce Johnson wrote:<BR>
> Of COURSE not, a horse is a torus!<BR>
<BR>
But....but....a torus is nearly as hard to do the maths on as a horse is.<BR>
<BR>
<sneaking suspicion>Are you a physicist, sir?<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 20:21:56 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: AuricTech _Jean Bart_-class Battleship (FF&S2)<BR>
<BR>
I was asked to do a meson-gun armed variant of the _Montana_ class.  The<BR>
result is the _Jean Bart_-class battleship.  Besides the change in<BR>
spinal mount armament, significant changes include:<BR>
<BR>
1.  A _much_ stronger meson screen (capable of resisting the ship's<BR>
meson gun);<BR>
<BR>
2.  _Lots_ more LIDARs.<BR>
<BR>
Note that _Jean Bart_ retains the eight parallel-mount PAWs, for useful<BR>
long-range fire under MCS.<BR>
<BR>
Effective range of the spinal meson gun mount is 384,000 km, while<BR>
theoretical effective range of the parallel PAW mounts is 129,005,183<BR>
km.  The meson gun is 320 meters long, and the PAWs are 138 meters long<BR>
(bore is 17.25 meters).  (A comparison of the ranges demonstrates why<BR>
AuricTech designs tend to mount PAWs.)<BR>
<BR>
**begin transmission**<BR>
<BR>
AuricTech Shipyards _Jean Bart_ Battleship<BR>
<BR>
Tons: 500,000 std (SL Medium Rounded Cylinder Hypersonic) <BR>
Dimensions: 486.5 m x 140 m x 140 m<BR>
Volume: 7000000 m3<BR>
Cargo: 1600 std (32 hatches, Hdl: 32 x 100 t, Armor: 20 [90]) <BR>
Mass (L/C): 7469194 t / 7239874 t <BR>
Maintenance Points: 199453<BR>
Passengers High/Med: 0 <BR>
Crew: 8079 / 10608 <BR>
Frozen Watch: 318 (15 groups)<BR>
Cost: 646795.127 MCr   (Cost Multiplier 1)<BR>
Tech Level: 15<BR>
Size: 11 <BR>
<BR>
Electronics<BR>
Controls (Armor: 20 [90]): Holographic, Standard automation. 24 x<BR>
FltComp (CM: .2 CP: 5.0). 24 x FibComp (CM: .2 CP: 5.0). Terrain<BR>
following sensors (TF: 570, NOE: 190). Bridge (Armor: 20 [90]).<BR>
Communications (Armor: 20 [90]): 2 x Radio (1,000 AU, 0.2 MW). 24 x<BR>
Laser (1,000 AU, 0 MW). 1 x Meson (1,000 AU, 5 MW).<BR>
Sensors (Armor: 20 [90]): 1 x PEMS (15 [500 mkm], 5 MW). 1xAEMS (13 [16<BR>
mkm], 1000 MW). 24 x LIDAR (15.5 [5 mkm], 4 MW).<BR>
Survey/Science (Armor: 20 [90]): 1 x Densiometer (9.5 [1600 km]).<BR>
ECM (Armor: 20 [90]): 1 x Radio Jammer (1,000 AU, 0.4 MW). 1 x Area<BR>
Jammer (12, 625 MW). 1 x Deceptive Jammer (13, 12.5 MW). 1 x Passive<BR>
Jammer (16, 6.25 MW).<BR>
Signatures: Vis: -0.5, IR: 1 (1 at 1164199 MW, 0.5 at 135000 MW), Act:<BR>
0.5, Neu: 1, Grav: 2<BR>
<BR>
Performance <BR>
4 Jump (50000 std/pc fuel) (Armor: 20 [90])<BR>
6 / 6.1 Maneuver (Thruster: 1111075 MW) (Armor: 20 [90])<BR>
No Contra-grav<BR>
5000 kph/5000 kph Atmosphere Maximum <BR>
3750 kph/3750 kph Atmosphere Cruise <BR>
5 Power (Fusion: 1350000 MW, 1 yr) (Armor: 20 [90])<BR>
0 Battery<BR>
209750 Fuel (Scoop:11 / Purif: 36, 2447 MW) (Armor: 20 [90])<BR>
10900/100/350/2750 Accommodations (SmStRoom/LargeStRoom/Low Berth/Emgy<BR>
Low Berth) (Armor: 20 [90])<BR>
286000 Life Sup. (Type:Extended, Good Food/Storage) (Armor: 20 [90])<BR>
6 G-Comp (Armor: 20 [90])<BR>
100 x Sandcaster (AV: 79, 50 x canister ea., arranged in 20 x bty)<BR>
(Armor: 20 [90])<BR>
24 x Nuclear Damper Turret (5 MW, Range: 50000 km, arranged in 6 x bty)<BR>
(Armor: 20 [90])<BR>
715 Damper Screen (338 MW) (Armor: 20 [90])<BR>
2660 Meson Screen (8844.5 MW) (Armor: 20 [90])<BR>
160 [2860] Armor, 59 Structure <BR>
<BR>
Weapons:<BR>
<BR>
44 x 250 MJ Laser Turret Battery (+6) 1 /5-5-5-5 [2, 200/40-40-40-40]<BR>
(Long Range) (2 x turret/bty). PD ROF: 800<BR>
6 x 568 MJ Laser Bay (+6) 1/8-8-8-8 [2, 800/60-60-60-60] (Long Range) (2<BR>
x laser/bay).<BR>
32 x Missile Bay Auto 4/4 (Mag: 76, MFD Range: 500000 km) with 80 x Cmd<BR>
DL 1d6/2 6.0 G12 1000 AU.<BR>
8 x 19044 MJ Parallel PAW (+6) 2/13-13-13-13 [1, 200/980-980-980-980]<BR>
(Long Range) (Armor: 20 [104]).<BR>
1 x 123950 MJ Meson Gun (+6) 2/17-17-17-17 [1, 200/2500-2500-2500-2500]<BR>
(Long Range). (Armor: 20 [90]).<BR>
<BR>
Features:<BR>
5000 x Airlock<BR>
140 x Decon Airlock<BR>
1 x Docking Umbilical<BR>
2 x Electronic Shop (6 std ea.) (Armor: 20 [90])<BR>
106 x Machine Shop (8 std ea.) (Armor: 20 [90])<BR>
100 x Sickbay (8 std ea.) (Armor: 20 [90])<BR>
12 x Prisoner Capacity (6 x MedSec brig, 6 x HiSec brig) (Armor: 20<BR>
[90])<BR>
1 x Ship's locker (250 std) (Armor: 20 [90])<BR>
100 x Armory (8 std ea., Cap: 110) (Armor: 20 [90])<BR>
110 x Gym (2.5 std ea.) (Armor: 20 [90])<BR>
16 x Lounge (100 std ea.) (Armor: 20 [90])<BR>
1 x Combat Information Center (265 std) (Armor: 20 [90])<BR>
16 x Ordinary Galley (Cap: 100) (Armor: 20 [90])<BR>
100 x Full Galley (Cap: 110 ea.) (Armor: 20 [90])<BR>
<BR>
Small Craft:<BR>
4 x Minimal Hangar (400 std ea, 4 x hatch) (Armor: 20 [90])<BR>
16 x Minimal Hangar (200 std ea, 2 x hatch) (Armor: 20 [90])<BR>
24 x Spacious Hangar (50 std ea, 2 x hatch) (Armor: 20 [90])<BR>
1 x Launch Tube (200 std) (Armor: 20 [90])<BR>
2 x Launch Tube (50 std ea.) (Armor: 20 [90])<BR>
<BR>
Backups <BR>
Drives: None <BR>
Screens: 1 x Meson Screen (PV: 143). 1 x Damper Screen (PV: 160).<BR>
Communications:  2 x Radio (500,000 km). 1 x Meson (500,000 km).<BR>
Sensors: 4 x PEMS (14.5 [160 mkm]). 2 x AEMS (12.5 [5 mkm]). 100 x LIDAR<BR>
(14.5 [500 kkm]).<BR>
ECM: 1 x Radio Jammer (1,000 AU). 1 x Area Active Jammer (11). 1 x<BR>
Deceptive Active Jammer (12). 1 x Passive Jammer (16).<BR>
Power & Fuel: 1 x Fusion (100000 MW). <BR>
<BR>
Crew Details: 11 x Maneuver. 3 x Electronics. 6246 x Engineer. 369 x<BR>
Maintenance. 568 x Gunner. 127 x Screen. 180 x Flight. 1200 x Troops.<BR>
1450 x Command. 102 x Medical.  352 x Steward.<BR>
<BR>
**end transmission**<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 18:14:30 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: 3D modelling without a computer: Type S scout<BR>
<BR>
I traffic the site regularly, and think that's a great model.  I have one<BR>
other problem than mentioned below.  The model is VASTLY out of scale based<BR>
on the size of the figures in the cockpit.<BR>
<BR>
Creating the ships that I have has given me a very unique perspective on<BR>
this.  Based on the VOLUME of the ships calculated useing the FF&Sv2<BR>
spreadsheet published by Andy Akins, most Traveller ships are at least 20%<BR>
smaller than they generally appear on deckplans.  Useing the otherwise<BR>
excellent model from Starship Modeller as a base, a true Type S would only<BR>
go from the tip of the ship to roughly the middle of the exposed cockpit<BR>
area.  Slight difference, eh?  And forgive me Rob Caswell if this is your<BR>
model, but the size IS wrong ;)<BR>
<BR>
Best,<BR>
Jesse<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Legate<BR>
> Legion<BR>
> Sent: Friday, August 11, 2000 4:48 PM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: 3D modelling without a computer: Type S scout<BR>
><BR>
><BR>
> From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
><BR>
><BR>
> >That was really nice, if fairly non-canon. In addition to the 'jump<BR>
> >projector' (say WHAT???) there's also a ventral turret in addition to<BR>
> >the dorsal one.<BR>
><BR>
><BR>
>     My god, you are right, but we can always handwave it to be a sensor<BR>
> dome.<BR>
><BR>
> >However, I must say it is a gorgeous model nontheless. I like the<BR>
> >cockpit detail.<BR>
><BR>
><BR>
>     So did I.  I thought that it was a well made model.<BR>
><BR>
>     I bid you peace.<BR>
><BR>
> Legate Legion, Section 31 Agent at Large.<BR>
> ICQ # 8973001<BR>
> legate@futureone.com<BR>
><BR>
> "I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
> places where no one else dares venture! We stand on the bridge and no one<BR>
> passes. Entil'zha Veni!"<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 20:29:38 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Sensor Hand-offs?<BR>
<BR>
To what extent can ships "hand-off" sensor contacts and/or fire control<BR>
solutions?<BR>
<BR>
I'm considering designing a series of naval sensor platforms with<BR>
powerful densitometers and/or neutrino sensors to support suppression of<BR>
deep meson sites (if you kill the power plants, you neutralize the meson<BR>
guns).<BR>
<BR>
I realize that neutrino sensors are not accurate enough for fire control<BR>
solutions in space combat; OTOH, they may well be accurate enough for<BR>
fire control against ground-based power plants.  After all, power plants<BR>
for deep meson sites are stationary, and can be damaged by<BR>
counterbattery meson gun near-misses (rock transfers shock waves much<BR>
more efficiently than vacuum).<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 19:35:46 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
On 08/11/00 at 05:54 PM,  "Moody, Danny M." <Danny.Moody@bridge.com> said:<BR>
<BR>
>Neat Stuff!<BR>
<BR>
Thank you. I wasted all afternoon writing it. <g><BR>
<BR>
>[snip]<BR>
<BR>
>> We want the "feel" of 17th century ships, <BR>
>[snip]<BR>
>> Besides...and this has real importance...if we set detection<BR>
>> *so* much more than shooting range it becomes very easy for ships in<BR>
>> open space to "decline" combat.  The only time either side could<BR>
>> force combat would be close to places the other ship *had* to go<BR>
<BR>
>This is very much part of the 'look and feel' of the 17th/18th Century<BR>
>naval combat.  I really like it.<BR>
<BR>
>> mainworlds and gas giants mostly.  Ships jumping in and out at 100 d<BR>
>> would be under protection of the mainworld or jumped long before an<BR>
>> attacker could get at them.<BR>
<BR>
>Indeed - it would encourage cat-and-mouse type naval tactics.  An enemy<BR>
>could jump into a system, do a quick scan and jump away.  This would,<BR>
>IMHO, really make naval warfare much more like the ragwagon days.  Fleets<BR>
>would both have to 'agree' to fight, thus reducing most battles to one of<BR>
>maneuverability.  A commander would abandon the system rather that be<BR>
>defeated by a vastly superior force.  Battles would be fought between<BR>
>(mostly) quite evenly balanced fleets or ships (which is also good from a<BR>
>gaming standpoint.  Who wants to play a fleet that is almost certain to<BR>
>be wiped out?).<BR>
<BR>
>> Personally, I think I would much prefer the, somewhat, shorter<BR>
>> detection and weapon ranges from my revised calculations, perhaps,<BR>
>> varied up to 50% by various factors including TL.<BR>
<BR>
>You mean these?<BR>
<BR>
>> Revised Detection Ranges<BR>
>>  Civilian ships    3.5 ls    1,050,000 km  105 x 10,000 range bands<BR>
>>  Military ships    6 ls      1,800,000 km  180 x 10,000 range bands<BR>
<BR>
>and<BR>
<BR>
>> Original calculation<BR>
>> Laser turrets:  150,000 / 8 = 18,750...20,000 km<BR>
>> PAW/Meson Bays: 600,000 / 8 = 75,000...80,000 km<BR>
>> PAW/Meson Spinals: 600,000 / 4 = 150,000 km<BR>
<BR>
>I like these.  It means that a ship at anchor (orbiting a world) around a<BR>
>Terra-type world could see anything in the 100-diam jump radius<BR>
>(1,300,000 km), but she would have to thrust out to intercept anything<BR>
>coming in.<BR>
<BR>
Actually, I had this in mind for the weapons...<BR>
<BR>
Revised calculation<BR>
Laser turrets:     1,050,000 / 8 = 131,250...130,000 km<BR>
PAW/Meson Bays:    1,800,000 / 8 = 225,000...230,000 km<BR>
PAW/Meson Spinals: 1,800,000 / 4 = 450,000 km<BR>
<BR>
...but the point remains about having to thrust out to intercept anything. It also means that if ships come in at 100 d, they can't jump *in* already in firing range.<BR>
<BR>
>I like it.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 11:47:17 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: FFS3 : Space Combat ; version 1.1<BR>
<BR>
Emitted Signal Strength<BR>
<BR>
This is your 'stealth' or 'thermal' modifier.<BR>
<BR>
The first thing is that I am moving to mostly magic radiators - your emitted<BR>
power is equal to (10% of t-plate + 100% of everything else).<BR>
<BR>
With the reduction in power requirements, this means a type S should be<BR>
emitting only about 4 MW.<BR>
<BR>
Now, your effective emitted power is (emitted power/radiator capability).<BR>
This means if our hypothetical scout ship is radiating 4 MW and it has 40 MW<BR>
worth of radiators, it is effectively radiating 0.4 MW.<BR>
<BR>
This is what the Waste Heat Table table looks like in decimals ...<BR>
<BR>
1 MW     -1.0<BR>
2 MW     -0.9<BR>
4 MW     -0.8<BR>
6 MW     -0.7<BR>
8 MW     -0.6<BR>
10 MW   -0.5<BR>
20 MW   -0.4<BR>
40 MW   -0.3<BR>
80 MW   -0.2<BR>
90 MW   -0.1<BR>
100 MW -0.0<BR>
<BR>
Note that this can be modified further by Agrressive Baffling, if you have<BR>
the required Stealth capbility.<BR>
<BR>
Thats the good news.<BR>
<BR>
The bad news is that your Emitted Rating is the worst of any of your<BR>
emitters - namely your waste heat, your Heplar drive, your firing weapons<BR>
and your AEMS. This is becasue it doesnt matter how dark and cold your hull<BR>
is, if they can draw a nice bead on that bright-from-firing #2 turret.<BR>
<BR>
Heplar values<BR>
<BR>
1 G      1.0<BR>
2-5G    2.0<BR>
6G+     3.0 (basically, forget this stealth stuff if you are using Heplar).<BR>
<BR>
Firing Beam Weapons values<BR>
<BR>
<100 MJ weapon        0.0<BR>
101-500 MJ weapon   0.2<BR>
501-1000 MJ weapon 0.6<BR>
1000+ MJ weapon      1.0<BR>
<BR>
AEMS values<BR>
<BR>
Rating of AEMS-9 (the only thing worse than Heplar from a stealth<BR>
perspective)<BR>
<BR>
<BR>
Here are the ranges in decimals<BR>
50 kkm       10.0<BR>
75 kkm       10.1<BR>
90               10.2<BR>
120             10.4<BR>
160 kkm     10.5<BR>
240 kkm     10.6<BR>
300/1 ls      10.7<BR>
360            10.8<BR>
420            10.9<BR>
480 kkm     11.0<BR>
540            11.1<BR>
2.5 ls          11.2<BR>
3 ls             11.3<BR>
4 ls             11.4<BR>
<BR>
OK, so lets pull this all together.<BR>
<BR>
We have a sensing ship with a rating 13 PEMS, a dusty (-0.5) environment,<BR>
and a target ship emitting an effective 4 MW (nb this implies it is moving<BR>
pretty slowly, or is pretty small, or has crappy radiators. The 4 effective<BR>
megawatts is a -0.8). We need a 2.0 advantage for a good fire control lock,<BR>
or a 1.5 advantage for a we-might-hit fire control lock.<BR>
<BR>
The target ship is not doing the aggressive baffling thing, and the sensing<BR>
ship is scanning a single hex for a +1.0.<BR>
<BR>
Thus ... 13 (PEMS) - 0.5 (dusty) - 0.8(4 MW emitted) + 1.0 (single hex scan)<BR>
= 12.7 effective rating.<BR>
<BR>
Thus, you need to be at range 10.7 for a good fire control lock, or 1 light<BR>
second, or a range of 11.2 (2.5 ls) for a crappy fire control lock.<BR>
<BR>
If the target ship was doing the Aggressive Baffling thing, it cuts it from<BR>
10.7 to 9.7, or roughtly nose-to-nose for a good lock, or to 10.2 (90 kkm)<BR>
for a crappy lock.<BR>
<BR>
Now, if the target ship was shooting back with an 80 MJ laser, then it would<BR>
get an Emitted signal of 0.0, rather than -0.8 - the sensing ship cant find<BR>
the ship itself, but it can get a good bead on the turret at range 11.5 (an<BR>
impressive 5 light seconds or so).<BR>
<BR>
Hmmm. This pretty much means that once you start shooting, the sensor games<BR>
are over.<BR>
<BR>
It also means that the first person to start shooting will probably be doing<BR>
it with a crappy fire control lock, but that the second person to start<BR>
shooting will have nice, hot weapon ports to aim for.<BR>
<BR>
A tense interaction between the captain, the sensor operator and the gunner<BR>
...<BR>
<BR>
Possible flaws in all this include missiles - it's pretty easy to force<BR>
counterfire with missiles. On the other hand, missiles with their own sensor<BR>
array are pretty expensive.<BR>
<BR>
On the other hand, if the 'firing beam weapons' only applies on the turn of<BR>
firing, then I guess the sequence is missile launch-fire-counterfire.<BR>
<BR>
I'm not sure if the old 'AEMS in the Fighter' trick is a bug or a feature.<BR>
Even with AEMS jamming games, it still strikes me as worth it to have a<BR>
small fighter as an active sensor platform.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 21:03:23 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
On 08/12/00 at 09:13 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
I snipped the first part, because I have *no* desire to debate all<BR>
that yet again.  I was just inquiring whether it might be possible<BR>
your opinion on that subject had some influence on your rulings on<BR>
design.  Not that, that's a problem...as long as everyone is clear<BR>
on the assumptions going in and on the outcomes that will be coming<BR>
out.<BR>
<BR>
I did find it interesting that your 16th century wasn't the typo I<BR>
thought it was.  The 1500's are a little earlier than I had in mind.<BR>
An interesting era to choose...<BR>
<BR>
>> Personally, I think I would much prefer the, somewhat, shorter<BR>
>> detection and weapon ranges from my revised calculations, perhaps,<BR>
>> varied up to 50% by various factors including TL.  I know I wouldn't<BR>
>> like 7+ hour travel times between seeing something and getting close<BR>
>> enough to shoot at it.  Maybe a rule of thumb something like 3 ls<BR>
>> for long beam range and *4* times that for maximum sensor detection<BR>
>> range.<BR>
<BR>
>I still dont understand how it wrecks the game. Under the sensor/weapon<BR>
>ranges you propose, you still get to jump out if you have the fuel,<BR>
>anyway.<BR>
<BR>
Jumping out...maybe, maybe not.  Maybe you have to do involved<BR>
calcuations to locate a place to jump, and it takes an hour or two.<BR>
Maybe, you have the fuel, but it has to be transferred into your<BR>
tanks, and that takes time. I want enough maneuver time to make<BR>
jumping a possibility, I don't want so much time that jumping out to<BR>
avoid combat is trivial.  <BR>
<BR>
Frankly, I don't want ships to have weapons that reach the 100 d<BR>
limit for most worlds.  I want enough time to alert an orbiting ship<BR>
that an attacker has jumped in and proceeding to your location<BR>
before her beams start hitting hitting your ship.  But not so much<BR>
time that the defending Captain can casually finish his game of<BR>
bowls before going out to meet the attacking Armada, or running in<BR>
the other direction for the 100d limit as the case may be.<BR>
<BR>
I want enough time, not withstanding your opinions, for a pirate to<BR>
surprise and take a merchant ship as it comes in to refuel at a gas<BR>
giant.  But not without the risk of an undetected patrolling cruiser<BR>
arriving on the scene to turn the tables.  For that matter, I want a<BR>
ship full of PC's arriving at the gas giant to be unable to detect<BR>
that aa combat is going on until after they are pretty close to<BR>
being *in* it.<BR>
<BR>
I do want ships cruising though a system surrounded by the unknown<BR>
with lurking dangers that come upon them swiftly and unexpectedly.<BR>
Being able to "see" one, two, three hours away from you is *more*<BR>
than enough time.  Seven, eight and more is too, much *much* too<BR>
much!<BR>
<BR>
As I wrote YMMV, but keep in mind that if you are doing something<BR>
for the entire community of Travellers your milage should not vary<BR>
*too* much from everyone else's.<BR>
<BR>
Now, I must stop this and spend some time concentrating on the games<BR>
I am running.  I have one with the PC's aboard a pirate ship they<BR>
recently captured and currently in the combat with another ship that<BR>
only wants to talk in code, another game with the PC's repaired ship<BR>
on a shakedown cruise, and a third, not Traveller, where two of the<BR>
PC's have just been invited to Dr. Watson's surgery for "brandy and<BR>
a warm fire."  <g> I should have been working on them today, not<BR>
this stuff.<BR>
 <BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2923<BR>
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Traveller-digest     Saturday, August 12 2000     Volume 1999 : Number 2924<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>
TNE...A Good Thing! was (Re: FFS3 Space Combat)<BR>
Re: more FFS3 space combat<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Re: FFS3 : Space Combat ; version 1.1<BR>
web page<BR>
RE: Imperial Spacecraft Safety & Navigation Act<BR>
RE: Large Scale Ground Combat<BR>
Re: Large Scale Ground Combat<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Wicked Ideas<BR>
Ships locker equipment<BR>
Re: Solomani Money<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
GenCon Update<BR>
Re: Getting ships under control<BR>
Re: Fill in the deity(Was: Future Position Fuzziness)<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 21:23:42 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: TNE...A Good Thing! was (Re: FFS3 Space Combat)<BR>
<BR>
On 08/11/00 at 10:00 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>> If you keep this up, you'll drive me back to TNE! <g><BR>
<BR>
>You say that like it's a good thing ...<BR>
<BR>
I did want to get this reply off before going away for a little while. <BR>
<BR>
Yes, it *is* a good thing. <g>  <BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 13:01:25 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
- ----- Original Message -----<BR>
From: "Traveller-digest" <owner-traveller-digest@lists.imagiconline.com><BR>
To: <traveller-digest@lists.imagiconline.com><BR>
Sent: Saturday, August 12, 2000 12:05 PM<BR>
Subject: Traveller-digest V1999 #2923<BR>
<BR>
<BR>
Eris wrote<BR>
<BR>
> ...but the point remains about having to thrust out to intercept anything.<BR>
It also means that if ships come in at 100 d, they can't jump *in* already<BR>
in firing range.<BR>
<BR>
At four light-seconds, you probably cant hit them, even if you can resolve<BR>
them. The eight seconds dodging time just lets them get out of the way too<BR>
easily.<BR>
<BR>
> I did find it interesting that your 16th century wasn't the typo I<BR>
> thought it was.  The 1500's are a little earlier than I had in mind.<BR>
> An interesting era to choose...<BR>
<BR>
*grin* Seriously, the galley-vs-roundship dynamic is similar in many ways to<BR>
the Heplar vs M-drive dynamic.<BR>
<BR>
You also had radically differently sized ships doing military and<BR>
near-military operations, plus modern forts being pretty much immune to<BR>
naval ships.<BR>
<BR>
Also, we had spinal mounts on ships :)<BR>
<BR>
> Frankly, I don't want ships to have weapons that reach the 100 d<BR>
> limit for most worlds.  I want enough time to alert an orbiting ship<BR>
> that an attacker has jumped in and proceeding to your location<BR>
> before her beams start hitting hitting your ship.  But not so much<BR>
> time that the defending Captain can casually finish his game of<BR>
> bowls before going out to meet the attacking Armada, or running in<BR>
> the other direction for the 100d limit as the case may be.<BR>
><BR>
> I want enough time, not withstanding your opinions, for a pirate to<BR>
> surprise and take a merchant ship as it comes in to refuel at a gas<BR>
> giant.  But not without the risk of an undetected patrolling cruiser<BR>
> arriving on the scene to turn the tables.  For that matter, I want a<BR>
> ship full of PC's arriving at the gas giant to be unable to detect<BR>
> that aa combat is going on until after they are pretty close to<BR>
> being *in* it.<BR>
<BR>
Lets do the numbers on this ...<BR>
<BR>
We have a ship, powered down (just running the contragrav), lying in ambush<BR>
in  a gas giant's atmosphere, doing the aggressive baffling thing with the<BR>
waste heat going towards the gas giant.<BR>
<BR>
We have an intruder ship, on alert status, coming in to refuel at said gas<BR>
giant.<BR>
<BR>
Lets do the numbers on the intruder detecting the waiting ship.<BR>
<BR>
Dusty for a 0.5, aggressive baffling for a 1, upper gas giant atmosphere for<BR>
a 2, so thats a net -3.5<BR>
<BR>
Lets assume that the merchant has a good sensor operator(0.2), doing a 30<BR>
degree scan(0.5) and a civilian array for a net 13.2.<BR>
<BR>
Thus, the merchant gets to detect the ambush when it gets to range 9.7 or<BR>
so. Or about ... hmmm ... lets call it 30 000 km.<BR>
<BR>
And thats a detection, not a firing solution.<BR>
<BR>
Me, I'd stay the heck away from gas giants, unless I was being paid large<BR>
amounts of money to be there. Gas giant refuelling just isnt worth the money<BR>
it saves.<BR>
<BR>
As to the undetected patrol cruiser ... only way I can see you could do that<BR>
is to have it already in the atmosphere, doing the old 'deep SDB' trick.<BR>
<BR>
><BR>
> I do want ships cruising though a system surrounded by the unknown<BR>
> with lurking dangers that come upon them swiftly and unexpectedly.<BR>
> Being able to "see" one, two, three hours away from you is *more*<BR>
> than enough time.  Seven, eight and more is too, much *much* too<BR>
> much!<BR>
<BR>
If you dont want nasty surprises, stay away from planets and worldlets.<BR>
<BR>
Those 'landed and camoflagued' modifiers are nasty, giving you a net -2.5<BR>
for detecting a powered down/aggressively baffling ship in our standard<BR>
dusty system (ie detection at 300 kkm).<BR>
<BR>
It would be worse if the planet was volcanically active.<BR>
<BR>
><BR>
> As I wrote YMMV, but keep in mind that if you are doing something<BR>
> for the entire community of Travellers your milage should not vary<BR>
> *too* much from everyone else's.<BR>
<BR>
I dont think it does. The Traveller wargames seem to make disengagement<BR>
easy, unless you are out of fuel.<BR>
<BR>
><BR>
> Now, I must stop this and spend some time concentrating on the games<BR>
> I am running.  I have one with the PC's aboard a pirate ship they<BR>
> recently captured and currently in the combat with another ship that<BR>
> only wants to talk in code, another game with the PC's repaired ship<BR>
> on a shakedown cruise, and a third, not Traveller, where two of the<BR>
> PC's have just been invited to Dr. Watson's surgery for "brandy and<BR>
> a warm fire."  <g> I should have been working on them today, not<BR>
> this stuff.<BR>
<BR>
I actually think that the net effect of all this is that you get a similar<BR>
result to historical naval combat., in that just like very few naval battles<BR>
occurred out of sight of land, very few Traveller naval battles would occur<BR>
away from planets.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
PS Can I get feedback from people other than Eris ?<BR>
<BR>
PPS Cleaning up a system would be a bitch, as I think many wordlets would<BR>
have SDBs hidden on them, waiting for the occupying fleet to go away.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 23:16:36 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
I've got a couple of pics of what she might look like:<BR>
<BR>
http://www.geocities.com/travellerrpg/aaa.jpg<BR>
http://www.geocities.com/travellerrpg/aaat.jpg<BR>
<BR>
The second one has some binlandin text thrown in for atmosphere.  What do<BR>
you think?  Too "pretty"?  I think I got a pretty good "smart" look to<BR>
her.  Would you follow her to Capital to take on the Central Fleet? :-)<BR>
<BR>
BTW, bonus points to anyone who can say who I made her specifically (the<BR>
general method is fairly obvious, I think).<BR>
<BR>
Have a good one,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 22:23:59 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: FFS3 : Space Combat ; version 1.1<BR>
<BR>
Katharine Whitchurch wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Hmmm. This pretty much means that once you start shooting, the sensor games<BR>
> are over.<BR>
> <BR>
> It also means that the first person to start shooting will probably be doing<BR>
> it with a crappy fire control lock, but that the second person to start<BR>
> shooting will have nice, hot weapon ports to aim for.<BR>
> <BR>
> A tense interaction between the captain, the sensor operator and the gunner<BR>
<BR>
This leads me to two observations:<BR>
<BR>
1.  Combat begins to resemble the naval equivalent of the "barroom<BR>
brawls" epitomized by the night actions around Guadalcanal in 1942.  He<BR>
who fires first reveals his position to his enemy.  OTOH, firing first<BR>
gives the chance of catching the enemy by surprise.  In the context of<BR>
Traveller, can you say "explosive decompression?"<BR>
<BR>
2.  As at Guadalcanal, sensor superiority plays a major role.  Early in<BR>
the campaign, Japanese superiority in optics (passive sensors) helped<BR>
the IJN win early battles, such as Savo Island.  Later, as American<BR>
radar (active sensors) improved, the USN began to fight on more even<BR>
terms.<BR>
<BR>
Hmmm.  This seems to make the idea of "cooperative engagement" even more<BR>
important.  One ship goes active and illuminates several enemy ships. <BR>
This allows the other ships of that fleet to engage the enemy fleet<BR>
without prematurely revealing their position by "going active."<BR>
> ...<BR>
> <BR>
> Possible flaws in all this include missiles - it's pretty easy to force<BR>
> counterfire with missiles. On the other hand, missiles with their own sensor<BR>
> array are pretty expensive.<BR>
> <BR>
> On the other hand, if the 'firing beam weapons' only applies on the turn of<BR>
> firing, then I guess the sequence is missile launch-fire-counterfire.<BR>
<BR>
My take would be that the signature of targeted ships would be based on<BR>
their status during the previous phase (for missiles), or their current<BR>
phase (for beam weapons).  Thus, missile fire would target enemy ships<BR>
based on their signature during the previous counterfire phase, beam<BR>
fire would target enemy ships based on their signature during the beam<BR>
fire phase, and counterfire would target enemy ships based on their<BR>
signature during the counterfire phase.  PD fire would be conducted<BR>
during the counterfire phase (missiles could thus be subject to multiple<BR>
phases of PD fire).<BR>
<BR>
The best possible missile launcher might well be one that fires the<BR>
missile (at high speeds) with a railgun.  The missile coasts (virtually<BR>
unseen) to near the target, then accelerates to engage the target.  This<BR>
would reduce the missile firing signature, making missiles roughly<BR>
similar to WW II torpedoes.<BR>
> <BR>
> I'm not sure if the old 'AEMS in the Fighter' trick is a bug or a feature.<BR>
> Even with AEMS jamming games, it still strikes me as worth it to have a<BR>
> small fighter as an active sensor platform.<BR>
<BR>
Works for me as a feature.  After all, at least that way the fighter<BR>
jocks earn their pay in space combat situations.<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 22:34:51 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: web page<BR>
<BR>
I got the ships links fixed.  Sorry for the inconvienence.<BR>
<BR>
http://home1.gte.net/res04u7k/Traveller<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 15:31:04 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Imperial Spacecraft Safety & Navigation Act<BR>
<BR>
> Excerpt from the Imperial Spacecraft Safety & Navigation Act<BR>
><BR>
> Section 3<BR>
><BR>
> For the purpose of this act a spacecraft is designated as any<BR>
> craft capable of attaining orbit of a world.<BR>
><BR>
> Section 218A<BR>
><BR>
> All spacecraft must have a minimum of three running lights per thousand<BR>
> displacement tons, with an additional minimum running light added at each<BR>
> thousand ton increase in displacement till a displacement of ten thousand<BR>
> tons is reached, and thereafter an additional minimum running<BR>
> light per ten thousand tons additional displacement.<BR>
><BR>
> Section 218B<BR>
><BR>
> The running lights must be placed in a distinctive pattern approved by the<BR>
> bureau to allow for ease of identification when approaching or departing a<BR>
> controlled space.<BR>
><BR>
> Section 221<BR>
><BR>
> Spacecraft owned or operated within the bounds of the Imperium are not<BR>
> required to carry sufficient lifeboat capacity to ensure safe<BR>
> evacuation of passengers and crew.<BR>
<BR>
Hmm, I'd say this would not be there.<BR>
If it was the reverse (that they _must_ carry enough lifeboats or other<BR>
safety equipment) it might be, but making a regulation that says there is no<BR>
regulation is a waste of time.<BR>
<BR>
> Anyone want to add some more?<BR>
<BR>
Yeah, but they'd probably make half the existing designs  (and all of Famile<BR>
Spofulams)  illegal !<BR>
<grin><BR>
<BR>
But here's one that has to be in there somewhere :<BR>
<BR>
Section 743 Carrying of identification transponders<BR>
<BR>
In order to ensure accurate identification and location of all spacecraft,<BR>
and identification transponder must be carried.<BR>
<BR>
Section 743a<BR>
<BR>
All spacecraft must at all times carry an identifcation transponder<BR>
conforming to ISSO 806785.<BR>
<BR>
Section 743b<BR>
<BR>
At all times (other than as described under Section 743c) this transponder<BR>
must be online and capable of transmitting.<BR>
<BR>
Section 743c<BR>
<BR>
Transponders may only be deactivated, disabled, shielded, removed, or<BR>
otherwise prevented from performing their function in the following<BR>
circumstances :<BR>
<BR>
i} during scheduled maintenance to the transponder unit by a licensed<BR>
transponder maintenance technician, duly authorised according to Section<BR>
675.<BR>
<BR>
ii) on orders of the captain of the spacecraft when he has due cause to<BR>
believe that continuing transponding may cause the destruction of the ship<BR>
or the deaths of it's passengers and crew<BR>
<BR>
iii) when a ship is decommisioned and broken up. In this instance the<BR>
transponer unit is to be returned to the nearest IMSS office for archival<BR>
purposes.<BR>
<BR>
As all power-downs on an ISSO 806785 transponder are logged to unerasable<BR>
memory, technicians performing this operation can be held accountable under<BR>
Section 744 for their actions, and captains acting under section 743c.ii<BR>
will be required to justify their actions before a Invesigatory Board. Refer<BR>
to Section 985 for details of the formation of Investigatory Boards and<BR>
their powers<BR>
<BR>
etc.<BR>
<BR>
Frankie<BR>
<BR>
Vist Munden's Bar at http://homepages.paradise.net.nz/~frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 15:38:08 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Large Scale Ground Combat<BR>
<BR>
Joseph J Alberti Jr<BR>
<BR>
> I would like to know how some of you handle ground combat on the company<BR>
> and battalion level in your traveller mercenary campaigns.  This seems to<BR>
> be the level at which mercenary units are most utilized.<BR>
<BR>
"Striker" for company or lower actions, and a combination of "Renegade<BR>
Legion" and WRG Modern rules for large scale armoured confrontations.<BR>
<BR>
> In the past I have used the abstract system in Book 4 Mercenary (too<BR>
> general),  the system in the MT referee's companion (too complicated for<BR>
> 500 man units), and an adaptation of Avalon Hill's Panzer Blitz and Arab<BR>
> and Israeli Wars games (the conversion from TL7 ground combat to TL12-15<BR>
> combat is not so simple).<BR>
<BR>
I'd add SPI's "Panzer '44" /  "Mech War '77"  series as another possibility<BR>
if people don't have the AH games.<BR>
<BR>
It was the TL thing that made us choose Renegade Legion. not to mention the<BR>
great model grav tanks and apc's that are close enough to the right size to<BR>
fit with standard 1/300 micro-armour, and the integration via "Prefect" with<BR>
"Interceptor" and "Leviathan" that made it possible to play a full orbital<BR>
assault if neccessary.<BR>
<BR>
> Joe Alberti<BR>
> "Long Live Emperor Dulinor!"<BR>
<BR>
Hmm, you're looking for trouble.<BR>
<BR>
Frankie<BR>
<BR>
Vist Munden's Bar at http://homepages.paradise.net.nz/~frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 23:21:34 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Large Scale Ground Combat<BR>
<BR>
"Frank G. Pitt" wrote:<BR>
> <BR>
> Joseph J Alberti Jr<BR>
...<BR>
> > Joe Alberti<BR>
> > "Long Live Emperor Dulinor!"<BR>
> <BR>
> Hmm, you're looking for trouble.<BR>
<BR>
Or he's looking for a REALLY big Striker game...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 11 Aug 2000 23:50:42 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
She's perfect!  where do I sign up?  :)<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message ----- <BR>
From: "Charles Collin" <charles@hebb.psych.mcgill.ca><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 11, 2000 8:16 PM<BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
<BR>
> I've got a couple of pics of what she might look like:<BR>
> <BR>
> http://www.geocities.com/travellerrpg/aaa.jpg<BR>
> http://www.geocities.com/travellerrpg/aaat.jpg<BR>
> <BR>
> The second one has some binlandin text thrown in for atmosphere.  What do<BR>
> you think?  Too "pretty"?  I think I got a pretty good "smart" look to<BR>
> her.  Would you follow her to Capital to take on the Central Fleet? :-)<BR>
> <BR>
> BTW, bonus points to anyone who can say who I made her specifically (the<BR>
> general method is fairly obvious, I think).<BR>
> <BR>
> Have a good one,<BR>
> Charles C.<BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 00:09:35 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
Actually she's a little young for admiral.  As for who she's like, my guess<BR>
would be Honor Harrington.<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "J-Man" <j-man@iname.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 11, 2000 11:50 PM<BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
<BR>
> She's perfect!  where do I sign up?  :)<BR>
> ___________________________________________________________<BR>
>  J-Man<BR>
>  ICQ# 2843475<BR>
>  Washington - U.S.A.<BR>
>  Email : j-man@iname.com<BR>
>  Home Page : http://www.gocsystems.com/<BR>
> ___________________________________________________________<BR>
><BR>
> ----- Original Message -----<BR>
> From: "Charles Collin" <charles@hebb.psych.mcgill.ca><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Friday, August 11, 2000 8:16 PM<BR>
> Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
><BR>
><BR>
> > I've got a couple of pics of what she might look like:<BR>
> ><BR>
> > http://www.geocities.com/travellerrpg/aaa.jpg<BR>
> > http://www.geocities.com/travellerrpg/aaat.jpg<BR>
> ><BR>
> > The second one has some binlandin text thrown in for atmosphere.  What<BR>
do<BR>
> > you think?  Too "pretty"?  I think I got a pretty good "smart" look to<BR>
> > her.  Would you follow her to Capital to take on the Central Fleet? :-)<BR>
> ><BR>
> > BTW, bonus points to anyone who can say who I made her specifically (the<BR>
> > general method is fairly obvious, I think).<BR>
> ><BR>
> > Have a good one,<BR>
> > Charles C.<BR>
> ><BR>
> ><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 00:18:20 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Wicked Ideas<BR>
<BR>
    I have used this as a player & against my players.<BR>
<BR>
    1. Take a 55 gallon drum.<BR>
    2. Fill half way with sand & chaff.<BR>
    3. Put in some C4 & thermite with a prox. det set to explode a certain<BR>
distance from your ship.<BR>
    4. Fill the rest of the way with sand & chaff.<BR>
    5. Overpressure an airlock as much as you can.<BR>
    6. When in trouble, remotely open up the airlock.<BR>
<BR>
    *weg*  Instant cloud of sand & a good sensor decoy.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 00:29:37 -0700<BR>
From: "Koji Suzuki" <kzuke@compuserve.com><BR>
Subject: Ships locker equipment<BR>
<BR>
I'm sort of a newbie.  I played CT and MT through the eighties and I just<BR>
started a new campaign M1100 using an amalgam of CT and MT rules.<BR>
<BR>
I was wondering if anyone could tell me, or where I could find the contents<BR>
of a ships locker.  I remember getting them from someplace (an old issue of<BR>
the Journal?), but I can't remember now.  I think I have most of the<BR>
journels starting with issue 10, but I've been looking through a bunch, and<BR>
I can't seem to find anything.  Any help would be appreciated.<BR>
<BR>
Thanks<BR>
<BR>
Koj<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 02:03:40 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Solomani Money<BR>
<BR>
> Well, there's always a few fun slang terms for money.  For US money we<BR>
> have fins, sawbuck, fun tickets, frog skins.  I know the English have<BR>
> some interesting terms.  Anyone care to share their favorite monetary<BR>
> slang?<BR>
<BR>
Oh, if only I had enough money to need slang to refer to it....<sigh><BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 07:10:06 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
Via electronic medium on 8/11/00 8:16 PM, charles@hebb.psych.mcgill.ca<BR>
issued forth:<BR>
<BR>
> I've got a couple of pics of what she might look like:<BR>
> <BR>
> http://www.geocities.com/travellerrpg/aaa.jpg<BR>
<BR>
B5! A little young for an Admiral, dontcha think? Of course that is<BR>
/apparent/ age. Perhaps superior med-tech and anagathics are to blame.<BR>
<BR>
> http://www.geocities.com/travellerrpg/aaat.jpg<BR>
> <BR>
> The second one has some binlandin text thrown in for atmosphere.<BR>
<BR>
Her name perhaps? A motto? I can't read binlandin.<BR>
<BR>
> What do<BR>
> you think?  Too "pretty"?  I think I got a pretty good "smart" look to<BR>
> her.  Would you follow her to Capital to take on the Central Fleet? :-)<BR>
<BR>
Sure would, but I'm a sucker for females in uniform.<BR>
<BR>
> BTW, bonus points to anyone who can say who I made her specifically (the<BR>
> general method is fairly obvious, I think).<BR>
<BR>
You mean /how/, right? Photoshop?<BR>
<BR>
> Have a good one,<BR>
> Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 09:47:03 -0500<BR>
From: "Todd Moody" <talon@skyenet.net><BR>
Subject: GenCon Update<BR>
<BR>
Hey all,<BR>
I've been out of the country for the last month, but made it back in time<BR>
for GenCon.  Traveller was well represented by the GRIP developers who had a<BR>
large booth and a table for Marc Miller also.  The new Traveller version of<BR>
the software was shipped about 2 weeks ago.  The staff were all great!  Very<BR>
personable and friendly, and eager to show everyone how to use the software.<BR>
They had several computers running the software and are doing a tournament<BR>
starting today through tomorrow.  4 of the players will be from the<BR>
convention and the rest from the net.  GURPS was there but Traveller is just<BR>
one of many games they were showing and it was mostly just a retail booth<BR>
with no demos, and no celebs.  Marc's site is now being hosted by the GRIP<BR>
people and it is updated with all new bells and whistles.  The second volume<BR>
is out now if you didn't know and he is shooting for every 2 months for<BR>
release of upcoming volumes.  They are also looking at making NEW adventures<BR>
in the same format.<BR>
<BR>
There was a LARP for Traveller scheduled for Thursday but I didn't get there<BR>
till Friday so I have no idea how that turned out.<BR>
<BR>
It is a massive event covering 3 floors with games of every sort imaginable.<BR>
Wizards released version 3 of D&D and has a huge castle area with lots of<BR>
demos and giveaways.  Sierra also had great giveaways and I actually got a<BR>
really nice polo shirt.  It was my first BIG con and it was overwhelming.<BR>
Lots to see and do and I would recommend it to anyone, just make sure you<BR>
get your room reservations way in advance!<BR>
<BR>
Now back to your regularly scheduled argument.<BR>
<BR>
Regards,<BR>
Todd Moody<BR>
http://www.geocities.com/kardaen/traveller/<BR>
kardaen@yahoo.com<BR>
ICQ#75261608<BR>
"Mankind is a catalyzing enzyme for the transition from a carbon-based to a<BR>
silicon based intelligence."<BR>
    -Bricogne<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 06:01:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
> Couple of people have asked why I have to slow down - it may be that<BR>
> my dumb crew have the wrong idea here <grin> but they assumed that<BR>
> high velocity hydrogen fuel amounts to a plasma - which for hydrogen<BR>
> means lots of loose protons hanging round outside the ship. Radiation<BR>
> to you and me. That's what we're trying to avoid.<BR>
<BR>
Once you exit jump, anything that came thru with you is at rest with<BR>
respect to you, regardless of what speed you are travelling relative to<BR>
the planet at.<BR>
<BR>
Stray atoms are indeed a radiation hazard. At around a thousand times<BR>
your velocity (say when you start measuring your speed as a percentage<BR>
of c).<BR>
<BR>
You are unlikely to be moving much above 300 km/sec (problably a lot<BR>
slower). The speed of light (c) is 300,000 km/sec.<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: Sat, 12 Aug 2000 05:58:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Fill in the deity(Was: Future Position Fuzziness)<BR>
<BR>
In mail you write:<BR>
<BR>
> eris@pcola.gulf.net wrote:<BR>
>> <BR>
>> Have you noticed that SJG's Ve2 uses a cube for it's calculations<BR>
>> rather than a sphere.  Frankly, I think, it's a fair compromise<BR>
>> because things people build tend to be "boxy" in structure and<BR>
>> shape. Well, at least, things *I* design tend to be that way. <g><BR>
> <BR>
> Oh, my<BR>
><BR>
>> Eris is a _Borg_!  RUN!! ;-)<BR>
<BR>
Sorry, but the thought of anyone or anything named after *Eris* being<BR>
an (obsessively orderly and organized) *BORG* is just too silly for<BR>
words.<BR>
<BR>
(For those who don't know, "Eris" is the god(dess) of discord and chaos).<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: Sat, 12 Aug 2000 06:30:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
In mail you write:<BR>
<BR>
> On 08/11/00 at 11:15 AM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
><BR>
>>>See, lots of compounds, like water, can pack more hydrogen into a<BR>
>>>given volume than liquid hydrogen can.  So, what you want to do is<BR>
>>>carry one of these compounds as your cargo and refine it into<BR>
>>>hydrogen along the way.<BR>
><BR>
>>This has been proposed before.  The main problem is that it is just so<BR>
>>useful, it is hard to see why it wasn't around before. With a little<BR>
>>thought you can get the volumes low enough that one wonders why passenger<BR>
>>ships, explorations ships, etc. don't _all_ carry enough fuel for a<BR>
>>second jump as a safety precaution.<BR>
><BR>
> What, you mean all your ships *don't* carry enough fuel for a second<BR>
> jump?  <g><BR>
><BR>
>>I you start using this for limited purposes, like cause rifts, it make<BR>
>>the inconsistency even more pronounced.  I wouldn't even try and get into<BR>
>>this unless one is prepared to address the<BR>
>>entire issue.....<BR>
><BR>
> I don't use it for limited purposes, so if you want feel free to<BR>
> "get into <the> entire issue."<BR>
><BR>
> Fuel Packing, isn't like "jump tanks" where how and when the H2 is<BR>
> used for jump becomes an issue, or using solar power for jumps, this<BR>
> is just basic chemistry.  Heck, "wilderness refueling" from oceans<BR>
> goes back to the original three books, this is just an extention to<BR>
> that!  <BR>
<BR>
Yeah, but many of us "assumed" that you were refining the hydrogen out<BR>
of the water or whatever.<BR>
<BR>
> I don't see how you can invalidate it without breaking natural laws<BR>
> we don't want to break.  The extra mass should degrade MDrive<BR>
> performance, assuming mass based thrust, but I don't see that being<BR>
> enough to keep this practice from being used.<BR>
<BR>
Actually it degrades it *horribly*. A cubic meter of LH2 masses 70.8<BR>
kg. A cubic meter of water masses 1000 kg. But only 111.1 kg of that is<BR>
hydrogen. So to gain an extra 40.3 kg/m^3 of hydrogen, you have to<BR>
increase the mass carried by 1412%! In other words, to carry less than<BR>
1.6 times as much hydrogen in the same tankage, you have increased the<BR>
*mass* carried 14 times!<BR>
<BR>
If the ship is 10% fuel tanks, that means that you've just increased<BR>
the mass by 140%. Which means you've dropped your acceleration to about<BR>
42% of the value with LH2!<BR>
<BR>
If the tanks are 20%, you are now at 26% of the normal thrust. And so<BR>
on. <BR>
<BR>
Methane is 1/4 hydrogen by mass. Ammonia is 3/17 hydrogen by mass.<BR>
Water is 1/9 hydrogen by mass. You can look up the densities of liquid<BR>
methane and liquid ammonia to work things out for them.<BR>
<BR>
The only reason this even *appears* to work is that Traveller is basing<BR>
power requirements on volume instead of mass.<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 #2924<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2925</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/12/00 1:46:09 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest     Saturday, August 12 2000     Volume 1999 : Number 2925<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: Solomani Money<BR>
Re: Getting ships under control<BR>
Re: Sign Off<BR>
Re: rapidly degenerating into p!r!cy<BR>
Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
Re: Future Position Fuzziness<BR>
Re: rapidly degenerating into p!r!cy<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Core Sector<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: Ships locker equipment<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: Solomani Money<BR>
Re: Admiral Arbellatra Alkalikhoi's<BR>
Trav Fiction<BR>
Re: Future Position Fuzziness<BR>
Re: Core Sector<BR>
Re: why Free Traders captains have Legal skill <BR>
Re: Rescue ships <BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 06:45:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Solomani Money<BR>
<BR>
In mail you write:<BR>
<BR>
>> I was going to suggest ripping off the defunct SpaceMaster setting and<BR>
>> calling it a monit(monetary unit, electronic version is Elmonit)...but<BR>
> I<BR>
>> find I quite like the sound of Sollars. What about slang for currency?<BR>
> Maybe<BR>
>> couple the 'official' US sound of Sollars with brit slang, mixed with<BR>
> metric<BR>
>> multipliers. This introduces such delightful concepts as 'Kilomonkeys'<BR>
> and<BR>
>> 'MegaPonies' :)<BR>
>><BR>
><BR>
> Well, there's always a few fun slang terms for money.  For US money we<BR>
> have fins, sawbuck, fun tickets, frog skins.  I know the English have<BR>
> some interesting terms.  Anyone care to share their favorite monetary<BR>
> slang?<BR>
<BR>
You forgot "buck". And "buck" is already frequently combined with<BR>
metric prefixes: kilobuck, megabuck, etc.<BR>
<BR>
I vote we call the Solomani unit "bucks". <BR>
<BR>
And if one of the artists would do some designs for various<BR>
denominations of Confederation bucks and Imperial credits, we could<BR>
have some fun printing them up. :-)<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: Sat, 12 Aug 2000 07:11:54 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
>> -----Original Message-----<BR>
>> From: owner-traveller@lists.imagiconline.com<BR>
>> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
>> SD Mooney<BR>
>> Sent: 10 August 2000 00:25<BR>
>> To: traveller@lists.imagiconline.com<BR>
>> Subject: re: Getting ships under control<BR>
>><BR>
> [snip]<BR>
>><BR>
>> I need:<BR>
>><BR>
>> Distance to world.<BR>
>> Rating of ship engines (breaking acceleration).<BR>
>> Starting velocity (assumes all in direction of world)<BR>
>><BR>
> I can manage the same, if I knew how far away I am and how fast I'm<BR>
> going - as yet I don't know, but the braking should be at 1.5G, with<BR>
> luck and if I can seal off the fuel to avoid radiation from the<BR>
> plasma.<BR>
<BR>
Leaking fuel is liquid hydrogen. It won't be a plasma uless sunjected<BR>
to some pretty extreme conditions. <BR>
<BR>
> Right now, Gergy (the engineer) is trying to set up a radio<BR>
> reciever, since someone pointed out that the only way I could have got<BR>
> that fragmentary message as I came insystem is if there is a vessel<BR>
> out here with me - assuming that I came in at least 100 planetary<BR>
> diameters out.<BR>
<BR>
Huh? At 100 diameters you'd be easily visible to sensors at an A or B<BR>
port. And the time lag would be a few seconds, max. <BR>
<BR>
> That also means there must be a navy or scout base here<BR>
> as well, which means I am either at Regina (please, no...not again),<BR>
> Jae Tellona, Adabicci, Jewell, Nasemin, Towers, Junidy, Lysen or Ruby,<BR>
> or less likely at Hefry, Jenghe or Ghandi.<BR>
<BR>
Actually, given that a misjump can throw you are far as 36 parsecs, you<BR>
may not even be in the same sector as you started. :-)<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: Sat, 12 Aug 2000 07:17:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Sign Off<BR>
<BR>
In mail you write:<BR>
<BR>
> for when I can<BR>
> finally pry my wife's fingers off the keyboard at home (that is usually<BR>
> about 2am).  This<BR>
> is remarkably frustrating, as it is a great pleasure to take part in the ebb<BR>
> and flow of<BR>
> the conversation with all of you.  Oh well.<BR>
>  Until 0-dark:30 then,<BR>
>  Rod Basler, COFIT<BR>
<BR>
Rod, if you are part of the "Portland contigent" of the list, I can set<BR>
you up with an older system that'll be adequate for reading and<BR>
replying to mail. And it should be possible to network it to the system<BR>
your wide is tying up. Depending on the sort of internet connection you<BR>
folks have, you may even be able to go web hopping at the same time.<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: Sat, 12 Aug 2000 07:22:41 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
In mail you write:<BR>
<BR>
> Where piracy is viable is in the outsystem, particularily among smugglers,<BR>
> belters and so on (IMTU, smugglers are the guys who cut private deals with<BR>
> corporate mining bases - these 20 dtons never turned up on the production<BR>
> schedules, and this 20 dtons of consumer goods, liquor and food never turned<BR>
> up on the import schedules, either. 'Theft as servant' is the charge for<BR>
> dealing with them. It neatly avoids the 'whats there to smuggle' issue, when<BR>
> almost nothing is illegal in the Imperium).<BR>
><BR>
> And no-one really cares about them.<BR>
><BR>
> So if you want encounters with pirates, well, I guess you  just have to get<BR>
> the PCs to go out into the Outsystem, which is wayyy too big to patrol (and<BR>
> outside the range of most reasonable sensors, too - most systems wont have<BR>
> the bigger military sensors).<BR>
><BR>
> Offering them Cr 10 000 a head bonus, plus double rate for the cargo should<BR>
> do it. And the loan of a lifeboat-sized third-hand ex-military fighter<BR>
> craft. And all to drop this 70 dton bundle of supplies off to Mining Base X<BR>
> (one of the moons of a gas giant), and pick up six months worth of<BR>
> production.>><BR>
<BR>
Actually, a lot of stuff, especially from asteroid belts, will be<BR>
shipped "free transit". A tug (or mass driver) tosses it into an orbit<BR>
that goes near the destination, and a tug "catches" it at the far end.<BR>
<BR>
Sure, it takes months. So what? As long as you keep firing them off at<BR>
regular intervals, they'll arrive at regular intervals. <BR>
<BR>
"Radar corners" are simple and cheap (basicly a wire "frame" and some<BR>
metal foil) and they give *huge* radar returns compared to their size<BR>
(one a foot across should give as big a return as a non-stealthed 100<BR>
dton ship).<BR>
<BR>
So the packages can be tracked. And anybody approaching them in<BR>
mid-transit is up to no good. Which means that you can only use this<BR>
for stuff that's not worth the hassle of stealing (1 kiloton blocks of<BR>
iron, aluminum, etc). Some supplies can be shipped out this way. <BR>
<BR>
Of course, the company may try slipping some valuables in with such<BR>
bulk shipments. And if the word leaks, somebody makes a big haul. <BR>
<BR>
Of course, the leak could be deliberate, and that ingot could be a<BR>
disguised hab module full of mercs. :-)<BR>
<BR>
Free transit cargo and supplies make things more "interesting". <BR>
<BR>
And if somebody steals a shipment of supplies, then you might get hired<BR>
to make a special run (it ain't an emergency unless they stole it less<BR>
than a week from the destination :-)<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: Sat, 12 Aug 2000 06:12:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
In mail you write:<BR>
<BR>
> Using your suggestion, let's go back to first principles and say we<BR>
> would like to model 17/18th century sailing ships.  We've got about<BR>
> an 8 mile horizon (or sensor limit), 1 mile long ranges for ship<BR>
> board weapons, and maybe 2 miles for big warships and shore<BR>
> batteries...although effective ranges for all the above should be<BR>
> much less, and I'm being generous on weapon ranges.<BR>
<BR>
Sorry, but the horizon for a ship is more like *20* miles. And the<BR>
range of shore batteries was 3 miles, that's where the old "three mile<BR>
limit" of sovereignty came from. And the later 12-mile limit came from<BR>
improved guns.<BR>
<BR>
The horizon distance is a simple right triangle solution (at least at<BR>
the sort of heights we are dealing with here). <BR>
<BR>
(distance to horizon)^2 + (radius of earth)^2 = (radius of earth + height)^2<BR>
<BR>
d^2 + r^2 = (h+r)^2<BR>
d^2 = (h+r)^2 - r^2<BR>
<BR>
So, say the lookout is 100 feet above the sea. I get 12 miles as the<BR>
horizon. Hmmm. Looks like 20 miles is a bit optimistic, as it'd require<BR>
a 266 foot high mast. :-)<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: Sat, 12 Aug 2000 07:59:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
In mail you write:<BR>
<BR>
> Bruce Johnson wrote:<BR>
>> Of COURSE not, a horse is a torus!<BR>
><BR>
> But....but....a torus is nearly as hard to do the maths on as a horse is.<BR>
><BR>
> <sneaking suspicion>Are you a physicist, sir?<BR>
<BR>
He's obviously a topologist. Though I have to point out that horses,<BR>
like all mammals, are *not* genus 1 objects (toruses), they are genus<BR>
*3* (besides the digestive system, you also have to consider the<BR>
nostrils). <BR>
<BR>
<g><BR>
<BR>
ps. I'm willing to listen to arguments for genus 5 (the tiny passages<BR>
linking the eye-sockets/tear ducts to the sinuses). I won't listen to<BR>
arguments for genus <bignum> based on pores...<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: Sat, 12 Aug 2000 07:37:28 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
In mail you write:<BR>
<BR>
> Frankly, I don't want ships to have weapons that reach the 100 d<BR>
> limit for most worlds.  I want enough time to alert an orbiting ship<BR>
> that an attacker has jumped in and proceeding to your location<BR>
> before her beams start hitting hitting your ship.  But not so much<BR>
> time that the defending Captain can casually finish his game of<BR>
> bowls before going out to meet the attacking Armada, or running in<BR>
> the other direction for the 100d limit as the case may be.<BR>
<BR>
Well, keep in mind that the ship jumping in has to orient himself with<BR>
respect to the local system, but the sensors at the planet merely have<BR>
to plot his jump flash. I figure there's going to be at least a 10<BR>
second "head start" for the defenders, maybe as much as a minute.<BR>
<BR>
Then again, the way I figure jump exits, he may have a lot more than<BR>
100 diameters to go. Every hour he's late or early emerging from jump<BR>
means that the planet is an hour's movement away from his planned exit<BR>
co-ordinates. For Earth, that's about 108,000 km.<BR>
<BR>
> I want enough time, not withstanding your opinions, for a pirate to<BR>
> surprise and take a merchant ship as it comes in to refuel at a gas<BR>
> giant.  But not without the risk of an undetected patrolling cruiser<BR>
> arriving on the scene to turn the tables.  For that matter, I want a<BR>
> ship full of PC's arriving at the gas giant to be unable to detect<BR>
> that aa combat is going on until after they are pretty close to<BR>
> being *in* it.<BR>
<BR>
Sorry, but that requires sensors so poor that I refuse to believe in<BR>
them.<BR>
<BR>
Though that last is a lot easier than you may think, even *with* the<BR>
DSR. You can tell that a ship is using a fair amount of power, but you<BR>
can't tell *what* they are using it for.<BR>
<BR>
Missiles will stand out. But with beam weapons, if you aren't observing<BR>
the firing ship at the time, you won't know he's firing at you until a<BR>
shot comes close enough for the "fringes" of the beam to hit you!<BR>
<BR>
Heck, even if you have "normal" sensors aimed at him you may not know<BR>
he's firing until then.<BR>
<BR>
That's why merchant skippers tend to be *real* paranoid. Because the<BR>
frst clue of an attack may be a hit on the ship.<BR>
<BR>
> I do want ships cruising though a system surrounded by the unknown<BR>
> with lurking dangers that come upon them swiftly and unexpectedly.<BR>
<BR>
See above about what it takes to realize that you are being "fired<BR>
upon". <BR>
<BR>
> Being able to "see" one, two, three hours away from you is *more*<BR>
> than enough time.  Seven, eight and more is too, much *much* too<BR>
> much!<BR>
<BR>
Sorry, but that's the way the world works. Reducing the ranges that far<BR>
turns the game into fantasyland.<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: Sat, 12 Aug 2000 08:11:01 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
on 8/12/00 7:10 AM, Benyamene' ZeAbe' Akella at xrp@sierratel.com wrote:<BR>
<BR>
> Via electronic medium on 8/11/00 8:16 PM, charles@hebb.psych.mcgill.ca<BR>
> issued forth:<BR>
> <BR>
>> I've got a couple of pics of what she might look like:<BR>
>> <BR>
>> http://www.geocities.com/travellerrpg/aaa.jpg<BR>
> <BR>
Here's another admiral photo for you.<BR>
<BR>
http://www.travellercentral.com/media/admiral.jpg<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 10:15:10 -0500<BR>
From: "James Pearson" <james@pearson.net><BR>
Subject: Core Sector<BR>
<BR>
What is the best resource for info about the Core Sector?  <BR>
(regardless of Traveller Version).  Of course, I can get UWP info <BR>
from Galactician and the like.  I'm looking for more detailed info ala <BR>
GURPS: Spinward Marches, or Rim of Fire.<BR>
<BR>
Thanks in advance<BR>
<BR>
There are more things in heaven and earth, Horatio,<BR>
Than are dreamt of in your philosophy.<BR>
- -Hamlet, Act 1 Scene 5<BR>
http://www.james.pearson.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 15:18:11 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
>Date: Fri, 11 Aug 2000 23:16:36 -0400 (EDT)<BR>
>From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
>Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
>The second one has some binlandin text thrown in for atmosphere.  What do<BR>
>you think?  Too "pretty"?  I think I got a pretty good "smart" look to<BR>
>her.  Would you follow her to Capital to take on the Central Fleet? :-)<BR>
<BR>
Yes, definitely...  However, I thought the pictures looked more "a<BR>
star actress playing Arbellatra in the latest smash-hit blockbuster<BR>
epic holodrama of her life" rather than a real-life Imperial Admiral<BR>
and rebel.  I also suspect that long, flowing hair is against Navy<BR>
regs - it would obscure her vision in zero-G, and might make getting<BR>
into a vaccsuit difficult...<BR>
<BR>
Otherwise, noce pictures ;-0<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 17:54:29 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
Leonard Erickson wrote:<BR>
>Actually it degrades it *horribly*. A cubic meter of LH2 masses 70.8<BR>
>kg. A cubic meter of water masses 1000 kg. But only 111.1 kg of that is<BR>
>hydrogen. So to gain an extra 40.3 kg/m^3 of hydrogen, you have to<BR>
>increase the mass carried by 1412%! In other words, to carry less than<BR>
>1.6 times as much hydrogen in the same tankage, you have increased the<BR>
>*mass* carried 14 times!<BR>
><BR>
>If the ship is 10% fuel tanks, that means that you've just increased<BR>
>the mass by 140%. Which means you've dropped your acceleration to about<BR>
>42% of the value with LH2!<BR>
><BR>
>If the tanks are 20%, you are now at 26% of the normal thrust. And so<BR>
>on.<BR>
<<SNIP>><BR>
><BR>
>The only reason this even *appears* to work is that Traveller is basing<BR>
>power requirements on volume instead of mass.<BR>
<BR>
The problem with the extra mass disappears if you carry the water as <BR>
*cargo*. I believe that most Traveller editions uses 1 t/m3 for cargo (at <BR>
least FFS1&2 does) so in this case there is no extra mass and any decent <BR>
traders can use 50% of its volume for cargo.<BR>
<BR>
Patrik Holmstrm<BR>
http://www.csd.uu.se/~it97pah/trav/<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 11:03:47 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Re: Ships locker equipment<BR>
<BR>
Here's a rough summary of the contents of a ships locker <BR>
that I based upon the article that you mention. I used to have<BR>
a copy of that issue but it went the way of all things some <BR>
years ago.<BR>
<BR>
Ships Locker - Contains<BR>
4 x 12gauge shotguns with 10 clips (10 rounds each - standard)<BR>
2 x SMG 9mm with 10 clips (20 rounds each - standard)<BR>
8 x TL 12 Vacc Suits with 2 8 hour air tanks each<BR>
4 x TKJ, Ltd. Space Walker Units (gas jet - continous duration 4 hours)<BR>
2 x Far Orbit Comms<BR>
10 x Patch Kits<BR>
2 X Med Kit (extensive)<BR>
Food and Provisions for 7pp for 3 months<BR>
<BR>
I hope that this is of some help. <BR>
I'd be curious to know what other folk have stached in<BR>
their ship's lockers as well.<BR>
<BR>
Thanks<BR>
Pat Connaughton <BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 12:57:10 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
"Patrik Holmstrm" wrote:<BR>
<BR>
> Leonard Erickson wrote:<BR>
> >Actually it degrades it *horribly*. A cubic meter of LH2 masses 70.8<BR>
> >kg. A cubic meter of water masses 1000 kg. But only 111.1 kg of that is<BR>
> >hydrogen. So to gain an extra 40.3 kg/m^3 of hydrogen, you have to<BR>
> >increase the mass carried by 1412%! In other words, to carry less than<BR>
> >1.6 times as much hydrogen in the same tankage, you have increased the<BR>
> >*mass* carried 14 times!<BR>
> ><BR>
> >If the ship is 10% fuel tanks, that means that you've just increased<BR>
> >the mass by 140%. Which means you've dropped your acceleration to about<BR>
> >42% of the value with LH2!<BR>
> ><BR>
> >If the tanks are 20%, you are now at 26% of the normal thrust. And so<BR>
> >on.<BR>
> <<SNIP>><BR>
> ><BR>
> >The only reason this even *appears* to work is that Traveller is basing<BR>
> >power requirements on volume instead of mass.<BR>
<BR>
Jump is volume-based.  So if you are carrying a load of water, your in-system<BR>
manuever may be impacted, but jump is not.<BR>
<BR>
I can not think of a reasonable objection to refining jump fuel from mass<BR>
carried as cargo.<BR>
<BR>
I could argue against using excess fuel tankage to carry anything other than<BR>
LH2, because that is what it was _designed_ to carry.  I would think the<BR>
additional mass of water could be a problem during manuever.  It might tend<BR>
to rupture things that were not designed to take the strain of so much mass.<BR>
So a ship carrying water in its fuel tanks might be limited to far less than<BR>
the maximum accelleration which would otherwise be possible when carrying<BR>
that mass in cargo holds, which are designed to accomodate it.  I would<BR>
probably allow it, but would limit acceleration to 10% of normal.  Anything<BR>
more would risk rupturing fittings and tanks and generally ruining your day.<BR>
What would be the disadvantages of carrying methane or ammonia in fuel tanks?<BR>
Isn't ammonia much more corrosive?<BR>
<BR>
At a minimum, I would require that the ship have sufficient fuel available as<BR>
LH2 to actually make the jump.  Any additional tankage could be used to carry<BR>
fuel in alternate forms, subject to the restrictions above.<BR>
<BR>
Based on the above, the optimum configuration for a Rift-jumper would be a<BR>
J-1 ship with 10% fuel tankage and as much cargo as possible to carry<BR>
additional reaction mass, perhaps as liquid methane?  How many jumps could<BR>
such a ship make?<BR>
<BR>
WKH<BR>
<BR>
<BR>
><BR>
><BR>
> The problem with the extra mass disappears if you carry the water as<BR>
> *cargo*. I believe that most Traveller editions uses 1 t/m3 for cargo (at<BR>
> least FFS1&2 does) so in this case there is no extra mass and any decent<BR>
> traders can use 50% of its volume for cargo.<BR>
><BR>
> Patrik Holmstrm<BR>
> http://www.csd.uu.se/~it97pah/trav/<BR>
> ________________________________________________________________________<BR>
> Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 11:28:40 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
on 8/12/00 7:45 AM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
<BR>
> <BR>
> You forgot "buck". And "buck" is already frequently combined with<BR>
> metric prefixes: kilobuck, megabuck, etc.<BR>
> <BR>
> I vote we call the Solomani unit "bucks".<BR>
> <BR>
> And if one of the artists would do some designs for various<BR>
> denominations of Confederation bucks and Imperial credits, we could<BR>
> have some fun printing them up. :-)<BR>
<BR>
<BR>
Ah, the Solomani "Basic Unit of Currency" or BUC<BR>
<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 14:34:11 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Admiral Arbellatra Alkalikhoi's<BR>
<BR>
Regarding the pics I made of AAA, I know she looks young, but canonically<BR>
she would be about 30 at the time.  (Born 587, Admiral starting about<BR>
615).  AAA was either: 1) A military genius, 2) A lucky lady whose<BR>
superiors got killed frequently in the 2nd FF/Civil War, 3) An appointed<BR>
noble or, 4) (most likely, IMO) some combination of the above.  She might<BR>
look a little young even for 30, but with good TL 15 medicine I think it's<BR>
reasonable. <BR>
<BR>
As for how I made the pic (_not_ "who", like I put in the previous<BR>
message; stupid fingers...), she's a pic of Ivanova from B5 that I<BR>
modified by partially morphing in Lyta Alexander's face (Lyta's the<BR>
super-telepath from B5). I also got rid of her EA insignia and put in that<BR>
little Imperial Sunburst on her collar.  A little clean-up in Photoshop,<BR>
and voila!<BR>
<BR>
This is fun! Anyone else y'all want me to do? Point me at two photos with<BR>
about the same pose and I'll give it a shot...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 20:16:18 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Trav Fiction<BR>
<BR>
More Traveller fiction up on the site, including Carlos' excellent "Treason"<BR>
<BR>
Is anyone reading it?<BR>
<BR>
<BR>
Martin J Dougherty<BR>
Creative Director, Fiction & Fantasy Network<BR>
www.fiction-fantasy.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 14:20:52 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
> In mail you write:<BR>
> <BR>
> > Bruce Johnson wrote:<BR>
> >> Of COURSE not, a horse is a torus!<BR>
> ><BR>
> > But....but....a torus is nearly as hard to do the maths on as a horse is.<BR>
> ><BR>
> > <sneaking suspicion>Are you a physicist, sir?<BR>
> <BR>
> He's obviously a topologist. Though I have to point out that horses,<BR>
> like all mammals, are *not* genus 1 objects (toruses), they are genus<BR>
> *3* (besides the digestive system, you also have to consider the<BR>
> nostrils).<BR>
<BR>
Thank you, sir, for that alimentary course on biotopology. ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 15:11:42 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Core Sector<BR>
<BR>
James Pearson wrote:<BR>
> <BR>
> What is the best resource for info about the Core Sector?<BR>
> (regardless of Traveller Version).  Of course, I can get UWP info<BR>
> from Galactician and the like.  I'm looking for more detailed info ala<BR>
> GURPS: Spinward Marches, or Rim of Fire.<BR>
<BR>
_Milieu Zero Campaign_ (which I don't own) is set in Core Sector. <BR>
However, comparing the Core Subsector map in the T4 base rulebook with<BR>
the Core Subsector map in Galactic 2.4, there are significant<BR>
astrographic differences.  I don't know how to reconcile the differences<BR>
and retain the usefulness of both Galactic 2.4 (which matches the<BR>
information at Ethan Henry's subsector viewer site) and _Milieu Zero<BR>
Campaign_.<BR>
<BR>
The subsector viewer site mentioned above is at:<BR>
<BR>
http://www.magma.ca/~ehenry/traveller/viewer.html<BR>
<BR>
You can download Galactic 2.4 at:<BR>
<BR>
http://www.geocities.com/Area51/Starship/8023/<BR>
<BR>
A comprehensive history of M:0 can be found at:<BR>
<BR>
http://members.aol.com/kagekiha/traveller/m0.htm<BR>
<BR>
Hope all this helps!<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 12:23:58 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: why Free Traders captains have Legal skill <BR>
<BR>
"Katharine [Ian] Whitchurch" <katts@globalfreeway.com.au> wrote<BR>
<BR>
> Allowing passengers to be doped with Fast Drug totally screws the economics<BR>
> of carrying passengers. If we can trust Robert O'Connor, Fast Drug patients<BR>
> need a fair amount of medical care, to prevent death from hypothermia at<BR>
> minimum. So I dont think it's a viable technique anyway.<BR>
<BR>
In the 'Dummarest of Terra' series which is arguably the basis <BR>
for Travelers High Passage, Middle Passage, and Low Passage<BR>
it was the High Passengers who took fast drug. In the Dummarest<BR>
Series High Passengers could make a long and tedious journey<BR>
take much less subjective time by slowing their metabolisms to<BR>
a crawl with fast drug. Dummarest universe High Passengers are<BR>
perfectly functional but perceive the universe very slowly.<BR>
I can't really see how they avoid constantly tripping and falling<BR>
since gravity is still the same but they are moving much slower.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 12:44:53 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Rescue ships <BR>
<BR>
"Jones, Dean" <Dean.Jones@fox-europe.com> wrote<BR>
<BR>
> Anyway, the whole 'Jump Towing' thing is the result of me trying to explain<BR>
> how my character from the Spinward Marches ended up crossing the J-5 route<BR>
> in a J-2 ship...he hitched a lift with a bigger ship that COULD cross that<BR>
> distance. That's all 'off-camera', natch, we just never mention it in-game<BR>
<BR>
Why hitch a lift outside a bigger ship when you can simply put <BR>
the smaller ship in a cargo bay?<BR>
<BR>
Since carried ships take up twice their volume in a cargo bay<BR>
then a 100 ton Scout can be shipped as 200 tons of cargo. Using<BR>
the standard freight rates of Cr 1,000 per ton this will cost<BR>
'only' Cr 200,000 per jump. Similarly a 400 ton jump 1 type M<BR>
subsidized merchant can be moved across jump 2 gaps for 'only'<BR>
Cr 800,000 a jump. No wonder the crew of the March Harrier opted <BR>
for collapsible fuel tanks instead....<BR>
<BR>
Simply consult your map of Riftspan Reaches sector, determine how<BR>
many jumps it would take a jump 5 ship to cross the Rift, and<BR>
charge the characters that much to ship their ship across as cargo.<BR>
You are likely to find out that it would be cheaper to sell the<BR>
ship on one side and buy another ship on the other side but if your<BR>
ship is small enough and/or expensive enough shipping it as cargo<BR>
may be the optimum solution. You may also be able to reduce your <BR>
costs a bit by filling up your own holds with freight and using the<BR>
revenue to offset a (small) portion of your costs.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2925<BR>
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Traveller-digest     Saturday, August 12 2000     Volume 1999 : Number 2926<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: Ships locker equipment<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: Imperial Spacecraft Safety & Navigation Act > <BR>
Re: Traveller-digest V1999 #2925<BR>
Accelerator Rifles (was: Ships locker equipment)<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: 3D modelling without a computer: Type S scout<BR>
Re: Imperial Spacecraft Safety & Navigation Act ><BR>
Re: FFS3 space combat ; version 1.1<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 13:58:56 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Ships locker equipment<BR>
<BR>
Cable<BR>
Instead of SMG's usally 5mm rifles (not autorifles - hunting rifles) :)<BR>
Hampster balls<BR>
Backpacks<BR>
A Laptop<BR>
(I had one group with a FGMP-15 in each locker... but that is not normal<BR>
IMHO)<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Pat<BR>
Connaughton<BR>
Sent: Saturday, August 12, 2000 9:04 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Ships locker equipment<BR>
<BR>
<BR>
Here's a rough summary of the contents of a ships locker<BR>
that I based upon the article that you mention. I used to have<BR>
a copy of that issue but it went the way of all things some<BR>
years ago.<BR>
<BR>
Ships Locker - Contains<BR>
4 x 12gauge shotguns with 10 clips (10 rounds each - standard)<BR>
2 x SMG 9mm with 10 clips (20 rounds each - standard)<BR>
8 x TL 12 Vacc Suits with 2 8 hour air tanks each<BR>
4 x TKJ, Ltd. Space Walker Units (gas jet - continous duration 4 hours)<BR>
2 x Far Orbit Comms<BR>
10 x Patch Kits<BR>
2 X Med Kit (extensive)<BR>
Food and Provisions for 7pp for 3 months<BR>
<BR>
I hope that this is of some help.<BR>
I'd be curious to know what other folk have stached in<BR>
their ship's lockers as well.<BR>
<BR>
Thanks<BR>
Pat Connaughton<BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 13:23:41 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>>Actually it degrades it *horribly*. A cubic meter of LH2 masses 70.8<BR>
>>kg. A cubic meter of water masses 1000 kg. But only 111.1 kg of that is<BR>
>>hydrogen. So to gain an extra 40.3 kg/m^3 of hydrogen, you have to<BR>
>>increase the mass carried by 1412%! In other words, to carry less than<BR>
>>1.6 times as much hydrogen in the same tankage, you have increased the<BR>
>>*mass* carried 14 times!<BR>
>><BR>
>>If the ship is 10% fuel tanks, that means that you've just increased<BR>
>>the mass by 140%. Which means you've dropped your acceleration to about<BR>
>>42% of the value with LH2!<BR>
>><BR>
>>If the tanks are 20%, you are now at 26% of the normal thrust. And so<BR>
>>on.<BR>
> <<SNIP>><BR>
>><BR>
>>The only reason this even *appears* to work is that Traveller is basing<BR>
>>power requirements on volume instead of mass.<BR>
><BR>
> The problem with the extra mass disappears if you carry the water as<BR>
> *cargo*. I believe that most Traveller editions uses 1 t/m3 for cargo (at<BR>
> least FFS1&2 does) so in this case there is no extra mass and any decent<BR>
> traders can use 50% of its volume for cargo.<BR>
<BR>
Well, you'll need need something to keep the water in, which adds more<BR>
mass. You've also cut severely into your cargo carrying ability. <BR>
<BR>
That's fine if you are "running empty" to get across a rift where you<BR>
hope the prospects are better. It's not so good when you are trying to<BR>
make a profit hauling cargo. <BR>
<BR>
Something else to keep in mind. You'll need a fuel purifier, or have to<BR>
accept the "unrefined fuel" penalties. You also need to get the water<BR>
(or ammonia or methane) to the fuel purifier, or at least to<BR>
*something* that can "crack" the hydrogen out of it. That means liquid<BR>
and piping, not "ice".<BR>
<BR>
And you'll be limited by how fast you can convert the water to fuel. <BR>
<BR>
ps. due to the need for "cracking", methane actually winds up being the<BR>
*worst* choice, and it not only takes high temps, but it leaves behind<BR>
carbon deposits that tend to gum up the works. <BR>
<BR>
Ammonia is better, in that nitrogen is a gas and won't gum things up.<BR>
But the "simplest" way to convert it is to "burn" the ammonia with<BR>
oxygen to get N2 and H2O, then condense the water and electrolyze it,<BR>
recyling the released oxygen back to the "burn" step.<BR>
<BR>
It also takes a lot of power to electrolyze that water. <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: Sat, 12 Aug 2000 13:14:32 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Imperial Spacecraft Safety & Navigation Act > <BR>
<BR>
"Frank G. Pitt" <frankie@mundens.gen.nz> wrote<BR>
 <BR>
> > Excerpt from the Imperial Spacecraft Safety & Navigation Act<BR>
> > Section 221<BR>
> > Spacecraft owned or operated within the bounds of the Imperium are not<BR>
> > required to carry sufficient lifeboat capacity to ensure safe<BR>
> > evacuation of passengers and crew.<BR>
> <BR>
> Hmm, I'd say this would not be there.<BR>
> If it was the reverse (that they _must_ carry enough lifeboats or other<BR>
> safety equipment) it might be, but making a regulation that says there is no<BR>
> regulation is a waste of time.<BR>
<BR>
No it's not. By legally establishing that lifeboats are not<BR>
required the law can help protect ship owners from lawsuits by <BR>
the estates of deceased passengers. By protecting ship owners<BR>
from this risk the Imperial government encourages trade and trade<BR>
is the lifeblood of the Imperium. Cleon would have insisted that<BR>
a law like this exist.<BR>
<BR>
"Ms. Smith this court holds that Imperial law clearly establishes<BR>
that White Star Lines had no legal duty to put sufficient lifeboats<BR>
on their ship. Hence you have no cause of action arising from the,<BR>
regrettable, death of your husband. By the power vested in me by his <BR>
most dread and sovereign majesty the Emperor<BR>
[everyone in the court hastily stands up, military personnel assuming <BR>
an 'at attention' position, facing the picture of Emperor Strephon <BR>
until his lordship motions them to sit down] <BR>
We hereby order  you to pay court cost and defendants legal fees." <BR>
[Gavel slams down] <BR>
"This court is adjourned."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 17:35:50 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2925<BR>
<BR>
<Stephen><BR>
Yes, definitely...  However, I thought the pictures looked more "a<BR>
star actress playing Arbellatra in the latest smash-hit blockbuster<BR>
epic holodrama of her life" rather than a real-life Imperial Admiral<BR>
and rebel.  I also suspect that long, flowing hair is against Navy<BR>
regs - it would obscure her vision in zero-G, and might make getting<BR>
into a vaccsuit difficult...<BR>
</Stephen><BR>
<BR>
Bah!  The _game_ is supposed to be a "smash-hit blockbuster epic<BR>
holodrama"!  She's beautiful and brilliant and out to destroy the<BR>
forces of darkness disintegrating her beloved empire!  Kwa-hoon!!!*<BR>
<BR>
The long hair can be bound up for on duty as is done under modern military<BR>
regs.  This is obviously a casual shot.  Also, see above :-).<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 15:37:39 -0700<BR>
From: "Koji Suzuki" <kzuke@compuserve.com><BR>
Subject: Accelerator Rifles (was: Ships locker equipment)<BR>
<BR>
Thanks a lot for the input.  I was wondering about accelerator rifles.<BR>
IIRC, I thought they were supposed to be designed to be zero-g weapons.  MT<BR>
shows they have a med recoil, but IMTU, I've always assumed that they had<BR>
low recoil.  I would have assumed that if there were anti-boarding weps,<BR>
then there should be snub pistols and/or accelerator rifles.  Also, isn't<BR>
there mention that cutlasses were part of a normal ship's equipment?<BR>
<BR>
Thanks.<BR>
<BR>
<BR>
> Cable<BR>
> Instead of SMG's usally 5mm rifles (not autorifles - hunting rifles) :)<BR>
> Hampster balls<BR>
> Backpacks<BR>
> A Laptop<BR>
> (I had one group with a FGMP-15 in each locker... but that is not normal<BR>
> IMHO)<BR>
><BR>
> -----Original Message-----<BR>
><BR>
> Here's a rough summary of the contents of a ships locker<BR>
> that I based upon the article that you mention. I used to have<BR>
> a copy of that issue but it went the way of all things some<BR>
> years ago.<BR>
><BR>
> Ships Locker - Contains<BR>
> 4 x 12gauge shotguns with 10 clips (10 rounds each - standard)<BR>
> 2 x SMG 9mm with 10 clips (20 rounds each - standard)<BR>
> 8 x TL 12 Vacc Suits with 2 8 hour air tanks each<BR>
> 4 x TKJ, Ltd. Space Walker Units (gas jet - continous duration 4 hours)<BR>
> 2 x Far Orbit Comms<BR>
> 10 x Patch Kits<BR>
> 2 X Med Kit (extensive)<BR>
> Food and Provisions for 7pp for 3 months<BR>
><BR>
> I hope that this is of some help.<BR>
> I'd be curious to know what other folk have stached in<BR>
> their ship's lockers as well.<BR>
><BR>
> Thanks<BR>
> Pat Connaughton<BR>
> ICQ # 2535086<BR>
> pconn@i1.net<BR>
> "He who knows not how to dissemble knows not<BR>
> how to reign"<BR>
> Tiberius, Emperator and Princips of Rome<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 13:37:00 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
In mail you write:<BR>
<BR>
> "Patrik Holmstr=F6m" wrote:<BR>
><BR>
>> Leonard Erickson wrote:<BR>
>>> Actually it degrades it *horribly*. A cubic meter of LH2 masses<BR>
>>> 70.8 kg. A cubic meter of water masses 1000 kg. But only 111.1 kg<BR>
>>> of that is hydrogen. So to gain an extra 40.3 kg/m^3 of hydrogen,<BR>
>>> you have to increase the mass carried by 1412%! In other words, to<BR>
>>> carry less than 1.6 times as much hydrogen in the same tankage, you<BR>
>>> have increased the *mass* carried 14 times!<BR>
>>><BR>
>>> If the ship is 10% fuel tanks, that means that you've just<BR>
>>> increased the mass by 140%. Which means you've dropped your<BR>
>>> acceleration to about 42% of the value with LH2!<BR>
>>><BR>
>>> If the tanks are 20%, you are now at 26% of the normal thrust. And<BR>
>>> so on.<BR>
>> <<SNIP>><BR>
>>><BR>
>>> The only reason this even *appears* to work is that Traveller is<BR>
>>> basing power requirements on volume instead of mass.<BR>
><BR>
> Jump is volume-based.  So if you are carrying a load of water, your<BR>
> in-system manuever may be impacted, but jump is not.<BR>
<BR>
> I can not think of a reasonable objection to refining jump fuel from<BR>
> mass carried as cargo.<BR>
<BR>
Well, as I pointed out in another message, it cuts into your cargo<BR>
capacity, and it takes time and *power* to convert the stuff to fuel.<BR>
<BR>
> I could argue against using excess fuel tankage to carry anything<BR>
> other than LH2, because that is what it was _designed_ to carry.  I<BR>
> would think the additional mass of water could be a problem during<BR>
> manuever.  It might tend to rupture things that were not designed to<BR>
> take the strain of so much mass.<BR>
<BR>
Well, the sheer mass is going to cut your acceleration anyway. <BR>
<BR>
A more serious problem is getting all of the water out of the tanks AND<BR>
THE PLUMBING FOR THEM. Water, methane and ammonia are *all* very,<BR>
*very* solid at LH2 temps (20K, -253 C). They could jam valves, or<BR>
cause other problems (think of it as being like sand in your car's fuel<BR>
system, even if the *engine* doesn't care, the *fuel* system is gonna<BR>
be unhappy).<BR>
<BR>
> What would be the disadvantages of carrying methane or ammonia in<BR>
> fuel tanks?<BR>
<BR>
Much the same as with water. They are denser, and they need to be<BR>
cleaned out *thoroughly* before using LH2 in the tanks. Opening the<BR>
tanks and plumbing to vacuum for several hours ought to do it. <BR>
<BR>
You need that long because it'll take time for the vapor to work its<BR>
way out thru the maze of pipes. Once the pressure drops below the vapor<BR>
pressure of the liquid at ambient temp, the pipes get filled with vapor<BR>
at that temp and stay at that pressure while part of the liquid cools<BR>
(from the rapid evaporation) and may form ice, whch won't evaporate at<BR>
all until the pressure bleeds down to *its* vapor pressure.<BR>
<BR>
And you can't "pump" the pressure down easily, because the liquid/solid<BR>
will be replenishing the material pumped out. Ships not *designed* to<BR>
do this won't have the proper gear on board.<BR>
<BR>
Skimping on this or skipping it leads to potential fuel system<BR>
malfunctions.<BR>
<BR>
> Isn't ammonia much more corrosive?<BR>
<BR>
No. Ammonia (NH3) isn't corrosive. It's a polar solvent, like water.<BR>
Ammonium hydroxide (NH4OH) is somewhat corrosive. The stuff sold in the<BR>
stores as "ammonia" is a solution of ammonia/ammonium hydroxide in<BR>
water. (NH3 + H2O <-> NH4OH)<BR>
<BR>
Real liquid ammonia is used in larger refrigeration setups. It's only<BR>
liquid at normal temps under considerable pressure. <BR>
<BR>
And ammonia vapor is toxic. That's why Freon was invented, because the<BR>
available refrigerant gases were ammonia and sulfur dioxide. Both are<BR>
poisonous, and tend to form corrosive solutions with water. Which means<BR>
that a tiny leak in the piping tends to lead to corrosion that forms a<BR>
weak spot, which eventually leads to a blowout.<BR>
<BR>
Methane is a non-polar solvent. Which means that most inorganic<BR>
materials are unaffected by it, but some organic materials will<BR>
dissolve in it. It's non-toxic, but flammable.<BR>
<BR>
           MP     BP      density<BR>
Ammonia  -77.74  -33.33   .747 g/L  @ STP<BR>
Methane  -182.4  -161.5  .4228 g/cc @ -162<BR>
<BR>
As noted in another post, methane is a *real* problem to extract<BR>
hydrogen from. Ammonia is better, but still has hassle water doesn't.<BR>
<BR>
> At a minimum, I would require that the ship have sufficient fuel<BR>
> available as LH2 to actually make the jump.  Any additional tankage<BR>
> could be used to carry fuel in alternate forms, subject to the<BR>
> restrictions above.<BR>
<BR>
> Based on the above, the optimum configuration for a Rift-jumper would<BR>
> be a J-1 ship with 10% fuel tankage and as much cargo as possible to<BR>
> carry additional reaction mass, perhaps as liquid methane?  How many<BR>
> jumps could such a ship make?<BR>
<BR>
Methane is impractical. It's less than half as dense as water. You<BR>
only get 105.7 kg of hydrogen per cubic meter. And you have to get rid<BR>
of all that *solid* carbon that's generated during the extraction<BR>
process. <BR>
<BR>
Ammonia may be better. But I wouldn't swear to it. I can't find a<BR>
density for liquid ammonia.<BR>
<BR>
Also, keep in mind that you are going to need some gear for converting<BR>
the ammonia or water to LH2. At least a ton. Maybe more if you want to<BR>
do it with any sort of speed.<BR>
<BR>
And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
(or carbon if you used methane). If you accept the "jump bubble"<BR>
theory, you *don't* want to dump it while in jump.<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: Sat, 12 Aug 2000 23:38:02 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: 3D modelling without a computer: Type S scout<BR>
<BR>
Hi Jesse<BR>
<BR>
Actually I've been meaning to ask you a favour for a while.<BR>
<BR>
I've just recently started 3D modelling myself and I wondered<BR>
if you could give me the rough dimensions of the Type S and the<BR>
Beowulf. This will also allow me to develop realistic deckplans.<BR>
<BR>
Thanks<BR>
<BR>
Ben Aaronovitch<BR>
ben@imaginaryfilms.demon.co<BR>
<BR>
PS: If you happen to be playing around with paint jobs for a<BR>
Beowulf one day and just happen to do one in Zebra stripes <BR>
can I have a copy. :-)<BR>
<BR>
<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Saturday, August 12, 2000 2:14 AM<BR>
Subject: RE: 3D modelling without a computer: Type S scout<BR>
<BR>
<BR>
> I traffic the site regularly, and think that's a great model.  I have one<BR>
> other problem than mentioned below.  The model is VASTLY out of scale based<BR>
> on the size of the figures in the cockpit.<BR>
> <BR>
> Creating the ships that I have has given me a very unique perspective on<BR>
> this.  Based on the VOLUME of the ships calculated useing the FF&Sv2<BR>
> spreadsheet published by Andy Akins, most Traveller ships are at least 20%<BR>
> smaller than they generally appear on deckplans.  Useing the otherwise<BR>
> excellent model from Starship Modeller as a base, a true Type S would only<BR>
> go from the tip of the ship to roughly the middle of the exposed cockpit<BR>
> area.  Slight difference, eh?  And forgive me Rob Caswell if this is your<BR>
> model, but the size IS wrong ;)<BR>
> <BR>
> Best,<BR>
> Jesse<BR>
> <BR>
> <BR>
> <BR>
> > -----Original Message-----<BR>
> > From: owner-traveller@lists.imagiconline.com<BR>
> > [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Legate<BR>
> > Legion<BR>
> > Sent: Friday, August 11, 2000 4:48 PM<BR>
> > To: traveller@lists.imagiconline.com<BR>
> > Subject: Re: 3D modelling without a computer: Type S scout<BR>
> ><BR>
> ><BR>
> > From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
> ><BR>
> ><BR>
> > >That was really nice, if fairly non-canon. In addition to the 'jump<BR>
> > >projector' (say WHAT???) there's also a ventral turret in addition to<BR>
> > >the dorsal one.<BR>
> ><BR>
> ><BR>
> >     My god, you are right, but we can always handwave it to be a sensor<BR>
> > dome.<BR>
> ><BR>
> > >However, I must say it is a gorgeous model nontheless. I like the<BR>
> > >cockpit detail.<BR>
> ><BR>
> ><BR>
> >     So did I.  I thought that it was a well made model.<BR>
> ><BR>
> >     I bid you peace.<BR>
> ><BR>
> > Legate Legion, Section 31 Agent at Large.<BR>
> > ICQ # 8973001<BR>
> > legate@futureone.com<BR>
> ><BR>
> > "I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
> > places where no one else dares venture! We stand on the bridge and no one<BR>
> > passes. Entil'zha Veni!"<BR>
> ><BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 17:54:16 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Imperial Spacecraft Safety & Navigation Act ><BR>
<BR>
Peter Newman wrote:<BR>
> <BR>
> "Frank G. Pitt" <frankie@mundens.gen.nz> wrote<BR>
> <BR>
> > > Excerpt from the Imperial Spacecraft Safety & Navigation Act<BR>
> > > Section 221<BR>
> > > Spacecraft owned or operated within the bounds of the Imperium are not<BR>
> > > required to carry sufficient lifeboat capacity to ensure safe<BR>
> > > evacuation of passengers and crew.<BR>
> ><BR>
> > Hmm, I'd say this would not be there.<BR>
> > If it was the reverse (that they _must_ carry enough lifeboats or other<BR>
> > safety equipment) it might be, but making a regulation that says there is no<BR>
> > regulation is a waste of time.<BR>
> <BR>
> No it's not. By legally establishing that lifeboats are not<BR>
> required the law can help protect ship owners from lawsuits by<BR>
> the estates of deceased passengers. By protecting ship owners<BR>
> from this risk the Imperial government encourages trade and trade<BR>
> is the lifeblood of the Imperium. Cleon would have insisted that<BR>
> a law like this exist.<BR>
<BR>
Interestingly enough, it can also give small, local lines a selling<BR>
point, if _they_ offer sufficient lifeboat space (or at least emergency<BR>
low berths) for all passengers.<BR>
<BR>
"Sure, you _could_ travel on Tukera Lines.  But will they give you a<BR>
_written guarantee_ that the Tukera Lines passenger ship on which you<BR>
will travel has enough lifeboat space and/or emergency low berth space<BR>
for every single sophont aboard?  Sweet-Carroll Lines _will_ give such a<BR>
guarantee, in writing.  Further, Messers Sweet and Carroll include a Cr<BR>
100,000 insurance policy in every High and Middle passage ticket,<BR>
payable to the next-of-kin of any passenger who perishes due to a lack<BR>
of lifeboat/emergency lowberth space on any Sweet-Carroll Lines starship<BR>
at time of departure."*<BR>
<BR>
Note that the AuricTech LUA-1 Utility Lifeboat (my THUDDD 10 entry)<BR>
becomes more valuable in such circumstances, as subsidized liners can<BR>
use one craft to meet both utility and lifeboat needs.  (I don't recall<BR>
posting the design to the TML; this will be remedied shortly.)<BR>
<BR>
<<snips legal finding in favor of shipping line>><BR>
<BR>
*If Sweet-Carroll Lines indeed does have enough lifeboat space/emergency<BR>
low berth space for all passengers, then this "insurance policy" is<BR>
trivial.  Note that the agent's statement doesn't include situations in<BR>
which lifeboats or emergency low berths are damaged in whatever<BR>
emergency caused the problem in the first place.<BR>
<BR>
[BTW, I should probably apologize for the name of the hypothetical line<BR>
in question.  But I won't. ;-)]<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 08:56:20 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: FFS3 space combat ; version 1.1<BR>
<BR>
> From: John Groth <wombat@premier.net><BR>
> Subject: Re: FFS3 : Space Combat ; version 1.1<BR>
> This leads me to two observations:<BR>
><BR>
> 1.  Combat begins to resemble the naval equivalent of the "barroom<BR>
> brawls" epitomized by the night actions around Guadalcanal in 1942.  He<BR>
> who fires first reveals his position to his enemy.  OTOH, firing first<BR>
> gives the chance of catching the enemy by surprise.  In the context of<BR>
> Traveller, can you say "explosive decompression?"<BR>
<BR>
Well, probably not explosive decompression, but you dont want to get hit.<BR>
<BR>
One of the things I liked about TNE was how they went into detail about<BR>
combat procedures - wearing suit and tie (suited up, but with the helmet<BR>
off), taking the pressure in the ship down, except for one 'warm room' and<BR>
stuff like that.<BR>
<BR>
><BR>
> 2.  As at Guadalcanal, sensor superiority plays a major role.  Early in<BR>
> the campaign, Japanese superiority in optics (passive sensors) helped<BR>
> the IJN win early battles, such as Savo Island.  Later, as American<BR>
> radar (active sensors) improved, the USN began to fight on more even<BR>
> terms.<BR>
<BR>
Yes. Although the more friends you have, the less important sensors are.<BR>
<BR>
As an example, lets take the recent Dumasq TL12 Q-ship, and turn it into a<BR>
Light Frigate (Ditzie applies coat of Military Black paint, and sticks a<BR>
Navy decal on it).<BR>
<BR>
We then take the 40 dton cargo bay, and turn it into a Fighter Bay. We<BR>
should be able to fit in a 15 dton fighter.<BR>
<BR>
I will skip the design work at this point, but I think people will accept<BR>
that we could build a 3 gee 15 dton fighter with an AEMS (sounds of<BR>
hammering from the Light Craft workshop, followed by attempts to lightly<BR>
microwave any small avians and peeeeeeeple from Accounting-ting-ting.<BR>
Actually, if you want an Escort Carrier, build the fighters as Domes, and<BR>
have them on custom external grapples. You should be able to put 5 20 dton<BR>
fighters onto a 200 dton jump-3 ship, so that it is a 300 dton jump-2 ship<BR>
when loaded up. Five 20 dton fighters and one 20 dton 'Base Module' do a lot<BR>
to secure a little patch of an insecure system).<BR>
<BR>
Now, if we have six frigates in a squadron, the we are going to be able to<BR>
get at least one good targetting solution from each fighter, so we will<BR>
probably be able to downgrade the sensor kit on the frigates.<BR>
<BR>
This is important, because the sensor suite makes up about 1/7 of the ship<BR>
cost, so if we downgrade it, then we can come close to having a 7 ship<BR>
squadron.<BR>
<BR>
> My take would be that the signature of targeted ships would be based on<BR>
> their status during the previous phase (for missiles), or their current<BR>
> phase (for beam weapons).  Thus, missile fire would target enemy ships<BR>
> based on their signature during the previous counterfire phase, beam<BR>
> fire would target enemy ships based on their signature during the beam<BR>
> fire phase, and counterfire would target enemy ships based on their<BR>
> signature during the counterfire phase.  PD fire would be conducted<BR>
> during the counterfire phase (missiles could thus be subject to multiple<BR>
> phases of PD fire).<BR>
<BR>
OK, so the combat phase looks like this ...<BR>
<BR>
<BR>
1) Bookeeping phase. Move ships to establish True Range<BR>
2) Passive Sensor phase. Establish Passive Sensor range of all ships<BR>
3) Declare Active Sensors. Amend Passive Signature of Active Ships<BR>
4) Aimed fire declared simultaneosly<BR>
    4.1) Aimed fire resolved, and Passive Signature of firing ships amended<BR>
5) Counterfire declared simultaneously<BR>
    4.3) Counterfire Amend Passive Signature of firing ships<BR>
    4.4) Continue counterfire phases until no-one wants to fire<BR>
6) Missiles hit<BR>
<BR>
Now, the problem is that with the interaction of the Sensor Rules and the<BR>
Combat rules, we are looking at 2 sort of combat - long range, and short<BR>
range.<BR>
<BR>
Long range combat (1-3 ls) is characterised by very obvious ships dodging a<BR>
lot, with lots of time to dodge in, and huge volumes of fire to compensate<BR>
for very low hit probabilities.<BR>
<BR>
Short range combat is characterised by very stealthy ships moving slowly,<BR>
trying for a situation where they will hit if they choose to fire (just a<BR>
thought here. Four individual lasers in parallel will hurt more in this<BR>
situation than one laser firing at four times the speed. Hmmm. Also, if we<BR>
tweak Meson Gun ranges, then we can make MGs the last word for this sort of<BR>
combat. You could have multiple PAWs in parallel as well. Hmmm. Also, dont<BR>
meson screen need lots of energy to run ... a stealthy ship with a dozen<BR>
small MGs in parallel, designed to put twelve small explosions to cover the<BR>
maximum internal volume of the enemy ship). Obviously, the plan is to shoot<BR>
first with everything you have, and hope you cripple the enemy.<BR>
<BR>
Long range combat would be best resolved by simultaneous resolution of all<BR>
fire. Damage could probably be simultaneous.<BR>
<BR>
For short range combat it makes more sense to run a sequence of fire-do<BR>
damage-fire back-do damage back-fire again etc, until one ship or the other<BR>
just isnt there any more. I can actually see shifting to second-by-second as<BR>
making sense for this sort of combat. I dont think disengagement is possible<BR>
at close range - even if you allow jump-4 ships to pull a jump-1 in 1/4 of<BR>
the time, thats still 5 minutes, or a probable 15 hits from your enemy's<BR>
slow firing armament.<BR>
<BR>
><BR>
> The best possible missile launcher might well be one that fires the<BR>
> missile (at high speeds) with a railgun.  The missile coasts (virtually<BR>
> unseen) to near the target, then accelerates to engage the target.  This<BR>
> would reduce the missile firing signature, making missiles roughly<BR>
> similar to WW II torpedoes.<BR>
<BR>
I cant see how you could have a small enough det-laser warhead, plus a boost<BR>
pack, to get away with anything short of a truly obscene power demand for<BR>
the railgun.<BR>
<BR>
> ><BR>
> > I'm not sure if the old 'AEMS in the Fighter' trick is a bug or a<BR>
feature.<BR>
> > Even with AEMS jamming games, it still strikes me as worth it to have a<BR>
> > small fighter as an active sensor platform.<BR>
><BR>
> Works for me as a feature.  After all, at least that way the fighter<BR>
> jocks earn their pay in space combat situations.<BR>
<BR>
Good. It means we have something for escort vessels to do.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 19:04:46 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
> In mail you write:<BR>
> <BR>
> > "Patrik Holmstrom" wrote:<BR>
> ><BR>
<<snips discussion of mass of water/m^3 to LH2/m^3>><BR>
> ><BR>
> > Jump is volume-based.  So if you are carrying a load of water, your<BR>
> > in-system manuever may be impacted, but jump is not.<BR>
> <BR>
> > I can not think of a reasonable objection to refining jump fuel from<BR>
> > mass carried as cargo.<BR>
> <BR>
> Well, as I pointed out in another message, it cuts into your cargo<BR>
> capacity, and it takes time and *power* to convert the stuff to fuel.<BR>
<BR>
All depends on the mission.  If the mission is to ferry a short-legged<BR>
ship across a rift, then cargo capacity isn't an issue.  And in<BR>
jumpspace, time and power are rarely issues for ships with fuel<BR>
purification plants.<BR>
<BR>
Your objection that payload suffers seems to apply equally to the<BR>
ferrying of modern fighter jets across the Atlantic by using external<BR>
fuel tanks.  In both cases, if the mission is to move the craft from<BR>
Point A to Point B, in excess of its normal operating range, with Point<BR>
B as a base for further operations, then payload  duirng the ferrying<BR>
operation becomes a minor issue.<BR>
> <BR>
> > I could argue against using excess fuel tankage to carry anything<BR>
> > other than LH2, because that is what it was _designed_ to carry.  I<BR>
> > would think the additional mass of water could be a problem during<BR>
> > manuever.  It might tend to rupture things that were not designed to<BR>
> > take the strain of so much mass.<BR>
> <BR>
> Well, the sheer mass is going to cut your acceleration anyway.<BR>
<BR>
AuricTech ships, at least, rate cargo space as massing 1,000 kg/m^3. <BR>
Since this is the mass of water, I don't see much of a problem in this<BR>
application (extending the ferry range of a starship).<BR>
<BR>
The previous poster had already conceded that carrying water (or other<BR>
H2-bearing compounds) in primary LH2 fuel tanks was not a good idea.<BR>
> <BR>
> A more serious problem is getting all of the water out of the tanks AND<BR>
> THE PLUMBING FOR THEM. Water, methane and ammonia are *all* very,<BR>
> *very* solid at LH2 temps (20K, -253 C). They could jam valves, or<BR>
> cause other problems (think of it as being like sand in your car's fuel<BR>
> system, even if the *engine* doesn't care, the *fuel* system is gonna<BR>
> be unhappy).<BR>
<BR>
This is no more of an issue in ferry operations than it is in wilderness<BR>
refueling operations.  In fact, it's easier to justify holding water in<BR>
one tank, from which it is then cracked and used to fill the LH2 tank,<BR>
than it is to justify simultaneous wilderness refueling and<BR>
purification.  Since simultaneous wilderness refueling and purification<BR>
are canon, it becomes difficult to argue against cargo-hold-based<BR>
wilderness refueling and purification.<BR>
<BR>
<<snips discussion of ammonia and methane>><BR>
> <BR>
> Also, keep in mind that you are going to need some gear for converting<BR>
> the ammonia or water to LH2. At least a ton. Maybe more if you want to<BR>
> do it with any sort of speed.<BR>
<BR>
Quite true.  There are two possible solutions to this problem:<BR>
<BR>
1.  Use the ship's fuel purification plant.  No real problem here,<BR>
except to provide plumbing from the cargo bay to the inlet valve used<BR>
for wilderness refueling.  IMHO, such plumbing would be trivial, since<BR>
the inlet valve used for wilderness refueling would already be designed<BR>
to handle water.<BR>
<BR>
2.  Install a temporary purification plant.  If this technique is to be<BR>
used routinely to ferry starships, then there should be no problem in<BR>
designing cargo hold fuel modules.  For those few ships without enough<BR>
power to run the basic module (enough to refine the required amount of<BR>
fuel in 168 hours), fuel cell modules could be added.  The only question<BR>
then becomes how much fuel is needed for the fuel cell to overcome<BR>
entropic losses to produce the desired result (after all, the energy<BR>
produced by the fuel cell is producing the same materials the fuel cell<BR>
needs to run on).  [No, I'm not suggesting perpetual motion; I recognize<BR>
that there will be energy losses.  The question is (and I haven't worked<BR>
with fuel cells enough to know the answer) how much "starting fuel" will<BR>
be needed to account for the energy losses.]<BR>
> <BR>
> And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
> (or carbon if you used methane). If you accept the "jump bubble"<BR>
> theory, you *don't* want to dump it while in jump.<BR>
<BR>
Since my preferred "jump ferry" feedstock would be water, I would invest<BR>
in expandable O2 tanks in my cargo hold.  As the fuel tanks filled with<BR>
LH2, the expandable O2 tanks would fill with LOx, into room provided by<BR>
the emptying of the H2O tanks.  Again, there will be wasted space and<BR>
mass, but this should still be less than the wasted space from carting<BR>
LH2 in "fuel blivets" in the cargo bay.  At my destination, I sell the<BR>
LOx.  On most worlds, I'll take a loss, but at least I'll get<BR>
_something_ for my troubles.  And my ship will be on the other side of<BR>
the rift, where I wanted it.  Besides, I may end up arriving at a world<BR>
without a breathable atmosphere, where my "waste" LOx will be worth a<BR>
fair chunk of change.  If I expect to end up with more LOx than I can<BR>
ship, then I vent what I can't carry into space before I jump, just as I<BR>
would with the byproducts of regular wilderness refueling.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2926<BR>
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Traveller-digest      Sunday, August 13 2000      Volume 1999 : Number 2927<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: more FFS3 space combat<BR>
Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
Re: Core Sector<BR>
Imperial Special Ops Personnel (Long)<BR>
Re: more FFS3 Space Combat<BR>
Re: Future Position Fuzziness<BR>
Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
Re: Core Sector<BR>
RE: Ships locker equipment<BR>
RE: Imperial Spacecraft Safety & Navigation Act<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
RE: Accelerator Rifles (was: Ships locker equipment)<BR>
Re: more FFS3 space combat<BR>
Re: Core Sector<BR>
Re: Ships locker equipment<BR>
RE: Imperial Special Ops Personnel (Long)<BR>
Re: Favourite Campaign? Why the one I am running of course...<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 01:37:47 +0100<BR>
From: Andy Gibson <Andy@yarm.demon.co.uk><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
Katharine Whitchurch <katts@globalfreeway.com.au> wrote:<BR>
<snippage><BR>
>We have a ship, powered down (just running the contragrav), lying in ambush<BR>
>in  a gas giant's atmosphere, doing the aggressive baffling thing with the<BR>
>waste heat going towards the gas giant.<BR>
><BR>
This is not practical, surely?  No matter where you baffle your heat in<BR>
an atmosphere you will heat up the surrounding gas and cause a "hot<BR>
cloud".  In space radiation is the only heat loss mechanism, so baffling<BR>
can be effective.  In an atmosphere this just ain't so.<BR>
<BR>
<chop><BR>
>><BR>
>> As I wrote YMMV, but keep in mind that if you are doing something<BR>
>> for the entire community of Travellers your milage should not vary<BR>
>> *too* much from everyone else's.<BR>
><BR>
>I dont think it does. The Traveller wargames seem to make disengagement<BR>
>easy, unless you are out of fuel.<BR>
><BR>
The trouble with this is most "official" designs have fuel for only one<BR>
jump.  If GG refuelling is dangerous it seems to me that most J1 ships<BR>
will carry 2 pc worth of fuel unless they stick to very safe areas.<BR>
<BR>
Cheers,<BR>
<BR>
Andy<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 01:24:41 +0100<BR>
From: Andy Gibson <Andy@yarm.demon.co.uk><BR>
Subject: Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
Leonard Erickson <shadow@krypton.rain.com> wrote:<BR>
<snip><BR>
>So, say the lookout is 100 feet above the sea. I get 12 miles as the<BR>
>horizon. Hmmm. Looks like 20 miles is a bit optimistic, as it'd require<BR>
>a 266 foot high mast. :-)<BR>
><BR>
If I may de-lurk for a second, but I've recently had occasion to look<BR>
into Napoleonic sea warfare...<BR>
<BR>
Remember that sailing ships had only to see another *sail* to spot<BR>
another ship (and experienced seamen could often IFF from that due to<BR>
different rigging habits of the warring nations).  This puts the<BR>
*target* at 80-odd feet high, so you can nearly double the 12 miles.  20<BR>
miles range to see a sailing ship from a mast head is not such a bad<BR>
estimate.<BR>
<BR>
Cheers,<BR>
<BR>
Andy<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 19:47:15 -0500<BR>
From: "James Pearson" <james@pearson.net><BR>
Subject: Re: Core Sector<BR>
<BR>
On 12 Aug 2000, at 15:11, John Groth wrote:<BR>
<BR>
> _Milieu Zero Campaign_ (which I don't own) is set in Core Sector.<BR>
> However, comparing the Core Subsector map in the T4 base rulebook with<BR>
> the Core Subsector map in Galactic 2.4, there are significant<BR>
> astrographic differences.  I don't know how to reconcile the<BR>
> differences and retain the usefulness of both Galactic 2.4 (which<BR>
> matches the information at Ethan Henry's subsector viewer site) and<BR>
> _Milieu Zero Campaign_.<BR>
<BR>
I've decided to use the astrographical data from Galactician 2.4 vs. <BR>
M:0 (as I've heard it's quite flawed).  I do have the "Milieu 0 <BR>
Campaign" and find it's a great and useful resource. What I'm <BR>
interested in though, is world details about the Core sector (Core <BR>
Subsector specifically).  What is known about these worlds in <BR>
M:0?  What has been written / revealed about them?<BR>
<BR>
> <BR>
> A comprehensive history of M:0 can be found at:<BR>
> <BR>
> http://members.aol.com/kagekiha/traveller/m0.htm<BR>
<BR>
This is just a verbatim copy of several chapters from "M:0 <BR>
Campaign".<BR>
<BR>
<BR>
<BR>
There are more things in heaven and earth, Horatio,<BR>
Than are dreamt of in your philosophy.<BR>
- -Hamlet, Act 1 Scene 5<BR>
http://www.james.pearson.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 19:59:32 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Imperial Special Ops Personnel (Long)<BR>
<BR>
I apologise in advance for the lack of brevity in the post.<BR>
<BR>
In my traveller universe, I've used a variety of Special Ops<BR>
Personnel as NPC's, foils, deus ex machina persona and<BR>
as other interventionist actions for many years. Recently<BR>
a discussion took place asking me as the GM to justify<BR>
a particular action. My response as appropriate for any<BR>
self-respecting GM was " That's the way I wrote this<BR>
scenario and so there" or something to that effect.<BR>
<BR>
However, I occured to me that some sort of frame-work<BR>
for background might be usefull. So I turned to the 'List with<BR>
my thoughts in the hope that some sort of feedback would<BR>
occurr. Herein is my thesis:<BR>
<BR>
In an interstellar polity with thousands of worlds (and their<BR>
equivelants) available for contributing technology, funds<BR>
and other resources; the most elite tactical elements of any<BR>
security or special operations apparatus would be<BR>
immensely effective.<BR>
<BR>
In an enviroment wherein the medical technology alone<BR>
would seem outstanding by our terms, the capacity to<BR>
develop seemingly "super soldiers" would be, well, <BR>
irrisistable to the authorities.<BR>
<BR>
Taking in account, just the following normal concepts from<BR>
CT & MT would give any half-hearted Secret Agency a<BR>
persona that would be much to strong for almost any<BR>
group of players:<BR>
Clone Insurance Technology, Anagathics Type A,<BR>
Mental Conditioning, etc.<BR>
<BR>
Then take an outstanding, motivated and enthusiastic<BR>
recruit (age 18-20)( race errelevant) and train them for<BR>
a couple of years. Season them with a few special ops<BR>
or small wars. Then take the survivors, constantly working<BR>
on the esprit de corps effect, cull them for the most effective<BR>
and then continue the training in whatever special skills<BR>
that you need or desire (martial arts, piloting, B&E, etc)<BR>
When they reach the desired levels of efficency through<BR>
this means, either use them up and then clone insurance them<BR>
thereby giving you a younger body with an old persona<BR>
(time to train the body with the old persona shouldn't take <BR>
too much time. Though muscle memory is a factor in some<BR>
special skills) or put them on the anagathics of your choice.<BR>
<BR>
Now, I recall and have a copy of an old CharGen for<BR>
the IBIS Agents and they have a similar bent and the<BR>
characters created by that agency are excpetionally<BR>
strong, if the do in fact, survive the creation process.<BR>
<BR>
My questions are where would this lead? I reallize that the<BR>
cost of some of the training programs and the maintenance<BR>
on these might be substantial but when dealing with an<BR>
entity such as the Imperium, The Zhodani Consulate or<BR>
the Solomani Confederation such considerations of cost<BR>
become negligable and the opportunities for such agents<BR>
as moles, deep cover sabotuers or assassins is, well,<BR>
extremely attractive to GM's<BR>
<BR>
Anyone have any thoughts or comments<BR>
<BR>
Thanks<BR>
Pat Connaughton <BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 21:14:58 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: more FFS3 Space Combat<BR>
<BR>
> <BR>
> Date: Sat, 12 Aug 2000 13:01:25 +1000<BR>
> From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
> Subject: Re: more FFS3 space combat<BR>
> <BR>
> <BR>
> Ian Whitchurch<BR>
> <BR>
> PS Can I get feedback from people other than Eris ?<BR>
> <BR>
	Post it on a web site and I'll go through it with a fine toothed comb.<BR>
I need to be able to print things out to review them.<BR>
<BR>
> PPS Cleaning up a system would be a bitch, as I think many wordlets would<BR>
> have SDBs hidden on them, waiting for the occupying fleet to go away.<BR>
> <BR>
<BR>
	PS. Why does your EMail header say you are Katharine?	<BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 02:03:16 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Future Position Fuzziness<BR>
<BR>
> ps. I'm willing to listen to arguments for genus 5 (the tiny passages<BR>
> linking the eye-sockets/tear ducts to the sinuses). I won't listen to<BR>
> arguments for genus <bignum> based on pores...<BR>
<BR>
You see, by the time the scientists have finished the argument to decide<BR>
what genus of topological object to use, the engineers have already<BR>
finished the calculations using a sphere as a model, and allowed 15% extra<BR>
concrete to cover errors.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 02:05:03 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Ranges...Longer than I intended ( was Re: FFS3 Space Combat)<BR>
<BR>
> The horizon distance is a simple right triangle solution (at least at<BR>
> the sort of heights we are dealing with here).<BR>
<BR>
Err, shouldn't the horizon be at the point where an observer at one<BR>
masthead can see another ship's masthead, rather than see it's waterline?<BR>
That's where the curvature of the earth comes in.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 20:28:14 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Core Sector<BR>
<BR>
James Pearson wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> I've decided to use the astrographical data from Galactician 2.4 vs.<BR>
> M:0 (as I've heard it's quite flawed).  I do have the "Milieu 0<BR>
> Campaign" and find it's a great and useful resource. What I'm<BR>
> interested in though, is world details about the Core sector (Core<BR>
> Subsector specifically).  What is known about these worlds in<BR>
> M:0?  What has been written / revealed about them?<BR>
<BR>
AFAIK, the only canonical source on Core Sector is _M:0 Campaign_, which<BR>
you have (justifiably) rejected.  Frankly, I suspect that most people<BR>
who have written for canon about the 3I have spent most of their efforts<BR>
on the border regions.  This means that you probably are in the position<BR>
of _creating_ canon, if you so desire.<BR>
<BR>
You can always check the various sites on the Traveller Webring:<BR>
<BR>
http://www.webring.org/cgi-bin/webring?ring=traveller&index<BR>
<BR>
for additional information.<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 22:24:04 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Ships locker equipment<BR>
<BR>
Here's a rough summary of the contents of a ships locker<BR>
that I based upon the article that you mention. I used to have<BR>
a copy of that issue but it went the way of all things some<BR>
years ago.<BR>
<BR>
Ships Locker - Contains<BR>
4 x 12gauge shotguns with 10 clips (10 rounds each - standard)<BR>
2 x SMG 9mm with 10 clips (20 rounds each - standard)<BR>
8 x TL 12 Vacc Suits with 2 8 hour air tanks each<BR>
4 x TKJ, Ltd. Space Walker Units (gas jet - continous duration 4 hours)<BR>
2 x Far Orbit Comms<BR>
10 x Patch Kits<BR>
2 X Med Kit (extensive)<BR>
Food and Provisions for 7pp for 3 months<BR>
<BR>
I hope that this is of some help.<BR>
I'd be curious to know what other folk have stached in<BR>
their ship's lockers as well.<BR>
<BR>
Thanks<BR>
Pat Connaughton<BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
Here's  what I've issued the scout team on the Donosev Class survey ship in<BR>
one of my games.<BR>
<BR>
Scout Kit<BR>
Scout Vest: A light monocryst lined vest with multiple pockets, usually of<BR>
many sizes used to carry many small items.<BR>
Exploration Suit, typically called the Scout Suit: A flexible<BR>
multi-environment, fully insulated survival suit, including gloves and a<BR>
soft hood, for emergency use. It gives +10 HT on all rolls to freezing or<BR>
overheating. In extreme climates the suit has automatic climate control. It<BR>
is powered by 2 B cells carried in a belt mounted life support unit. The<BR>
soft helmet and gloves are stored in a pocket. The belt life support unit<BR>
lasts 24 hours and has a built in rebreather and air tank good for 10<BR>
minutes. It is thin enough to wear a coat or vest over and resembles a<BR>
jumpsuit.  It has a light monocryst lining and is made of a compound fibre<BR>
fabric.<BR>
The suit is waterproof, chemical proof and can be configured for almost any<BR>
environment with the addition of suitable accessories.  It can be used with<BR>
a field hat, Scout Field Helmet which is wearable with a respirator or with<BR>
a Hard Vacuum Helmet. The soft helmet is typically used only in an<BR>
emergency, as it contains no computer or HUD unit.<BR>
<BR>
Exploration Suit	Cr3000	imp: PD 3 DR17 cut/crush: PD4 DR15<BR>
240-hour Air Tank	Cr400	75 lbs	Assumes use of rebreather. Gives 24 hours<BR>
without rebreather<BR>
20-hour Air Tank	Cr100	10 lbs	Assumes use of rebreather. Gives 2 hours<BR>
without rebreather<BR>
Life Support Pack w/Rebreather	Cr800	DR3 HT20	2 C cells/1 week<BR>
Respirator	Cr800	5 lbs	For use in either Thin	 Dense or Very Dense oxygen<BR>
atmospheres. Uses a B Cell/2 weeks includes goggles  & communicator<BR>
Utility Belt	Cr 7<BR>
Artificial Gill	Cr 2000	20 lbs	C Cell/24 hrs<BR>
Depth Gage	Cr40	.25	Plugs into HUD Sensor Visor<BR>
ContraGrav Belt	Cr2375	5 lbs	carries 500 lbs	speed 80 mph (40 mph @ >250<BR>
lbs. C cell/hr	  contains 2 C cells. Hands free unit for use with helmet<BR>
Scout Field Helmet	Cr2400	PD 2 DR 58	Includes Sensor Visor	 HUD	 Psi Shield<BR>
                    C cell/6 months<BR>
   Psionic Screen	Cr1250	.25lbs	B cell/1 month	equal to a telepath's mind<BR>
shield with a skill of 3 and a power of 10<BR>
  Helmet video	Cr25	.5 lbs	A cell	 signal out via communicator<BR>
 Sensor Visor	Cr1500	2 lbs	2 B cells/1 months	 +3 Vision skill<BR>
100xmagnification<BR>
     Communicator	Cr50	negligible	A cell/yr	 scrambler<BR>
                         Short Range 50 miles<BR>
   HUD	Cr5	negligible	feed from computer weapons	 com to Visor<BR>
  Radscanner	Cr100	.25 lbs	Helmet version<BR>
Hard Vacuum Helmet	Cr3000		Contains same systems as Field Helmet. Powered<BR>
off LSP<BR>
Suit Boots	Cr100	3 lbs	Contain nonskid soles w/grav plates. Usable only in 0<BR>
G to attach to any                          surface requires 20 ft-lbs to<BR>
release. Each boot uses 1 AA cell/yr<BR>
Backpack 4000 cuin	Cr200	5 lbs	Slot for CG lift unit and large capacity<BR>
water unit<BR>
Backpack CG lift unit	Cr2000	15lbs  lifts 120 lbs	2 C cells/24 hrs<BR>
Scout Survival Watch	Cr250	.25lbs	A Cell/yr Includes a chronometer	 inertial<BR>
compass	 GPS	 rad counter and magnetic compass	 interface to map box.<BR>
Pocket Pack	Cr20		Contains next 5 items penlight	Cr4	1/16 lbs	2 AA cells/24<BR>
hours<BR>
  Swiss Army Knife (often called a Solomani Pocket Tool)	Cr10	1/8 lbs<BR>
     Screwdriver scissors small knife file tweezers bottle opener toothpick<BR>
  1 Roll Vacuum Duct Tape	Cr2	1/8 lbs	150 yards x 2 in<BR>
  Marking pen	Cr4	1/16 lbs	writes on anything<BR>
  Ration Candy Bar	Cr1	1/8 lbs	Tastes like sawdust<BR>
Digital Camera	Cr500	1/2 lbs	B cell/4 months<BR>
Filtration Canteen	Cr44	filter Cr6 1lbs empty/4lbs full	qt/5min<BR>
100qts/filter<BR>
Vapor Canteen	Cr112	.25 cyd	200 qt/B cell 4hrs/qt<BR>
Large Capacity Vapor Water Unit	Cr750	8 lbs	200 qt/B cell 4hrs/qt<BR>
holds 3qts<BR>
Vapor Camp Still	Cr750	75 lbs	E cell/month 1qt/5 min<BR>
Map Box	Cr4500	1 lbs	+2 t skill<BR>
Medkit	 personal	Cr300	2 lbs	+1 to First Aid<BR>
Medkit	 Vehicle	Cr5000	50 lbs	+2 to First Aid +1 to Surgery<BR>
Physician and Diagnostic Medkit	 Field Medic	Cr1500	15 lbs	+2 to First Aid<BR>
Mess Kit	 Personal	Cr15	.5 lbs	can opener	 knife	 fork	 cup	 spoon<BR>
Medscanner 	Cr375	.25lbs	A cell/2 yrs +4 Diagnosis<BR>
Medscanner Computer	Cr2500	.5lbs	Diagnosis Skill 11	 A cell /2 yrs<BR>
Sleeping Bag	 All Weather	Cr100	5lbs	+5 HT in cold weather<BR>
Envirobag-sleeping bag	Cr200	8lbs	Temp Unit uses C cell. Seals airtight- can<BR>
use airtank<BR>
Rations	 Tube	Cr50	2lbs	Concentrated 1 wk<BR>
Rations	 MRE	Cr5	1lbs	1 meal	 water required<BR>
Rations	 Tablets	Cr50	2lbs	30 days	 water required<BR>
Rescue Ball	Cr800	5 lbs	15 min air<BR>
Pressure Tent (2-man)	Cr375	6 lbs	includes airlock<BR>
Multiview "sunglasses"	Cr300		includes IR	 Light amplification	 and<BR>
antiglare<BR>
Minitool Kit	Cr400	2 lbs	-2 Routine repairs -4 Major repairs<BR>
Monowire spool	Cr500	1/2 lbs	100 yrds<BR>
Televiewers	Cr390	2 lbs	B cell/6 months	 +2 Observer skill	 50x<BR>
magnification<BR>
Covert Action Communicator	Cr100		Short Range 50 miles<BR>
Emergency Beacon	Cr250	.5 lbs	A cell/1 yr<BR>
Laser Communicator	Cr165	1.25 lbs	500 mile range A Cell/4 hr<BR>
Translator	Cr10000	1 lbs<BR>
Flashlight	Cr5	1/4 lbs	C cell/1 yr 50 ft beam<BR>
Biphase Rope	Cr5/10 yds	1/2 lbs/10 yds	3/8" diameter supports 4000 lbs<BR>
Atmosphere Tester	Cr100	1/4 lbs	B Cell/yr<BR>
Biosniffer	Cr2000	2 lbs	5 yrds<BR>
Chemsniffer	Cr175	2 lbs	B cell/1 yr<BR>
Densitometer	Cr15000	10 lbs	C cell/5 min<BR>
Neural Activity Scanner<BR>
      Handset (required)	Cr15000	20 lbs<BR>
5 lbs	C cell/wk handset B cell/wk<BR>
Communicator	 video	Cr200	1 lb	100 miles<BR>
Long Range Communicator	Cr1100	2.5 lbs	50000 miles  B cell/3 months Includes<BR>
com scambler<BR>
Radscanner	Cr250	.5 lbs	B cell/6 months<BR>
Good Will Kit	Cr200	20 lbs	"Amaze the Natives Kit"<BR>
Biosampler (food)	Cr125	.25 lbs	B cell/6 months<BR>
Personal Digital Assistant (Computer)	Cr100	1 lbs	B Cell/1 yr<BR>
Climbing Kit			Used where CG belts not authorized. Contains the following<BR>
items<BR>
   Rocket Piton	Cr10	.5 lbs	200 yds biphase rope<BR>
   Spinneret		motor & harness  7 lbs<BR>
   glide 1 lbs	Includes harness	 motor and line glide. Motor uses D cell/100<BR>
  Autograpnel	Cr100	1.5 lbs	C cell/400 uses<BR>
50 yrds biphase rope 400 lbs limit<BR>
Field Hat	Cr15	1/2 lb	Variety of styles<BR>
<BR>
Weapons are standard ACR's, a sidearm for each member, and any other<BR>
personal weapon they choose, (remembering that the scouts DO NOT arm their<BR>
people with fusion or plasma weapons).<BR>
<BR>
Yeah I know that that's a lot of stuff, but I go on the "If they don't have<BR>
it on their manifest they don't have it rule." No rolling to see if they've<BR>
got one in the locker when they need it. It's either on the list or its not.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
P.S Specs are in GT. ruleset<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 18:18:28 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Imperial Spacecraft Safety & Navigation Act<BR>
<BR>
I'm not sure adding in bunches of regulations really fits with<BR>
how I see the Imperium....<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 18:25:05 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
At 4:44 PM -0500 8/11/00, eris@pcola.gulf.net wrote:<BR>
>Fuel Packing, isn't like "jump tanks" where how and when the H2 is<BR>
>used for jump becomes an issue, or using solar power for jumps, this<BR>
>is just basic chemistry.  Heck, "wilderness refueling" from oceans<BR>
>goes back to the original three books, this is just an extention to<BR>
>that!<BR>
><BR>
>I don't see how you can invalidate it without breaking natural laws<BR>
>we don't want to break.  The extra mass should degrade MDrive<BR>
>performance, assuming mass based thrust, but I don't see that being<BR>
>enough to keep this practice from being used.<BR>
><BR>
>Can you think of any in-game reason people *wouldn't* routinely do<BR>
>this sort of thing?<BR>
><BR>
>I *can* see this being less common in highly developed sectors where<BR>
>the need for an immediate emergency jump is less important.  I doubt<BR>
>it would be unknown, though.<BR>
<BR>
I agree that they follow from basic principals.  Which makes the<BR>
questions about why isn't this commonplace a central one.<BR>
<BR>
As to mass, I agree that it doesn't do it.  Traveller ships already<BR>
have accel to spare (even the 1 G ones).<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 19:34:47 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Accelerator Rifles (was: Ships locker equipment)<BR>
<BR>
Oh yeah.. I forgot the cutlasses - Every ship has some by the airlocks<BR>
(tradition) :)<BR>
<BR>
I dunno about accel rifles - the entry in Imp Encyp. would lead me to belive<BR>
that they should have a recoil of Low - and GT does not have them :(.<BR>
<BR>
I would check the errata for MT that I have heard is floating about.<BR>
<BR>
Good Luck!<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Koji Suzuki<BR>
Sent: Saturday, August 12, 2000 3:38 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Accelerator Rifles (was: Ships locker equipment)<BR>
<BR>
<BR>
Thanks a lot for the input.  I was wondering about accelerator rifles.<BR>
IIRC, I thought they were supposed to be designed to be zero-g weapons.  MT<BR>
shows they have a med recoil, but IMTU, I've always assumed that they had<BR>
low recoil.  I would have assumed that if there were anti-boarding weps,<BR>
then there should be snub pistols and/or accelerator rifles.  Also, isn't<BR>
there mention that cutlasses were part of a normal ship's equipment?<BR>
<BR>
Thanks.<BR>
<BR>
<BR>
> Cable<BR>
> Instead of SMG's usally 5mm rifles (not autorifles - hunting rifles) :)<BR>
> Hampster balls<BR>
> Backpacks<BR>
> A Laptop<BR>
> (I had one group with a FGMP-15 in each locker... but that is not normal<BR>
> IMHO)<BR>
><BR>
> -----Original Message-----<BR>
><BR>
> Here's a rough summary of the contents of a ships locker<BR>
> that I based upon the article that you mention. I used to have<BR>
> a copy of that issue but it went the way of all things some<BR>
> years ago.<BR>
><BR>
> Ships Locker - Contains<BR>
> 4 x 12gauge shotguns with 10 clips (10 rounds each - standard)<BR>
> 2 x SMG 9mm with 10 clips (20 rounds each - standard)<BR>
> 8 x TL 12 Vacc Suits with 2 8 hour air tanks each<BR>
> 4 x TKJ, Ltd. Space Walker Units (gas jet - continous duration 4 hours)<BR>
> 2 x Far Orbit Comms<BR>
> 10 x Patch Kits<BR>
> 2 X Med Kit (extensive)<BR>
> Food and Provisions for 7pp for 3 months<BR>
><BR>
> I hope that this is of some help.<BR>
> I'd be curious to know what other folk have stached in<BR>
> their ship's lockers as well.<BR>
><BR>
> Thanks<BR>
> Pat Connaughton<BR>
> ICQ # 2535086<BR>
> pconn@i1.net<BR>
> "He who knows not how to dissemble knows not<BR>
> how to reign"<BR>
> Tiberius, Emperator and Princips of Rome<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 21:57:37 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
Ian Whitchurch wrote:<BR>
<BR>
>PS Can I get feedback from people other than Eris ?<BR>
<BR>
I like what you are doing, keep it up.  I just don't have time right now<BR>
to double check any of your numbers, But they sound good.<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 22:48:07 -0500<BR>
From: Jimmy Simpson <nimrod@santech.com><BR>
Subject: Re: Core Sector<BR>
<BR>
At 08:28 PM 8/12/00 -0500, John Groth wrote:<BR>
>AFAIK, the only canonical source on Core Sector is _M:0 Campaign_, which<BR>
>you have (justifiably) rejected.  Frankly, I suspect that most people<BR>
>who have written for canon about the 3I have spent most of their efforts<BR>
>on the border regions.  This means that you probably are in the position<BR>
>of _creating_ canon, if you so desire.<BR>
<BR>
No, Travellers' Digest issues 8-10 (IIRC) were all set in Core sector, with <BR>
each issue having library data about the sector.  Also this was the <BR>
original publication of portions of the sector including subsectors G, I, <BR>
J, K & M.  Each issue also had an adventure set on one world in the <BR>
sector.  Issue 8 was set on Shudusham at the once a decade Shudusham <BR>
Robotics Conference, and involves a Hiver manipulation.  Issue 9 was set on <BR>
Capital and is about the knighting of the group of adventurers that are <BR>
touring the Imperium.  It also has another adventure about the <BR>
assassination of Strephon('s double).  Issue 10 takes place on Reference <BR>
which is the point from all things in the Imperium are measured.<BR>
Of course being DGP products, these are kind of hard to find, but they are <BR>
the only canon sources that I know of.<BR>
<BR>
<BR>
Jimmy Simpson<BR>
	nimrodd@fastlane.net<BR>
"Cannot say.<BR>
  Saying, I would know.<BR>
  Do not know.<BR>
  So cannot say."<BR>
		-Zathras (Babylon 5)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 23:28:52 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: Ships locker equipment<BR>
<BR>
The ships locker normally holds several types of emergency equipment.<BR>
The main catigories are space emergency, personnel emergency, and<BR>
wilderness emergency.<BR>
Space emergencies include: equipment failure, battle or other damage,<BR>
etc.<BR>
Person emergencies include: injury, illness, out-of-control passengers,<BR>
highjacking, boarding, etc.<BR>
Wilderness emergencies include: crash landings, planetary wilderness<BR>
refueling, planetary trecks (for various reasons), etc.<BR>
<BR>
Normal equipment for space emergencies:<BR>
vaccsuits<BR>
wall patches, suit patches<BR>
zero-G tools<BR>
welding torch (gas, laser, plasma, etc.)<BR>
rescue balls<BR>
spare parts<BR>
<BR>
Normal equipment for personnel emergencies:<BR>
med kits<BR>
guns (low recoil, low damage, i.e. snub pistols, shot guns) tranq rounds<BR>
<BR>
weapons (shock batons etc)<BR>
<BR>
Normal equipment for wilderness emergencies:<BR>
med kits<BR>
guns (hunting weapons i.e. 5mm rifle, shot gun, carbine)<BR>
emergency rations<BR>
water purifier/still<BR>
blankets<BR>
tents<BR>
rope/cable<BR>
<BR>
A newly purchased ship will have nothing in the locker unless the owner<BR>
negiated for it. (example: when I bought my house the only things in the<BR>
closets and cabinets were the special light bulbs for one light fixture<BR>
in the house, which was the only thing I had requested.)  These are<BR>
items that the owner and crew would aquire over time based on the<BR>
precieved needs, and could be a good way to relieve the characters of<BR>
some or all of thier starting cash if you are running a campaign, but<BR>
should be given if running a single session adventure.  These items were<BR>
given in the adventures to prevent players from spending several hours<BR>
equiping the characters.<BR>
<BR>
Charles<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 21:22:17 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Imperial Special Ops Personnel (Long)<BR>
<BR>
Pat Connaughton wrote:<BR>
<BR>
> In my traveller universe, I've used a variety of Special Ops<BR>
> Personnel as NPC's, foils, deus ex machina persona and<BR>
> as other interventionist actions for many years. Recently<BR>
> a discussion took place asking me as the GM to justify<BR>
> a particular action. My response as appropriate for any<BR>
> self-respecting GM was " That's the way I wrote this<BR>
> scenario and so there" or something to that effect.<BR>
<BR>
<stuff deleted><BR>
<BR>
> My questions are where would this lead? I reallize that the<BR>
> cost of some of the training programs and the maintenance<BR>
> on these might be substantial but when dealing with an<BR>
> entity such as the Imperium, The Zhodani Consulate or<BR>
> the Solomani Confederation such considerations of cost<BR>
> become negligable and the opportunities for such agents<BR>
> as moles, deep cover sabotuers or assassins is, well,<BR>
> extremely attractive to GM's<BR>
><BR>
> Anyone have any thoughts or comments<BR>
<BR>
In the past, I ran a number of fantastic games involving special ops<BR>
characters. The Zhodani are the most fun, since you get to have fun with<BR>
psionics in addition to the usual stuff. I always assumed that big empires<BR>
with relatively deep pockets will have lots of special ops people out there<BR>
doing interesting covert things, and that these people are relatively bad<BR>
news compared to the usual player characters. In the game I ran, you rolled<BR>
1d6+7 for characteristics instead of 2d6, for example.<BR>
<BR>
I have started to revise the notes for a Zhodani special ops scenario which<BR>
I ran in the past to reflect the recent discussions of tech level on the<BR>
TML. Since both the Zhodani and the Imperium have dozens of TL 16 planets, I<BR>
am now assuming that the equipment carried by special ops people will be at<BR>
least TL 16, and perhaps even TL 17. If the special ops stuff appeals to<BR>
you, then this angle may make it even more interesting.<BR>
<BR>
In addition, I gave the players support from their government's military<BR>
resources, so that they had big warships which were just doing their part to<BR>
support the special ops mission. Just like we send attack submarines out<BR>
today to let a couple of guys in scuba gear crawl out through holes<BR>
otherwise meant for weapons.<BR>
<BR>
One big problem in games like these is how to play the other side. If your<BR>
guys are Zhodani who are trying to pull off some sort of covert operation in<BR>
Imperial space, they are up against the counterintelligence resources of the<BR>
3I, which may be equally or better equipped and trained.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 01:14:23 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: Re: Favourite Campaign? Why the one I am running of course...<BR>
<BR>
Okay - I admit it. I have never run a Trav Campaign before (a closet reader<BR>
of Trav but non player). So 7 sessions in I can proudly say this is a<BR>
campaign.<BR>
<BR>
It's great fun. The satisfaction you get as a GM watching players catch on<BR>
to the 'clues' is priceless, or their exultation when they defeat a<BR>
particularly nasty obstacle (like a plague ridden heavy metal refinery in<BR>
which they were trapped). Oh yes - and the paranoia that ensues when they<BR>
discuss the game events amongst themselves (a treasure trove of ideas for a<BR>
sneaky GM).<BR>
<BR>
Lastly, the campaign hook; transporting the body of a deal girl in an<BR>
attempt to revive her using ancient technology (which they are endeavouring<BR>
to track down). But the girl, whose medical records they have, has not<BR>
aged....<BR>
<BR>
Delicious.<BR>
<BR>
<BR>
Michael<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2927<BR>
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Traveller-digest      Sunday, August 13 2000      Volume 1999 : Number 2928<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: "...like we need a hole in the head" (was: toroidal horses)<BR>
Re: Favourite Campaign? Why the one I am running of course...<BR>
Re: Solomani money<BR>
Re: GenCon Update<BR>
Re: more FFS3 space combat<BR>
Re:FFS3 Space Combat<BR>
Solomani Money<BR>
Ship's Locker<BR>
Re: Wicked Ideas<BR>
Arbellatra<BR>
Re: Trav Fiction<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: more FFS3 space combat<BR>
Re: Imperial Special Ops Personnel (Long)<BR>
Re: more FFS3 space combat<BR>
Re: FFS3 space combat ; version 1.1<BR>
Re: "...like we need a hole in the head" (was: toroidal horses)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 02:46:07 EDT<BR>
From: RBasler1@aol.com<BR>
Subject: Re: "...like we need a hole in the head" (was: toroidal horses)<BR>
<BR>
In a message dated 8/12/00 1:46:09 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
<< From: shadow@krypton.rain.com (Leonard Erickson)<BR>
 Subject: Re: Future Position Fuzziness<BR>
 <BR>
 In mail you write:<BR>
 <BR>
 > Bruce Johnson wrote:<BR>
 >> Of COURSE not, a horse is a torus!<BR>
 ><BR>
 > But....but....a torus is nearly as hard to do the maths on as a horse is.<BR>
 ><BR>
 > <sneaking suspicion>Are you a physicist, sir?<BR>
 <BR>
 He's obviously a topologist. Though I have to point out that horses,<BR>
 like all mammals, are *not* genus 1 objects (toruses), they are genus<BR>
 *3* (besides the digestive system, you also have to consider the<BR>
 nostrils). <BR>
 <BR>
 <g><BR>
 <BR>
 ps. I'm willing to listen to arguments for genus 5 (the tiny passages<BR>
 linking the eye-sockets/tear ducts to the sinuses). I won't listen to<BR>
 arguments for genus <bignum> based on pores...<BR>
  >><BR>
LOL... Great minds think alike!  I was thinking the same thing on Friday, but <BR>
didn't say anything due to the MIME issue.  I think it is either 5 or 7 <BR>
(there is another pair of small holes that go into the sinuses, but I don't <BR>
know if they connect to the outside like the ones that lead from the eyes to <BR>
the nasal passages.  Pores don't count since they are just surface texture - <BR>
the hole has to go through.  Of course, that means with people, piercings <BR>
count - One makeup artist with whom I've worked has _12_ piercings.... genus <BR>
17, anyone? <BR>
<BR>
    Rod Basler, COFIT (and safely at home)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 00:30:09 -0700<BR>
From: "Kelly St.Clair" <kellys@efn.org><BR>
Subject: Re: Favourite Campaign? Why the one I am running of course...<BR>
<BR>
On Mon, 14 Aug 2000 01:14:23 +1000, kmhughes@dynamite.com.au wrote:<BR>
<BR>
>Lastly, the campaign hook; transporting the body of a deal girl in an<BR>
>attempt to revive her using ancient technology (which they are endeavouring<BR>
>to track down). But the girl, whose medical records they have, has not<BR>
>aged....<BR>
<BR>
Well of course she hasn't aged.  She's DEAD.<BR>
<BR>
Sorry, couldn't resist.<BR>
<BR>
(What if someone mistakes the low berth you've presumably stashed her in <BR>
for a freezer?  See my sig.)<BR>
<BR>
<BR>
- --------------<BR>
Kelly St.Clair     "Homines est! Dici omnes! Soylens viridis HOMINES EST!"<BR>
kellys@efn.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 12 Aug 2000 19:24:21 +0100<BR>
From: Martin Hardgrave <martin@deira.demon.co.uk><BR>
Subject: Re: Solomani money<BR>
<BR>
In message <C50308E3AFE2D111804900805F9F086C2A5518@ENTERPRISE>, Bob<BR>
Kovalchick <Kovalchick@wbgh.com> writes<BR>
>The Sol sounds great, links to the Solomani, the Sun, etc. But it doesn't<BR>
>have to be short for Sollar (not really silly, just a tad snickery perhaps)<BR>
>just Sol works.<BR>
<BR>
howabout "reichsmark"?<BR>
- -- <BR>
Martin Hardgrave<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 07:46:44 EDT<BR>
From: Olegamer@aol.com<BR>
Subject: Re: GenCon Update<BR>
<BR>
In a message dated 8/12/00 10:58:53 AM Eastern Daylight Time, <BR>
talon@skyenet.net writes:<BR>
<BR>
<< They are also looking at making NEW adventures<BR>
 in the same format.<BR>
  >><BR>
<BR>
Referring to Classic Traveller I assume? This is the most welcome news since <BR>
the beginning to the Classic Traveller Revival! <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 20:04:49 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
> Date: Sun, 13 Aug 2000 01:37:47 +0100<BR>
> From: Andy Gibson <Andy@yarm.demon.co.uk><BR>
> Subject: Re: more FFS3 space combat<BR>
><BR>
> Katharine Whitchurch <katts@globalfreeway.com.au> wrote:<BR>
> <snippage><BR>
> >We have a ship, powered down (just running the contragrav), lying in<BR>
ambush<BR>
> >in  a gas giant's atmosphere, doing the aggressive baffling thing with<BR>
the<BR>
> >waste heat going towards the gas giant.<BR>
> ><BR>
> This is not practical, surely?  No matter where you baffle your heat in<BR>
> an atmosphere you will heat up the surrounding gas and cause a "hot<BR>
> cloud".  In space radiation is the only heat loss mechanism, so baffling<BR>
> can be effective.  In an atmosphere this just ain't so.<BR>
<BR>
*dolt* You're right. Aggressive baffling and atmospheres would go onto the<BR>
'wont affect detection' thing.<BR>
<BR>
> >I dont think it does. The Traveller wargames seem to make disengagement<BR>
> >easy, unless you are out of fuel.<BR>
> ><BR>
> The trouble with this is most "official" designs have fuel for only one<BR>
> jump.  If GG refuelling is dangerous it seems to me that most J1 ships<BR>
> will carry 2 pc worth of fuel unless they stick to very safe areas.<BR>
<BR>
Like around starports and 100 diameter limits :) Seriously, a collapsible<BR>
tank for a jump is a good investment on a dangerous run. It's expensive in<BR>
terms of cargo space, but cheaper than many other forms of insurance.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 20:25:05 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re:FFS3 Space Combat<BR>
<BR>
> From: Thom Jones-Low <tjoneslo@together.net><BR>
> Subject: Re: more FFS3 Space Combat<BR>
> > PS Can I get feedback from people other than Eris ?<BR>
> ><BR>
> Post it on a web site and I'll go through it with a fine toothed comb.<BR>
> I need to be able to print things out to review them.<BR>
<BR>
Cut and paste not good enough for you, huh :)<BR>
<BR>
Seriously, if someone wants to put it on a web site, it's fine by me.<BR>
<BR>
><BR>
> > PPS Cleaning up a system would be a bitch, as I think many wordlets<BR>
would<BR>
> > have SDBs hidden on them, waiting for the occupying fleet to go away.<BR>
> ><BR>
><BR>
> PS. Why does your EMail header say you are Katharine?<BR>
<BR>
It's my wife's account.<BR>
<BR>
> From: Charles R Hensley <hensley.cr@gte.net><BR>
> Subject: Re: more FFS3 space combat<BR>
<BR>
> I like what you are doing, keep it up.  I just don't have time right now<BR>
> to double check any of your numbers, But they sound good.<BR>
<BR>
Thank you.<BR>
<BR>
I'm going to keep going on decimalised T4 bands (eg the ones in the DSR).<BR>
The Beam Pointer equation is probably going to end up something like (TL<BR>
factor) * (megajoules) * (RoF^x) * ((range - 9)^2). Light weapons (eg range<BR>
less that 9) will cease to need a beam pointer. Weapons are going to get a<BR>
negative for firing outside their BP range (ie wepaon placement fuzziness).<BR>
<BR>
I'd like someone to crunch the numbers on hit probabilities for various<BR>
sized ships at various quantities of gees.<BR>
<BR>
I am tempted to deal with the whole 'turning circle' thing, by dividing a<BR>
ships gee rating by either the 'length modifier' or the square of the length<BR>
modifier to get it's agility (the number of effective gees it has to dodge).<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 08:14:04 -0400<BR>
From: peersce@mindspring.com<BR>
Subject: Solomani Money<BR>
<BR>
I vote we call Solomani money Sols or Solaris.  That way, the government<BR>
could remind the people of the Solomani Cause whenever they handled money,<BR>
seeing as it would have pictures of Terra and Sol all over it.<BR>
<BR>
P<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 13:51:05 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Ship's Locker<BR>
<BR>
In the mini-campaign we're playing right now, my Far Trader has an entirely<BR>
standard Ship's Locker contents package:<BR>
<BR>
Several or a few loose cans of beer. (Depending upon length of voyage)<BR>
23 Packs of Self-Heating Field Rations - 4 man-days each (all the  Beef<BR>
Stroganoff cartons missing)<BR>
A pack of emergency ration bars (only half of one missing)<BR>
A compressor mask (compressed; it's under the beer)<BR>
A Cutlass<BR>
A pair of old shoes<BR>
Half a pack of Holdiay Greetings cards<BR>
12 assorted handguns, mostly of unlikely design and non-standard caliber<BR>
An ice-cream carton containing 722 rounds of non-standard pistol ammunition<BR>
(loose)<BR>
9mm SMG converted to fire experimental low-velocity rocket ammunition<BR>
(broken)<BR>
An assortment of rusty second-rate tools.<BR>
A fire axe<BR>
An industrial-size carton of assorted-species condoms<BR>
A ballisitic cloth vest<BR>
A non-ballisitic cloth vest (sweaty and smelly; owner unknown)<BR>
Several bungee cords<BR>
A very large spanner<BR>
A biro<BR>
One Cold Light Lantern (functional, with 19 minutes' battery power<BR>
remaining)<BR>
A dead rodent<BR>
The Purser's extensive collection of Atomic People and Mutant Overlord<BR>
comics<BR>
26 feet of emergency twine<BR>
Emergency one-use cold weather clothing for 4 persons (used repeatedly)<BR>
2 half-rolls of duct tape<BR>
An inflatable submarine<BR>
The second engineer's skis<BR>
A carboard box containing: the ship's papers, commercial records, a copy of<BR>
Astronavigation Monthly with the Antares Sector map torn out, and an<BR>
assortment of small objects such as screws, paper cups and flow-valve<BR>
regulators that nobody has found a place to store.<BR>
<BR>
My vessel is thus equipped to Imperial Statute 291 standard; capable of<BR>
conducting emergency repairs, repelling boarders and supporting passengers<BR>
and crew in a crash or abandonment situation.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:54:11 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Wicked Ideas<BR>
<BR>
Legate Legion wrote:<BR>
>     1. Take a 55 gallon drum.<BR>
>     2. Fill half way with sand & chaff.<BR>
>     3. Put in some C4 & thermite with a prox. det set to explode a certain<BR>
>        distance from your ship.<BR>
>     4. Fill the rest of the way with sand & chaff.<BR>
>     5. Overpressure an airlock as much as you can.<BR>
>     6. When in trouble, remotely open up the airlock.<BR>
<BR>
Isn't this basically an improvised sandcaster?<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 08:56:27 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Arbellatra<BR>
<BR>
My apologies in advance to Kiri and the other women on the list, as this<BR>
story, while tru, reveals some of the iner failings of the male sex...<BR>
<BR>
I can assure you folks on the TML that one of the most beautiful women I<BR>
have ever seen  was aUS navy Lieutenant back in 1989.  I was in Bravo<BR>
company at the USN OCS in Newport RI standing by for inspection (I was an<BR>
officer candidate at the time).  That's when we saw her, walking beside the<BR>
admiral.  She had long, raven hair that most certainly violated Navy regs by<BR>
about a foot.  I'm sure the others wondered how she managed that, but after<BR>
she had walked by, the entire company let out a collective sigh/groan<BR>
(except for the three or four females in the company).  It was one of those<BR>
expriences you just never forget.<BR>
<BR>
I would suggest that extremely attractive women or extremely charismatic<BR>
figures in general are less subject to the rules than us normal folks<BR>
(whether this is riight or wrong) and rank has its privileges ("RHIP").<BR>
<BR>
I also had a male CO (who is still doing well in the Navy today) who managed<BR>
to do quite well dspite being a maverick.  It all depends on who you know<BR>
and who likes you.<BR>
<BR>
As for me, well I just stick to the rules because I'm just an average joe.<BR>
<BR>
- -Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 08:33:30 -0700<BR>
From: "J. Paul Sanders" <timmon@primenet.com><BR>
Subject: Re: Trav Fiction<BR>
<BR>
At 08:16 PM 8/12/00 +0100, you wrote:<BR>
>More Traveller fiction up on the site, including Carlos' excellent "Treason"<BR>
><BR>
>Is anyone reading it?<BR>
<BR>
I am! Good stuff - thanks for making it available.<BR>
<BR>
Paul<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 07:58:37 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> <BR>
>> In mail you write:<BR>
>> <BR>
>>> "Patrik Holmstrom" wrote:<BR>
>>><BR>
> <<snips discussion of mass of water/m^3 to LH2/m^3>><BR>
>>><BR>
>>> Jump is volume-based.  So if you are carrying a load of water, your<BR>
>>> in-system manuever may be impacted, but jump is not.<BR>
>> <BR>
>>> I can not think of a reasonable objection to refining jump fuel from<BR>
>>> mass carried as cargo.<BR>
>> <BR>
>> Well, as I pointed out in another message, it cuts into your cargo<BR>
>> capacity, and it takes time and *power* to convert the stuff to fuel.<BR>
><BR>
> All depends on the mission.  If the mission is to ferry a short-legged<BR>
> ship across a rift, then cargo capacity isn't an issue.  And in<BR>
> jumpspace, time and power are rarely issues for ships with fuel<BR>
> purification plants.<BR>
<BR>
Yeah, but in jump space you can't just dump the "waste" overboard... <BR>
<BR>
> 2.  Install a temporary purification plant.  If this technique is to be<BR>
> used routinely to ferry starships, then there should be no problem in<BR>
> designing cargo hold fuel modules.  For those few ships without enough<BR>
> power to run the basic module (enough to refine the required amount of<BR>
> fuel in 168 hours), fuel cell modules could be added.  The only question<BR>
> then becomes how much fuel is needed for the fuel cell to overcome<BR>
> entropic losses to produce the desired result (after all, the energy<BR>
> produced by the fuel cell is producing the same materials the fuel cell<BR>
> needs to run on).  [No, I'm not suggesting perpetual motion; I recognize<BR>
> that there will be energy losses.  The question is (and I haven't worked<BR>
> with fuel cells enough to know the answer) how much "starting fuel" will<BR>
> be needed to account for the energy losses.]<BR>
<BR>
A hydrogen/oxgen fuel cell will require a larger amount of LH2/LOX than<BR>
the amount you will create from the water in the process. Morever, it<BR>
will be *producing* more water than it processes. If it (and the<BR>
process for "cracking" the water into O2 and H2 were 100% efficient,<BR>
them the amounts would be identical).<BR>
<BR>
So fuel cells won't help, you'd be better of carry the same mass of<BR>
water and putting up with the longer conversion time due to lower power.<BR>
 <BR>
>> And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
>> (or carbon if you used methane). If you accept the "jump bubble"<BR>
>> theory, you *don't* want to dump it while in jump.<BR>
><BR>
> Since my preferred "jump ferry" feedstock would be water, I would invest<BR>
> in expandable O2 tanks in my cargo hold.  As the fuel tanks filled with<BR>
> LH2, the expandable O2 tanks would fill with LOx, into room provided by<BR>
> the emptying of the H2O tanks.<BR>
<BR>
That's gonna get *real* tricky. LOX is only a bit denser than water<BR>
(1.14). Which means that it doesn't take up that much less volume.<BR>
<BR>
And while I can accept "collapsible" (as in "knock down when not in<BR>
use") tanks for cryogenic liquids, "expandible" ones I *don't* buy.<BR>
That requires a large degree of flexibility. Which is hard to come by<BR>
at those temps. And in the case of LOX, it also requires organic<BR>
materials in contact with LOX. A *major* safety hazard. As in "might go<BR>
BOOM!".<BR>
<BR>
> At my destination, I sell the LOx.  On most worlds, I'll take a loss,<BR>
> but at least I'll get _something_ for my troubles.  And my ship will<BR>
> be on the other side of the rift, where I wanted it.  Besides, I may<BR>
> end up arriving at a world without a breathable atmosphere, where my<BR>
> "waste" LOx will be worth a fair chunk of change.<BR>
<BR>
Not *that* much. They'd have to be recycling *anyway*, which means that<BR>
added oxygen is "nice", not vital. Also, if they have water on the<BR>
world they can produce oxgen at the same time they produce jump fuel. <BR>
<BR>
> If I expect to end up with more LOx than I can<BR>
> ship, then I vent what I can't carry into space before I jump, just as I<BR>
> would with the byproducts of regular wilderness refueling.<BR>
<BR>
That'd be the one advantage of methane. The carbon "waste" would be a<BR>
bear to deal with, but it results in a *major* volume reduction over<BR>
the methane.<BR>
<BR>
BTW, it has occured to me that the tech that allows creating superdense<BR>
should also allow creating solid metallic hydrogen. Last I heard there<BR>
was still speculation that once formed, metallic hydrogen would be<BR>
"metastable", that is, as long as you don't subject it to really rough<BR>
conditions, it'll stay in that state under "normal" conditions. <BR>
<BR>
Density estimates are guesses, but they are noticeable higher than LH2<BR>
or even hydrogen ice. I recall a figure of about .1, which means that a<BR>
cubic meter of metallic hydrogen would mass about 100 kg. That's damn<BR>
close to the figure for hydrogen contained in water (111.1... kg/m^3). <BR>
<BR>
Also, done properly, the conversion to hydrogen gas should release<BR>
energy. Though, if the stuff is safe to carry, it probably takes a<BR>
moderate energy input to start the conversion. <BR>
<BR>
This might be a "high tech" solution. Carry "bars" of metallic hydrogen<BR>
(which likely costs a fair bit extra). "Burn" them to water and convert<BR>
the water to LH2 and O2, re-using the O2 to convert the next bar.<BR>
That's likely the simplest/safest method of going from H metal to H2. <BR>
<BR>
This avoids the waste and the mass penalty. It's definitely less<BR>
convenient than fuel bladders, but more convenient than methane,<BR>
ammonia, or water. <BR>
<BR>
The big disadvantages I can see are that it's a fire hazard (shouldn't<BR>
be much worse than magnesium or other "exotic metals), and that a<BR>
weapon hit on a hold full of it could be *really* nasty (probably split<BR>
the hold open and rupture the adjacent bulkheads as the stuff<BR>
explosively converts back to gas). I guess that last makes a an<BR>
explosion hazard, though a low one (assume it takes quite a "jolt" to<BR>
trigger it). <BR>
<BR>
Oh yeah, H metal bars are great for practical jokes on new crew beings.<BR>
Consider that this stuff is about as dense as styrofoam. So a person<BR>
how has never run into it before is going to grab this bar that looks<BR>
like it ought to weigh several hundred kilos and bounce it off the<BR>
ceiling when it turns out to only weigh *one* kilo. A one kilo "brick"<BR>
of H metal would be a meter long, 10 cm wide and 10 cm thick<BR>
(39"x4"x4").  They make them that size because any bigger and they get<BR>
awkward to handle. :-)<BR>
<BR>
Hmmm. You don't want to store these in an oxygen atmosphere or even a<BR>
nitrogen one. While surface reactions with the atmosphere will be slow,<BR>
the results (water or ammonia, respectively) will evaporate, leaving<BR>
fresh surface to attack (a "rust" that evaporates! :-) I expect most<BR>
holds are set up to be flooding with nitrogen or argon for carrying<BR>
some types of cargo (crew would use facemasks and a small oxygen tank<BR>
during any work in the hold) so this isn't a major problem, just an<BR>
annoyance. <BR>
<BR>
Anybody see game problems with this? By setting the price at the right<BR>
point, it ought to eliminate the water, etc tricks, but at the same<BR>
time, make using it just expensive enough that it won't be a regular<BR>
thing. <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: Sun, 13 Aug 2000 10:03:18 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
On Sun, 13 Aug 2000, Andy Gibson wrote:<BR>
<BR>
> Katharine Whitchurch <katts@globalfreeway.com.au> wrote:<BR>
> <snippage><BR>
> >We have a ship, powered down (just running the contragrav), lying in ambush<BR>
> >in  a gas giant's atmosphere, doing the aggressive baffling thing with the<BR>
> >waste heat going towards the gas giant.<BR>
> ><BR>
> This is not practical, surely?  No matter where you baffle your heat in<BR>
> an atmosphere you will heat up the surrounding gas and cause a "hot<BR>
> cloud".  In space radiation is the only heat loss mechanism, so baffling<BR>
> can be effective.  In an atmosphere this just ain't so.<BR>
<BR>
Well, if you put yourself in the right region of the GG's atmosphere<BR>
(windy, plus a benefit if it's at all stormy), then<BR>
you don't need any 'aggressive baffling' at all. Since you can use<BR>
_conduction_ off of your radiators to carry off heat, they'll a) be vastly<BR>
more efficient, and b) the heat will VERY rapidly disperse in the<BR>
atmosphere, as the wind ensures a rapid circulation. A storm nearby will<BR>
also help, since those, too will look like hot spots.<BR>
<BR>
OTOH, hanging about in a Gas Giant atmospheric storm could make 'The<BR>
Perfect Storm' look like a mild squall in comparison. It will be a rough<BR>
ride. <BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 09:08:09 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Imperial Special Ops Personnel (Long)<BR>
<BR>
In mail you write:<BR>
<BR>
> In an interstellar polity with thousands of worlds (and their<BR>
> equivelants) available for contributing technology, funds<BR>
> and other resources; the most elite tactical elements of any<BR>
> security or special operations apparatus would be<BR>
> immensely effective.<BR>
><BR>
> In an enviroment wherein the medical technology alone<BR>
> would seem outstanding by our terms, the capacity to<BR>
> develop seemingly "super soldiers" would be, well, <BR>
> irrisistable to the authorities.<BR>
<BR>
Heck, just consider this:<BR>
<BR>
An Imperium wide agency may only need a few thousand "elite" field<BR>
operatives. They have a population in the *trillions* to chose them<BR>
from. Which means that the agents are likely to be in the top<BR>
*one-billionth* of the Imperium. <BR>
<BR>
In terms of the UPP, you can ignore social standing, as that can be<BR>
faked by the agency. Education is also something the agency can<BR>
"correct" thru training. That leaves Str, Dex, End, and Int.<BR>
<BR>
A quick calculation shows that on average there are 595 FFFFxx<BR>
characters per billion. It reduces to 16.5 if they look for folks who<BR>
already have Edu of F. And if you want to go for Soc of F as well,<BR>
there's a 45% chance of such a person for each billion checked.<BR>
<BR>
Then you get into training/resources...<BR>
<BR>
In short, normal PCs against the top agents in the Imperium? The PCs<BR>
had better pray the orders are "capture" not "terminate". <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: Sun, 13 Aug 2000 09:20:00 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
In mail you write:<BR>
<BR>
> Katharine Whitchurch <katts@globalfreeway.com.au> wrote:<BR>
> <snippage><BR>
>>We have a ship, powered down (just running the contragrav), lying in ambush<BR>
>>in  a gas giant's atmosphere, doing the aggressive baffling thing with the<BR>
>>waste heat going towards the gas giant.<BR>
>><BR>
> This is not practical, surely?  No matter where you baffle your heat in<BR>
> an atmosphere you will heat up the surrounding gas and cause a "hot<BR>
> cloud".  In space radiation is the only heat loss mechanism, so baffling<BR>
> can be effective.  In an atmosphere this just ain't so.<BR>
<BR>
On the other hand, gas giants that are *too* far out (Jupiter, Saturn)<BR>
tend to have some damn active weather anyway. And younger gas giants<BR>
will have more heat coming from the interior than from sunlight. <BR>
<BR>
So a "hot spot" or convection cell won't be at all noteworthy. By the<BR>
time enough details are "visible" to be suspicious, you are too close<BR>
anyway.<BR>
<BR>
> The trouble with this is most "official" designs have fuel for only one<BR>
> jump.  If GG refuelling is dangerous it seems to me that most J1 ships<BR>
> will carry 2 pc worth of fuel unless they stick to very safe areas.<BR>
<BR>
Well, you can also land on the moons, at least one of which is likely<BR>
to be icy, if it's an "outer system" GG (as opposed to all the "inner<BR>
system" ones the astronomers are finding.<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: Sun, 13 Aug 2000 12:28:40 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: FFS3 space combat ; version 1.1<BR>
<BR>
Ian Whitchurch wrote:<BR>
> <BR>
> > From: John Groth <wombat@premier.net><BR>
<BR>
<<snip>><BR>
> <BR>
> > My take would be that the signature of targeted ships would be based on<BR>
> > their status during the previous phase (for missiles), or their current<BR>
> > phase (for beam weapons).  Thus, missile fire would target enemy ships<BR>
> > based on their signature during the previous counterfire phase, beam<BR>
> > fire would target enemy ships based on their signature during the beam<BR>
> > fire phase, and counterfire would target enemy ships based on their<BR>
> > signature during the counterfire phase.  PD fire would be conducted<BR>
> > during the counterfire phase (missiles could thus be subject to multiple<BR>
> > phases of PD fire).<BR>
> <BR>
> OK, so the combat phase looks like this ...<BR>
> <BR>
> 1) Bookeeping phase. Move ships to establish True Range<BR>
> 2) Passive Sensor phase. Establish Passive Sensor range of all ships<BR>
<BR>
Ideally, this would be done by a referee who is not playing any of the<BR>
ships.  That way, none of the players knows whether the enemy has a<BR>
passive detection yet, until the active sensors fire up (or until the<BR>
incoming fire starts to hit).<BR>
<BR>
> 3) Declare Active Sensors. Amend Passive Signature of Active Ships<BR>
> 4) Aimed fire declared simultaneosly<BR>
>     4.1) Aimed fire resolved, and Passive Signature of firing ships amended<BR>
> 5) Counterfire declared simultaneously<BR>
>     4.3) Counterfire Amend Passive Signature of firing ships<BR>
>     4.4) Continue counterfire phases until no-one wants to fire<BR>
> 6) Missiles hit<BR>
<BR>
When does missile fire occur?<BR>
> <BR>
> Now, the problem is that with the interaction of the Sensor Rules and the<BR>
> Combat rules, we are looking at 2 sort of combat - long range, and short<BR>
> range.<BR>
> <BR>
> Long range combat (1-3 ls) is characterised by very obvious ships dodging a<BR>
> lot, with lots of time to dodge in, and huge volumes of fire to compensate<BR>
> for very low hit probabilities.<BR>
<BR>
You would also have ships "going cold" in an attempt to drop off the<BR>
enemy's sensor picture.<BR>
> <BR>
> Short range combat is characterised by very stealthy ships moving slowly,<BR>
> trying for a situation where they will hit if they choose to fire (just a<BR>
> thought here. Four individual lasers in parallel will hurt more in this<BR>
> situation than one laser firing at four times the speed. Hmmm. Also, if we<BR>
> tweak Meson Gun ranges, then we can make MGs the last word for this sort of<BR>
> combat. You could have multiple PAWs in parallel as well. Hmmm. Also, dont<BR>
> meson screen need lots of energy to run ... a stealthy ship with a dozen<BR>
> small MGs in parallel, designed to put twelve small explosions to cover the<BR>
> maximum internal volume of the enemy ship). Obviously, the plan is to shoot<BR>
> first with everything you have, and hope you cripple the enemy.<BR>
> <BR>
Again, to use a WW II analogy, this reminds me of submarines stalking<BR>
surface ships.<BR>
<BR>
> Long range combat would be best resolved by simultaneous resolution of all<BR>
> fire. Damage could probably be simultaneous.<BR>
<BR>
That makes sense.<BR>
> <BR>
> For short range combat it makes more sense to run a sequence of fire-do<BR>
> damage-fire back-do damage back-fire again etc, until one ship or the other<BR>
> just isnt there any more. I can actually see shifting to second-by-second as<BR>
> making sense for this sort of combat.<BR>
<BR>
Allowing ships to fire with a passive-only solution (probably at a<BR>
penalty) would achieve the same effect, without requiring a separate<BR>
game mechanic.  A ship that isn't yet firmly detected obviously can't be<BR>
targeted during the Aimed Fire phase.  If that ship fires with a<BR>
passive-only solution, then in essence it gets a free shot, since the<BR>
enemy can't respond until the Counterfire phase.<BR>
<BR>
Of course, the passive ship, holding its fire to try to move in<BR>
undetected, runs the risk of being engaged prematurely by an enemy that<BR>
has sensors that are better than anticipated.  C'est la guerre....<BR>
<BR>
Ships optimized to use this tactic would likely have hefty battery<BR>
packs, to allow at least some movement and fire with the main power<BR>
plant throttled back to reduce the IR signature.  "Rig for silent<BR>
running!" ;-)<BR>
<BR>
> I dont think disengagement is possible<BR>
> at close range - even if you allow jump-4 ships to pull a jump-1 in 1/4 of<BR>
> the time, thats still 5 minutes, or a probable 15 hits from your enemy's<BR>
> slow firing armament.<BR>
<BR>
Agreed.<BR>
> <BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 10:56:39 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: "...like we need a hole in the head" (was: toroidal horses)<BR>
<BR>
In mail you write:<BR>
<BR>
> In a message dated 8/12/00 1:46:09 PM Pacific Daylight Time, <BR>
> owner-traveller-digest@lists.imagiconline.com writes:<BR>
><BR>
> << From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>  Subject: Re: Future Position Fuzziness<BR>
>  <BR>
>  In mail you write:<BR>
>  <BR>
>  > Bruce Johnson wrote:<BR>
>  >> Of COURSE not, a horse is a torus!<BR>
>  ><BR>
>  > But....but....a torus is nearly as hard to do the maths on as a horse is.<BR>
>  ><BR>
>  > <sneaking suspicion>Are you a physicist, sir?<BR>
>  <BR>
>  He's obviously a topologist. Though I have to point out that horses,<BR>
>  like all mammals, are *not* genus 1 objects (toruses), they are genus<BR>
>  *3* (besides the digestive system, you also have to consider the<BR>
>  nostrils). <BR>
>  <BR>
>  <g><BR>
>  <BR>
>  ps. I'm willing to listen to arguments for genus 5 (the tiny passages<BR>
>  linking the eye-sockets/tear ducts to the sinuses). I won't listen to<BR>
>  arguments for genus <bignum> based on pores...<BR>
>   >><BR>
> LOL... Great minds think alike!  I was thinking the same thing on Friday, <BR>
> but <BR>
> didn't say anything due to the MIME issue.  I think it is either 5 or 7 <BR>
> (there is another pair of small holes that go into the sinuses, but I don't <BR>
> know if they connect to the outside like the ones that lead from the eyes to <BR>
> the nasal passages.  Pores don't count since they are just surface texture - <BR>
> the hole has to go through.  Of course, that means with people, piercings <BR>
> count - One makeup artist with whom I've worked has _12_ piercings.... genus <BR>
> 17, anyone? <BR>
<BR>
Well, I've seen pictures (and may even have a GIF or JPEG of one of<BR>
them) of a guy that is *easily* genus *30*.<BR>
<BR>
Other odd thoughts:<BR>
<BR>
IIRC, Hivers are genus 0. And ignoring "minor" holes such as nostrils,<BR>
Puppeteers are Genus 2. <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 #2928<BR>
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Traveller-digest      Sunday, August 13 2000      Volume 1999 : Number 2929<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>
Landgrab: Yori<BR>
Re: Trav Fiction<BR>
Link to AuricTech LUA-1 Utility Lifeboat (was: Re: Imperial Spacecraft  Safety & Navigation Act)<BR>
Re: more FFS3 space combat<BR>
We don't care about the K'kree<BR>
Re: Trav Fiction<BR>
NOT Traveller: was: Re: Arbellatra<BR>
Re: We don't care about the K'kree<BR>
Vs: I'm happy<BR>
Re: Trav Fiction<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
Re: Trav Fiction<BR>
New to the TML (was: Re: Trav Fiction)<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
Re: New to the TML (was: Re: Trav Fiction)<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
Re: Ship's Locker<BR>
RE: Getting ships under control<BR>
RE: What's your favorite Traveller campaign?<BR>
Re:  Ship's Locker<BR>
Re: FFS3 space combat ; version 1.1<BR>
RE: Imperial Special Ops Personnel (Long)<BR>
Re: Ship's Locker<BR>
Re: Rift Jumping<BR>
Who appointed Arbellatra?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 19:01:29 +0100<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: Landgrab: Yori<BR>
<BR>
I was reading over my Landgrab write-up of Yori the other day and<BR>
felt there was something missing: what do you do when  you  visit<BR>
Yori?  Have a generic adventure  (with  the  background  just  as<BR>
minor trivia)?  Break into the  Research  Station  (for  whatever<BR>
reason)?  Go to the write-up now and at the bottom  of  the  main<BR>
Yori page you'll see a link to an adventure-et I dashed  off  ...<BR>
it has a few gaps and its not  been  play-tested  (my  group  has<BR>
dispersed for summer) but it should get you  started.  Questions?<BR>
Comments?  Large bundles of cash?<BR>
<BR>
http://www.users.zetnet.co.uk/trisen/sol/traveller/yori/yori.html<BR>
<BR>
This first mini-adventure is written for Scarland,  if  its  well<BR>
received I may  add  one  for  the  desert,  the  mountains,  and<BR>
elsewhere in the system.  The idea is to give a sense  of  "being<BR>
there", and to avoid the "its raining on planet Mongo" syndrome.<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
(Appologies to non-IE users but I format for IE.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 13:08:52 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Re: Trav Fiction<BR>
<BR>
Well done! A very good read. Please keep finding more<BR>
Thanks for the effort<BR>
<BR>
Pat Connaughton <BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 13:25:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Link to AuricTech LUA-1 Utility Lifeboat (was: Re: Imperial Spacecraft  Safety & Navigation Act)<BR>
<BR>
John Groth wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Note that the AuricTech LUA-1 Utility Lifeboat (my THUDDD 10 entry)<BR>
> becomes more valuable in such circumstances, as subsidized liners can<BR>
> use one craft to meet both utility and lifeboat needs.  (I don't recall<BR>
> posting the design to the TML; this will be remedied shortly.)<BR>
<BR>
Rather than use bandwidth to post something that's already available on<BR>
the Net, I'll simply post the URL:<BR>
<BR>
http://thuddd.homepage.com/thuddd10.html#ats<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 18:40:44 +0100<BR>
From: Andy Gibson <Andy@yarm.demon.co.uk><BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
Bruce Johnson <johnson@Pharmacy.Arizona.EDU> wrote:<BR>
<chop><BR>
>Well, if you put yourself in the right region of the GG's atmosphere<BR>
>(windy, plus a benefit if it's at all stormy), then<BR>
>you don't need any 'aggressive baffling' at all. Since you can use<BR>
>_conduction_ off of your radiators to carry off heat, they'll a) be vastly<BR>
>more efficient, and b) the heat will VERY rapidly disperse in the<BR>
>atmosphere, as the wind ensures a rapid circulation. A storm nearby will<BR>
>also help, since those, too will look like hot spots.<BR>
><BR>
Very true - but my basic point still stands that aggressive baffling and<BR>
GG (or any other) atmosphere effects should not be cumulative.<BR>
<BR>
>OTOH, hanging about in a Gas Giant atmospheric storm could make 'The<BR>
>Perfect Storm' look like a mild squall in comparison. It will be a rough<BR>
>ride. <BR>
><BR>
I always thought this about GG refuelling.  There probably ought to be a<BR>
system for navigating a GG atmosphere in the combat rules - this is<BR>
going to be a particularly vulnerable time for corsairs to strike, after<BR>
all.<BR>
<BR>
Cheers,<BR>
<BR>
Andy<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 20:36:38 +0200<BR>
From: P-O Bergstedt <zho@berka.com><BR>
Subject: We don't care about the K'kree<BR>
<BR>
After 102 votes, the K'kree IMTU poll is now closed.<BR>
<BR>
In TATU (The Average Traveller Universe),<BR>
we don't care much about the K'kree... <BR>
<BR>
The result was: <BR>
kk++    8.82%<BR>
kk+     7.84%<BR>
kk     35.29%<BR>
kk-    32.35%<BR>
kk--   15.69%<BR>
<BR>
(The new poll is about Jump Tonnage.)<BR>
<BR>
<BR>
  _____         _____   P-O Bergstedt<BR>
 /     \       /     \  Stockholm/SWEDEN<BR>
/ * A o \_____/       \_____<BR>
\   @   /     \       / Visit the Zhodani Base:<BR>
 \BERKA/       \_____/  http://zho.berka.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:41:38 -0400<BR>
From: "Thom Harris" <thomharr@mediaone.net><BR>
Subject: Re: Trav Fiction<BR>
<BR>
Yes, I enjoyed them too! I didn't until you posted your web address, which<BR>
was much appreciated. Thanks for making the sight available.<BR>
<BR>
Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
<BR>
- ----- Original Message -----<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 13, 2000 2:08 PM<BR>
Subject: Re: Trav Fiction<BR>
<BR>
<BR>
> Well done! A very good read. Please keep finding more<BR>
> Thanks for the effort<BR>
><BR>
> Pat Connaughton<BR>
> ICQ # 2535086<BR>
> pconn@i1.net<BR>
> "He who knows not how to dissemble knows not<BR>
> how to reign"<BR>
> Tiberius, Emperator and Princips of Rome<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:48:32 -0400<BR>
From: "Thom Harris" <thomharr@mediaone.net><BR>
Subject: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
The Army & Marine Corps has two ranks of lieutenant, 1st and 2nd. 2LT's are<BR>
a dime a dozen and they had a knick name in the Army of "butter bar" (gold<BR>
colored bars).  Almost everyone that's been associated with the military<BR>
knows or had heard of these ranks, plus all the Traveller players! While I<BR>
was stationed at Ft Carson, Colorado we actually came up with 2 more names<BR>
for LT's. One was "Just a Lieutenant" because HE was a complete moron. Then<BR>
one day a very beautiful young 2LT showed up at the unit and immediately we<BR>
came up with "What a Lieutenant!" Never seen a woman that beautiful before<BR>
or since. I was stationed with her for 6 months and it never once crossed<BR>
our minds to speak of her as anything else. The reason I brought this up is,<BR>
she had no idea of the effect she had on men. Completely oblivious to how to<BR>
how truly beautiful she was and I honestly felt that was one the most<BR>
attractive things about her.<BR>
<BR>
Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
<BR>
- ----- Original Message -----<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 13, 2000 8:56 AM<BR>
Subject: Arbellatra<BR>
><BR>
> I would suggest that extremely attractive women or extremely charismatic<BR>
> figures in general are less subject to the rules than us normal folks<BR>
> (whether this is riight or wrong) and rank has its privileges ("RHIP").<BR>
><BR>
> -Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:57:32 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
On Sun, 13 Aug 2000, P-O Bergstedt wrote:<BR>
> After 102 votes, the K'kree IMTU poll is now closed.<BR>
> <BR>
> In TATU (The Average Traveller Universe),<BR>
> we don't care much about the K'kree... <BR>
> <BR>
> The result was: <BR>
> kk++    8.82%<BR>
> kk+     7.84%<BR>
> kk     35.29%<BR>
> kk-    32.35%<BR>
> kk--   15.69%<BR>
<BR>
The problem with the K'Kree is that the number of things you<BR>
can *do* with them, in the average campaign, is pretty limited.<BR>
They're culturally homogeneous, politically stable and monolithic,<BR>
and fanatically xenophobic.  As such, they *would* make a pretty<BR>
good "relentless, remorseless alien menace" *except* for the fact<BR>
that they're so far away from the places where most campaigns take<BR>
place (regions dominated by human beings) that they just kind of<BR>
blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
the Vargr and the Hivers worry about them, but they're not *my*<BR>
problem...")<BR>
                                                     - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 7 Aug 2000 13:30:44 +0300<BR>
From: =?iso-8859-1?Q?Jussi_Kenkkil=E4?= <Jussi.Kenkkila@helsinki.fi><BR>
Subject: Vs: I'm happy<BR>
<BR>
- ----- Original Message ----- <BR>
From: <JFZeigler@aol.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 06, 2000 10:32 PM<BR>
Subject: Re: I'm happy<BR>
<BR>
<BR>
> <BR>
> He might have been referring to some rules I'm working on designing for<BR>
> high-level political roleplaying in the 3I setting.  I don't know if they will<BR>
> end up being suited for LARP, but that's one of the design goals.  I<BR>
> think SJ knows about the project, although it's not likely to published<BR>
> by SJG.<BR>
> <BR>
The one I'm trying to reach was some finn, who was there and said that there were plans for a T-LARP. The issue came up when SJ polled us for Trav fans and LARPers, and the for LARPing Travellers (of which there were few):<BR>
<BR>
> >  And I did get GT: Rim of Fire from the GM-loot table.<BR>
> <BR>
> Enjoy :-).  <BR>
> <BR>
I've skimmed it thru and like what I've seen. I need to read it well to make my mind on which approach to worlds I like better, RoF or BTC. <BR>
<BR>
- -J2K <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 16:06:06 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: Trav Fiction<BR>
<BR>
At 02:41 PM 8/13/00 -0400, Thom Harris wrote:<BR>
>Yes, I enjoyed them too! I didn't until you posted your web address, which<BR>
>was much appreciated. Thanks for making the sight available.<BR>
><BR>
>Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
<BR>
Please pardon me for asking, since I am new to this list, but what is the<BR>
address?<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 16:09:06 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
At 02:48 PM 8/13/00 -0400, Thom Harris wrote:<BR>
>The Army & Marine Corps has two ranks of lieutenant, 1st and 2nd. 2LT's are<BR>
>a dime a dozen and they had a knick name in the Army of "butter bar" (gold<BR>
>colored bars).  Almost everyone that's been associated with the military<BR>
>knows or had heard of these ranks, plus all the Traveller players! While I<BR>
>was stationed at Ft Carson, Colorado we actually came up with 2 more names<BR>
>for LT's. One was "Just a Lieutenant" because HE was a complete moron. <BR>
<BR>
I had the distinct impression -- back when I was stationed at the "Benning<BR>
School for Boys" -- that one had to get a lobotomy in order to be<BR>
commisioned as a 2LT.<BR>
<BR>
Les<BR>
 <BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:39:09 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Trav Fiction<BR>
<BR>
Leslie Bates wrote:<BR>
> <BR>
> At 02:41 PM 8/13/00 -0400, Thom Harris wrote:<BR>
> >Yes, I enjoyed them too! I didn't until you posted your web address, which<BR>
> >was much appreciated. Thanks for making the sight available.<BR>
> ><BR>
> >Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
> <BR>
> Please pardon me for asking, since I am new to this list, but what is the<BR>
> address?<BR>
<BR>
http://www.fiction-fantasy.net<BR>
<BR>
Tres cool stuff there!<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:42:38 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: New to the TML (was: Re: Trav Fiction)<BR>
<BR>
Leslie Bates wrote:<BR>
> <BR>
<<snips discussion of www.fiction-fantasy.net>><BR>
<BR>
> <BR>
> Please pardon me for asking, since I am new to this list, but what is the<BR>
> address?<BR>
> <BR>
> Les<BR>
<BR>
Welcome to the TML!<BR>
<BR>
Your essay assignment (all new members have to write an essay, dontcha<BR>
know) is to write at least a 1,000-word paper on the effect of jump<BR>
torpedoes on the Third Imperium setting.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 14:51:08 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
Leslie Bates wrote:<BR>
> <BR>
> At 02:48 PM 8/13/00 -0400, Thom Harris wrote:<BR>
> >The Army & Marine Corps has two ranks of lieutenant, 1st and 2nd. 2LT's are<BR>
> >a dime a dozen and they had a knick name in the Army of "butter bar" (gold<BR>
> >colored bars).  Almost everyone that's been associated with the military<BR>
> >knows or had heard of these ranks, plus all the Traveller players! While I<BR>
> >was stationed at Ft Carson, Colorado we actually came up with 2 more names<BR>
> >for LT's. One was "Just a Lieutenant" because HE was a complete moron.<BR>
> <BR>
> I had the distinct impression -- back when I was stationed at the "Benning<BR>
> School for Boys" -- that one had to get a lobotomy in order to be<BR>
> commisioned as a 2LT.<BR>
<BR>
Not true.  You simply have to roll 5+ (DM of +1 if Endurance is 7+). <BR>
That's if you're Army.  Marines need to roll 9+ (DM of +1 if Education<BR>
is 7+).<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 16:33:18 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: New to the TML (was: Re: Trav Fiction)<BR>
<BR>
At 02:42 PM 8/13/00 -0500, some bleeping gearhead wrote:<BR>
<BR>
>Welcome to the TML!<BR>
><BR>
>Your essay assignment (all new members have to write an essay, dontcha<BR>
>know) is to write at least a 1,000-word paper on the effect of jump<BR>
>torpedoes on the Third Imperium setting.<BR>
<BR>
BAck during my brief (six months) membership in Toastmasters I would give<BR>
the following short statement whenever I was called on to speak (for two<BR>
minutes) on any topic that I was either ignorant or simply not concerned:<BR>
<BR>
"Mr. President, fellow Toastmasters, Honored Guest, I have absolutely<BR>
nothing to say on this subject. Thank you."<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 13:13:16<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
At 04:09 PM 8/13/2000 -0500, you wrote:<BR>
<BR>
>I had the distinct impression -- back when I was stationed at the "Benning<BR>
>School for Boys" -- that one had to get a lobotomy in order to be<BR>
>commisioned as a 2LT.<BR>
<BR>
When were you there and with who?   After doing endless field problems for<BR>
the Infantry Officers' Basic Course, I have come to the conclusion that<BR>
infantry 2nd LTs are the result of cross-breeding between golden retrivers<BR>
and tree sloths.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 15:39:47 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
MJ Dougherty wrote:<BR>
> <BR>
> In the mini-campaign we're playing right now, my Far Trader has an entirely<BR>
> standard Ship's Locker contents package:<BR>
> <BR>
<<snip>><BR>
<BR>
> A pack of emergency ration bars (only half of one missing)<BR>
<BR>
<<snip>><BR>
<BR>
> A dead rodent<BR>
<BR>
No doubt linked to the half-missing emergency ration bar....<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 21:10:59 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Getting ships under control<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Leonard<BR>
> Erickson<BR>
> Sent: 12 August 2000 15:01<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Getting ships under control<BR>
><BR>
> Once you exit jump, anything that came thru with you is at rest with<BR>
> respect to you, regardless of what speed you are travelling<BR>
> relative to the planet at.<BR>
><BR>
> Stray atoms are indeed a radiation hazard. At around a<BR>
> thousand times your velocity (say when you start measuring<BR>
> your speed as a percentage of c).<BR>
><BR>
I'm glad to hear that - I thought that jump itself might energise the<BR>
hydrogen and if I'm wrong, so much the better. We have the manouever<BR>
drive stabilised now, so we can EVA safely. Thanks everyone.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 21:17:33 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
I've been playing a mercenary team for the last couple of years, but<BR>
recently started a new one in 1089 with a merchant captain in a<BR>
rustbucket 200-ton free trader. I used to like that sort of game, so<BR>
it should be fun, though the one I am setting up is outside the<BR>
Imperium in Milieu 0 (or so).<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Jason<BR>
> Bernstein<BR>
> Sent: 10 August 2000 21:22<BR>
> To: Traveller Mailing List<BR>
> Subject: What's your favorite Traveller campaign?<BR>
><BR>
><BR>
> Hi all,<BR>
><BR>
> Like I said before, I'm a newbie, and so I was wondering:<BR>
> since I'm about<BR>
> to start my first ever Traveller campaign, what are your<BR>
> favorite types of<BR>
> campaigns that you've been in, run, wanted to run, or even<BR>
> observed?  I'm<BR>
> hoping to avoid that cliched, IMO overdone free-wheeling<BR>
> adventurers (D&D in<BR>
> space with some story) type campaign, and I'm sure there<BR>
> must be hundreds of<BR>
> opinions on this subject.  THanks in advance for all your responses!<BR>
><BR>
> -Jake Bernstein<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 17:16:29 -0400<BR>
From: Glenn Grant <neo@total.net><BR>
Subject: Re:  Ship's Locker<BR>
<BR>
"MJ Dougherty" <martinjd@globalnet.co.uk> said,<BR>
<BR>
>Several or a few loose cans of beer. (Depending upon length of voyage)<BR>
>23 Packs of Self-Heating Field Rations - 4 man-days each (all the  Beef<BR>
>Stroganoff cartons missing)<BR>
>A pack of emergency ration bars (only half of one missing)<BR>
[snip]<BR>
>An industrial-size carton of assorted-species condoms<BR>
[snip]<BR>
>Several bungee cords<BR>
[etc]<BR>
<BR>
"Shoot.  A boy could have a purdy good weekend in Vegas with all this stuff."<BR>
<BR>
Glenn<BR>
- -- <BR>
    ------------------------Glenn Grant------------------------<BR>
                          <neo@total.net><BR>
     "Sex times Technology equals The Future." -- J.G. Ballard<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 07:53:15 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: FFS3 space combat ; version 1.1<BR>
<BR>
> From: John Groth <wombat@premier.net><BR>
> Subject: Re: FFS3 space combat ; version 1.1<BR>
> > OK, so the combat phase looks like this ...<BR>
> ><BR>
> > 1) Bookeeping phase. Move ships to establish True Range<BR>
> > 2) Passive Sensor phase. Establish Passive Sensor range of all ships<BR>
><BR>
> Ideally, this would be done by a referee who is not playing any of the<BR>
> ships.  That way, none of the players knows whether the enemy has a<BR>
> passive detection yet, until the active sensors fire up (or until the<BR>
> incoming fire starts to hit).<BR>
<BR>
Or if the incoming fire starts to miss :)<BR>
<BR>
In which case, 'Number Two, return fire once you are confident as to the<BR>
solution ... thank you'.<BR>
<BR>
><BR>
> > 3) Declare Active Sensors. Amend Passive Signature of Active Ships<BR>
> > 4) Aimed fire declared simultaneosly<BR>
> >     4.1) Aimed fire resolved, and Passive Signature of firing ships<BR>
amended<BR>
> > 5) Counterfire declared simultaneously<BR>
> >     4.3) Counterfire Amend Passive Signature of firing ships<BR>
> >     4.4) Continue counterfire phases until no-one wants to fire<BR>
> > 6) Missiles hit<BR>
><BR>
> When does missile fire occur?<BR>
<BR>
Good point. Launch phase is between bookeeping and passive sensor phase.<BR>
<BR>
> ><BR>
> > Now, the problem is that with the interaction of the Sensor Rules and<BR>
the<BR>
> > Combat rules, we are looking at 2 sort of combat - long range, and short<BR>
> > range.<BR>
> ><BR>
> > Long range combat (1-3 ls) is characterised by very obvious ships<BR>
dodging a<BR>
> > lot, with lots of time to dodge in, and huge volumes of fire to<BR>
compensate<BR>
> > for very low hit probabilities.<BR>
><BR>
> You would also have ships "going cold" in an attempt to drop off the<BR>
> enemy's sensor picture.<BR>
<BR>
The problem with that is those damned LIDARs, that can hold a lock out to<BR>
forever, once it is established. The only way to break that is sand - and<BR>
with a sand cloud, you have to move on a predictable vector.<BR>
<BR>
Can I get an opinion from those of you with real-life ECM experience (Michel<BR>
? Anyone ?) as to how hard it really is to degrade a blip ? ECM gear may<BR>
also get cheaper.<BR>
<BR>
> > For short range combat it makes more sense to run a sequence of fire-do<BR>
> > damage-fire back-do damage back-fire again etc, until one ship or the<BR>
other<BR>
> > just isnt there any more. I can actually see shifting to<BR>
second-by-second as<BR>
> > making sense for this sort of combat.<BR>
><BR>
> Allowing ships to fire with a passive-only solution (probably at a<BR>
> penalty) would achieve the same effect, without requiring a separate<BR>
> game mechanic.  A ship that isn't yet firmly detected obviously can't be<BR>
> targeted during the Aimed Fire phase.  If that ship fires with a<BR>
> passive-only solution, then in essence it gets a free shot, since the<BR>
> enemy can't respond until the Counterfire phase.<BR>
<BR>
The problem is that there are varying degrees of 'firmly' - a 2.0 lock is<BR>
100% hit. A 1.5 lock is 'you might hit them'.<BR>
<BR>
Also, once the knife fight starts, you have the problem of rapid-fire<BR>
weapons, and the fact that the 2 ships will lay lots of hits on each other<BR>
in the 20 minute combat turn.<BR>
<BR>
><BR>
> Of course, the passive ship, holding its fire to try to move in<BR>
> undetected, runs the risk of being engaged prematurely by an enemy that<BR>
> has sensors that are better than anticipated.  C'est la guerre....<BR>
<BR>
Or a better sensor officer.<BR>
<BR>
><BR>
> Ships optimized to use this tactic would likely have hefty battery<BR>
> packs, to allow at least some movement and fire with the main power<BR>
> plant throttled back to reduce the IR signature.  "Rig for silent<BR>
> running!" ;-)<BR>
<BR>
Well, if you fire anything, you cop a minium 0.0 sensor signature - they<BR>
dont need to know where you are if they have a lock on your #2 turret.<BR>
<BR>
As to the battery packs, the current v1.1 combat rules dont differentiate<BR>
power from batteries and power from power plants - the emission rating is<BR>
based on (spend on t-plates/10)+(spend on rest), not on generation.<BR>
<BR>
Thanks for the feedback.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 15:09:42 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Imperial Special Ops Personnel (Long)<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> A quick calculation shows that on average there are 595 FFFFxx<BR>
> characters per billion. It reduces to 16.5 if they look for folks who<BR>
> already have Edu of F. And if you want to go for Soc of F as well,<BR>
> there's a 45% chance of such a person for each billion checked.<BR>
<BR>
A curious calculation. It seems to assume that the chances of having a<BR>
characteristic of F is almost exactly the same as that of having a C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 23:24:01 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Ship's Locker<BR>
<BR>
> In the mini-campaign we're playing right now, my Far Trader has an<BR>
entirely<BR>
> standard Ship's Locker contents package:<BR>
<SNIP><BR>
<BR>
<splort> Ah, that's beautiful; and exactly what I can imagine a<BR>
freetrader's locker containing.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 15:02:08 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Rift Jumping<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
 <BR>
> In mail you write:<BR>
> >>> I can not think of a reasonable objection to refining jump fuel from<BR>
> >>> mass carried as cargo.<BR>
<BR>
> >> Well, as I pointed out in another message, it cuts into your cargo<BR>
> >> capacity, and it takes time and *power* to convert the stuff to fuel.<BR>
> ><BR>
> > All depends on the mission.  If the mission is to ferry a short-legged<BR>
> > ship across a rift, then cargo capacity isn't an issue.  And in<BR>
> > jumpspace, time and power are rarely issues for ships with fuel<BR>
> > purification plants.<BR>
> <BR>
> Yeah, but in jump space you can't just dump the "waste" overboard... <BR>
<BR>
Can't you? Why not and according to what canon source?<BR>
<BR>
Can you pump it overboard even if you can't open up the whole<BR>
front of the cargo bay?<BR>
<BR>
If the outside of the ship is in jump space than anything you can<BR>
get outside the ship (or if using DGP's Starships Operators rules<BR>
anything you can get a meter or so outside the ship) should enter<BR>
jump space and be gone.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:46:33 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Who appointed Arbellatra?<BR>
<BR>
I was trying to work out some details of the Civil War period, when it<BR>
occurred do me:  who appointed Arbellatra Grand Admiral?  If she was in<BR>
command at the *start* of the 2nd Frontier War (615), she can't have been<BR>
appointed by Cleon V, due to communications lag.  Cleon assumed the throne<BR>
in 615, and it would have taken at least a year for the news of<BR>
Arbellatra's appointment to reach the Marches.<BR>
<BR>
Cleon had been preceded by an interregnum period, where no accepted Emperor<BR>
had existed.  It is just possible that Arbellatra had been appointed by an<BR>
"unaccepted" Emperor, like, say, Hengabar II, of the short-lived Spofulam<BR>
dynasty.  <BR>
<BR>
Alternatively, she had been in her position for some time, and had been<BR>
appointed by one of the Emperors from before the interregnum.  There is a<BR>
limit to this though - at some point her age becomes a real problem.<BR>
<BR>
The real answer, I suspect, is that no Emperor was actually involved.  I<BR>
would think that sector admirals would normally be subject to Imperial<BR>
appointment (apart from emergency, temporary cases), but given the crisis<BR>
of the Civil War, the sector nobility may have been appointing their own<BR>
admirals, from their own ranks.<BR>
<BR>
In fact, I'm very much leaning to this.  If the sector government was<BR>
unable to act decisively, it may have fobbed off responsibility for the<BR>
crisis of the 2nd Frontier War on a young noble who at least seemed to know<BR>
what she was doing.  If she had failed, well, another admiral could always<BR>
have been found.  She didn't fail.<BR>
<BR>
I'm actually a little annoyed by realising that Cleon can't have appointed<BR>
her.  I had been working on a good little spiel, explaining how Cleon had<BR>
reformed the Navy, bringing in lots of bright young officers (eg<BR>
Arbellatra), non-humans (eg Soegz), and lots of former Old Earth Union<BR>
officers (eg the Solomani Movement (oops!)).  Of course, this had annoyed<BR>
many of the old Imperial officer corps, and led to the renewal of the Civil<BR>
War...<BR>
<BR>
I can't do this the way I had wanted to, but I may still use a version of<BR>
it.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2929<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2930</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Monday, August 14 2000      Volume 1999 : Number 2930<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>
Keyboard Kills During Calendar Year 2000<BR>
Re: Who appointed Arbellatra?<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
RE: What's your favorite Traveller campaign?<BR>
Trav Fiction Here!<BR>
RE: Solomani Money<BR>
RE: Rift Jumping : Ammonia<BR>
RE: A horse is a torus, of course, of course..<BR>
RE:Metallic Hydrogen (was Rift Jumping )<BR>
Re: Wicked Ideas<BR>
RE: Ship's Locker<BR>
Re: Wicked Ideas<BR>
RE: Ranges...<BR>
Re: rapidly degenerating into p!r!cy<BR>
Re: Trav Fiction<BR>
Re: rapidly degenerating into p!r!cy<BR>
Re: rapidly degenerating into p!r!cy<BR>
chicon<BR>
Re: Trav Fiction<BR>
RE: 3D modeling - Type S scout<BR>
Traveller Gearheading<BR>
Re: Trav Fiction<BR>
Re: 3D modeling - Type S scout<BR>
Re: chicon<BR>
RE: Trav Fiction<BR>
We don't care about the K'kree very much...<BR>
Re: chicon<BR>
Off Topic?  Re: GDW's "Great Game"<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 19:45:05 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Keyboard Kills During Calendar Year 2000<BR>
<BR>
I've been looking over the keyboard kill numbers so far this year, and<BR>
here are some interesting facts:<BR>
<BR>
Total number of kills:  54<BR>
Month with most kills:  March (21)<BR>
Month with fewest kills:  February (2)*<BR>
Number of TMLers reporting multiple kills:  11<BR>
TMLer reporting the most kills:  Dom Mooney (5)<BR>
Number of TMLers credited with multiple kills:  10<BR>
TMLer with most kills:  Walter Smith (5)<BR>
<BR>
Congratulations, Walter!  You made "Ace" since the beginning of the<BR>
year!<BR>
<BR>
http://www.u.arizona.edu/~bjohnson/images/splort.gif<BR>
<BR>
(repeat above URL five times, Walter)<BR>
<BR>
Credit for the "splort" graphic goes to Bruce Johnson.<BR>
<BR>
Note that Russell Bornschlegel's point-based kill system has fallen out<BR>
of use, with no points awarded since March.  (46 posts referenced the<BR>
point system; these numbers are not included in the above totals.)<BR>
<BR>
*Note that there have been only two kills thus far in August.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 21:04:43 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
Alan, can you give the exact dates that lead you to the conclusion that<BR>
AAA can't have been appointed by Cleon?  What kind of comm lag are you<BR>
assuming?  The Xboats wouldn't be in by that point (that was AAA's idea<BR>
too, IIRC), but I could certainly see a jump-4 or jump-5 courier being<BR>
used to transport military data (with the appointment notice tagging<BR>
along).<BR>
<BR>
OTOH, the idea of her being appointed by the sector nobility is fine too,<BR>
but the rest of your ideas re: Cleon sound cool enough to try and work<BR>
that around. <BR>
<BR>
BTW, I'd really like to see any notes you compile on the Civil War...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 13 Aug 2000 23:56:20 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
At 01:13 PM 8/13/00, you wrote:<BR>
>At 04:09 PM 8/13/2000 -0500, Douglas E. Berry wrote:<BR>
><BR>
>>I had the distinct impression -- back when I was stationed at the "Benning<BR>
>>School for Boys" -- that one had to get a lobotomy in order to be<BR>
>>commisioned as a 2LT.<BR>
><BR>
>When were you there and with who?   After doing endless field problems for<BR>
>the Infantry Officers' Basic Course, I have come to the conclusion that<BR>
>infantry 2nd LTs are the result of cross-breeding between golden retrivers<BR>
>and tree sloths.<BR>
<BR>
S4 shop of the 2/29 INF and its predecessor the Infantry Training Group.<BR>
March '83 through September '85. Spent most of the time cutting grass of<BR>
the ranges with an old John Deere tractor. <BR>
<BR>
Had bitch of time compling with the weight standard. <BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 00:21:12 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: RE: What's your favorite Traveller campaign?<BR>
<BR>
At 09:17 PM 8/13/00 +0100, Mark A. Preston Wrote wrote:<BR>
>I've been playing a mercenary team for the last couple of years, but<BR>
>recently started a new one in 1089 with a merchant captain in a<BR>
>rustbucket 200-ton free trader. I used to like that sort of game, so<BR>
>it should be fun, though the one I am setting up is outside the<BR>
>Imperium in Milieu 0 (or so).<BR>
<BR>
Rustbucket freighters are lots of fun. <BR>
<BR>
The most of said vessels I used on my victims [scratch, scratch, scratch.]<BR>
players were usually named _Reliable_.<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 07:19:55 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Trav Fiction Here!<BR>
<BR>
There are currently 3 of mine and one of Carlos' Traveller shorts at:<BR>
www.fiction-fantasy.net<BR>
<BR>
I have some more on file and will be sorting it out soonish.<BR>
<BR>
More as it happens.<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:31:21 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Solomani Money<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> peersce@mindspring.com<BR>
> Sent: Sunday, 13 August 2000 8:14 PM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Solomani Money<BR>
><BR>
><BR>
> I vote we call Solomani money Sols or Solaris.  That way, the government<BR>
> could remind the people of the Solomani Cause whenever they handled money,<BR>
> seeing as it would have pictures of Terra and Sol all over it.<BR>
><BR>
> P<BR>
><BR>
Also sounds a lot like the old roman coin the Denarius (the spelling varies<BR>
according to source)<BR>
So are there 12 denarius (symbol d) to the solaris (symbol s), 20 solaris to<BR>
the ...?<BR>
So an item costing 1 solaris and 6 denarius could be written 1/6 of 1s/6d<BR>
(This notation looks a little familiar)<BR>
<BR>
Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 10:58:55 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Rift Jumping : Ammonia<BR>
<BR>
<snip><BR>
<BR>
> Ammonia may be better. But I wouldn't swear to it. I can't find a<BR>
> density for liquid ammonia.<BR>
> <BR>
<BR>
Ammonia melts at -77.7 C (-107.9 F), boils at -33.35 C (-28.03 F), and<BR>
has a density of 0.68 at its boiling point and 1 atm (760 torrs) of<BR>
pressure.<BR>
<BR>
<BR>
> Also, keep in mind that you are going to need some gear for converting<BR>
> the ammonia or water to LH2. At least a ton. Maybe more if you want to<BR>
> do it with any sort of speed.<BR>
> <BR>
> And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
> (or carbon if you used methane). If you accept the "jump bubble"<BR>
> theory, you *don't* want to dump it while in jump.<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>
<BR>
Date: Mon, 14 Aug 2000 11:07:36 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: A horse is a torus, of course, of course..<BR>
<BR>
> -----Original Message-----<BR>
> From: Gregory Carl Kettler [mailto:gckettle@midway.uchicago.edu]<BR>
> Sent: 11 August 2000 20:54<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: A horse is a torus, of course, of course..<BR>
> <BR>
> <BR>
> On Fri, 11 Aug 2000 eris@pcola.gulf.net wrote:<BR>
> <BR>
> > >  Does anyone recall what the original is from? - someone <BR>
> was asking me a<BR>
> > >couple nights ago :)<BR>
> > <BR>
> > Mr Ed, the 50's TV show about a talking horse.  The jingle was<BR>
> > something like, "A horse is a horse, of course, of course, but<BR>
> > you've never seen a talking horse...except for Mr Ed!"<BR>
> > <BR>
> <BR>
> Oh, great.  Now I have to correct you:<BR>
> <BR>
> A horse is a horse of course, of course,<BR>
> and no one can talk to a horse, of course,<BR>
> unless of course that horse of course is the famous Mr. Ed!<BR>
> <BR>
> (hmm, not sure about that last line)<BR>
> <BR>
> Now can someone explain to me how I know that jingle if I've <BR>
> never seen an<BR>
> entire episode?  (It was first on long before my time)<BR>
> <BR>
<BR>
You're a Denaar? :)<BR>
<BR>
Well, us Brits never got to see MR. Ed, but we did have the Fast Show, with<BR>
the intriguing Mr. Dead, the Talking Corpse :)<BR>
<BR>
'He lives in a box, he's stiff as a board<BR>
He's dead of course'<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:36:53 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE:Metallic Hydrogen (was Rift Jumping )<BR>
<BR>
<snip><BR>
<BR>
<BR>
> <BR>
> Anybody see game problems with this? By setting the price at the right<BR>
> point, it ought to eliminate the water, etc tricks, but at the same<BR>
> time, make using it just expensive enough that it won't be a regular<BR>
> thing. <BR>
> <BR>
<BR>
<BR>
And for silly campaigns, you could store it loose in golf ball sized lumps<BR>
and employ someone to ware an apron and shovel it into the reactor core :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 04:38:41 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Wicked Ideas<BR>
<BR>
From: Jens 'Spacejens' Rydholm <jenry023@student.liu.se><BR>
<BR>
>>     1. Take a 55 gallon drum.<BR>
>>     2. Fill half way with sand & chaff.<BR>
>>     3. Put in some C4 & thermite with a prox. det set to explode a<BR>
certain<BR>
>>        distance from your ship.<BR>
>>     4. Fill the rest of the way with sand & chaff.<BR>
>>     5. Overpressure an airlock as much as you can.<BR>
>>     6. When in trouble, remotely open up the airlock.<BR>
><BR>
>Isn't this basically an improvised sandcaster?<BR>
<BR>
<BR>
    The poor-mans version, yes.  But, you have to remember, Jens, when you<BR>
have a standard Type A Free Trader, & you are not allowed to use weapons, an<BR>
Improvised Sandcaster can be a real bitch.<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 12:39:18 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Ship's Locker<BR>
<BR>
> -----Original Message-----<BR>
> From: MJ Dougherty [mailto:martinjd@globalnet.co.uk]<BR>
> Sent: 13 August 2000 13:51<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Ship's Locker<BR>
<BR>
<BR>
<snip><BR>
<BR>
The contents of the ships locker for my S-class scout, circa 1121:<BR>
<BR>
Several dozen feet of hairy string, in a ball<BR>
The captains collection of (pirated) Dirk Salamander vid-chips<BR>
A sock<BR>
Cloth bag containing assorted snub pistol ammunition<BR>
Box of 20 Emergency choclate bars (of the 'taste like chocolate-covered<BR>
sawdust' variety from GT)<BR>
A set of Ayloi<BR>
Bumper sticker: 'Scouts do it on the Rim'<BR>
Partially disassembled radio for an air/raft.<BR>
A loose assortment of disks labeled 'Longbow data' then crossed out and<BR>
relabelled 'Spare'<BR>
1 'I love the J-5 route' souvenir mug, cracked and with something awful<BR>
growing in it.<BR>
1 medical kit, half-empty<BR>
1 well-thumbed copy of 'Rough Guide: Dark Nebula'<BR>
Stack of computer core backups, in case the Jumpdrive plays up the computer<BR>
core gets wiped again (don't ask!)<BR>
Shoebox containing power conduit componants for turret laser<BR>
Technical guide: The Suleiman Scout Mk. 1 IFF Transponder, restricted to<BR>
licenced starport personnel. (photocopied sheets, stapled together at<BR>
corner)<BR>
A Pot Noodle, Chicken and Mushroom variety, best before date -4987 (approx)<BR>
Toolbox, various tools, including radiation scanner with 1/4 charge in<BR>
batteries.<BR>
5-pack of disposable razors, 3 remaining<BR>
ID Card for 'Solsec Investigator Joachim Stone' , smartchip containing DNA<BR>
info and photograph missing<BR>
1 set of rubber fishing waders<BR>
1 TL6 gas mask, filter not present<BR>
One dozen beeswax candles<BR>
1 Eidex Phrase book<BR>
Crumpled letter from the publishers of 'Astronavigation Monthly' explaining<BR>
the Captain's subscription has been cancelled due to lack of payment.<BR>
1 crowbar<BR>
<BR>
In addition to meeting standards for Imperial Statute 291 ; capable of<BR>
conducting emergency repairs, repelling boarders and supporting passengers<BR>
and crew in a crash or abandonment situation, MY ship is rated for<BR>
exploration of hostile envirenments (the waders and gas mask) and EVA (the<BR>
string stops you floating away :))<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:17:19 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Wicked Ideas<BR>
<BR>
Legate Legion wrote:<BR>
>     The poor-mans version, yes.  But, you have to remember, Jens, when you<BR>
> have a standard Type A Free Trader, & you are not allowed to use weapons, an<BR>
> Improvised Sandcaster can be a real bitch.<BR>
<BR>
How about using the same kind of basic setup (a metal barrell with sand<BR>
and explosive), but replacing the sand with a honkin' big electromagnet.<BR>
Great anti-boarding weapon... just make sure it gets far enough from<BR>
your ship and close enough to the enemy, and you will have a really<BR>
cheap hullscratcher mine....<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:18:08 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Ranges...<BR>
<BR>
Danny Moody writes:<BR>
<snipped><BR>
>Indeed - it would encourage cat-and-mouse type naval tactics.  An enemy<BR>
could jump into a <BR>
>system, do a quick scan and jump away.  This would, IMHO, really make<BR>
naval warfare much <BR>
>more like the ragwagon days.  Fleets would both have to 'agree' to fight,<BR>
thus reducing <BR>
>most battles to one of maneuverability.  A commander would abandon the<BR>
system rather that<BR>
>be defeated by a vastly superior force.  Battles would be fought between<BR>
(mostly) quite <BR>
>evenly balanced fleets or ships (which is also good from a gaming<BR>
standpoint.  Who wants to <BR>
>play a fleet that is almost certain to be wiped out?).<BR>
<snipped><BR>
<BR>
	I am with you here, but the exception would be ships making their maximum<BR>
	jump to get to a system.  In that case, they may be caught if the opposing<BR>
	fleet can make higher acceleration.  I would expect fleet commanders to be<BR>
	very careful to avoid such situations.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:25:39 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
Leonard Erickson writes:<BR>
<snipped><BR>
>>Being able to "see" one, two, three hours away from you is *more*<BR>
>>than enough time.  Seven, eight and more is too, much *much* too<BR>
>>much!<BR>
>Sorry, but that's the way the world works. Reducing the ranges that far<BR>
>turns the game into fantasyland.<BR>
<snipped><BR>
<BR>
	I hate to break this to you, but...<BR>
<BR>
	Traveller, at least CT (I'm not familiar with the other versions),<BR>
	is fantasyland.  Even ignoring the anachronisms, the problems with<BR>
	space combat, etc., the simple fact that it is entirely impossible<BR>
	to kill an average human opponent by shooting him with a 357 revolver<BR>
	at close range should be a clue.  Naturally, everyone has differing<BR>
	tolerances for 'unrealistic' effects in different areas, but we all<BR>
	seem to like the game.<BR>
<BR>
:)<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 06:56:57 -0700<BR>
From: "Dave Strebe" <strebe@intergate.bc.ca><BR>
Subject: Re: Trav Fiction<BR>
<BR>
Thoroughly enjoyed them all. Only one complaint they are teasers<BR>
too short.<BR>
<BR>
Dave<BR>
- ----- Original Message -----<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Saturday, August 12, 2000 12:16 PM<BR>
Subject: Trav Fiction<BR>
<BR>
<BR>
> More Traveller fiction up on the site, including Carlos' excellent<BR>
"Treason"<BR>
><BR>
> Is anyone reading it?<BR>
><BR>
><BR>
> Martin J Dougherty<BR>
> Creative Director, Fiction & Fantasy Network<BR>
> www.fiction-fantasy.net<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:04:21 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
On Mon, 14 Aug 2000, Ian Ferguson wrote:<BR>
<BR>
> 	Traveller, at least CT (I'm not familiar with the other versions),<BR>
> 	is fantasyland.  Even ignoring the anachronisms, the problems with<BR>
> 	space combat, etc., the simple fact that it is entirely impossible<BR>
> 	to kill an average human opponent by shooting him with a 357 revolver<BR>
> 	at close range should be a clue.  Naturally, everyone has differing<BR>
> 	tolerances for 'unrealistic' effects in different areas, but we all<BR>
> 	seem to like the game.<BR>
<BR>
We all like the game, but we don't all like the combat system for the<BR>
reason you mention.  I would rather replace it with something<BR>
deadlier (just got my copy of ACQ last week, but haven't read it all yet).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:04:21 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: rapidly degenerating into p!r!cy<BR>
<BR>
On Mon, 14 Aug 2000, Ian Ferguson wrote:<BR>
<BR>
> 	Traveller, at least CT (I'm not familiar with the other versions),<BR>
> 	is fantasyland.  Even ignoring the anachronisms, the problems with<BR>
> 	space combat, etc., the simple fact that it is entirely impossible<BR>
> 	to kill an average human opponent by shooting him with a 357 revolver<BR>
> 	at close range should be a clue.  Naturally, everyone has differing<BR>
> 	tolerances for 'unrealistic' effects in different areas, but we all<BR>
> 	seem to like the game.<BR>
<BR>
We all like the game, but we don't all like the combat system for the<BR>
reason you mention.  I would rather replace it with something<BR>
deadlier (just got my copy of ACQ last week, but haven't read it all yet).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:06:34 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: chicon<BR>
<BR>
So, is anyone going to Worldcon in Chicago this year?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:46:22 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Trav Fiction<BR>
<BR>
I would have liked to but could not find it!!!.<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message ----- <BR>
From: "Dave Strebe" <strebe@intergate.bc.ca><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 2:56 PM<BR>
Subject: Re: Trav Fiction<BR>
<BR>
<BR>
> Thoroughly enjoyed them all. Only one complaint they are teasers<BR>
> too short.<BR>
> <BR>
> Dave<BR>
> ----- Original Message -----<BR>
> From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Saturday, August 12, 2000 12:16 PM<BR>
> Subject: Trav Fiction<BR>
> <BR>
> <BR>
> > More Traveller fiction up on the site, including Carlos' excellent<BR>
> "Treason"<BR>
> ><BR>
> > Is anyone reading it?<BR>
> ><BR>
> ><BR>
> > Martin J Dougherty<BR>
> > Creative Director, Fiction & Fantasy Network<BR>
> > www.fiction-fantasy.net<BR>
> ><BR>
> ><BR>
> ><BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 09:15:21 -0600<BR>
From: Steve Deemer <stedee@AUTO-TROL.com><BR>
Subject: RE: 3D modeling - Type S scout<BR>
<BR>
I can't seem to find a Type S on the Starship modeler site. The link<BR>
pointed to a pretty nice Rampart, but does anyone have the link to<BR>
the scout?<BR>
<BR>
Thanx,<BR>
Steve Deemer<BR>
stedee@auto-trol.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:28:27 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Traveller Gearheading<BR>
<BR>
Looking for gearhead tweaked items for you campaign?<BR>
<BR>
The Traveller Gearhead Webring just added it's 38th member.<BR>
<BR>
Check it out at http://nav.webring.org/cgi-bin/navcgi?ring=travgearhead;list<BR>
<BR>
Starships, intra-system craft, vehicles & weapons for systems ranging from <BR>
CT to GT.<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 08:30:14 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Trav Fiction<BR>
<BR>
Via electronic medium on 8/14/00 7:46 AM, michael.scanlon@bmthonline.net<BR>
issued forth:<BR>
<BR>
> I would have liked to but could not find it!!!.<BR>
<BR>
I had this problem too, the stories are stashed deep in the site. Under the<BR>
"Main Navigation" column there is the link "Game Related Fiction" which<BR>
leads you to the option of "Traveller" or "Lejendary* Earth". Here are some<BR>
direct links:<BR>
<BR>
"Against the Coming of Night"<BR>
<BR>
http://www.fiction-fantasy.net/game_fiction/main.php3?navi=traveller&page=ac<BR>
on<BR>
<BR>
"High Gaurd"<BR>
<BR>
http://www.fiction-fantasy.net/game_fiction/main.php3?navi=traveller&page=hi<BR>
gh_guard<BR>
<BR>
"An Expendable Operative"<BR>
<BR>
http://www.fiction-fantasy.net/game_fiction/main.php3?navi=traveller&page=ex<BR>
pendable<BR>
<BR>
"Treason"<BR>
<BR>
http://www.fiction-fantasy.net/game_fiction/main.php3?navi=traveller&page=tr<BR>
eason<BR>
<BR>
I only scanned them so far, but downloaded them to read later. Sounded<BR>
interesting, but yes, they /are/ short little teasers. Their brevity may<BR>
make them good for pre-game orientation reading for newbies to Traveller, or<BR>
colour for veteran travellers.<BR>
<BR>
*Lejendary is how /they/ spelt it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 08:34:49 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: 3D modeling - Type S scout<BR>
<BR>
Via electronic medium on 8/14/00 8:15 AM, stedee@AUTO-TROL.com issued forth:<BR>
<BR>
> I can't seem to find a Type S on the Starship modeler site. The link<BR>
> pointed to a pretty nice Rampart, but does anyone have the link to<BR>
> the scout?<BR>
<BR>
Sure thing:<BR>
<BR>
http://www.starshipmodeler.com/contest/ss_s07.htm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 12:17:28 EDT<BR>
From: LB2NOLA@aol.com<BR>
Subject: Re: chicon<BR>
<BR>
Can you give us some more info?(dates, where it's being held, etc).Thanks!<BR>
<BR>
Clark<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 17:42:01 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Trav Fiction<BR>
<BR>
> -----Original Message-----<BR>
> From: Benyamene' ZeAbe' Akella [mailto:xrp@sierratel.com]<BR>
<snip><BR>
> "Lejendary* Earth". <BR>
<BR>
*Lejendary is how /they/ spelt it.<BR>
- ------------------------<BR>
<BR>
The standard way of expressing an odd spelling (or even an error) when<BR>
quoting text is to put (sic) after it. Sic is Latin for "Thus", and<BR>
indicates that you are quoting an odd spelling (i.e. "It was written<BR>
thus") rather than it being a mistake of your own. So you would quote<BR>
"Lejendary (sic) Earth", or alternatively "Lejendary Earth" (sic).<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 12:49:40 -0400<BR>
From: Bob Kovalchick <Kovalchick@wbgh.com><BR>
Subject: We don't care about the K'kree very much...<BR>
<BR>
	> In TATU (The Average Traveller Universe),<BR>
	> we don't care much about the K'kree... <BR>
	> <BR>
	> The result was: <BR>
	> kk++    8.82%<BR>
	> kk+     7.84%<BR>
	> kk     35.29%<BR>
	> kk-    32.35%<BR>
> kk--   15.69%<BR>
<BR>
I wouldn't say from your results that we don't care much...but clearly<BR>
everyone has them in their universe. The DGP supplement about Gateway sector<BR>
used the K'Kree as excellent source material. It's one of my favorite<BR>
publications.<BR>
<BR>
(I will take a chance on fire here...) I think the Vargr have got to be the<BR>
silliest aliens in the TU. I love adventuring in the Spinward Marches, but I<BR>
have to keep it rimward...I have never had a Vargr character or NPC in any<BR>
of my adventures.<BR>
I like my science-fiction hard and soft....but not space opera. I'm sorry, I<BR>
just can't keep from wincing every time I think of dogs in space.<BR>
<BR>
The Aslan and K'Kree are the most facinating of the races. (Hivers are the<BR>
epitomy of alien)<BR>
<BR>
Are there any other polls or discussions about favorite races?<BR>
<BR>
My .02 Cr<BR>
<BR>
Bob Kovalchick<BR>
Washington Business Group on Health<BR>
E: kovalchick@wbgh.com <mailto:kovalchick@wbgh.com> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:52:23 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: chicon<BR>
<BR>
On Mon, 14 Aug 2000 LB2NOLA@aol.com wrote:<BR>
<BR>
> Can you give us some more info?(dates, where it's being held, etc).Thanks!<BR>
> <BR>
<BR>
End of this month (Aug 31 - Sept 4) at the Hyatt Regency in Chicago.<BR>
Probably a bit late to make last-minute plans unless you're more<BR>
spur-of-the-moment than I.  Pre-registration online costs $150 until<BR>
tomorrow, then goes up to $195.  All the information is at www.chicon.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 13:29:59 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Off Topic?  Re: GDW's "Great Game"<BR>
<BR>
Did GDW ever publish, or otherwise release, the rules to the<BR>
"Great Game" used to "play out" the historical background of<BR>
"Traveller 2300" (a.k.a. "2300 AD")?  I can't be sure (having<BR>
never actually seen the rules), but it occurs to me that, with<BR>
suitable modifications, it might be useful for "playing out"<BR>
the histories of larger entities, over longer periods of time...<BR>
<BR>
                                                   - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2930<BR>
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Traveller-digest      Monday, August 14 2000      Volume 1999 : Number 2931<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: FFS3: Power Systems<BR>
Re: GT Aliens integaration<BR>
RE: Rift Jumping : Ammonia<BR>
RE: Off Topic?  Re: GDW's "Great Game"<BR>
Re: GT: PAW and Meson<BR>
Re: Max Acceleration<BR>
Re:We don't care about the K'kree very much...<BR>
Locker contents & Trav Fiction<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
Vote: Solomani Money<BR>
Hey!<BR>
RE: Who appointed Arbellatra?<BR>
Re: Ship's Locker<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
Re: Metallic Hydrogen (was Rift Jumping )<BR>
Re: NOT Traveller: was: Re: Arbellatra<BR>
re: Titan A.E.<BR>
RE: Newbie intro and Q:- Warehourse 23<BR>
Re: Newbie intro and Q (Trent`s answer)<BR>
Help Tracking Down Alien Race<BR>
Re: Imperial Special Ops Personnel (Long)<BR>
Re: Rift Jumping<BR>
Re: Getting ships under control<BR>
Re: We don't care about the K'kree<BR>
Re: Ship's Locker<BR>
Re: more FFS3 space combat<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 10:38:31 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: FFS3: Power Systems<BR>
<BR>
eris@pcola.gulf.net writes:<BR>
> Just a quick suggestion...<BR>
> I'd like to propose a simplified way of handling the "economy of<BR>
> scale" factor.  The "extra" volume could be thought of as the<BR>
> required overhead for controls, access and so on, and would be an<BR>
> additional volume equal to the square root of the plant itself, ie.<BR>
<BR>
A big problem with the whole 'economies of scale' logic for large power plants<BR>
is that it isn't true in any particularly consistent way; some types of power<BR>
plants are actually less efficient as they get larger.  The main reason<BR>
for a big ship to have only a small number of power plants is that multiple<BR>
power plants aer more complicated for crew and wiring purposes.<BR>
<BR>
I'd suggest just making the crew requirement for the power plant be something<BR>
like sqrt(dtons); thus, if you want multiple power plants you need more <BR>
engineering crew.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 10:48:25 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: GT Aliens integaration<BR>
<BR>
Jones, Dean writes:<BR>
> <BR>
> Having been a big fan if David Pulvers Alien races since Aliens and<BR>
> Artefacts was released, I thought it was real cool when SJG bought most of<BR>
> the rights for GT. SJG had the good sense to tuck most of them away in<BR>
> uncharted sectors where they won't conflict with canon. However, the Devi<BR>
> Intelligence's homeworld is in the Crucis Margins, and Antony's Grand<BR>
> survey map (unsurprisingly) doesn't show it, because Devi was never in the<BR>
> original Judges Guild book. Can anyone think of a world in C.M that is<BR>
> 'uncharted' and could become Devi without disrupting the Sector too much?<BR>
> Maybe the name on the Grand Survey is an alternate name.<BR>
> <BR>
Hm...which book did the Devi show up in?  Aslan and K'kree?  In any case,<BR>
I believe the JG version of crucis margin may have been de-canonized along<BR>
with the other JG sectors, just there is no canonical form of the sector.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 13:47:30 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: RE: Rift Jumping : Ammonia<BR>
<BR>
On Mon, 14 Aug 2000, Jones, Dean wrote:<BR>
> > And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
> > (or carbon if you used methane). If you accept the "jump bubble"<BR>
> > theory, you *don't* want to dump it while in jump.<BR>
<BR>
Could these "leftover" chemicals be "soaked up" chemically, by<BR>
combining them with some suitably reactive substance, and thus<BR>
converting them into a form that is both reasonably compact <BR>
(perhaps a solid), and easily stored and handled?  <BR>
                                                    - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 18:46:12 +0100<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: Off Topic?  Re: GDW's "Great Game"<BR>
<BR>
J Raynor wrote:<BR>
> Did GDW ever publish, or otherwise release, the rules to the<BR>
> "Great Game" used to "play out" the historical background of<BR>
> "Traveller 2300" (a.k.a. "2300 AD")?<BR>
<BR>
Its available on Steve Alexander's "Great Game 2" website at<BR>
<BR>
http://www.andrew.cmu.edu/~stevena/2300gg2.htm<BR>
<BR>
... You'll find the link under "2300AD Resources"<BR>
<BR>
(This site has been dead for 2 years now.)<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 10:53:59 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: GT: PAW and Meson<BR>
<BR>
eris@pcola.gulf.net writes:<BR>
> I tried to duplicate the PAW and Meson weapons from GT using Ve2<BR>
> last night and wasn't able to get close.  What are the design<BR>
> sequences for these type weapons?<BR>
> <BR>
> Here's what I tried:<BR>
> <BR>
> PAW Bay is described as a 12,810 Mj neutral particle beam (1/2<BR>
> cyclic rate, extreme range option).  Damage is listed as 6dx1000,<BR>
> 1/2 range as 14,630 miles.<BR>
> <BR>
>  from 124, 125, O = 12,810,000, B = 1.6, E =1, T = 1.8571<BR>
Actually, TL is 10, base TL is 8, so T = 1.5714<BR>
>  <BR>
>   Damage = O^0.5  *  B  *  E  *  T<BR>
>   Damage = 12,810,000^0.5 * 1.6 * 1 * 1.8571<BR>
>   Damage = 10,635 d6  =  6dx1773<BR>
    Damage = 8998 d6 = 6d*1500<BR>
>   <BR>
>  from 124, 125, O = 12,810,000, R = 8, B = 15, T = 1.3 (and x10<BR>
>                     in vacuum)<BR>
Unresolved errata, should be x50.<BR>
>  <BR>
>   1/2d range = O^0.5  *  R  *  B  *  T<BR>
>   1/2d range = 12,810,000 * 8 * 15 * 1.3 yards<BR>
x1.2 (TL 10)<BR>
>   1/2d range = 558,341 yards = 317 miles x 10 = 3,170 miles<BR>
1/2d = 292 miles (atmosphere)/14,600 miles (space).<BR>
> <BR>
> I stopped there, because I was no where near the listed numbers.  As<BR>
> you can see too much damage and far too low a range.  To match I<BR>
> think B should be 0.90 for Damage and B for 1/2d range should be ~69<BR>
> (or maybe the vacuum modifer should be greater than 10).<BR>
>    <BR>
> As for as the Meson cannon, is it the Disintegrator beam or<BR>
> something else entirely?  I couldn't even get numbers in the ball<BR>
> park on these.<BR>
<BR>
As noted in GT, it is treated as a PAW, but is 2 TLs higher (thus, a TL 12<BR>
meson gun has the same performance as a TL 10 PAW of the same size).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 10:58:19 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Max Acceleration<BR>
<BR>
Leonard Erickson writes:<BR>
> In mail you write:<BR>
> <BR>
> > In CT, 6G was the max possible acceleration and it came from thruster<BR>
> > plates.  In MT and/or TNE and/or FFS is there a limit on acceleration<BR>
> > from thruster plates?  IIRC there is not a hard limit, but there has to<BR>
> > be a limit as to what is practical.  Any ideas where that is?<BR>
> <BR>
> Nope, but it occurs to me that while I can see good reasons for the<BR>
> limit on g-comp to be based on gees, I can't see a good reason for the<BR>
> limits on thruster plates to be anything other than thrust per square<BR>
> meter of plate. <BR>
<BR>
Unless we decide to re-interpret what a thruster plate _does_ -- for example,<BR>
perhaps rather than generating an actual force, perhaps it generates a local <BR>
gravitational bubble, which the ship basically 'falls' into.  However, this<BR>
makes more sense as a handwave for volume-based drives (per HG) than for<BR>
something actually called a 'thruster plate'.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 14:13:03 -0400 (EDT)<BR>
From: "Joseph Alberti Jr." <albertijjr@juno.com><BR>
Subject: Re:We don't care about the K'kree very much...<BR>
<BR>
I am surprised that there is such negative reaction to the K'Kree.  They are<BR>
very alien and a great challenge to play as a PC.  The most enjoyment and<BR>
challenge I had playing Traveller was playing a K'Kree extended family<BR>
travelling across the Imperium on a mission.<BR>
<BR>
I like all the Traveller aliens.  In fact, I have never played a human PC in<BR>
the game.  I have either played a Vargr , Hiver (only once), or K'Kree<BR>
(never just an individual K'Kreer, but a group).  I enjoy learning an alien<BR>
psychology and getting into the role as a PC.<BR>
<BR>
I also foung it challenging and fun to design K'Kree starships using High<BR>
Guard and MegaTraveller rules.<BR>
<BR>
If anybody needs someone to play some K'Kree in one of their games, contact<BR>
me.  I miss playing them.<BR>
<BR>
Joe Alberti<BR>
"Long Live Emperor Dulinor! (my human side speaking)"<BR>
" Eaters of Animal Flesh are Barbarians! (my K'Kree side speaking;  I love<BR>
role playing!!!)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:38:57 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Locker contents & Trav Fiction<BR>
<BR>
><BR>
>In addition to meeting standards for Imperial Statute 291 ; capable of<BR>
>conducting emergency repairs, repelling boarders and supporting passengers<BR>
>and crew in a crash or abandonment situation, MY ship is rated for<BR>
>exploration of hostile envirenments (the waders and gas mask) and EVA (the<BR>
>string stops you floating away :))<BR>
<BR>
Bloody slicko over-equipped ex-scouts. Those are our TAX CREDITS paying for<BR>
this ridiculous excess of equipment....!<BR>
<BR>
<BR>
>>Thoroughly enjoyed them all. Only one complaint they are teasers<BR>
>too short.<BR>
<BR>
Hmmm. Write more words... I'll try to remember that...<BR>
<BR>
>*Lejendary is how /they/ spelt it.<BR>
<BR>
The J is correct. I just finished writing the first LE novel, and you<BR>
wouldn't believe how many people have corrected me....!<BR>
<BR>
"Lejendary Earth" (sic).<BR>
<BR>
I usually type this. And STILL get corrected....!<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:16:40<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
At 11:56 PM 8/13/2000 -0500, you wrote:<BR>
<BR>
>S4 shop of the 2/29 INF and its predecessor the Infantry Training Group.<BR>
>March '83 through September '85. Spent most of the time cutting grass of<BR>
>the ranges with an old John Deere tractor. <BR>
<BR>
Good Lord.  I was with the 3/7th Inf around that time.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:34:50 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Vote: Solomani Money<BR>
<BR>
Thanks for everyone who contributed ideas for Solomani currency names.<BR>
I have selected a few of the best, IMHO and would like to get final<BR>
input from the list.<BR>
<BR>
Please vote for you favorite.  The contenders are:<BR>
<BR>
BUC (Basic Unit of Currency) --my personal favorite<BR>
Chit<BR>
Sol<BR>
Soland<BR>
Solar (already used in the canon somewhere)<BR>
Sollar (Solomani Dollar?)<BR>
<BR>
Thanks<BR>
<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 14:36:08 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Hey!<BR>
<BR>
> >When were you there and with who?   After doing endless field problems for<BR>
> >the Infantry Officers' Basic Course, I have come to the conclusion that<BR>
> >infantry 2nd LTs are the result of cross-breeding between golden retrivers<BR>
> >and tree sloths.<BR>
<BR>
Golden Retrievers are Smart Blondes!<BR>
<BR>
You owe Golden Retrievers everywhere an apology!<BR>
<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
It was blasphemous, it was sacrilegious, and it was a little bit too much fun.<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 13:41:08 -0500<BR>
From: Donald McKinney <dmckinne@amdocs.com><BR>
Subject: RE: Who appointed Arbellatra?<BR>
<BR>
> I'm actually a little annoyed by realising that Cleon can't have appointed<BR>
> her.  I had been working on a good little spiel, explaining how Cleon had<BR>
> reformed the Navy, bringing in lots of bright young officers (eg<BR>
> Arbellatra), non-humans (eg Soegz), and lots of former Old Earth Union<BR>
> officers (eg the Solomani Movement (oops!)).  Of course, this had annoyed<BR>
> many of the old Imperial officer corps, and led to the renewal of the<BR>
Civil<BR>
> War...<BR>
<BR>
Actually, I've always been of the opinion that Cleon V was around earlier,<BR>
but<BR>
wasn't recognized as Emperor until he reconquered the core worlds.  The DGP<BR>
non-canon stuff implies that she did receive her appointment as Grand<BR>
Admiral<BR>
from Cleon V.<BR>
<BR>
Cleon V has always been my favorite interregnum Emperor.  Here's a guy who<BR>
took an empire that was collapsing, restructured the core, got things moving<BR>
again, and the entrenched bureaucracy and moot sitters plotted to remove him<BR>
AFTER he fixed things.<BR>
<BR>
Cleon V was removed because he was too competent while he was still<BR>
vulnerable.<BR>
That he was willing to consider the needs of the Spinward Marches at the <BR>
detriment of his own political stability shows his true desire was really<BR>
the<BR>
needs of the Imperium rather than his own survival.<BR>
<BR>
In fact, the material I had developed previously for my never-followed-up<BR>
"Imperial Aspirations" mention that Cleon V was, in fact, someone who could<BR>
use the Zhunastu name, but was far enough distant that he could not claim<BR>
descent from the dynastic emperors, and that he was one of Arbellatra's<BR>
early<BR>
mentors, until he sent her to the Marches to see about raising support for<BR>
his claims, just before starting the campaign against the Sylean worlds.<BR>
<BR>
For you conspiracy buffs, I also had both Cleon V and Arbellatra being<BR>
medium<BR>
grade psionics. (and the foundation for my "Keepers of the Flame" project)<BR>
This was a secret for Arbellatra, but was one of the excuses behind Cleon<BR>
V's<BR>
removal (the most important remaining that he was way too competent for the <BR>
bureaucrats and long-time moot sitters).<BR>
<BR>
Sigh.  Too many Traveller ideas I've never developed.<BR>
<BR>
<BR>
DonM.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:47:10 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Ship's Locker<BR>
<BR>
> The contents of the ships locker for my S-class scout, circa 1121:<BR>
<Snip again><BR>
<BR>
<Splort again><BR>
<BR>
While this is going to be getting me a reputation for being easy....that<BR>
tickled me equally. C'mon folks, post more of this stuff. It's depressingly<BR>
easy to make me laugh.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 11:52:41 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
At 7:58 AM -0800 8/13/00, Leonard Erickson wrote:<BR>
>BTW, it has occured to me that the tech that allows creating superdense<BR>
>should also allow creating solid metallic hydrogen. Last I heard there<BR>
>was still speculation that once formed, metallic hydrogen would be<BR>
>"metastable", that is, as long as you don't subject it to really rough<BR>
>conditions, it'll stay in that state under "normal" conditions.<BR>
<BR>
<BR>
I'm not sure we need to postulate technologies that tend to invalidate<BR>
previous ship designs...  :-)<BR>
<BR>
[snip]<BR>
<BR>
>Anybody see game problems with this? By setting the price at the right<BR>
>point, it ought to eliminate the water, etc tricks, but at the same<BR>
>time, make using it just expensive enough that it won't be a regular<BR>
>thing.<BR>
<BR>
Well, the more expensive, the better.  One could try and contrive<BR>
it so that it will fit certain situations but not general use but<BR>
that ends up feeling contrived.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 12:06:58 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: Metallic Hydrogen (was Rift Jumping )<BR>
<BR>
"Jones, Dean" wrote:<BR>
<BR>
> <snip><BR>
><BR>
> ><BR>
> > Anybody see game problems with this? By setting the price at the right<BR>
> > point, it ought to eliminate the water, etc tricks, but at the same<BR>
> > time, make using it just expensive enough that it won't be a regular<BR>
> > thing.<BR>
> ><BR>
><BR>
> And for silly campaigns, you could store it loose in golf ball sized lumps<BR>
> and employ someone to ware an apron and shovel it into the reactor core :)<BR>
<BR>
Hey I played in that game.....<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:08:03 -0400<BR>
From: "Thom Harris" <thomharr@mediaone.net><BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
I started with the 374th Army Security Agency (SA) Combat Support Company.<BR>
We later combined with the 4th M.I. Company to become the 104th Combat<BR>
Electronics Warfare & Intelligence (CEWI) Bn. There from June 1978 to April<BR>
1981 when I got orders for Turkey. I picked up the boxed set of Traveller<BR>
while TDY to Ft. Meade, Maryland on my way to Sinop, Turkey (Summer 1981,<BR>
that's earlier than I originally remembered). Damn! Selective (?)<BR>
Alzheimer's is in effect at age 48.....<BR>
<BR>
Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
<BR>
- ----- Original Message -----<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 11:16 AM<BR>
Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
<BR>
<BR>
> At 11:56 PM 8/13/2000 -0500, you wrote:<BR>
><BR>
> >S4 shop of the 2/29 INF and its predecessor the Infantry Training Group.<BR>
> >March '83 through September '85. Spent most of the time cutting grass of<BR>
> >the ranges with an old John Deere tractor.<BR>
><BR>
> Good Lord.  I was with the 3/7th Inf around that time.<BR>
> --<BR>
><BR>
> Douglas E. Berry       gridlore@mindspring.com<BR>
> http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:12:17 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: re: Titan A.E.<BR>
<BR>
At 18:40 -0400 10/8/00, Volker Greimann <volker@greimann.de> wrote:<BR>
>BTW: What did you folks think of this movie. I thought that even it though<BR>
>it was very predictable and used up every SF-clichee in the book, it still<BR>
>was very entertaining. I especially loved large parts of the animation,<BR>
>especially the ships and other vehicles. The spaceviews were pretty amazing<BR>
>as well.<BR>
>All in all, id rate it 7/10. Not great, but better than the other SciFi we<BR>
>got lately.<BR>
<BR>
The studio which made it has just been closed because it flopped, AFAIK.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:02:09 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: RE: Newbie intro and Q:- Warehourse 23<BR>
<BR>
At 6:08 -0400 10/8/00,  "Jones, Dean" <Dean.Jones@fox-europe.com> wrote:<BR>
> > Pick up a copy of 'At Close Quarters' from SJG<BR>
> > (http://www.warehourse23.com/ ) or your FLGS. This replaces the CT<BR>
> > combat system with something a bit better. It's designed for CT but<BR>
> > has all the armour and weapons for T4 and many real world ones<BR>
> > included. Cost $8<BR>
>I think I played a WereHorse in a fantasy game once...<BR>
<BR>
<drat> ;-/<BR>
<BR>
http://www.warehouse23.com/<BR>
<BR>
> Seriously though, I agree. The BITS stuff is really cool. Keep it up, Dom.<BR>
<BR>
We will do, and thank you, but it all depends on you guys and gals...<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:50:32 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
<BR>
At 21:01 -0400 9/8/00,  Guy Lemire <guylemire.associes@videotron.ca> wrote:<BR>
> On top pof that since the system for TNE is the same for Twillight 2000 ,<BR>
>Traveller 2300AD and others from GDW you can also easely work those in !<BR>
<BR>
Only T2K v2.2 is the same as TNE AFAIK. v1 and v2 are different.<BR>
T2300/2300AD are very different and have more resemblance to the MT <BR>
task system than TNE.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:24:17 GMT<BR>
From: "Gary Miles" <garyglennmiles@hotmail.com><BR>
Subject: Help Tracking Down Alien Race<BR>
<BR>
Okay, time to put out a "Signal GK"...<BR>
<BR>
One of my players (Bob Gilson, editor of the excellent GURPS APA "All of the <BR>
Above") has gotten the go-ahead from Loren to write one of the races in <BR>
GT:AR4.<BR>
<BR>
The race is the Hakamana (or is it Hamanaka?). Does anyone know where we can <BR>
find any canonical info on this race? Between us, we probably have most of <BR>
the Journals and Challenges, so we're just looking for info on where to <BR>
look.<BR>
<BR>
Please respond privately, so we don't tie up the list.<BR>
<BR>
Thanks..<BR>
<BR>
Gary<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 12:39:45 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Imperial Special Ops Personnel (Long)<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
><BR>
>> A quick calculation shows that on average there are 595 FFFFxx<BR>
>> characters per billion. It reduces to 16.5 if they look for folks who<BR>
>> already have Edu of F. And if you want to go for Soc of F as well,<BR>
>> there's a 45% chance of such a person for each billion checked.<BR>
><BR>
> A curious calculation. It seems to assume that the chances of having a<BR>
> characteristic of F is almost exactly the same as that of having a C.<BR>
<BR>
Oops! I only checked to make sure that you rolled 2d6 for initial UPP<BR>
values, I forgot that while F is the "max" you can't *roll* it. <BR>
<BR>
Never mind...<BR>
<BR>
<sigh><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, 14 Aug 2000 12:46:02 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping<BR>
<BR>
In mail you write:<BR>
<BR>
> shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
>  <BR>
>> In mail you write:<BR>
>> >>> I can not think of a reasonable objection to refining jump fuel from<BR>
>> >>> mass carried as cargo.<BR>
><BR>
>> >> Well, as I pointed out in another message, it cuts into your cargo<BR>
>> >> capacity, and it takes time and *power* to convert the stuff to fuel.<BR>
>> ><BR>
>> > All depends on the mission.  If the mission is to ferry a short-legged<BR>
>> > ship across a rift, then cargo capacity isn't an issue.  And in<BR>
>> > jumpspace, time and power are rarely issues for ships with fuel<BR>
>> > purification plants.<BR>
>> <BR>
>> Yeah, but in jump space you can't just dump the "waste" overboard... <BR>
><BR>
> Can't you? Why not and according to what canon source?<BR>
<BR>
No canon sources, just the seemingly popular dodge that most of that<BR>
LH2 "jump fuel" goes to create a "jump buble" that protects the ship<BR>
from J-space. It's been theorized that you need to use hydrogen because<BR>
J-space and neutrons don't get along well...<BR>
<BR>
If you don't use that handwave, then you can dump the waste overboard.<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, 14 Aug 2000 13:05:46 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
>> Once you exit jump, anything that came thru with you is at rest with<BR>
>> respect to you, regardless of what speed you are travelling<BR>
>> relative to the planet at.<BR>
>><BR>
>> Stray atoms are indeed a radiation hazard. At around a<BR>
>> thousand times your velocity (say when you start measuring<BR>
>> your speed as a percentage of c).<BR>
>><BR>
> I'm glad to hear that - I thought that jump itself might energise the<BR>
> hydrogen and if I'm wrong, so much the better. We have the manouever<BR>
> drive stabilised now, so we can EVA safely. Thanks everyone.<BR>
><BR>
<BR>
Well, if they *did* get that energized (say by the "flash" when you<BR>
exit jump, they won't be around long. :-)<BR>
<BR>
At a measly thousand km/s they's be a thousand km away in a second, now<BR>
wouldn't they?<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, 14 Aug 2000 12:38:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
In mail you write:<BR>
<BR>
> On Sun, 13 Aug 2000, P-O Bergstedt wrote:<BR>
>> After 102 votes, the K'kree IMTU poll is now closed.<BR>
>> <BR>
>> In TATU (The Average Traveller Universe),<BR>
>> we don't care much about the K'kree... <BR>
>> <BR>
>> The result was: <BR>
>> kk++    8.82%<BR>
>> kk+     7.84%<BR>
>> kk     35.29%<BR>
>> kk-    32.35%<BR>
>> kk--   15.69%<BR>
><BR>
> The problem with the K'Kree is that the number of things you<BR>
> can *do* with them, in the average campaign, is pretty limited.<BR>
> They're culturally homogeneous, politically stable and monolithic,<BR>
> and fanatically xenophobic.  As such, they *would* make a pretty<BR>
> good "relentless, remorseless alien menace" *except* for the fact<BR>
> that they're so far away from the places where most campaigns take<BR>
> place (regions dominated by human beings) that they just kind of<BR>
> blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
> the Vargr and the Hivers worry about them, but they're not *my*<BR>
> problem...")<BR>
<BR>
A "full" 36 parsec misjump can change *that* :-)<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, 14 Aug 2000 12:49:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> MJ Dougherty wrote:<BR>
>> <BR>
>> In the mini-campaign we're playing right now, my Far Trader has an entirely<BR>
>> standard Ship's Locker contents package:<BR>
>> <BR>
> <<snip>><BR>
><BR>
>> A pack of emergency ration bars (only half of one missing)<BR>
><BR>
> <<snip>><BR>
><BR>
>> A dead rodent<BR>
><BR>
> No doubt linked to the half-missing emergency ration bar....<BR>
<BR>
Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
half a bar. And has never willing touched one since. :-)<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, 14 Aug 2000 12:53:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: more FFS3 space combat<BR>
<BR>
In mail you write:<BR>
<BR>
> I always thought this about GG refuelling.  There probably ought to be a<BR>
> system for navigating a GG atmosphere in the combat rules - this is<BR>
> going to be a particularly vulnerable time for corsairs to strike, after<BR>
> all.<BR>
<BR>
What (if anything) do the rules say about how long a "pass" thru a GG<BR>
atmosphere lasts, and about how many passes it takes.<BR>
<BR>
It occurs to me that at the speeds the ship is travelling, it could<BR>
scoop more than enough gas without ever getting *low* enough to<BR>
encounter *clouds*, much less storms. <BR>
<BR>
also, "laying in wait" is rather problematic when the ship you are<BR>
after may not ever come *near* that part of the planet, and if it does,<BR>
it'll be travelling so fast that you can't catch it easily. <BR>
<BR>
It occurs to me that the best place to lurk is attached to some chunk<BR>
of space junk (ie very minor moonlet) in a close orbit. You wait until<BR>
you (or one of your buddies, since several ships have a better chance<BR>
than just one) detect a ship starting a scoop run. You figure out where<BR>
it'll exit the atmosphere, and get ready to ambush it there.<BR>
<BR>
This should work, because during a scoop run you are either at very<BR>
high speed, surrounded by a plasma sheath which blocks your sensors, or<BR>
you are moving lower and much slower deep enough in the atmosphere to<BR>
degrade your sensors. <BR>
<BR>
Which type type of scooping is canonical (high & fast, or low & slow) I<BR>
don't know. But *both* have a period where your sensors are useless,<BR>
which gives someone lurking in orbit a *chance* to get into position to<BR>
attack you just as your sensors come back on line. <BR>
<BR>
It'll still take luck and skill, because the pirate(s) have to be in a<BR>
position to observe the start of the run *and* be able to get to the<BR>
endpoint with the right vector (right speed in the right direction).<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 #2931<BR>
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Traveller-digest      Monday, August 14 2000      Volume 1999 : Number 2932<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: We don't care about the K'kree<BR>
MJ Dougherty <BR>
Re: Rift Jumping<BR>
Re: Ship's Locker<BR>
Re: We don't care about the K'kree<BR>
Ration bars<BR>
Re: Rift Jumping<BR>
RE: Off Topic?  Re: GDW's "Great Game"<BR>
Re: Ration bars<BR>
Re: Ship's Locker<BR>
Re: Hey!<BR>
FFS3 Combat System (my variant)<BR>
Re: Ration bars<BR>
Re: MJ Dougherty <BR>
Looking for Dan Ward<BR>
Re: We don't care about the K'kree very much...<BR>
Re: GDW's "Great Game" - ATTN LOREN<BR>
Re: We don't care about the K'kree<BR>
Re: We don't care about the K'kree<BR>
Re: Fire in Zero g / Decompression (Urgent Help Please)<BR>
Attention Rod Basler...<BR>
Re: Vote: Solomani Money<BR>
Re: Metallic Hydrogen (was Rift Jumping )<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:56:18 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
At 12:38 PM 8/14/00 PST, Shadow wrote:<BR>
<BR>
>> The problem with the K'Kree is that the number of things you<BR>
>> can *do* with them, in the average campaign, is pretty limited.<BR>
>> They're culturally homogeneous, politically stable and monolithic,<BR>
>> and fanatically xenophobic.  As such, they *would* make a pretty<BR>
>> good "relentless, remorseless alien menace" *except* for the fact<BR>
>> that they're so far away from the places where most campaigns take<BR>
>> place (regions dominated by human beings) that they just kind of<BR>
>> blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
>> the Vargr and the Hivers worry about them, but they're not *my*<BR>
>> problem...")<BR>
><BR>
>A "full" 36 parsec misjump can change *that* :-)<BR>
<BR>
I'm not giving up my cheeseburger diet.<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:22:13 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: MJ Dougherty <BR>
<BR>
	BUC!<BR>
<BR>
2nd choice is the Solar.<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"We don't just borrow words; on occasion, English has pursued<BR>
other languages down alleyways to beat them unconscious and<BR>
rifle their pockets for new vocabulary." - James D. Nicoll<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 13:23:31 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Rift Jumping<BR>
<BR>
At 12:46 PM -0800 8/14/00, Leonard Erickson wrote:<BR>
>>No canon sources, just the seemingly popular dodge that most of that<BR>
>LH2 "jump fuel" goes to create a "jump buble" that protects the ship<BR>
>from J-space. It's been theorized that you need to use hydrogen because<BR>
>J-space and neutrons don't get along well...<BR>
<BR>
>If you don't use that handwave, then you can dump the waste overboard.<BR>
<BR>
<BR>
Of course the question of which handwave is most popular is<BR>
as much an issue as the question itself :-).  More to the point,<BR>
the issue of whether you can dump stuff through whatever<BR>
surrounds the ship (regardless of whether it is the more<BR>
canonical "field", a bubble of  hydrogen, etc) hasn't (AFAIK)<BR>
been defined, but the people I've seen posting have tended to<BR>
assume it would be "bad" to disrupt it.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:24:54 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
"Nick Bradbeer" <nick@traveller.freeserve.co.uk> types:<BR>
> > The contents of the ships locker for my S-class scout, circa 1121:<BR>
><Snip again><BR>
><Splort again><BR>
>While this is going to be getting me a reputation for being easy....that<BR>
>tickled me equally. C'mon folks, post more of this stuff. It's depressingly<BR>
>easy to make me laugh.<BR>
>Nick<BR>
<BR>
Silly Era fodder IMHO.  Good fodder to hoist on some players too.<BR>
You actually inventory the Ship's Locker and find...<BR>
<BR>
Yes, I know that doesn't list the official list in the computer...<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
It was blasphemous, it was sacrilegious, and it was a little bit too much fun.<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:46:45 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
On Mon, 14 Aug 2000, Leslie Bates wrote:<BR>
><BR>
> At 12:38 PM 8/14/00 PST, Shadow wrote:<BR>
> <BR>
> >> The problem with the K'Kree is that the number of things you<BR>
> >> can *do* with them, in the average campaign, is pretty limited.<BR>
> >> They're culturally homogeneous, politically stable and monolithic,<BR>
> >> and fanatically xenophobic.  As such, they *would* make a pretty<BR>
> >> good "relentless, remorseless alien menace" *except* for the fact<BR>
> >> that they're so far away from the places where most campaigns take<BR>
> >> place (regions dominated by human beings) that they just kind of<BR>
> >> blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
> >> the Vargr and the Hivers worry about them, but they're not *my*<BR>
> >> problem...")<BR>
> ><BR>
> >A "full" 36 parsec misjump can change *that* :-)<BR>
> <BR>
> I'm not giving up my cheeseburger diet.<BR>
<BR>
I *eat* very little meat, but I'm not giving up my leather boots.<BR>
<BR>
Seriously, though, the K'Kree would be a *lot* more interesting if they<BR>
had more interaction with human beings.  Suppose, for instance, that the<BR>
K'Kree were almost *completely* dependent upon a servant species (perhaps<BR>
even a minor human race) for, say, just about *everything* involving those<BR>
nasty, claustrophobia-inducing, starships...<BR>
<BR>
The K'Kree themselves would almost always be a sinister, shadowy presence,<BR>
kept just "off camera" (a fanatical, easily panicked herd, eager for an<BR>
excuse to stampede). Outside of the Two Thousand Worlds, you'd see their<BR>
(human?) "agents," but you could almost *never* be quite sure whether or<BR>
not those agents were playing some subtle game of their own, quietly<BR>
exploiting their trusted positions...<BR>
                                                            - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 22:32:49 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Ration bars<BR>
<BR>
>Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
>half a bar. And has never willing touched one since. :-)<BR>
<BR>
Precisely. Rats only eat edible things. Like concrete.<BR>
<BR>
Besides, did I say it was a RAT?<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:15:04 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Rift Jumping<BR>
<BR>
On 08/14/00 at 01:23 PM,  "David P. Summers" <summers@alum.mit.edu> said:<BR>
<BR>
>At 12:46 PM -0800 8/14/00, Leonard Erickson wrote:<BR>
>>>No canon sources, just the seemingly popular dodge that most of that<BR>
>>LH2 "jump fuel" goes to create a "jump buble" that protects the ship<BR>
>>from J-space. It's been theorized that you need to use hydrogen because<BR>
>>J-space and neutrons don't get along well...<BR>
<BR>
>>If you don't use that handwave, then you can dump the waste overboard.<BR>
<BR>
>Of course the question of which handwave is most popular is<BR>
>as much an issue as the question itself :-).  More to the point, the<BR>
>issue of whether you can dump stuff through whatever surrounds the ship<BR>
>(regardless of whether it is the more<BR>
>canonical "field", a bubble of  hydrogen, etc) hasn't (AFAIK) been<BR>
>defined, but the people I've seen posting have tended to assume it would<BR>
>be "bad" to disrupt it.<BR>
<BR>
This doesn't have to come up at all, if you "refine" your water (or<BR>
other compounds) *after* emerging from jump space.  There is<BR>
certainly no problem dumping anything you want in real space.<BR>
<BR>
You're are assuming that it would always be done while *in* jump.<BR>
Sure that would be useful if you needed an immediate jump upon<BR>
emerging from jump.  However, I tend to use it just to extend the<BR>
jump range of a ship and/or provide jump fuel for an emergency (but<BR>
not immediate) J1 in case of a misjump.<BR>
<BR>
Could, the water be refined in jump space?  Sure, but how much<BR>
trouble that would be depends on the rules of YTU, could be easy,<BR>
could be hard...YMMV.<BR>
<BR>
IM version of the OTU, this is not uncommon...<BR>
<BR>
1.  Ship jumps from System A with cargo of water stored in bladders<BR>
inside a knock-down frame in the hold. <BR>
<BR>
2.  One week later, Ship arrives in empty hex part of the way to its<BR>
destination.<BR>
<BR>
3.  Ship refines water into h2, storing it in Jump Fuel tanks and<BR>
dumping the O2.<BR>
<BR>
4.  Repeat until you reach your destination where you can refuel<BR>
normally.<BR>
<BR>
Yes, while carrying the water around, the ship has a lower maneuver<BR>
rating due to hauling a cargo, but no lower than carrying any other<BR>
cargo.  Yes, while carrying the water part of the hold can't be used<BR>
for profitable cargo.  Yes, the ship needs to have a fuel processor,<BR>
and yes, it takes time and power to refine the water into h2.  OTOH,<BR>
it allows a J1 to cross a 2 or 3 empty hexes from one main to<BR>
another.<BR>
<BR>
Why water and not something else?  Because water is commonly<BR>
available, cheaply gathered, can be stored in a liquid form easily<BR>
without much worry, holds a reasonablly high content of H2, and the<BR>
refining of water is already provided for with standard fuel<BR>
processors, so piping, pumping and processing must have already been<BR>
designed in.<BR>
<BR>
If this isn't done in your TU, then it isn't.  If it *can't* be<BR>
done...well, that's between your group and your Ref. <BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 17:18:29 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: RE: Off Topic?  Re: GDW's "Great Game"<BR>
<BR>
On Mon, 14 Aug 2000, Trevor, Peter wrote:<BR>
><BR>
> Its available on Steve Alexander's "Great Game 2" website at<BR>
> <BR>
> http://www.andrew.cmu.edu/~stevena/2300gg2.htm<BR>
> <BR>
> ... You'll find the link under "2300AD Resources"<BR>
<BR>
I took at look at Mr. Alexander's copy of the "Great Game's"<BR>
(rather sketchy) rules, and was moderately disappointed to<BR>
discover (A) a passage in the introduction reading "Don't<BR>
expect that you can actually play The Game using these rules",<BR>
and (B) a section entitled "Components," which mentions charts,<BR>
"technology coupons" and a world map with (perhaps) game-specific<BR>
information printed on it.  The section entitled "Technology,"<BR>
at the end of the rules, also mentions national "start-up<BR>
packages," and "technology levels."<BR>
<BR>
<sigh> I was really hoping to find a playable version of<BR>
"the Great Game."  It seems like it might just the tool for<BR>
playing out the expansion of a balkanized world into its <BR>
interstellar neighborhood, during, say, the very darkest part<BR>
of the Long Night, or after the Rebellion and the Collapse,<BR>
yielding a nice, extremely "high resolution" historical picture<BR>
of a couple of subsectors worth of colonies, conquered worlds,<BR>
and so forth...<BR>
                                                   - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 14:23:21 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Ration bars<BR>
<BR>
> >Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
> >half a bar. And has never willing touched one since. :-)<BR>
><BR>
> Precisely. Rats only eat edible things. Like concrete.<BR>
<BR>
Thus ration bars fill the same important niche as dwarf bread.  You're<BR>
hungry.  You take out the ration bar, look at it, and decide you're not<BR>
_that_  hungry.<BR>
<BR>
That rats are the real emergency rations.  Nothing like a nice plump<BR>
"miller", as every O'Brien fan knows.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:27:14 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
On Mon, 14 Aug 2000, Mark Urbin wrote:<BR>
<BR>
> Silly Era fodder IMHO.  Good fodder to hoist on some players too.<BR>
> You actually inventory the Ship's Locker and find...<BR>
> <BR>
<BR>
Better yet, the inspectors check your ship for contraband, look in the<BR>
locker the players haven't opened in two months, and find something<BR>
illegal, top secret, dangerous, or all three.  Sounds like a good way to<BR>
start an adventure (step one: get out of jail).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 14:23:34<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Hey!<BR>
<BR>
At 02:36 PM 8/14/2000 -0400, you wrote:<BR>
><BR>
>> >When were you there and with who?   After doing endless field problems for<BR>
>> >the Infantry Officers' Basic Course, I have come to the conclusion that<BR>
>> >infantry 2nd LTs are the result of cross-breeding between golden retrivers<BR>
>> >and tree sloths.<BR>
><BR>
>Golden Retrievers are Smart Blondes!<BR>
><BR>
>You owe Golden Retrievers everywhere an apology!<BR>
<BR>
I didn't mean to offend, but most IOBC Candidates have that pathetic,<BR>
eager-to-please look common to big dogs.  After three days in MOPP 2 in<BR>
August, they also look a bit like dogs, what with the tongues hanging out.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 14:48:29 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: FFS3 Combat System (my variant)<BR>
<BR>
- --0-2078917053-966289709=:9140<BR>
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII<BR>
<BR>
Something I've been working with for a bit; it's quasi-realistic (horrors).<BR>
I've found, a bit to my annoyance, that TL 15 ships have a significant<BR>
imbalance between armor and defenses; perhaps I'm doing something wrong.<BR>
Alternately, we may need to change some aspects of weapons design, lasers<BR>
do not appear to be effective against TL 15 ships.  Anyway, please comment.<BR>
<BR>
These rules appear to make fighters reasonably useful, because they wind up<BR>
being horribly hard to hit.<BR>
- --0-2078917053-966289709=:9140<BR>
Content-Type: TEXT/plain; CHARSET=US-ASCII<BR>
Content-Description: fs3<BR>
<BR>
                            FFS3 Combat System<BR>
<BR>
                                Introduction<BR>
<BR>
Summary of intent: this is my draft of a combat system for FFS3. <BR>
It is intended to match three goals: it must be realistic given the<BR>
assumptions of traveller technology, it must be playable, and it <BR>
must scale as well as possible between human and ship scales.  Some<BR>
effort has also been made to restrict 'magic numbers'; for example,<BR>
toughness and sizes operate on the same scale.<BR>
<BR>
                             Setup: Rating Ships<BR>
<BR>
Ships in this system use only a few attributes, as follows:<BR>
1)  Size Class: this is 2 x log10(dtons)+5, rounded down (a human being,<BR>
    with mass from 42-140 kilograms, will be size 0).  The following chart<BR>
    gives all standard ship sizes; use the lower volume if between<BR>
    two volumes.  As a rule of thumb, +1 size class roughly doubles<BR>
    area (it actually multiplies by about 2.15, but this is close enough<BR>
    for our purposes).<BR>
dtons   1   3   10  30  100 300 1k  3k  10k 30k 100k 300k 1M<BR>
size    5   6   7   8   9   10  11  12  13  14  15   16   17<BR>
<BR>
2)  Evasion Class: indicates the difficulty of hitting a ship.  In<BR>
    general, +1 to evasion class means the ship is twice as hard to<BR>
    hit; any ship with positive evasion class may be assumed of <BR>
    being able to usefully evade fire at 1 light-second, otherwise<BR>
    it probably cannot.  Evasion Class = Gmod - Size, where Gmod is<BR>
    equal to 2 * log2( Gs )+10.  Again, use the chart below, using the<BR>
    next lower acceleration (note that I have rounded to integer<BR>
    values; playability is more important than exact accuracy).<BR>
Gs      1   1.5 2   3   4   6   8   11  16  22  32  45  64  90<BR>
Gmod    10  11  12  13  14  15  16  17  18  19  20  21  22  23<BR>
<BR>
3)  Toughness: a combined bonus for structural strength and armor<BR>
    thickness; in general, +1 toughness increases the number of<BR>
    hits a ship can take by a factor of about 2.  It is assumed,<BR>
    for simplicity, that a ship with thicker armor also has greater<BR>
    internal structure; it is also assumed that even if you have<BR>
    very heavy armor, relatively low penetration weapons will<BR>
    eventually cause some damage.  However, 1 dton of armor on a 10<BR>
    dton ship is still better than 1 dton of armor on a 100 dton ship,<BR>
    and bigger weapons are a bit more effective at killing big ships. <BR>
    Toughness is equal to (size class) + (armor bonus), where the armor<BR>
    bonus is derived from the thickness of armor on the ship, and is<BR>
    equal to 10 x log10(cm steel)+10; in general, x1000 dtons gives +16<BR>
    toughness.  Meson weapons use a separate toughness stat; use the<BR>
    rating of the meson screen instead of cm steel.  Note that there<BR>
    are several alternate methods of deriving this formula, and that<BR>
    this isn't a perfect match with the weapon damage formula; however,<BR>
    using size class here neutralizes some magic number effects of<BR>
    evasion class.  Again, to determine armor effects, take the cm<BR>
    steel equivalent and use the chart below:<BR>
cm steel    1   1.3 1.6 2   2.5 3.2 4   5   6.3 8   10  x10<BR>
armor       10  11  12  13  14  15  16  17  18  19  20  +10<BR>
    For really large ships, this probably breaks down.  Minimum armor<BR>
    is 1.5 * size.<BR>
<BR>
4)  Weapon Ratings: weapons generally have two ratings, damage and<BR>
    rate of fire.  Damage is equal to 5 x log10(kilojoules); in<BR>
    general, x1000 energy output gives +15 toughness (thus, damage<BR>
    goes up very slightly slower than toughness.  Oh well).  This<BR>
    implies that you are within your effective range (i.e. the range<BR>
    at which a weapon has full DV); beyond this range divide effective<BR>
    energy by the multiple of effective range (so at x10 range, you<BR>
    have 1/100 the penetration, but only 1/10 the effective energy).<BR>
    Add +2 for PA and meson weapons, which are for some reason treated<BR>
    as doing more damage than equivalent size lasers.  It may be useful<BR>
    to list damage at more than one range band; the standard ranges<BR>
    are 1 LS, 2 LS, 4 LS, and 8 LS.  Rate of fire is simply log2(shots<BR>
    per turn), and roughly doubles your chance of hitting (it thus<BR>
    matches the effects of evasion class, which halve the chance of<BR>
    hitting).  As a special case, meson ROF is 2/3 of this, due to<BR>
    ships being able to evade in 3d against meson fire.<BR>
    Charts:<BR>
MJ      1   1.6 2.5 4   6.3 10  16  25  40  63  100 160 250 400 630 x10<BR>
Dmg     15  16  17  18  19  20  21  22  23  24  25  26  27  28  29  +10<BR>
Shots   1   2   4   8   16  32  64  125 250 500 1000<BR>
mShots  1   3   8   22  64  180 500<BR>
ROF     0   1   2   3   4   5   6   7   8   9   10<BR>
<BR>
                        Operations: Basic Combat<BR>
<BR>
Basic combat is non-mapped combat, intended to be simple.  The process<BR>
is as follows:<BR>
<BR>
1)  Determine range: this can be short(0.5 light-seconds), medium (1 ls),<BR>
    long(2 ls), or extreme (4 ls).  Evasion is modified by range: -4<BR>
    at short, +4 at long, +8 at extreme.<BR>
2)  Roll Piloting: any ship which intends to evade must make a piloting<BR>
    roll to set up a proper evasion pattern.  This is a Difficult<BR>
    Piloting roll.  Spectacular success gives the ship +1 evasion<BR>
    for the turn; failure gives -1 evasion; spectacular failure<BR>
    reduces evasion to zero.<BR>
3)  Roll Gunnery: this is simply a roll to operate weapons correctly,<BR>
    setting up a proper pattern of fire; it is a Difficult Gunner roll.<BR>
    Spectacular Success gives +1 effective ROF; failure gives the<BR>
    target +1 evasion; spectacular failure is an automatic miss.<BR>
4)  Apply ROF: the weapon's ROF gives points to spend; you may either<BR>
    spend them on reducing the target's evasion, or on doing more damage.<BR>
5)  Resolve Evasion: if evasion is still positive after step 4, roll a<BR>
    number of d6s equal to the the ship's remaining evasion.  If ANY<BR>
    of the dice come up 4+ (3+ for meson fire), you miss.  Otherwise, <BR>
    there is a hit.  If you want to be careful about statistics, in<BR>
    the case of an evasion score of exactly zero, it evades on 2+ on 1d6.<BR>
6)  Resolve Hits: if you got a hit, roll 1d6, add damage, and subtract<BR>
    toughness.  A result of 0 does one critical, positive results do<BR>
    as many criticals as the modified roll.  Negative rolls have no <BR>
    effect.  A ship is automatically disabled by a shot doing 5+ <BR>
    criticals, or after ten criticals; a shot doing 10+ criticals, <BR>
    or a total of 20 criticals, destroys the ship.  Optionally, if<BR>
    the damage roll would be 1d-4 or worse, you can handle damage rolls<BR>
    by rolling (toughness+3-damage)d6; if all come up 4+ you do one<BR>
<BR>
                                Advanced Combat<BR>
<BR>
Not written yet.<BR>
<BR>
                                Trying this out:<BR>
I designed a 20T light fighter using SSDS.  It wound up with 90 cm steel,<BR>
a 620 MJ x-ray laser firing at ROF 64, 6 Gs.  Thus it had:<BR>
Size 7, Evasion 8, Toughness 36<BR>
Weapon: Damage SM 28, L27, E25, ROF 6<BR>
At short ranges, it can burn 3 pts ROF to reduce evasion (50% chance to hit),<BR>
and the other 3 on damage (1d-5).  It will do 1 pt damage per 3 turns.<BR>
<BR>
                                Points to Resolve<BR>
<BR>
*   Size Codes: divide by 2?<BR>
*   Personal Combat: the damage procedure is set up so that humans have<BR>
    a toughness of zero, and armor scales is well suited to personal armor;<BR>
    thus, a human in TL 14 BD (5 cm steel, per Striker) has a toughness<BR>
    of 17.  'Criticals' can easily be used as personal combat damage points.<BR>
*   Critical Tables.  Arguably they should vary by ship.  In any case<BR>
    they need to be written.<BR>
*   Spinal Mounts: logically, firing a spinal mount should restrict evasion.<BR>
*   Manuevering.  Logically, you can't manuever fully and evade fully,<BR>
    though a 6g ship is reasonably capable of manuevering at 4g and<BR>
    evading at 4g simultaneously.  I tend to favor:<BR>
    Use 50% of Gs: no penalty.<BR>
    Use 2/3 of Gs: -1 evade.<BR>
    Use 5/6 of Gs: -2 evade.<BR>
    Use 90% of Gs: -3 evade.<BR>
    Use more Gs: cannot evade.<BR>
*   Evading at multiple ranges: logically, evading fire from a close-by<BR>
    ship restricts your evasion at greater ranges.  If evading against<BR>
    fire at a specific range band, take a cumulative -1 evasion per<BR>
    successive range band (thus, evading short range fire gives you<BR>
    a -3 to evade extreme range fire).<BR>
*   Missiles and point defense.<BR>
*   Sensors: a good argument can be made for detection being irrelevant<BR>
    once combat has started.  However, it might be worth adding rules.<BR>
*   Relevance of Skill: I'm not making skill matter all that much.  This<BR>
    is realistic, but fairly uninteresting.  Should I change this?<BR>
<BR>
- --0-2078917053-966289709=:9140--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:25:26 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Ration bars<BR>
<BR>
- ----- Original Message ----- <BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 2:32 PM<BR>
Subject: Ration bars<BR>
<BR>
<BR>
> >Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
> >half a bar. And has never willing touched one since. :-)<BR>
> <BR>
> Precisely. Rats only eat edible things. Like concrete.<BR>
> <BR>
> Besides, did I say it was a RAT?<BR>
<BR>
OK, rodent.  Maybe it was a dead capybara.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 15:27:44 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: MJ Dougherty <BR>
<BR>
- ----- Original Message -----<BR>
From: "Mark Urbin" <urbin@bigfoot.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 1:22 PM<BR>
Subject: MJ Dougherty<BR>
<BR>
<BR>
> BUC!<BR>
><BR>
> 2nd choice is the Solar.<BR>
><BR>
<BR>
And the Solomani BUC is indexed to the credit, so that the BUC is always<BR>
1.5x the value of the credit (superior Solomani money).  A good idea<BR>
anyway, since everything in the confederation seems to cost 1.5x what is<BR>
does in the Imperium.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 18:32:08 -0400<BR>
From: Traveller@serve.com<BR>
Subject: Looking for Dan Ward<BR>
<BR>
Dan Ward, if you're still out there, please email me directly at<BR>
traveller@serve.com. Thanks, and I now return the list to whatever flamewar<BR>
may currently be in progress (Ghu, I hope it's not fighters again ...)<BR>
- -- Dave Golden, aka Famine, of the Four Horsemen of the Traveller Apocalypse<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 17:48:39 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
"Joseph Alberti Jr." wrote:<BR>
> <BR>
<<snip>><BR>
<BR>
> " Eaters of Animal Flesh are Barbarians! (my K'Kree side speaking;  I love<BR>
> role playing!!!)<BR>
<BR>
Hmmm.  It would seem that my dinner doesn't agree with me.  Ah, well. <BR>
The matter will soon be rendered academic.<BR>
<BR>
<<takes out Worcestershire sauce, Tabasco sauce, and beer*>> ;-)<BR>
<BR>
*from the TML, 03 Jan 2000:<BR>
<BR>
[Kiri]: LOL.  Actually in the G:T stuff the K'Kree look kind of sweet<BR>
but I<BR>
remember really having problems with them in campaigns....<BR>
<BR>
[Me]: Well, it all depends on the marinade you use....<BR>
<BR>
I like to marinate K'Kree in a mix of Worcestershire sauce and beer,<BR>
with a couple dashes of Tabasco.  Not "sweet", but tasty.  K'Kree make<BR>
good pot roast, too.  (I use a Crock Pot [tm].)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 01:03:48 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: GDW's "Great Game" - ATTN LOREN<BR>
<BR>
John P. Raynor wrote:<BR>
> <sigh> I was really hoping to find a playable version of<BR>
> "the Great Game."  It seems like it might just the tool for<BR>
> playing out the expansion of a balkanized world into its<BR>
> interstellar neighborhood, during, say, the very darkest part<BR>
> of the Long Night, or after the Rebellion and the Collapse,<BR>
> yielding a nice, extremely "high resolution" historical picture<BR>
> of a couple of subsectors worth of colonies, conquered worlds,<BR>
> and so forth...<BR>
<BR>
Reading the information about the Game that GDW ran, I realized that<BR>
Loren was involved... he just might have the required components<BR>
somewhere... pleeaaase...<BR>
<BR>
If he doesn't, perhaps he knows where to find them... or maybe Mr.<BR>
Miller does.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 01:05:10 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
Leslie Bates wrote:<BR>
> I'm not giving up my cheeseburger diet.<BR>
<BR>
"What exactly is a burger anyway?"<BR>
- - Curious K'Kree<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 18:16:09 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
Jens 'Spacejens' Rydholm wrote:<BR>
> <BR>
> Leslie Bates wrote:<BR>
> > I'm not giving up my cheeseburger diet.<BR>
> <BR>
> "What exactly is a burger anyway?"<BR>
> - Curious K'Kree<BR>
<BR>
http://www.burgerking.com/<BR>
<BR>
<g,d,r><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:12:29 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Fire in Zero g / Decompression (Urgent Help Please)<BR>
<BR>
There was a szerious fire on Mir once but I don't<BR>
have the book handy to check just now.<BR>
<BR>
I'll post a discription if there is one once I've had a chance<BR>
to look. <BR>
<BR>
Ben <BR>
<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:29:40 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Attention Rod Basler...<BR>
<BR>
...and anybody else having trouble killing MIME-encoding in MS Outlook.<BR>
<BR>
A tech support friend of mine suggests you check to see if you are using<BR>
a stationary or static stationary for your messages.  If so, this can<BR>
"lock it in MIME mode"  according to more-or-less reliable sources. <BR>
<BR>
Also, check your "plain text" settings.  They should be mime...encode<BR>
text using "none". <BR>
<BR>
Sorry to send this to the list, but I lost the email address of the person<BR>
having the problem...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:39:40 -0700<BR>
From: "J. Paul Sanders" <timmon@primenet.com><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
At 11:34 AM 8/14/00 -0700, you wrote:<BR>
>Thanks for everyone who contributed ideas for Solomani currency names.<BR>
>I have selected a few of the best, IMHO and would like to get final<BR>
>input from the list.<BR>
><BR>
>Please vote for you favorite.  The contenders are:<BR>
><BR>
>BUC (Basic Unit of Currency) --my personal favorite<BR>
>Chit<BR>
>Sol<BR>
>Soland<BR>
>Solar (already used in the canon somewhere)<BR>
>Sollar (Solomani Dollar?)<BR>
<BR>
My vote goes for the Sol.<BR>
<BR>
Paul<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:33:36 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Metallic Hydrogen (was Rift Jumping )<BR>
<BR>
In mail you write:<BR>
<BR>
> <snip><BR>
><BR>
>> Anybody see game problems with this? By setting the price at the right<BR>
>> point, it ought to eliminate the water, etc tricks, but at the same<BR>
>> time, make using it just expensive enough that it won't be a regular<BR>
>> thing. <BR>
><BR>
> And for silly campaigns, you could store it loose in golf ball sized lumps<BR>
> and employ someone to ware an apron and shovel it into the reactor core :)<BR>
<BR>
Actually, you store it in triangular prisms about half a meter long<BR>
(think "split firewood" :-) and he just tosses them in by hand. <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 #2932<BR>
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Traveller-digest      Monday, August 14 2000      Volume 1999 : Number 2933<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: Rift Jumping : Ammonia<BR>
Re: Rift Jumping : Ammonia<BR>
Re: why Free Traders captains have Legal skill <BR>
Re: We don't care about the K'kree<BR>
Re: Traveller-digest V1999 #2931<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 16:21:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rift Jumping : Ammonia<BR>
<BR>
In mail you write:<BR>
<BR>
> On Mon, 14 Aug 2000, Jones, Dean wrote:<BR>
>> > And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
>> > (or carbon if you used methane). If you accept the "jump bubble"<BR>
>> > theory, you *don't* want to dump it while in jump.<BR>
><BR>
> Could these "leftover" chemicals be "soaked up" chemically, by<BR>
> combining them with some suitably reactive substance, and thus<BR>
> converting them into a form that is both reasonably compact <BR>
> (perhaps a solid), and easily stored and handled?  <BR>
<BR>
Nitrides are unstable. And getting nitrogen to react withmost elements<BR>
is very hard (that's *why* nitrides are unstable). I suppose you could<BR>
liquefy the nitrogen. <BR>
<BR>
Reacting oxygen with various metals (and some non-metals) will produce<BR>
stable oxides. Plus inconvenient amounts of heat. You can look up the<BR>
relative volumes/masses yourself.<BR>
<BR>
Carbon *is* a solid, which is part of the problem, in that it'll tend<BR>
to "gunk up" whatever system is converting methane to hydrogen and<BR>
carbon.<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, 14 Aug 2000 17:54:50 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Rift Jumping : Ammonia<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> Reacting oxygen with various metals (and some non-metals) will produce<BR>
> stable oxides. Plus inconvenient amounts of heat. You can look up the<BR>
> relative volumes/masses yourself.<BR>
<BR>
Probably the easiest way to soak up the extra materials is to store water<BR>
and methane, separate out the hydrogen, and combine the oxygen and carbon<BR>
to produce CO2; much of the inconvenient heat can be consumed by doing the<BR>
reaction inside of a small chemical engine.  CO2 is not a difficult material<BR>
to handle, and could reasonably be stored in tanks or simply in a refridgerated<BR>
hold.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 02:37:36 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: why Free Traders captains have Legal skill <BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
> I can't really see how they avoid constantly tripping and falling<BR>
> since gravity is still the same but they are moving much slower.<BR>
><BR>
It works in nature, like the dog to human time concious ratio, the dog or<BR>
cat percieves objects in space to move more slowly than we humans, the Fly<BR>
to Human Ration even greater ratio. So the principal works, how, well it<BR>
must have something to do with reflex reaction, combined with brains<BR>
response, with signals to muscles etc etc,....,....,<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:54:27 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
On Tue, 15 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
<BR>
> Leslie Bates wrote:<BR>
> > I'm not giving up my cheeseburger diet.<BR>
> <BR>
> "What exactly is a burger anyway?"<BR>
> - Curious K'Kree<BR>
> <BR>
<BR>
Why, you are.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:58:17 -0400<BR>
From: peersce@mindspring.com<BR>
Subject: Re: Traveller-digest V1999 #2931<BR>
<BR>
Hi Tod,<BR>
<BR>
    For my final vote, I'll take Solar.<BR>
<BR>
P<BR>
- ----- Original Message -----<BR>
From: Traveller-digest <owner-traveller-digest@lists.imagiconline.com><BR>
To: <traveller-digest@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 4:05 PM<BR>
Subject: Traveller-digest V1999 #2931<BR>
<BR>
<BR>
><BR>
> Traveller-digest      Monday, August 14 2000      Volume 1999 : Number<BR>
2931<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: FFS3: Power Systems<BR>
> Re: GT Aliens integaration<BR>
> RE: Rift Jumping : Ammonia<BR>
> RE: Off Topic?  Re: GDW's "Great Game"<BR>
> Re: GT: PAW and Meson<BR>
> Re: Max Acceleration<BR>
> Re:We don't care about the K'kree very much...<BR>
> Locker contents & Trav Fiction<BR>
> Re: NOT Traveller: was: Re: Arbellatra<BR>
> Vote: Solomani Money<BR>
> Hey!<BR>
> RE: Who appointed Arbellatra?<BR>
> Re: Ship's Locker<BR>
> Re: Rift Jumping (was RE: Rescue ships)<BR>
> Re: Metallic Hydrogen (was Rift Jumping )<BR>
> Re: NOT Traveller: was: Re: Arbellatra<BR>
> re: Titan A.E.<BR>
> RE: Newbie intro and Q:- Warehourse 23<BR>
> Re: Newbie intro and Q (Trent`s answer)<BR>
> Help Tracking Down Alien Race<BR>
> Re: Imperial Special Ops Personnel (Long)<BR>
> Re: Rift Jumping<BR>
> Re: Getting ships under control<BR>
> Re: We don't care about the K'kree<BR>
> Re: Ship's Locker<BR>
> Re: more FFS3 space combat<BR>
><BR>
> ----------------------------------------------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 10:38:31 -0700 (PDT)<BR>
> From: Anthony Jackson <ajackson@molly.iii.com><BR>
> Subject: Re: FFS3: Power Systems<BR>
><BR>
> eris@pcola.gulf.net writes:<BR>
> > Just a quick suggestion...<BR>
> > I'd like to propose a simplified way of handling the "economy of<BR>
> > scale" factor.  The "extra" volume could be thought of as the<BR>
> > required overhead for controls, access and so on, and would be an<BR>
> > additional volume equal to the square root of the plant itself, ie.<BR>
><BR>
> A big problem with the whole 'economies of scale' logic for large power<BR>
plants<BR>
> is that it isn't true in any particularly consistent way; some types of<BR>
power<BR>
> plants are actually less efficient as they get larger.  The main reason<BR>
> for a big ship to have only a small number of power plants is that<BR>
multiple<BR>
> power plants aer more complicated for crew and wiring purposes.<BR>
><BR>
> I'd suggest just making the crew requirement for the power plant be<BR>
something<BR>
> like sqrt(dtons); thus, if you want multiple power plants you need more<BR>
> engineering crew.<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 10:48:25 -0700 (PDT)<BR>
> From: Anthony Jackson <ajackson@molly.iii.com><BR>
> Subject: Re: GT Aliens integaration<BR>
><BR>
> Jones, Dean writes:<BR>
> ><BR>
> > Having been a big fan if David Pulvers Alien races since Aliens and<BR>
> > Artefacts was released, I thought it was real cool when SJG bought most<BR>
of<BR>
> > the rights for GT. SJG had the good sense to tuck most of them away in<BR>
> > uncharted sectors where they won't conflict with canon. However, the<BR>
Devi<BR>
> > Intelligence's homeworld is in the Crucis Margins, and Antony's Grand<BR>
> > survey map (unsurprisingly) doesn't show it, because Devi was never in<BR>
the<BR>
> > original Judges Guild book. Can anyone think of a world in C.M that is<BR>
> > 'uncharted' and could become Devi without disrupting the Sector too<BR>
much?<BR>
> > Maybe the name on the Grand Survey is an alternate name.<BR>
> ><BR>
> Hm...which book did the Devi show up in?  Aslan and K'kree?  In any case,<BR>
> I believe the JG version of crucis margin may have been de-canonized along<BR>
> with the other JG sectors, just there is no canonical form of the sector.<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 13:47:30 -0400 (EDT)<BR>
> From: "John P. Raynor" <john.raynor@yale.edu><BR>
> Subject: RE: Rift Jumping : Ammonia<BR>
><BR>
> On Mon, 14 Aug 2000, Jones, Dean wrote:<BR>
> > > And you need to dispose of (or store) the leftovers nitrogen, oxygen<BR>
> > > (or carbon if you used methane). If you accept the "jump bubble"<BR>
> > > theory, you *don't* want to dump it while in jump.<BR>
><BR>
> Could these "leftover" chemicals be "soaked up" chemically, by<BR>
> combining them with some suitably reactive substance, and thus<BR>
> converting them into a form that is both reasonably compact<BR>
> (perhaps a solid), and easily stored and handled?<BR>
>                                                     - J. Raynor<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 18:46:12 +0100<BR>
> From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
> Subject: RE: Off Topic?  Re: GDW's "Great Game"<BR>
><BR>
> J Raynor wrote:<BR>
> > Did GDW ever publish, or otherwise release, the rules to the<BR>
> > "Great Game" used to "play out" the historical background of<BR>
> > "Traveller 2300" (a.k.a. "2300 AD")?<BR>
><BR>
> Its available on Steve Alexander's "Great Game 2" website at<BR>
><BR>
> http://www.andrew.cmu.edu/~stevena/2300gg2.htm<BR>
><BR>
> ... You'll find the link under "2300AD Resources"<BR>
><BR>
> (This site has been dead for 2 years now.)<BR>
><BR>
> Regards PLST<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 10:53:59 -0700 (PDT)<BR>
> From: Anthony Jackson <ajackson@molly.iii.com><BR>
> Subject: Re: GT: PAW and Meson<BR>
><BR>
> eris@pcola.gulf.net writes:<BR>
> > I tried to duplicate the PAW and Meson weapons from GT using Ve2<BR>
> > last night and wasn't able to get close.  What are the design<BR>
> > sequences for these type weapons?<BR>
> ><BR>
> > Here's what I tried:<BR>
> ><BR>
> > PAW Bay is described as a 12,810 Mj neutral particle beam (1/2<BR>
> > cyclic rate, extreme range option).  Damage is listed as 6dx1000,<BR>
> > 1/2 range as 14,630 miles.<BR>
> ><BR>
> >  from 124, 125, O = 12,810,000, B = 1.6, E =1, T = 1.8571<BR>
> Actually, TL is 10, base TL is 8, so T = 1.5714<BR>
> ><BR>
> >   Damage = O^0.5  *  B  *  E  *  T<BR>
> >   Damage = 12,810,000^0.5 * 1.6 * 1 * 1.8571<BR>
> >   Damage = 10,635 d6  =  6dx1773<BR>
>     Damage = 8998 d6 = 6d*1500<BR>
> ><BR>
> >  from 124, 125, O = 12,810,000, R = 8, B = 15, T = 1.3 (and x10<BR>
> >                     in vacuum)<BR>
> Unresolved errata, should be x50.<BR>
> ><BR>
> >   1/2d range = O^0.5  *  R  *  B  *  T<BR>
> >   1/2d range = 12,810,000 * 8 * 15 * 1.3 yards<BR>
> x1.2 (TL 10)<BR>
> >   1/2d range = 558,341 yards = 317 miles x 10 = 3,170 miles<BR>
> 1/2d = 292 miles (atmosphere)/14,600 miles (space).<BR>
> ><BR>
> > I stopped there, because I was no where near the listed numbers.  As<BR>
> > you can see too much damage and far too low a range.  To match I<BR>
> > think B should be 0.90 for Damage and B for 1/2d range should be ~69<BR>
> > (or maybe the vacuum modifer should be greater than 10).<BR>
> ><BR>
> > As for as the Meson cannon, is it the Disintegrator beam or<BR>
> > something else entirely?  I couldn't even get numbers in the ball<BR>
> > park on these.<BR>
><BR>
> As noted in GT, it is treated as a PAW, but is 2 TLs higher (thus, a TL 12<BR>
> meson gun has the same performance as a TL 10 PAW of the same size).<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 10:58:19 -0700 (PDT)<BR>
> From: Anthony Jackson <ajackson@molly.iii.com><BR>
> Subject: Re: Max Acceleration<BR>
><BR>
> Leonard Erickson writes:<BR>
> > In mail you write:<BR>
> ><BR>
> > > In CT, 6G was the max possible acceleration and it came from thruster<BR>
> > > plates.  In MT and/or TNE and/or FFS is there a limit on acceleration<BR>
> > > from thruster plates?  IIRC there is not a hard limit, but there has<BR>
to<BR>
> > > be a limit as to what is practical.  Any ideas where that is?<BR>
> ><BR>
> > Nope, but it occurs to me that while I can see good reasons for the<BR>
> > limit on g-comp to be based on gees, I can't see a good reason for the<BR>
> > limits on thruster plates to be anything other than thrust per square<BR>
> > meter of plate.<BR>
><BR>
> Unless we decide to re-interpret what a thruster plate _does_ -- for<BR>
example,<BR>
> perhaps rather than generating an actual force, perhaps it generates a<BR>
local<BR>
> gravitational bubble, which the ship basically 'falls' into.  However,<BR>
this<BR>
> makes more sense as a handwave for volume-based drives (per HG) than for<BR>
> something actually called a 'thruster plate'.<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 14:13:03 -0400 (EDT)<BR>
> From: "Joseph Alberti Jr." <albertijjr@juno.com><BR>
> Subject: Re:We don't care about the K'kree very much...<BR>
><BR>
> I am surprised that there is such negative reaction to the K'Kree.  They<BR>
are<BR>
> very alien and a great challenge to play as a PC.  The most enjoyment and<BR>
> challenge I had playing Traveller was playing a K'Kree extended family<BR>
> travelling across the Imperium on a mission.<BR>
><BR>
> I like all the Traveller aliens.  In fact, I have never played a human PC<BR>
in<BR>
> the game.  I have either played a Vargr , Hiver (only once), or K'Kree<BR>
> (never just an individual K'Kreer, but a group).  I enjoy learning an<BR>
alien<BR>
> psychology and getting into the role as a PC.<BR>
><BR>
> I also foung it challenging and fun to design K'Kree starships using High<BR>
> Guard and MegaTraveller rules.<BR>
><BR>
> If anybody needs someone to play some K'Kree in one of their games,<BR>
contact<BR>
> me.  I miss playing them.<BR>
><BR>
> Joe Alberti<BR>
> "Long Live Emperor Dulinor! (my human side speaking)"<BR>
> " Eaters of Animal Flesh are Barbarians! (my K'Kree side speaking;  I love<BR>
> role playing!!!)<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 19:38:57 +0100<BR>
> From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
> Subject: Locker contents & Trav Fiction<BR>
><BR>
> ><BR>
> >In addition to meeting standards for Imperial Statute 291 ; capable of<BR>
> >conducting emergency repairs, repelling boarders and supporting<BR>
passengers<BR>
> >and crew in a crash or abandonment situation, MY ship is rated for<BR>
> >exploration of hostile envirenments (the waders and gas mask) and EVA<BR>
(the<BR>
> >string stops you floating away :))<BR>
><BR>
> Bloody slicko over-equipped ex-scouts. Those are our TAX CREDITS paying<BR>
for<BR>
> this ridiculous excess of equipment....!<BR>
><BR>
><BR>
> >>Thoroughly enjoyed them all. Only one complaint they are teasers<BR>
> >too short.<BR>
><BR>
> Hmmm. Write more words... I'll try to remember that...<BR>
><BR>
> >*Lejendary is how /they/ spelt it.<BR>
><BR>
> The J is correct. I just finished writing the first LE novel, and you<BR>
> wouldn't believe how many people have corrected me....!<BR>
><BR>
> "Lejendary Earth" (sic).<BR>
><BR>
> I usually type this. And STILL get corrected....!<BR>
><BR>
> MJD<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 11:16:40<BR>
> From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
> Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
><BR>
> At 11:56 PM 8/13/2000 -0500, you wrote:<BR>
><BR>
> >S4 shop of the 2/29 INF and its predecessor the Infantry Training Group.<BR>
> >March '83 through September '85. Spent most of the time cutting grass of<BR>
> >the ranges with an old John Deere tractor.<BR>
><BR>
> Good Lord.  I was with the 3/7th Inf around that time.<BR>
> - --<BR>
><BR>
> Douglas E. Berry       gridlore@mindspring.com<BR>
> http://gridlore.home.mindspring.com/index.html<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 11:34:50 -0700<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: Vote: Solomani Money<BR>
><BR>
> Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> I have selected a few of the best, IMHO and would like to get final<BR>
> input from the list.<BR>
><BR>
> Please vote for you favorite.  The contenders are:<BR>
><BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
> Chit<BR>
> Sol<BR>
> Soland<BR>
> Solar (already used in the canon somewhere)<BR>
> Sollar (Solomani Dollar?)<BR>
><BR>
> Thanks<BR>
><BR>
> - ----<BR>
> "SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
> - ----<BR>
> Tod Glenn<BR>
> webmaster@travellercentral.com<BR>
> http://www.travellercentral.com<BR>
> http://www.grandsurvey.com<BR>
> http://www.solsec.org<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 14:36:08 -0400<BR>
> From: Mark Urbin <urbin@bigfoot.com><BR>
> Subject: Hey!<BR>
><BR>
> > >When were you there and with who?   After doing endless field problems<BR>
for<BR>
> > >the Infantry Officers' Basic Course, I have come to the conclusion that<BR>
> > >infantry 2nd LTs are the result of cross-breeding between golden<BR>
retrivers<BR>
> > >and tree sloths.<BR>
><BR>
> Golden Retrievers are Smart Blondes!<BR>
><BR>
> You owe Golden Retrievers everywhere an apology!<BR>
><BR>
><BR>
><BR>
> - ------------------------------------------------------------------------<BR>
- -----<BR>
> urbin@bigfoot.com - Opinions should be yours too!<BR>
> It was blasphemous, it was sacrilegious, and it was a little bit too much<BR>
fun.<BR>
> http://www.bigfoot.com/~urbin/<BR>
> - ------------------------------------------------------------------------<BR>
- -----<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 13:41:08 -0500<BR>
> From: Donald McKinney <dmckinne@amdocs.com><BR>
> Subject: RE: Who appointed Arbellatra?<BR>
><BR>
> > I'm actually a little annoyed by realising that Cleon can't have<BR>
appointed<BR>
> > her.  I had been working on a good little spiel, explaining how Cleon<BR>
had<BR>
> > reformed the Navy, bringing in lots of bright young officers (eg<BR>
> > Arbellatra), non-humans (eg Soegz), and lots of former Old Earth Union<BR>
> > officers (eg the Solomani Movement (oops!)).  Of course, this had<BR>
annoyed<BR>
> > many of the old Imperial officer corps, and led to the renewal of the<BR>
> Civil<BR>
> > War...<BR>
><BR>
> Actually, I've always been of the opinion that Cleon V was around earlier,<BR>
> but<BR>
> wasn't recognized as Emperor until he reconquered the core worlds.  The<BR>
DGP<BR>
> non-canon stuff implies that she did receive her appointment as Grand<BR>
> Admiral<BR>
> from Cleon V.<BR>
><BR>
> Cleon V has always been my favorite interregnum Emperor.  Here's a guy who<BR>
> took an empire that was collapsing, restructured the core, got things<BR>
moving<BR>
> again, and the entrenched bureaucracy and moot sitters plotted to remove<BR>
him<BR>
> AFTER he fixed things.<BR>
><BR>
> Cleon V was removed because he was too competent while he was still<BR>
> vulnerable.<BR>
> That he was willing to consider the needs of the Spinward Marches at the<BR>
> detriment of his own political stability shows his true desire was really<BR>
> the<BR>
> needs of the Imperium rather than his own survival.<BR>
><BR>
> In fact, the material I had developed previously for my never-followed-up<BR>
> "Imperial Aspirations" mention that Cleon V was, in fact, someone who<BR>
could<BR>
> use the Zhunastu name, but was far enough distant that he could not claim<BR>
> descent from the dynastic emperors, and that he was one of Arbellatra's<BR>
> early<BR>
> mentors, until he sent her to the Marches to see about raising support for<BR>
> his claims, just before starting the campaign against the Sylean worlds.<BR>
><BR>
> For you conspiracy buffs, I also had both Cleon V and Arbellatra being<BR>
> medium<BR>
> grade psionics. (and the foundation for my "Keepers of the Flame" project)<BR>
> This was a secret for Arbellatra, but was one of the excuses behind Cleon<BR>
> V's<BR>
> removal (the most important remaining that he was way too competent for<BR>
the<BR>
> bureaucrats and long-time moot sitters).<BR>
><BR>
> Sigh.  Too many Traveller ideas I've never developed.<BR>
><BR>
><BR>
> DonM.<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 19:47:10 -0700<BR>
> From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
> Subject: Re: Ship's Locker<BR>
><BR>
> > The contents of the ships locker for my S-class scout, circa 1121:<BR>
> <Snip again><BR>
><BR>
> <Splort again><BR>
><BR>
> While this is going to be getting me a reputation for being easy....that<BR>
> tickled me equally. C'mon folks, post more of this stuff. It's<BR>
depressingly<BR>
> easy to make me laugh.<BR>
><BR>
> Nick<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 11:52:41 -0700<BR>
> From: "David P. Summers" <summers@alum.mit.edu><BR>
> Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
><BR>
> At 7:58 AM -0800 8/13/00, Leonard Erickson wrote:<BR>
> >BTW, it has occured to me that the tech that allows creating superdense<BR>
> >should also allow creating solid metallic hydrogen. Last I heard there<BR>
> >was still speculation that once formed, metallic hydrogen would be<BR>
> >"metastable", that is, as long as you don't subject it to really rough<BR>
> >conditions, it'll stay in that state under "normal" conditions.<BR>
><BR>
><BR>
> I'm not sure we need to postulate technologies that tend to invalidate<BR>
> previous ship designs...  :-)<BR>
><BR>
> [snip]<BR>
><BR>
> >Anybody see game problems with this? By setting the price at the right<BR>
> >point, it ought to eliminate the water, etc tricks, but at the same<BR>
> >time, make using it just expensive enough that it won't be a regular<BR>
> >thing.<BR>
><BR>
> Well, the more expensive, the better.  One could try and contrive<BR>
> it so that it will fit certain situations but not general use but<BR>
> that ends up feeling contrived.<BR>
><BR>
> ______________________________<BR>
> summers@alum.mit.edu<BR>
> (This is the net.  My e-mail address may be in Boston, but I'm in<BR>
California.)<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 12:06:58 -0700<BR>
> From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
> Subject: Re: Metallic Hydrogen (was Rift Jumping )<BR>
><BR>
> "Jones, Dean" wrote:<BR>
><BR>
> > <snip><BR>
> ><BR>
> > ><BR>
> > > Anybody see game problems with this? By setting the price at the right<BR>
> > > point, it ought to eliminate the water, etc tricks, but at the same<BR>
> > > time, make using it just expensive enough that it won't be a regular<BR>
> > > thing.<BR>
> > ><BR>
> ><BR>
> > And for silly campaigns, you could store it loose in golf ball sized<BR>
lumps<BR>
> > and employ someone to ware an apron and shovel it into the reactor core<BR>
:)<BR>
><BR>
> Hey I played in that game.....<BR>
><BR>
> - --<BR>
> Evyn...<BR>
><BR>
> C-Space home http://home.att.net/~wmacdude/<BR>
><BR>
> When Spring comes back with rustling shade,<BR>
> And apple blossoms fills the air,<BR>
> I have a rendezvous with Death,<BR>
> When spring brings back blue days and fair.<BR>
>  Legionnaire Alan Seeger, KIA the Somme.<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 15:08:03 -0400<BR>
> From: "Thom Harris" <thomharr@mediaone.net><BR>
> Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
><BR>
> I started with the 374th Army Security Agency (SA) Combat Support Company.<BR>
> We later combined with the 4th M.I. Company to become the 104th Combat<BR>
> Electronics Warfare & Intelligence (CEWI) Bn. There from June 1978 to<BR>
April<BR>
> 1981 when I got orders for Turkey. I picked up the boxed set of Traveller<BR>
> while TDY to Ft. Meade, Maryland on my way to Sinop, Turkey (Summer 1981,<BR>
> that's earlier than I originally remembered). Damn! Selective (?)<BR>
> Alzheimer's is in effect at age 48.....<BR>
><BR>
> Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
><BR>
> - ----- Original Message -----<BR>
> From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Monday, August 14, 2000 11:16 AM<BR>
> Subject: Re: NOT Traveller: was: Re: Arbellatra<BR>
><BR>
><BR>
> > At 11:56 PM 8/13/2000 -0500, you wrote:<BR>
> ><BR>
> > >S4 shop of the 2/29 INF and its predecessor the Infantry Training<BR>
Group.<BR>
> > >March '83 through September '85. Spent most of the time cutting grass<BR>
of<BR>
> > >the ranges with an old John Deere tractor.<BR>
> ><BR>
> > Good Lord.  I was with the 3/7th Inf around that time.<BR>
> > --<BR>
> ><BR>
> > Douglas E. Berry       gridlore@mindspring.com<BR>
> > http://gridlore.home.mindspring.com/index.html<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 20:12:17 +0100<BR>
> From: SD Mooney <dom@cybergoths.u-net.com><BR>
> Subject: re: Titan A.E.<BR>
><BR>
> At 18:40 -0400 10/8/00, Volker Greimann <volker@greimann.de> wrote:<BR>
> >BTW: What did you folks think of this movie. I thought that even it<BR>
though<BR>
> >it was very predictable and used up every SF-clichee in the book, it<BR>
still<BR>
> >was very entertaining. I especially loved large parts of the animation,<BR>
> >especially the ships and other vehicles. The spaceviews were pretty<BR>
amazing<BR>
> >as well.<BR>
> >All in all, id rate it 7/10. Not great, but better than the other SciFi<BR>
we<BR>
> >got lately.<BR>
><BR>
> The studio which made it has just been closed because it flopped, AFAIK.<BR>
><BR>
> Dom<BR>
><BR>
> - ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
> "We tell the tales of heroes to remind ourselves that we too<BR>
> can be great" - John Wick, 7th Sea<BR>
> http://www.cybergoths.u-net.com   http://www.bits.org.uk/<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 20:02:09 +0100<BR>
> From: SD Mooney <dom@cybergoths.u-net.com><BR>
> Subject: RE: Newbie intro and Q:- Warehourse 23<BR>
><BR>
> At 6:08 -0400 10/8/00,  "Jones, Dean" <Dean.Jones@fox-europe.com> wrote:<BR>
> > > Pick up a copy of 'At Close Quarters' from SJG<BR>
> > > (http://www.warehourse23.com/ ) or your FLGS. This replaces the CT<BR>
> > > combat system with something a bit better. It's designed for CT but<BR>
> > > has all the armour and weapons for T4 and many real world ones<BR>
> > > included. Cost $8<BR>
> >I think I played a WereHorse in a fantasy game once...<BR>
><BR>
> <drat> ;-/<BR>
><BR>
> http://www.warehouse23.com/<BR>
><BR>
> > Seriously though, I agree. The BITS stuff is really cool. Keep it up,<BR>
Dom.<BR>
><BR>
> We will do, and thank you, but it all depends on you guys and gals...<BR>
><BR>
> Dom<BR>
><BR>
> - ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
> "We tell the tales of heroes to remind ourselves that we too<BR>
> can be great" - John Wick, 7th Sea<BR>
> http://www.cybergoths.u-net.com   http://www.bits.org.uk/<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 19:50:32 +0100<BR>
> From: SD Mooney <dom@cybergoths.u-net.com><BR>
> Subject: Re: Newbie intro and Q (Trent`s answer)<BR>
><BR>
> At 21:01 -0400 9/8/00,  Guy Lemire <guylemire.associes@videotron.ca><BR>
wrote:<BR>
> > On top pof that since the system for TNE is the same for Twillight 2000<BR>
,<BR>
> >Traveller 2300AD and others from GDW you can also easely work those in !<BR>
><BR>
> Only T2K v2.2 is the same as TNE AFAIK. v1 and v2 are different.<BR>
> T2300/2300AD are very different and have more resemblance to the MT<BR>
> task system than TNE.<BR>
><BR>
> Dom<BR>
><BR>
> - ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
> "We tell the tales of heroes to remind ourselves that we too<BR>
> can be great" - John Wick, 7th Sea<BR>
> http://www.cybergoths.u-net.com   http://www.bits.org.uk/<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 19:24:17 GMT<BR>
> From: "Gary Miles" <garyglennmiles@hotmail.com><BR>
> Subject: Help Tracking Down Alien Race<BR>
><BR>
> Okay, time to put out a "Signal GK"...<BR>
><BR>
> One of my players (Bob Gilson, editor of the excellent GURPS APA "All of<BR>
the<BR>
> Above") has gotten the go-ahead from Loren to write one of the races in<BR>
> GT:AR4.<BR>
><BR>
> The race is the Hakamana (or is it Hamanaka?). Does anyone know where we<BR>
can<BR>
> find any canonical info on this race? Between us, we probably have most of<BR>
> the Journals and Challenges, so we're just looking for info on where to<BR>
> look.<BR>
><BR>
> Please respond privately, so we don't tie up the list.<BR>
><BR>
> Thanks..<BR>
><BR>
> Gary<BR>
> ________________________________________________________________________<BR>
> Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
><BR>
> ------------------------------<BR>
><BR>
> Date: Mon, 14 Aug 2000 12:39:45 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Imperial Special Ops Personnel (Long)<BR>
><BR>
> In mail you write:<BR>
><BR>
> > Leonard Erickson wrote:<BR>
> ><BR>
> >> A quick calculation shows that on average there are 595 FFFFxx<BR>
> >> characters per billion. It reduces to 16.5 if they look for folks who<BR>
> >> already have Edu of F. And if you want to go for Soc of F as well,<BR>
> >> there's a 45% chance of such a person for each billion checked.<BR>
> ><BR>
> > A curious calculation. It seems to assume that the chances of having a<BR>
> > characteristic of F is almost exactly the same as that of having a C.<BR>
><BR>
> Oops! I only checked to make sure that you rolled 2d6 for initial UPP<BR>
> values, I forgot that while F is the "max" you can't *roll* it.<BR>
><BR>
> Never mind...<BR>
><BR>
> <sigh><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, 14 Aug 2000 12:46:02 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Rift Jumping<BR>
><BR>
> In mail you write:<BR>
><BR>
> > shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
> ><BR>
> >> In mail you write:<BR>
> >> >>> I can not think of a reasonable objection to refining jump fuel<BR>
from<BR>
> >> >>> mass carried as cargo.<BR>
> ><BR>
> >> >> Well, as I pointed out in another message, it cuts into your cargo<BR>
> >> >> capacity, and it takes time and *power* to convert the stuff to<BR>
fuel.<BR>
> >> ><BR>
> >> > All depends on the mission.  If the mission is to ferry a<BR>
short-legged<BR>
> >> > ship across a rift, then cargo capacity isn't an issue.  And in<BR>
> >> > jumpspace, time and power are rarely issues for ships with fuel<BR>
> >> > purification plants.<BR>
> >><BR>
> >> Yeah, but in jump space you can't just dump the "waste" overboard...<BR>
> ><BR>
> > Can't you? Why not and according to what canon source?<BR>
><BR>
> No canon sources, just the seemingly popular dodge that most of that<BR>
> LH2 "jump fuel" goes to create a "jump buble" that protects the ship<BR>
> from J-space. It's been theorized that you need to use hydrogen because<BR>
> J-space and neutrons don't get along well...<BR>
><BR>
> If you don't use that handwave, then you can dump the waste overboard.<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, 14 Aug 2000 13:05:46 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Getting ships under control<BR>
><BR>
> In mail you write:<BR>
><BR>
> >> Once you exit jump, anything that came thru with you is at rest with<BR>
> >> respect to you, regardless of what speed you are travelling<BR>
> >> relative to the planet at.<BR>
> >><BR>
> >> Stray atoms are indeed a radiation hazard. At around a<BR>
> >> thousand times your velocity (say when you start measuring<BR>
> >> your speed as a percentage of c).<BR>
> >><BR>
> > I'm glad to hear that - I thought that jump itself might energise the<BR>
> > hydrogen and if I'm wrong, so much the better. We have the manouever<BR>
> > drive stabilised now, so we can EVA safely. Thanks everyone.<BR>
> ><BR>
><BR>
> Well, if they *did* get that energized (say by the "flash" when you<BR>
> exit jump, they won't be around long. :-)<BR>
><BR>
> At a measly thousand km/s they's be a thousand km away in a second, now<BR>
> wouldn't they?<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, 14 Aug 2000 12:38:27 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: We don't care about the K'kree<BR>
><BR>
> In mail you write:<BR>
><BR>
> > On Sun, 13 Aug 2000, P-O Bergstedt wrote:<BR>
> >> After 102 votes, the K'kree IMTU poll is now closed.<BR>
> >><BR>
> >> In TATU (The Average Traveller Universe),<BR>
> >> we don't care much about the K'kree...<BR>
> >><BR>
> >> The result was:<BR>
> >> kk++    8.82%<BR>
> >> kk+     7.84%<BR>
> >> kk     35.29%<BR>
> >> kk-    32.35%<BR>
> >> kk--   15.69%<BR>
> ><BR>
> > The problem with the K'Kree is that the number of things you<BR>
> > can *do* with them, in the average campaign, is pretty limited.<BR>
> > They're culturally homogeneous, politically stable and monolithic,<BR>
> > and fanatically xenophobic.  As such, they *would* make a pretty<BR>
> > good "relentless, remorseless alien menace" *except* for the fact<BR>
> > that they're so far away from the places where most campaigns take<BR>
> > place (regions dominated by human beings) that they just kind of<BR>
> > blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
> > the Vargr and the Hivers worry about them, but they're not *my*<BR>
> > problem...")<BR>
><BR>
> A "full" 36 parsec misjump can change *that* :-)<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, 14 Aug 2000 12:49:06 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Ship's Locker<BR>
><BR>
> In mail you write:<BR>
><BR>
> > MJ Dougherty wrote:<BR>
> >><BR>
> >> In the mini-campaign we're playing right now, my Far Trader has an<BR>
entirely<BR>
> >> standard Ship's Locker contents package:<BR>
> >><BR>
> > <<snip>><BR>
> ><BR>
> >> A pack of emergency ration bars (only half of one missing)<BR>
> ><BR>
> > <<snip>><BR>
> ><BR>
> >> A dead rodent<BR>
> ><BR>
> > No doubt linked to the half-missing emergency ration bar....<BR>
><BR>
> Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
> half a bar. And has never willing touched one since. :-)<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, 14 Aug 2000 12:53:27 PST<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: more FFS3 space combat<BR>
><BR>
> In mail you write:<BR>
><BR>
> > I always thought this about GG refuelling.  There probably ought to be a<BR>
> > system for navigating a GG atmosphere in the combat rules - this is<BR>
> > going to be a particularly vulnerable time for corsairs to strike, after<BR>
> > all.<BR>
><BR>
> What (if anything) do the rules say about how long a "pass" thru a GG<BR>
> atmosphere lasts, and about how many passes it takes.<BR>
><BR>
> It occurs to me that at the speeds the ship is travelling, it could<BR>
> scoop more than enough gas without ever getting *low* enough to<BR>
> encounter *clouds*, much less storms.<BR>
><BR>
> also, "laying in wait" is rather problematic when the ship you are<BR>
> after may not ever come *near* that part of the planet, and if it does,<BR>
> it'll be travelling so fast that you can't catch it easily.<BR>
><BR>
> It occurs to me that the best place to lurk is attached to some chunk<BR>
> of space junk (ie very minor moonlet) in a close orbit. You wait until<BR>
> you (or one of your buddies, since several ships have a better chance<BR>
> than just one) detect a ship starting a scoop run. You figure out where<BR>
> it'll exit the atmosphere, and get ready to ambush it there.<BR>
><BR>
> This should work, because during a scoop run you are either at very<BR>
> high speed, surrounded by a plasma sheath which blocks your sensors, or<BR>
> you are moving lower and much slower deep enough in the atmosphere to<BR>
> degrade your sensors.<BR>
><BR>
> Which type type of scooping is canonical (high & fast, or low & slow) I<BR>
> don't know. But *both* have a period where your sensors are useless,<BR>
> which gives someone lurking in orbit a *chance* to get into position to<BR>
> attack you just as your sensors come back on line.<BR>
><BR>
> It'll still take luck and skill, because the pirate(s) have to be in a<BR>
> position to observe the start of the run *and* be able to get to the<BR>
> endpoint with the right vector (right speed in the right direction).<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 #2931<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2934</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Monday, August 14 2000      Volume 1999 : Number 2934<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>
Solomani Currency<BR>
Re: Vote: Solomani Money<BR>
Re: Ship's Locker<BR>
Re: We don't care about the K'kree<BR>
Re: We don't care about the K'kree<BR>
Re: We don't care about the K'kree very much...<BR>
Re: We don't care about the K'kree very much...<BR>
Re: Vote: Solomani Money<BR>
Re: We don't care about the K'kree<BR>
Re: Who appointed Arbellatra?<BR>
Re: We don't care about the K'kree very much...<BR>
Re: Who appointed Arbellatra?<BR>
Re: Rift Jumping<BR>
AuricTech TL-12 30-dton Fighter (FF&S2) (longish)<BR>
Re: Vote: Solomani Money<BR>
Re: We don't care about the K'kree<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 22:01:06 -0400<BR>
From: peersce@mindspring.com<BR>
Subject: Solomani Currency<BR>
<BR>
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<BR>
Hi Tod,<BR>
<BR>
    For my final vote on Solomani Currency, I'll take Solar.<BR>
<BR>
P<BR>
<BR>
Please vote for you favorite.  The contenders are:<BR>
<BR>
BUC (Basic Unit of Currency) --my personal favorite<BR>
Chit<BR>
Sol<BR>
Soland<BR>
Solar (already used in the canon somewhere)<BR>
Sollar (Solomani Dollar?)<BR>
<BR>
Thanks<BR>
<BR>
<BR>
<BR>
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<DIV>Hi Tod,</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>&nbsp;&nbsp;&nbsp; For my final vote on =<BR>
Solomani=20<BR>
Currency, I'll take Solar.</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV>P</DIV><BR>
<DIV>&nbsp;</DIV><BR>
<DIV><EM>Please vote for you favorite.&nbsp; =<BR>
The=20<BR>
contenders are:<BR>
<BR>
BUC (Basic Unit of Currency) --my personal=20favorite<BR>
Chit<BR>
Sol<BR>
Soland<BR>
Solar (already used in the canon=20somewhere)<BR>
Sollar (Solomani=20Dollar?)<BR>
<BR>
Thanks<BR>
<BR>
</EM></DIV><BR>
<BR>
- ------=_NextPart_000_0014_01C0063B.256CD360--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 18:23:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
In mail you write:<BR>
<BR>
> Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> I have selected a few of the best, IMHO and would like to get final<BR>
> input from the list.<BR>
><BR>
> Please vote for you favorite.  The contenders are:<BR>
><BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
<BR>
Well, since I suggested it, I'm obviously in favor of it. :-)<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, 14 Aug 2000 18:26:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> On Mon, 14 Aug 2000, Mark Urbin wrote:<BR>
><BR>
>> Silly Era fodder IMHO.  Good fodder to hoist on some players too.<BR>
>> You actually inventory the Ship's Locker and find...<BR>
><BR>
> Better yet, the inspectors check your ship for contraband, look in the<BR>
> locker the players haven't opened in two months, and find something<BR>
> illegal, top secret, dangerous, or all three.  Sounds like a good way to<BR>
> start an adventure (step one: get out of jail).<BR>
<BR>
No, step one: Try to avoid *going* to jail. <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, 14 Aug 2000 18:34:43 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
In mail you write:<BR>
<BR>
> Leslie Bates wrote:<BR>
>> I'm not giving up my cheeseburger diet.<BR>
><BR>
> "What exactly is a burger anyway?"<BR>
> - Curious K'Kree<BR>
<BR>
He'd want to know what "cheese" is too. It's canonical that the K'kree<BR>
don't produce milk. And they consider it a "blood like" substance. (See<BR>
the story told by the K'kree in the CT Alien Module)<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, 14 Aug 2000 18:27:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
In mail you write:<BR>
<BR>
> At 12:38 PM 8/14/00 PST, Shadow wrote:<BR>
><BR>
>>> The problem with the K'Kree is that the number of things you<BR>
>>> can *do* with them, in the average campaign, is pretty limited.<BR>
>>> They're culturally homogeneous, politically stable and monolithic,<BR>
>>> and fanatically xenophobic.  As such, they *would* make a pretty<BR>
>>> good "relentless, remorseless alien menace" *except* for the fact<BR>
>>> that they're so far away from the places where most campaigns take<BR>
>>> place (regions dominated by human beings) that they just kind of<BR>
>>> blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
>>> the Vargr and the Hivers worry about them, but they're not *my*<BR>
>>> problem...")<BR>
>><BR>
>>A "full" 36 parsec misjump can change *that* :-)<BR>
><BR>
> I'm not giving up my cheeseburger diet.<BR>
<BR>
Fine, then you and your ship can try working your way out of K'kree<BR>
space, with the K'kree one step behind.<BR>
<BR>
"After a misjump into K'kree space the crew of the 'Richard Kimble'<BR>
have been sentenced to death in absentia for being meat eaters. Now<BR>
they are on a desperate quest to find a way out of K'kree space before<BR>
they can be captured..."<BR>
<BR>
(A cookie to the first person to identify the source of the ship name.)<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, 14 Aug 2000 18:42:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
In mail you write:<BR>
<BR>
> I am surprised that there is such negative reaction to the K'Kree.  They are<BR>
> very alien and a great challenge to play as a PC.  The most enjoyment and<BR>
> challenge I had playing Traveller was playing a K'Kree extended family<BR>
> travelling across the Imperium on a mission.<BR>
><BR>
> I like all the Traveller aliens.  In fact, I have never played a human PC in<BR>
> the game.  I have either played a Vargr , Hiver (only once), or K'Kree<BR>
> (never just an individual K'Kreer, but a group).  I enjoy learning an alien<BR>
> psychology and getting into the role as a PC.<BR>
<BR>
Your mention of playing a Hiver brought an interesting image to mind. <BR>
<BR>
Picture a group of players with a couple of folks playing Hivers. And<BR>
who both know ASL:<BR>
<BR>
Player 1: <gestures briefly><BR>
Player 2: <gestures for several minutes><BR>
Player 1: <gestures briefly><BR>
          "We find your offer interesting."<BR>
<BR>
<eg><BR>
<BR>
It'd definitely add some flavor. :-)<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, 14 Aug 2000 22:19:57 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
I care about the K'Kree.<BR>
<BR>
They make excellent dog food.  This alone should make the Vargr very<BR>
appreciative of their existence.  And don't underestimate their intrinsic<BR>
"glue" value either...<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 19:08:22 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> I have selected a few of the best, IMHO and would like to get final<BR>
> input from the list.<BR>
> <BR>
> Please vote for you favorite.  The contenders are:<BR>
> <BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
<BR>
Mine also.<BR>
<BR>
> Chit<BR>
<BR>
My second choice.<BR>
<BR>
> Solar (already used in the canon somewhere)<BR>
<BR>
Yes, the Solar is the hard (non-electronic) Imperial Credit in M:0.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:42:41 -0500<BR>
From: Stormhound <stormhnd@fidnet.com><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
Richard Kimble?  Isn't he The Fugitive?<BR>
<BR>
- --<BR>
Stormhound<BR>
DNRC Ombudsman for Induhvidual Affairs, Holder of Past Knowledge<BR>
Come visit my web page at http://www.fidnet.com/~stormhnd<BR>
Or my new Amateur Radio web page at http://www.qsl.net/kc0ekv<BR>
Or my JN6 course design page at http://www.fidnet.com/~stormhnd/golfpage.htm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 11:36:00 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
> From: Charles Collin <BR>
> Alan, can you give the exact dates that lead you to the conclusion that<BR>
> AAA can't have been appointed by Cleon?  What kind of comm lag are you<BR>
> assuming?  The Xboats wouldn't be in by that point (that was AAA's idea<BR>
> too, IIRC), but I could certainly see a jump-4 or jump-5 courier being<BR>
> used to transport military data (with the appointment notice tagging<BR>
> along).<BR>
<BR>
It boils down to Cleon becoming Emperor in 615, and the 2nd Frontier War<BR>
beginning in 615 as well.  We don't know which happened first.  We also<BR>
don't firmly know if Arbellatra was in command right from the beginning of<BR>
the 2FW, or, indeed, if she hadn't been in command for some years<BR>
beforehand.<BR>
<BR>
It actually _is_ possible that she could have been appointed by Cleon, but<BR>
it requires things to work out "just right", or for it to occur a while<BR>
into the war.  That is, unless we follow Don McKinney's suggestion that<BR>
Cleon was around as a faction leader before he is formally recognised as<BR>
Emperor.  I'm quite sympathetic to this, and may go with it.<BR>
<BR>
The other thing to realise is that Cleon wouldn't have known about the war<BR>
for quite some time after it started.  It is most unlikely that he would<BR>
have appointed Arbellatra to take charge of it under these circumstances: <BR>
it would have involved messing with the existing command structures too<BR>
badly.<BR>
<BR>
I was ballparking the lag time at "about a year".  There is a chart and<BR>
essay in the MT Rebellion Sourcebook that gives lag times for the<BR>
notification of Strephon's "assassination".  Looking at it, though, it is<BR>
surprisingly fast.  "Strephon" got capped on 132-1116, and according to the<BR>
map, the news arrived at Regina on 328-1116 (196 days) by J-6 (direct<BR>
courier), and 124-1117 (357 days) by J-4 (the xboat network).  The best<BR>
time figure during the Civil War would have been something between these.<BR>
<BR>
Yes, it is notionally possible, but it would be a tight squeeze.  <BR>
<BR>
> OTOH, the idea of her being appointed by the sector nobility is fine too,<BR>
> but the rest of your ideas re: Cleon sound cool enough to try and work<BR>
> that around. <BR>
<BR>
Yes, I like the Cleon stuff too.  In particular, I'm trying to set up the<BR>
Solomani influence on Arbellatra's court that eventually leads to Zhakirov<BR>
breaking with them, and then to the creation of the Solomani Autonomous<BR>
Region.  The key is that the Old Earth Union joins "immediately" before the<BR>
Civil War, and never quite gets integrated in the century or so before it<BR>
(and the other "Solomani" territories) gets split off again.  All this<BR>
serves to integrate the Civil War period into the whole history.  I'm also<BR>
working back a little to the Ilelish Revolt (the "other Civil War") for<BR>
similar reasons.<BR>
<BR>
The option I don't like, but is actually quite likely, is that Arbellatra<BR>
was Duchess of Mora, or something like that.  That explains neatly why<BR>
someone as young as her gets to be so powerful - she inherited her<BR>
position, and put herself in command of the fleet.  With a staff of<BR>
professional officers to advise her, she wouldn't necessarily foul up.  The<BR>
precedent for this approach is Norris in the 5FW, although he would<BR>
actually have been imitating Arbellatra, and he didn't make himself Grand<BR>
Admiral.   He could have, though.<BR>
<BR>
> BTW, I'd really like to see any notes you compile on the Civil War...<BR>
<BR>
If I get them into a polished enough form, or even just typed into my<BR>
computer, I'll post them to the list.  I really want, and like, the<BR>
feedback.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 11:58:41 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
> From: Bob Kovalchick <BR>
> (I will take a chance on fire here...) I think the Vargr have got to be<BR>
> the silliest aliens in the TU. I love adventuring in the Spinward<BR>
> Marches, but I have to keep it rimward...I have never had a Vargr<BR>
> character or NPC in any of my adventures.<BR>
> I like my science-fiction hard and soft....but not space opera. I'm<BR>
> sorry, I just can't keep from wincing every time I think of dogs in<BR>
> space.<BR>
<BR>
Actually, uplifted Terrestrial canines are probably one of the more<BR>
plausible Traveller aliens.  They certainly are more likely than the<BR>
oh-so-very humanlike Aslan, who are supposedly the result of an entirely<BR>
different evolutionary process.<BR>
<BR>
And the Vargr are fun.  Not just because they lend themselves to silliness<BR>
(which they do!), but because if you examine the canonical material about<BR>
them, they are actually more complex than they at first appear.  They<BR>
_seem_ like these hopeless idiots, but they also happen to have been built<BR>
to be flexible and adaptive, and some of their states (like the Julian<BR>
Protectorate) are actually almost as old as the Imperium, and the Julians<BR>
are the only power who have really kicked the Imperium's butt in a war.<BR>
<BR>
The other interesting aspect of them is that they are actually fairly<BR>
widespread inside the Imperium.  The senior non-human noble in the Imperium<BR>
is Archduke Brzk of Antares, and this means that he can posture as the<BR>
conscience of the Imperium, and the champion of the non-human (and minor<BR>
race human) minorities.  Being a Vargr, posturing is what he does!  And,<BR>
coincidentally, he is also probably the single most powerful Vargr leader<BR>
anywhere....<BR>
<BR>
A good thing to do as an exercise is to consider the Imperium from the<BR>
viewpoint of its Vargr citizens.  This emphasises that it is a<BR>
multi-species society, and gives quite an interesting perspective on its<BR>
history.  For example, one of the key viewpoints I am using in my musings<BR>
on the Civil War period is that of Soegz, Brzk's ancestor, and a major<BR>
ally/subordinate of Arbellatra.  <BR>
<BR>
The response of others to Soegz is interesting too - what happens when<BR>
Vargr marines are part of a force that seizes Capital?  What happens to<BR>
accounts of these events over 500 years?  Was Soegz _really_ the greatest<BR>
corsair leader ever?  Did he _really_ sack Capital, and carve out a huge<BR>
empire from the territory of the Imperium?  Well, kind of...<BR>
<BR>
I actually had a problem with the Vargr originally, too.  What I did was to<BR>
sit down and study them.  It turns out that they actually make quite a bit<BR>
of sense - and they've really, really dangerous.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:16:35 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
> From: Donald McKinney <BR>
> Actually, I've always been of the opinion that Cleon V was around<BR>
> earlier, but wasn't recognized as Emperor until he reconquered the core<BR>
> worlds.  <BR>
<BR>
That makes sense.  <BR>
<BR>
>The DGP non-canon stuff implies that she did receive her appointment as<BR>
> Grand Admiral from Cleon V.<BR>
<BR>
Which DGP stuff is this, do you know?  <BR>
<BR>
I was vaguely aware of this, which is why I was assuming Cleon had<BR>
appointed her, and hence was horrified when I saw problems with it.<BR>
<BR>
> In fact, the material I had developed previously for my never-followed-up<BR>
> "Imperial Aspirations" mention that Cleon V was, in fact, someone who<BR>
> could use the Zhunastu name, but was far enough distant that he could not<BR>
> claim descent from the dynastic emperors, and that he was one of<BR>
> Arbellatra's early mentors, until he sent her to the Marches to see about<BR>
> raising support for his claims, just before starting the campaign against<BR>
> the Sylean worlds.<BR>
<BR>
I was considering the possibility that Cleon had some kind of claim to the<BR>
throne like this, too.  The other example of this was Martin VI, the<BR>
youngest of the Barracks Emperors.  His claim might actually have been<BR>
better than Cleon's, but he may have been passed over because of his youth<BR>
in 615 (he was 18).  (I think that he was eventually put on the throne by<BR>
the Archduke of Antares and Gustus.  They cut his throat rather quickly<BR>
once he started developing ideas of his own.)<BR>
<BR>
Having a dynastic name doesn't imply dynastic descent, of course, but it<BR>
seems too interesting to miss.  Part of what I am trying to do with the<BR>
Barracks Emperors is to give them a little more character - all we really<BR>
have is a list of names and dates, and that isn't very satisfactory.<BR>
<BR>
Oh, and what do people think about Cleon V's birth name being Elvis Cleon<BR>
Zhunastu Lentuli?  This way, he can be called "Elvis Cleon" outside his<BR>
hearing...  The Lentuli surname might be a bit much, though.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:48:08 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Rift Jumping<BR>
<BR>
In another post,<BR>
"David P. Summers" wrote:<BR>
<BR>
> I'm not sure we need to postulate technologies that tend to invalidate<BR>
> previous ship designs...  :-)<BR>
<BR>
I don't think that the process Eris described below does that.  Admittedly,<BR>
it  would give low-jump ships a better ability to cross rifts.  But this is<BR>
no worse than jumping out with loads of fuel and setting up a depots to cross<BR>
a rift.<BR>
<BR>
It would also give ships a better option to carry reserve fuel in case of a<BR>
misjump.  But how many would give up the profit that the required cargo space<BR>
would otherwise generate?<BR>
<BR>
One of the key points in Eris' post is that the refining has to be done in<BR>
normal space.  Allowing the refining to occur in jump space would make it<BR>
much more of an advantage, too much of an advantage IMHO.  This could easily<BR>
be handwaved as discussed in other posts, by fear of polluting the<BR>
'jump-bubble', or an inability to radiate the resulting heat, etc.<BR>
<BR>
WKH<BR>
eris@pcola.gulf.net wrote:<BR>
<BR>
> [snip]<BR>
<BR>
> IM version of the OTU, this is not uncommon...<BR>
><BR>
> 1.  Ship jumps from System A with cargo of water stored in bladders<BR>
> inside a knock-down frame in the hold.<BR>
><BR>
> 2.  One week later, Ship arrives in empty hex part of the way to its<BR>
> destination.<BR>
><BR>
> 3.  Ship refines water into h2, storing it in Jump Fuel tanks and<BR>
> dumping the O2.<BR>
><BR>
> 4.  Repeat until you reach your destination where you can refuel<BR>
> normally.<BR>
><BR>
> Yes, while carrying the water around, the ship has a lower maneuver<BR>
> rating due to hauling a cargo, but no lower than carrying any other<BR>
> cargo.  Yes, while carrying the water part of the hold can't be used<BR>
> for profitable cargo.  Yes, the ship needs to have a fuel processor,<BR>
> and yes, it takes time and power to refine the water into h2.  OTOH,<BR>
> it allows a J1 to cross a 2 or 3 empty hexes from one main to<BR>
> another.<BR>
><BR>
> Why water and not something else?  Because water is commonly<BR>
> available, cheaply gathered, can be stored in a liquid form easily<BR>
> without much worry, holds a reasonablly high content of H2, and the<BR>
> refining of water is already provided for with standard fuel<BR>
> processors, so piping, pumping and processing must have already been<BR>
> designed in.<BR>
><BR>
> If this isn't done in your TU, then it isn't.  If it *can't* be<BR>
> done...well, that's between your group and your Ref.<BR>
><BR>
> Eris<BR>
> --<BR>
> -----------------------------------------------------------<BR>
> eris@pcola.gulf.net    using MR/2 ICE #245<BR>
> http://www.crosswinds.net/~erisr<BR>
> -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:59:06 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: AuricTech TL-12 30-dton Fighter (FF&S2) (longish)<BR>
<BR>
Since we've been discussing the potential of fighters, and working on<BR>
FF&S3 combat rules, here's a M:0 fighter design from AuricTech:<BR>
<BR>
**begin transmission**<BR>
<BR>
From the _Sylean Aerospace Journal_, dated 036-072<BR>
<BR>
AuricTech Shipyards Unveils New Fighter<BR>
<BR>
On 036-068, this reporter traveled to the AuricTech Shipyards facility<BR>
at Sylea Downport Prime to view the latest AuricTech design, the F3A-2<BR>
_Ghoul_.  Upon my arrival at the AuricTech facility, I met with<BR>
AuricTech's Vice-President for Public Relations, Ms. Lola Goetz.  Ms.<BR>
Goetz provided me with a set of technical specification documents<BR>
concerning their new craft, then led me into the production bay.<BR>
<BR>
Unlike most fighters, the F3A-2 _Ghoul_ is a sphere, in order to<BR>
minimize the total mass of armor.  The chosen configuration allows more<BR>
mass and volume to be dedicated to weapons and drive.  This optimization<BR>
for space combat allows the F3A-2 to achieve 5-Gs of acceleration, while<BR>
still carrying an 86-MJ laser and a triple missile launcher.  While not<BR>
optimized for endo-atmospheric combat, the F3A-2 can operate at<BR>
supersonic speeds inside a standard atmosphere.<BR>
<BR>
The F3A-2 _Ghoul_ has longer legs than many fighters.  Its 112.8 MW<BR>
Wilcox and Babcock fusion power plant has enough fuel to operate for one<BR>
standard year.  The MultiFlow Corporation life support system can<BR>
provide air and water recycling for the F3A-2's two crewmembers for two<BR>
weeks without strain, and the F3A-2 carries enough Meager rations to<BR>
feed the crew for six weeks, plus standard Imperial emergency rations<BR>
for an additional three weeks.  Further, the F3A-2 features long term<BR>
Bunk accommodations (one Bunk shared by the two crew), as well as a<BR>
standard 'fresher.<BR>
<BR>
The long legs of the F3A-2 _Ghoul_ don't degrade the fighter's combat<BR>
performance.  Admiral Electric thruster plates provide a full 5-Gs of<BR>
acceleration.  The F3A-2 also carries a full 1.45 cm of Superdense<BR>
armor, enabling it to withstand with impunity most civilian and<BR>
point-defense lasers.<BR>
<BR>
Overall, I found the AuricTech F3A-2 _Ghoul_ to be an impressive strike<BR>
fighter craft.  Its combination of heavy laser and missile armament,<BR>
high performance, and long legs make the F3A-2 a potent fighter.<BR>
<BR>
AuricTech Shipyards F3A-2 _Ghoul_ Strike Fighter<BR>
<BR>
Design System:  FF&S2 (Akins spreadsheet ver 3.2, with correction of<BR>
G-comp power consumption, IAW ver 3.3)<BR>
<BR>
Tons: 30 std (SL Sphere Supersonic) <BR>
Dimensions: 9.3 m diameter<BR>
Volume: 420 m3<BR>
Cargo: 0 <BR>
Mass (L/C): 683 t / 681 t <BR>
Maintenance Points: 123<BR>
Passengers High/Med/Low:  None <BR>
Crew: 1 / 2 <BR>
Frozen Watch: 0<BR>
Cost: 113.75 MCr   (Cost Multiplier 1)<BR>
Tech Level: 12<BR>
Size: 7 <BR>
<BR>
Electronics<BR>
Controls: Dynamic, Standard automation. 2 x Flight Comp (CM: 0.4 CP<BR>
2.5), 1 x Comp (CM: 0.4 CP: 2.5). Terrain following sensors (TF:480,<BR>
NOE:190). No bridge.<BR>
Communications: 1 x Radio (50 kkm, 0.02 MW). 2 x Laser (1,000 AU, 0 MW).<BR>
Sensors: 1xPEMS (13 [5 mkm], 0 MW). 1xAEMS (11 [.16 mkm] LP, .13 MW). 1<BR>
x LIDAR (14.5 [500 kkm], 0.6MW).<BR>
Survey/Science: None<BR>
ECM: None<BR>
Signatures: Vis:-1, IR: -0.5 (-1 at 88 MW, -1 at 11 MW), Act:-0.5,<BR>
Neu:0, Grav:0<BR>
<BR>
Performance <BR>
0 Jump <BR>
5 / 5 Maneuver (Thruster: 85 MW)<BR>
No Contra-grav <BR>
2774 kph/2784 kph Atmosphere Maximum <BR>
2081 kph/2088 kph Atmosphere Cruise <BR>
8 Power (Fusion: 112.8 MW,1yr) <BR>
0 Battery <BR>
1.2 Fuel (No Scoop/purif) <BR>
1 Accommodations (Bunk) <BR>
12 Life Sup. (Type: Standard, Meager Food/Storage) <BR>
3 G-Comp <BR>
10 [29] Armor, 8 Structure <BR>
<BR>
Weapons:<BR>
<BR>
1 x 86 MJ Heavy Laser Turret  (Fixed Mount) (+4) 1 / 2-2-0-0<BR>
[1,100/23-20-10-5] (LR) (PD RoF: 400)<BR>
1 x Missile Turret Can 3/3 (Mag: 6, MFD 500,000 km) with 9 Cmd DL 1d6/2<BR>
6G12 1000 AU<BR>
<BR>
Features:<BR>
4 x Ship's locker (.02 std ea.) <BR>
<BR>
Small Craft:  None<BR>
<BR>
Backups <BR>
Drives: None <BR>
Screens: None<BR>
Communications: None <BR>
Sensors: None<BR>
ECM: None <BR>
Power & Fuel: None <BR>
<BR>
Crew Details 1 x Maneuver. 1 x Gunner.<BR>
<BR>
**end transmission**<BR>
<BR>
Designer's Notes:<BR>
<BR>
The F3A-2 _Ghoul_ carries a main beam weapon capable of inflicting<BR>
serious damage on relatively small civilian vessels (such as a Free or<BR>
Far Trader), plus an impressive missile mount.  Meanwhile, the F3A-2<BR>
carries enough armor to shrug off civilian-grade laser fire.<BR>
<BR>
In large-ship operations, the F3A-2 provides a useful sensor package<BR>
(with a PEMS of 13 [5 mkm], an AEMS of 11 [.16 mkm], and a LIDAR of 14.5<BR>
[500 kkm]) in a small package.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:10:31 -0700<BR>
From: Bill <beast@aracnet.com><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
>Thanks for everyone who contributed ideas for Solomani currency names.<BR>
>I have selected a few of the best, IMHO and would like to get final<BR>
>input from the list.<BR>
><BR>
>Please vote for you favorite.  The contenders are:<BR>
><BR>
>BUC (Basic Unit of Currency) --my personal favorite<BR>
>Chit<BR>
>Sol<BR>
>Soland<BR>
>Solar (already used in the canon somewhere)<BR>
>Sollar (Solomani Dollar?)<BR>
><BR>
>Thanks<BR>
><BR>
>----<BR>
>"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
>----<BR>
>Tod Glenn<BR>
>webmaster@travellercentral.com<BR>
>http://www.travellercentral.com<BR>
>http://www.grandsurvey.com<BR>
>http://www.solsec.org<BR>
<BR>
Soland<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:32:48 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
on 8/14/00 7:27 PM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
<BR>
> In mail you write:<BR>
> <BR>
>> At 12:38 PM 8/14/00 PST, Shadow wrote:<BR>
>> <BR>
>>>> The problem with the K'Kree is that the number of things you<BR>
>>>> can *do* with them, in the average campaign, is pretty limited.<BR>
>>>> They're culturally homogeneous, politically stable and monolithic,<BR>
>>>> and fanatically xenophobic.  As such, they *would* make a pretty<BR>
>>>> good "relentless, remorseless alien menace" *except* for the fact<BR>
>>>> that they're so far away from the places where most campaigns take<BR>
>>>> place (regions dominated by human beings) that they just kind of<BR>
>>>> blend into the background ("Oh, yeah, the K'Kree...well, I'm sure<BR>
>>>> the Vargr and the Hivers worry about them, but they're not *my*<BR>
>>>> problem...")<BR>
>>> <BR>
>>> A "full" 36 parsec misjump can change *that* :-)<BR>
>> <BR>
>> I'm not giving up my cheeseburger diet.<BR>
> <BR>
> Fine, then you and your ship can try working your way out of K'kree<BR>
> space, with the K'kree one step behind.<BR>
> <BR>
> "After a misjump into K'kree space the crew of the 'Richard Kimble'<BR>
> have been sentenced to death in absentia for being meat eaters. Now<BR>
> they are on a desperate quest to find a way out of K'kree space before<BR>
> they can be captured..."<BR>
> <BR>
> (A cookie to the first person to identify the source of the ship name.)<BR>
<BR>
"The Fugitive", naturally<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2934<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2935</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/15/00 5:05:56 AM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest      Tuesday, August 15 2000      Volume 1999 : Number 2935<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>
Vote: Solomani Money<BR>
Re: Great Game<BR>
Re: Vote: Solomani Money<BR>
Re: Solomani Currency<BR>
Re: Vote: Solomani Money<BR>
RE: Vote: Solomani Money<BR>
Re: Ship's Locker<BR>
PBM/PBEM<BR>
RE: Vote: Solomani Money<BR>
RE: Hey!<BR>
Re: Vote: Solomani Money<BR>
RE: We don't care about the K'kree<BR>
RE: The Problem Of Stacked Titles...<BR>
RE: Ration bars<BR>
Re: We don't care about the K'kree<BR>
RE: We don't care about the K'kree<BR>
Re: We don't care about the K'kree<BR>
RE: Vote: Solomani Money<BR>
Re: Rift Jumping : Ammonia<BR>
Re: Ship's Locker<BR>
RE:Vote:  Solomani Money+more thought on Slang terms<BR>
Re: Traveller-digest V1999 #2931<BR>
re: TheRichard Kimble<BR>
Re: Jumpspace and jump bubbles<BR>
My cookie please<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 20:41:50 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Vote: Solomani Money<BR>
<BR>
Voting on a Solomani currency.<BR>
<BR>
As of Monday, Aug 14 at 20:40 PST, here's the score so far:<BR>
<BR>
BUC (Basic Unit of Currency)    3<BR>
Chit                            0<BR>
Sol                             1<BR>
Soland                          1<BR>
Solar                           1<BR>
Sollar                          0<BR>
<BR>
Keep those votes coming (only one vote per person)<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 23:47:11 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Great Game<BR>
<BR>
In a message dated 14-Aug-00 7:42:23 PM Central Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> John P. Raynor wrote:<BR>
>  > <sigh> I was really hoping to find a playable version of<BR>
>  > "the Great Game."  It seems like it might just the tool for<BR>
>  > playing out the expansion of a balkanized world into its<BR>
>  > interstellar neighborhood, during, say, the very darkest part<BR>
>  > of the Long Night, or after the Rebellion and the Collapse,<BR>
>  > yielding a nice, extremely "high resolution" historical picture<BR>
>  > of a couple of subsectors worth of colonies, conquered worlds,<BR>
>  > and so forth...<BR>
>  <BR>
>  Reading the information about the Game that GDW ran, I realized that<BR>
>  Loren was involved... he just might have the required components<BR>
>  somewhere... pleeaaase...<BR>
<BR>
Nope. I don't even have my notes any more.<BR>
<BR>
We never intended to publish the game, it was purely for internal use. The <BR>
only reason there's a version on the web (albeit incomplete) is that Dave <BR>
took pity on people and handed over a copy of one version of the rules (the <BR>
rules changed from session to session as Frank re-wrote them). for someone to <BR>
scan.<BR>
<BR>
>  If he doesn't, perhaps he knows where to find them... or maybe Mr.<BR>
>  Miller does.<BR>
<BR>
Last I saw of the map, it was in the back of David Nilsen's car, as we were <BR>
cleaning out the GDW warehouse. Dave was not there for the game, but he <BR>
managed to find the map and a set of the rules in the warehouse.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:19:26 -0700<BR>
From: Cheryl <cheryl@travellercentral.com><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
My vote is for the Solar.<BR>
<BR>
- -Cheryl Glenn<BR>
<BR>
on 8/14/00 8:41 PM, Tod Glenn at webmaster@travellercentral.com wrote:<BR>
<BR>
> Voting on a Solomani currency.<BR>
> <BR>
> As of Monday, Aug 14 at 20:40 PST, here's the score so far:<BR>
> <BR>
> BUC (Basic Unit of Currency)    3<BR>
> Chit                            0<BR>
> Sol                             1<BR>
> Soland                          1<BR>
> Solar                           1<BR>
> Sollar                          0<BR>
> <BR>
> Keep those votes coming (only one vote per person)<BR>
> <BR>
> Tod<BR>
> --<BR>
> "SolSec: Keeping the Confederation safe for Humaniti"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 14 Aug 2000 21:36:08 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Solomani Currency<BR>
<BR>
This is a multi-part message in MIME format.<BR>
<BR>
- ------=_NextPart_000_05CF_01C00637.A87E6EC0<BR>
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	charset="iso-8859-1"<BR>
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<BR>
Sol.<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
  ----- Original Message -----=20<BR>
  From: peersce@mindspring.com=20<BR>
  To: traveller@lists.imagiconline.com=20<BR>
  Sent: Monday, August 14, 2000 7:01 PM<BR>
  Subject: Solomani Currency<BR>
<BR>
<BR>
  Hi Tod,<BR>
<BR>
      For my final vote on Solomani Currency, I'll take Solar.<BR>
<BR>
  P<BR>
<BR>
  Please vote for you favorite.  The contenders are:<BR>
<BR>
  BUC (Basic Unit of Currency) --my personal favorite<BR>
  Chit<BR>
  Sol<BR>
  Soland<BR>
  Solar (already used in the canon somewhere)<BR>
  Sollar (Solomani Dollar?)<BR>
<BR>
  Thanks<BR>
<BR>
<BR>
<BR>
- ------=_NextPart_000_05CF_01C00637.A87E6EC0<BR>
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	charset="iso-8859-1"<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><HEAD><BR>
<META http-equiv=3DContent-Type content=3D"text/html; =<BR>
charset=3Diso-8859-1"><BR>
<META content=3D"MSHTML 5.50.4134.600" name=3DGENERATOR><BR>
<STYLE></STYLE><BR>
</HEAD><BR>
<BR>
<DIV>Sol.</DIV><BR>
<DIV>___________________________________________________________<BR>
&nbsp=;J-Man<BR>
&nbsp;ICQ#=202843475<BR>
&nbsp;Washington - U.S.A.<BR>
&nbsp;Email : <A=20href=3D"mailto:j-man@iname.com">j-man@iname.com<BR>
&nbsp;Home Page : =<A=20href=3D"http://www.gocsystems.com/">http://www.gocsystems.com/<BR>
___=________________________________________________________<BR>
</DIV><BLOCKQUOTE dir=3Dltr=20style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; =BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">  <DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>  <DIV=20  style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =black"><B>From:</B>=20  <A HREF="3D">peersce@mindspring.com</A> =</DIV>  <DIV style=3D"FONT: 10pt arial"><B>To:</B> <A=20  title=3Dtraveller@lists.imagiconline.com=20  =href=3D"mailto:traveller@lists.imagiconline.com">traveller@lists.imagicon=line.com=20  </DIV>  <DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Monday, August 14, 2000 =7:01=20  PM</DIV>  <DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Solomani =Currency</DIV>  <DIV><BR>
</DIV>  <DIV>Hi Tod,</DIV>  <DIV>&nbsp;</DIV>  <DIV>&nbsp;&nbsp;&nbsp; For my final vote =on Solomani=20  Currency, I'll take Solar.</DIV>  <DIV>&nbsp;</DIV>  <DIV>P</DIV>  <DIV>&nbsp;</DIV>  <DIV><EM>Please vote for you =favorite.&nbsp; The=20  contenders are:<BR>
<BR>
BUC (Basic Unit of Currency) --my personal=20  favorite<BR>
Chit<BR>
Sol<BR>
Soland<BR>
Solar (already used in the canon=20  somewhere)<BR>
Sollar (Solomani=20Dollar?)<BR>
<BR>
Thanks<BR>
<BR>
</EM></DIV></BLOCKQUOTE></HTM=L>- ------=_NextPart_000_05CF_01C00637.A87E6EC0--  ------------------------------  Date: Tue, 15 Aug 2000 00:36:17 -0400 From: "Mike Demetro" <punkabilly@sprint.ca>Subject: Re: Vote: Solomani Money> My vote is for the Solar.> Yes, definitely.  Mike Demetro, President, The Guildhall Press, Canada www.guildhallpress.com president@guildhallpress.com   ------------------------------  Date: Mon, 14 Aug 2000 21:31:23 -0700From: Luther Martin <lwmarti@pacbell.net>Subject: RE: Vote: Solomani MoneyAnother vote for the Solar. Sure, "BUC" is cute, perhaps almost clever, but this is supposed to be a SF game, not Bunnies and Burrows, darn it.  > -----Original Message----- > From: owner-traveller@lists.imagiconline.com > [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Cheryl > Sent: Monday, August 14, 2000 9:19 PM > To: traveller@lists.imagiconline.com > Subject: Re: Vote: Solomani Money > > > My vote is for the Solar. > > -Cheryl Glenn > > on 8/14/00 8:41 PM, Tod Glenn at webmaster@travellercentral.com wrote: > > > Voting on a Solomani currency. > > > > As of Monday, Aug 14 at 20:40 PST, here's the score so far: > > > > BUC (Basic Unit of Currency)    3 > > Chit                            0 > > Sol                             1 > > Soland                          1 > > Solar                           1 > > Sollar                          0 > > > > Keep those votes coming (only one vote per person) > > > > Tod > > -- > > "SolSec: Keeping the Confederation safe for Humaniti" >  ------------------------------  Date: Mon, 14 Aug 2000 19:44:28 -0700From: "David P. Summers" <summers@alum.mit.edu>Subject: Re: Ship's Locker  I think this is implicit in most of the posts, but I'll just comment, having seen how communal supply stores work in real life (people come, take what they want, and never tell anyone, let alone replace) there should be nothing of any great value in a ship's locker unless a character has explicitly committed to maintaining it and spends appropriate funds to do so..... ______________________________ summers@alum.mit.edu (This is the net.  My e-mail address may be in Boston, but I'm in California.)  ------------------------------Date: Tue, 15 Aug 2000 07:23:03 +0100From: "MJ Dougherty" <martinjd@globalnet.co.uk>Subject: PBM/PBEM  We're adding a section on PBM/EM games to the F&F network site. If anyone runs or plays in such a game and would like it listed - or even featured, with updates on event for the masses to goggle at - then please contact me.  Regards MJD  ------------------------------  Date: Mon, 14 Aug 2000 23:22:30 -0700From: "Tsykoduk" <Tsykoduk@bigfoot.com>Subject: RE: Vote: Solomani Money  Buc  ;)  - -----Original Message----- From: owner-traveller@lists.imagiconline.com [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Tod Glenn Sent: Monday, August 14, 2000 11:35 AM To: TML Subject: Vote: Solomani Money   Thanks for everyone who contributed ideas for Solomani currency names. I have selected a few of the best, IMHO and would like to get final input from the list.  Please vote for you favorite.  The contenders are:  BUC (Basic Unit of Currency) --my personal favorite Chit Sol Soland Solar (already used in the canon somewhere) Sollar (Solomani Dollar?)  Thanks  - ---- "SolSec:  Keeping the Confederation Safe for Humaniti" - ---- Tod Glenn webmaster@travellercentral.com http://www.travellercentral.com http://www.grandsurvey.com http://www.solsec.org  ------------------------------ Date: Tue, 15 Aug 2000 18:22:46 +1200From: "Frank G. Pitt" <frankie@mundens.gen.nz>Subject: RE: Hey!  Mark Urbin wrote : > > Golden Retrievers are Smart Blondes!  Hmm, that brings up this terrible idea...  Smart Blondes are designed to autonomously home in on their target and steal their boy-friends.  Frankie  ------------------------------  Date: Mon, 14 Aug 2000 23:46:28 -0700 (PDT)From: Glenn Goffin <gmgoffin@yahoo.com>Subject: Re: Vote: Solomani MoneyPut me down for the solar, too.  - --Glenn  __________________________________________________ Do You Yahoo!? Yahoo! Mail  Free email you can access from anywhere! http://mail.yahoo.com/  ------------------------------  Date: Tue, 15 Aug 2000 09:21:57 +0100 From: "Jones, Dean" <Dean.Jones@fox-europe.com>Subject: RE: We don't care about the K'kree> >A "full" 36 parsec misjump can change *that* :-) >  > I'm not giving up my cheeseburger diet.  You will, filthy G'Naak :)  ------------------------------  Date: Tue, 15 Aug 2000 09:41:12 +0100 From: "Jones, Dean" <Dean.Jones@fox-europe.com>Subject: RE: The Problem Of Stacked Titles...> -----Original Message----- > From: Nick Bradbeer [mailto:nick@traveller.freeserve.co.uk] > Sent: 10 August 2000 07:47 > To: traveller@lists.imagiconline.com > Subject: Re: The Problem Of Stacked Titles... >  >  > > Marquis/Marchioness, when it has a population of 800.  Tradition, I > > guess.)  So, which title would take precedence?> > This is where Books of Ettiquette come in, I guess.> > <shrugs> Dunno. Do we make it up as we go along?I believe that is how it is traditionally done <G>------------------------------Date: Tue, 15 Aug 2000 09:45:13 +0100From: "Jones, Dean" <Dean.Jones@fox-europe.com>Subject: RE: Ration bars> -----Original Message----- > From: Tod Glenn [mailto:webmaster@travellercentral.com] > Sent: 14 August 2000 22:23 > To: traveller@lists.imagiconline.com > Subject: Re: Ration bars >  >  > > >Nah, rats won't eat ration bars. Somebody wanted a snack  > and bit off > > >half a bar. And has never willing touched one since. :-) > > > > Precisely. Rats only eat edible things. Like concrete. >  > Thus ration bars fill the same important niche as dwarf bread.  You're > hungry.  You take out the ration bar, look at it, and decide  > you're not > _that_  hungry. >  > That rats are the real emergency rations.  Nothing like a nice plump > "miller", as every O'Brien fan knows.  If we're heading into Fantasy here we may as well drag Warhammer into it and declare the rodent a Skaven :) (for those who don't know, evil mutant rat-man)  ------------------------------Date: Tue, 15 Aug 2000 02:12:02 -0700From: "Legate Legion" <legate@futureone.com>Subject: Re: We don't care about the K'kreeFrom: Leonard Erickson <shadow@krypton.rain.com>>Fine, then you and your ship can try working your way out of K'kree>space, with the K'kree one step behind. > >"After a misjump into K'kree space the crew of the 'Richard Kimble' >have been sentenced to death in absentia for being meat eaters. Now >they are on a desperate quest to find a way out of K'kree space before >they can be captured..." > >(A cookie to the first person to identify the source of the ship name.)       The Fugitive.  Now, do I get a second cookie because I know it was a TV Show & not a movie first?      I bid you peace.  Legate Legion, Section 31 Agent at Large. ICQ # 8973001 legate@futureone.com  "I am a Ranger. We live for the One, we die for the One. We go to the dark places where no one else dares venture! We stand on the bridge and no one passes. Entil'zha Veni!"  ------------------------------Date: Tue, 15 Aug 2000 10:10:17 +0100From: "Jones, Dean" <Dean.Jones@fox-europe.com>Subject: RE: We don't care about the K'kree> -----Original Message-----> From: Legate Legion [mailto:legate@futureone.com] > Sent: 15 August 2000 10:12 > To: traveller@lists.imagiconline.com> Subject: Re: We don't care about the K'kree> > > From: Leonard Erickson <shadow@krypton.rain.com>> > >Fine, then you and your ship can try working your way out of K'kree> >space, with the K'kree one step behind. > > > >"After a misjump into K'kree space the crew of the 'Richard Kimble' > >have been sentenced to death in absentia for being meat eaters. Now > >they are on a desperate quest to find a way out of K'kree  > space before > >they can be captured..." > > > >(A cookie to the first person to identify the source of the  > ship name.) >  >  >     The Fugitive.  Now, do I get a second cookie because I  > know it was a TV > Show & not a movie first?  Nah, everyone knew that. You only get your cookie if you can tell us WHO played the good doctor in the TV Series :)   ------------------------------  Date: Tue, 15 Aug 2000 04:32:05 -0500From: Stormhound <stormhnd@fidnet.com>Subject: Re: We don't care about the K'kree  "Jones, Dean" wrote:  > > -----Original Message----- > > From: Legate Legion [mailto:legate@futureone.com] > > Sent: 15 August 2000 10:12 > > To: traveller@lists.imagiconline.com> > Subject: Re: We don't care about the K'kree> >> >> > From: Leonard Erickson <shadow@krypton.rain.com>> >> > >Fine, then you and your ship can try working your way out of K'kree> > >space, with the K'kree one step behind. > > > > > >"After a misjump into K'kree space the crew of the 'Richard Kimble' > > >have been sentenced to death in absentia for being meat eaters. Now > > >they are on a desperate quest to find a way out of K'kree > > space before > > >they can be captured..." > > > > > >(A cookie to the first person to identify the source of the > > ship name.) > > > > > >     The Fugitive.  Now, do I get a second cookie because I > > know it was a TV > > Show & not a movie first? > > Nah, everyone knew that. You only get your cookie if you can tell us WHO > played the good doctor in the TV Series :)  David Janssen.  At least, the 1963 series.  Timothy Daly is playing him in the more recent one.  - -- Stormhound DNRC Ombudsman for Induhvidual Affairs, Holder of Past Knowledge Come visit my web page at http://www.fidnet.com/~stormhnd Or my new Amateur Radio web page at http://www.qsl.net/kc0ekv Or my JN6 course design page at http://www.fidnet.com/~stormhnd/golfpage.htm  ------------------------------Date: Tue, 15 Aug 2000 10:56:45 +0100From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com>Subject: RE: Vote: Solomani Money> Please vote for you favorite.  The contenders are:> > BUC (Basic Unit of Currency) --my personal favorite > Chit > Sol > Soland > Solar (already used in the canon somewhere) > Sollar (Solomani Dollar?)  My vote is for the Solar.  Regards PLST  ------------------------------  Date: Tue, 15 Aug 2000 02:06:24 PST From: shadow@krypton.rain.com (Leonard Erickson) Subject: Re: Rift Jumping : Ammonia  In mail you write:  > Leonard Erickson writes: > >> Reacting oxygen with various metals (and some non-metals) will produce >> stable oxides. Plus inconvenient amounts of heat. You can look up the >> relative volumes/masses yourself. > > Probably the easiest way to soak up the extra materials is to store water > and methane, separate out the hydrogen, and combine the oxygen and carbon > to produce CO2;   Actually, what you want to do is split the water, and use the oxygen to burn the methane to CO2 and water, with the water being fed into the stock being split for hydrogen & oxygen.  > much of the inconvenient heat can be consumed by doing the reaction > inside of a small chemical engine.  CO2 is not a difficult material > to handle, and could reasonably be stored in tanks or simply in a > refridgerated hold.  In solid form it's even denser than water.  Hmmm.   2 H2O + CH4 -> 4 H2 + CO2 2*18  + 16  ->   8  + 44  So, 36 tonnes of water plus 16 tonnes of methane gives 8 tonnes of LH2 plus 44 tonnes of CO2.  - -- Leonard Erickson (aka Shadow) shadow@krypton.rain.com        <--preferredleonard@qiclab.scn.rain.com     <--last resort------------------------------Date: Tue, 15 Aug 2000 02:15:20 PSTFrom: shadow@krypton.rain.com (Leonard Erickson)Subject: Re: Ship's LockerIn mail you write:> I think this is implicit in most of the posts, but I'll> just comment, having seen how communal supply stores > work in real life (people come, take what they want, and > never tell anyone, let alone replace) there should be nothing of > any great value in a ship's locker unless a character has explicitly > committed to maintaining it and spends appropriate funds to > do so.....  This is why anybody who plans on *depending* on gear in a "emergency locker" *always* inventories it against a checklist before each trip.  So it wastes an hour during preflight. It's better than having an accident and discovering that the part you need is gone.- -- Leonard Erickson (aka Shadow) shadow@krypton.rain.com        <--preferredleonard@qiclab.scn.rain.com     <--last resort------------------------------Date: Tue, 15 Aug 2000 11:06:52 +0100From: "Jones, Dean" <Dean.Jones@fox-europe.com>Subject: RE:Vote:  Solomani Money+more thought on Slang terms  My vote is on BUCs  > -----Original Message----- > From: shadow@krypton.rain.com [mailto:shadow@krypton.rain.com] > Sent: 12 August 2000 15:45 > To: traveller@lists.imagiconline.com> Subject: Re: Solomani Money<snip>. This introduces such delightful concepts as  > 'Kilomonkeys' > > and > >> 'MegaPonies' :) > >> > > > > Well, there's always a few fun slang terms for money.  For  > US money we > > have fins, sawbuck, fun tickets, frog skins.  I know the  > English have > > some interesting terms.  Anyone care to share their  > favorite monetary > > slang? >  > You forgot "buck". And "buck" is already frequently combined with > metric prefixes: kilobuck, megabuck, etc.<snip>Well, yes, however the terms above refer to multiples of currency. For Example, a 'Pony ' is 50 ,   and a 'Monkey' is 500, so a KiloBUC could also be refered to as 2 Monkeys, and a Pony is 5 sawBUCs :)  ------------------------------  Date: Tue, 15 Aug 2000 10:12:25 GMT From: stephen@stempest.demon.co.uk (Stephen Tempest)Subject: Re: Traveller-digest V1999 #2931>From: "Tod Glenn" <webmaster@travellercentral.com>>Subject: Vote: Solomani Money>Please vote for you favorite. Either Sol or Solar.    Sorry, but BUC sounds to me more like a corny one-off joke than the name a newly-independent government would give to its currency...  Stephen  ------------------------------  Date: Tue, 15 Aug 2000 14:41:56 +0400From: "Andrew Long" <dyrnwynn@hotmail.com>Subject: re: TheRichard Kimble  That of course was one of the longest running TV series of the early sixties - David Jansen, searching for the one-armed man who he saw running from his house after his wife was murdered. To be honest, the recent Harrison Ford movie didn't do justice to the story.  regards, Andy Long  ======================================================== Andrew Long  eMail: Dyrnwynn@hotmail.com c/o EPMTS  Phone: +971 2 681 3100 P.O. Box 46426  Fax: +971 2 681 3802 Abu Dhabi  GSM: +971 50 661 0254 United Arab Emirates ========================================================  ------------------------------  Date: Tue, 15 Aug 2000 14:42:37 +0400From: "Andrew Long" <dyrnwynn@hotmail.com>Subject: Re: Jumpspace and jump bubbles The recent questions about the 'jump bubble' or 'jump field' lit up a little light at the back of my mind - ISTR some news messages in Challenge TNS concerning the first documented survivor of exposure to jumpspace. As I recall, he was being treated in a hospital in Melbourne/Brisbane?  That led on to some more news posts about a reporter who was writing a book about jumpspace, who was murdered and his papers destroyed...  Anyone know where I can find the back posts of these  TNS entries?  regards, Andy Long ======================================================== Andrew Long  eMail: Dyrnwynn@hotmail.com c/o EPMTS  Phone: +971 2 681 3100 P.O. Box 46426  Fax: +971 2 681 3802 Abu Dhabi  GSM: +971 50 661 0254 United Arab Emirates ========================================================  ------------------------------  Date: Tue, 15 Aug 2000 08:04:17 -0400From: Mark Urbin <urbin@bigfoot.com>Subject: My cookie please >"After a misjump into K'kree space the crew of the 'Richard Kimble' >have been sentenced to death in absentia for being meat eaters. Now >they are on a desperate quest to find a way out of K'kree space before >they can be captured..." > > >(A cookie to the first person to identify the source of the ship name.)   Richard Kimble was "The Fugitive" of TV & Movie fame. He was in search of the one-armed man who really killed his wife.   - -------------------------------------------------------------------------------- urbin@bigfoot.com http://www.bigfoot.com/~urbin/  Opinions Mine! "The Clintonites, like pod people from a "Star Trek" adventure, have peeled off the thin layer of centrist rhetoric that they wore for the presidential campaign. We now learn that they are people genetically bred to inhabit the public sector. Their oxygen source is the moisture of taxes, which are  remitted by the aliens in the private sector." -- Wall Street Journal February 19, 1993 - --------------------------------------------------------------------------------  ------------------------------  End of Traveller-digest V1999 #2935 ***********************************  To unsubscribe to Traveller-Digest, send the command:  unsubscribe traveller-digest  in the body of a message to "traveller-request@lists.imagiconline.com". 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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2936</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/15/00 9:32:34 AM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
Sender:	owner-traveller-digest@lists.imagiconline.com<BR>
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Traveller-digest      Tuesday, August 15 2000      Volume 1999 : Number 2936<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: Vote: Solomani Money<BR>
Re: Solomani Money<BR>
Aslan in comfortable shoes<BR>
Re: Who appointed Arbellatra?<BR>
RE: Who appointed Arbellatra?<BR>
RE: We don't care about the K'kree very much...<BR>
Vargr, what does everybody think of the Vargr?.<BR>
Re: Solomani Money<BR>
Vote: Solomani Money<BR>
Update: Solomani Money Vote<BR>
More Trav Fiction<BR>
Re: Vote: Solomani Money<BR>
Re: Fugitives from the K'Kree (WAS: We don't care about the K'kree)<BR>
RE: Vargr, what does everybody think of the Vargr?.<BR>
RE: Fugitives from the K'Kree (WAS: We don't care about the K'kre e)<BR>
Help!  Need a copy of an article in Challenge #49<BR>
RE: Help!  Need a copy of an article in Challenge #49<BR>
RE: We don't care about the K'kree<BR>
Re: Update: Solomani Money Vote<BR>
RE: Update: Solomani Money Vote<BR>
Further Challenges<BR>
Re: Update: Solomani Money Vote<BR>
RE: Vote: Solomani Money<BR>
Re: Vote: Solomani Money<BR>
Re: Vote: Solomani Money<BR>
Re: We don't care about the K'kree<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 10:00:28 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
Soland.<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message ----- <BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 15, 2000 7:22 AM<BR>
Subject: RE: Vote: Solomani Money<BR>
<BR>
<BR>
> Buc<BR>
> <BR>
> ;)<BR>
> <BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Tod Glenn<BR>
> Sent: Monday, August 14, 2000 11:35 AM<BR>
> To: TML<BR>
> Subject: Vote: Solomani Money<BR>
> <BR>
> <BR>
> Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> I have selected a few of the best, IMHO and would like to get final<BR>
> input from the list.<BR>
> <BR>
> Please vote for you favorite.  The contenders are:<BR>
> <BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
> Chit<BR>
> Sol<BR>
> Soland<BR>
> Solar (already used in the canon somewhere)<BR>
> Sollar (Solomani Dollar?)<BR>
> <BR>
> Thanks<BR>
> <BR>
> ----<BR>
> "SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
> ----<BR>
> Tod Glenn<BR>
> webmaster@travellercentral.com<BR>
> http://www.travellercentral.com<BR>
> http://www.grandsurvey.com<BR>
> http://www.solsec.org<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:24:34 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
I'll vote for "Sol."<BR>
<BR>
"BUC" seems to be a sort of pun to me, and with its sidelong reference to<BR>
the slang term "buck" for the US dollar it is also too "US Ameri-centric". I<BR>
don't think it that wouldn't be plausible after 1500 years of long night<BR>
plus another 800+ years of 3I.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:30:40 +0400<BR>
From: "Andrew Long" <dyrnwynn@hotmail.com><BR>
Subject: Aslan in comfortable shoes<BR>
<BR>
A plea for help. I recall seeing mention that the GT:Alien Races playtest<BR>
for Aslan had quite a lot of discussion about Aslan females.<BR>
<BR>
Can anyone point me to where I can find a copy of this? (I AM a subscriber<BR>
to Pyramid, but missed getting into the playtest, and want to do some<BR>
background research into a possible Casual Encounter)<BR>
<BR>
Please reply in private eMail, rather than on the List.<BR>
<BR>
regards, Andy Long<BR>
<BR>
<BR>
========================================================<BR>
Andrew Long  eMail: Dyrnwynn@hotmail.com<BR>
c/o EPMTS  Phone: +971 2 681 3100<BR>
P.O. Box 46426  Fax: +971 2 681 3802<BR>
Abu Dhabi  GSM: +971 50 661 0254<BR>
United Arab Emirates<BR>
========================================================<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:35:24 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
If your serious about the Elvis, I would say that I'm against it.  It seems<BR>
tongue & cheek, and even if possible, forms too strong of a mental image.<BR>
You might as well name him Abraham Lincoln Lentuli or Hortatio Nelson<BR>
Lentuli.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 13:44:06 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Who appointed Arbellatra?<BR>
<BR>
> -----Original Message-----<BR>
> From: Alan Bradley [mailto:alanb@elf.brisnet.org.au]<BR>
> Sent: 15 August 2000 02:36<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Who appointed Arbellatra?<BR>
> <BR>
> <BR>
> > From: Charles Collin <BR>
> > Alan, can you give the exact dates that lead you to the <BR>
> conclusion that<BR>
> > AAA can't have been appointed by Cleon?  What kind of comm <BR>
> lag are you<BR>
> > assuming?  The Xboats wouldn't be in by that point (that <BR>
> was AAA's idea<BR>
> > too, IIRC), but I could certainly see a jump-4 or jump-5 <BR>
> courier being<BR>
> > used to transport military data (with the appointment notice tagging<BR>
> > along).<BR>
> <BR>
> It boils down to Cleon becoming Emperor in 615, and the 2nd <BR>
> Frontier War<BR>
> beginning in 615 as well.  We don't know which happened <BR>
> first.  We also<BR>
> don't firmly know if Arbellatra was in command right from the <BR>
> beginning of<BR>
> the 2FW, or, indeed, if she hadn't been in command for some years<BR>
> beforehand.<BR>
<BR>
We don't even know if she was actually in the Spinward Marches as war<BR>
broke out...<BR>
 <BR>
> It actually _is_ possible that she could have been appointed <BR>
> by Cleon, but<BR>
> it requires things to work out "just right", or for it to <BR>
> occur a while<BR>
> into the war.  That is, unless we follow Don McKinney's <BR>
> suggestion that<BR>
> Cleon was around as a faction leader before he is formally <BR>
> recognised as<BR>
> Emperor.  I'm quite sympathetic to this, and may go with it.<BR>
> <BR>
> The other thing to realise is that Cleon wouldn't have known <BR>
> about the war<BR>
> for quite some time after it started.  It is most unlikely <BR>
> that he would<BR>
> have appointed Arbellatra to take charge of it under these <BR>
> circumstances: <BR>
> it would have involved messing with the existing command <BR>
> structures too<BR>
> badly.<BR>
<BR>
My take:<BR>
<BR>
Arbellatra was one of Cleons Fleet Commanders, who had proved extremely<BR>
loyal, effective and trustworthy in these dificult times. 2FW breaks out<BR>
early 615, Cleon seizes Iridium Throne late 615, receiving news of war<BR>
very late in 615. He immediately gives Arbellatra an Imperial Warrant,<BR>
appoints her Grand Admiral of the Marches and sends her to the Front to<BR>
assess the situation and take any action she see's fit in the name of<BR>
the Emperor. He gives her a couple of Squadrons of Ships and she sets<BR>
off. She arrives mid-617. Things are going badly. Her reinforcements<BR>
prove crucial in stemming the initial Zhodani onslaught, and she take<BR>
complete charge of the theatre, 'removing' several incompetent Admirals.<BR>
<BR>
The Tide turns, and slowly the Zhodani are pushed back, then in 619 she<BR>
receives word that Cleon has died in the Battle of Marktach. Deciding<BR>
that the fighting for the throne is crippling the Imperium, she launches<BR>
a series of masterful thrusts into Zhodani and Sword World held<BR>
territory, designed to bring the Zhodani to the negotiating table. To<BR>
conclude the 2FW and release forces to put an end to the Civil War she<BR>
cedes Chronor to the Zhodani, in return for concessions against the<BR>
Sword Worlders.<BR>
<BR>
The treaty is signed late in 620, and she immediately heads to the Core,<BR>
drumming up support for her 'Regency' idea along the way. In 622 she<BR>
arrives, with the largest, most complete fleet, as it has had nearly 2<BR>
years to make good repairs, whereas the Core fleets have been in near<BR>
constant action for 16 years. She defeats the current "Emperor of the<BR>
Month", Gustus, at Zhimaway and is declared Regent.<BR>
<BR>
Well?<BR>
<BR>
Matt <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 11:30:58 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: We don't care about the K'kree very much...<BR>
<BR>
> -----Original Message-----<BR>
> From: shadow@krypton.rain.com [mailto:shadow@krypton.rain.com]<BR>
> Sent: 15 August 2000 03:43<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: We don't care about the K'kree very much...<BR>
> <BR>
> <BR>
> In mail you write:<BR>
> <BR>
> > I am surprised that there is such negative reaction to the <BR>
> K'Kree.  They are<BR>
> > very alien and a great challenge to play as a PC.  The most <BR>
> enjoyment and<BR>
> > challenge I had playing Traveller was playing a K'Kree <BR>
> extended family<BR>
> > travelling across the Imperium on a mission.<BR>
> ><BR>
> > I like all the Traveller aliens.  In fact, I have never <BR>
> played a human PC in<BR>
> > the game.  I have either played a Vargr , Hiver (only <BR>
> once), or K'Kree<BR>
> > (never just an individual K'Kree, but a group).  I enjoy <BR>
> learning an alien<BR>
> > psychology and getting into the role as a PC.<BR>
> <BR>
> Your mention of playing a Hiver brought an interesting image to mind. <BR>
> <BR>
> Picture a group of players with a couple of folks playing Hivers. And<BR>
> who both know ASL:<BR>
> <BR>
> Player 1: <gestures briefly><BR>
> Player 2: <gestures for several minutes><BR>
> Player 1: <gestures briefly><BR>
>           "We find your offer interesting."<BR>
> <BR>
> <eg><BR>
> <BR>
> It'd definitely add some flavor. :-)<BR>
<BR>
<innocent Brit look><BR>
<BR>
Why does knowing the rules of Advanced Squad Leader help play a Hiver?<BR>
Wouldn't some form of sign language, such as BSL, be more useful?<BR>
<BR>
</innocent Brit look><BR>
<BR>
<g><BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:48:10 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Vargr, what does everybody think of the Vargr?.<BR>
<BR>
I think the Vargr, Aslan, and Droyne fall into the same basket.<BR>
<BR>
The "bipedal-handed-five projection plus a tail" basket.<BR>
<BR>
Only the K'Kree and Droyne are different.  making the Aslan gene-uplifted by<BR>
the ancients removes some of their specialness, but I lean in that<BR>
direction.<BR>
<BR>
I love the Vargr, especially their names and language, they are sort of fun<BR>
"permanent thugs" especially with their corsairs, but they have always<BR>
seemed like "dog-men" to me.  (they can be much more than this, of course,<BR>
but I have never been too interested in them because I foung the idea of<BR>
dog-men unacceptable, too much like Flash Gordon),  For this reason, I<BR>
haven't included them in my recent campaigns.  By the same token, the Alsan<BR>
are "lion-men", but I have chosen to de-emphasize this aspect completely.<BR>
<BR>
In substitution, I have included a fractionated fringe of unaligned human<BR>
states which I have labelled as the "Varyag" states instead.  They're<BR>
essentially the same in character as the Vargr, but human, perhaps a minor<BR>
race or group of minor races.  I have intimated that they may also be<BR>
geneered Solomani.<BR>
<BR>
If I do include vargr, they'll probably be more like the calebs of Heinlein<BR>
Starship Trooper, sentient canines geneered and uplifted by the Solomani<BR>
during the latter days of the 2I.  I feel that there's plenty of precedent<BR>
for this in the Solomani uplift of the Deplhi and Simian stock.  Due to the<BR>
smaller time for expansion involved, however, they'll be confined to a few<BR>
worlds and probably a completely different culture.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:50:06 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
If it ends up a tie between Sol and Solar with something else, I'll vote for<BR>
Solar, especially if its canonical.<BR>
- ----- Original Message -----<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 15, 2000 8:24 AM<BR>
Subject: Re: Solomani Money<BR>
<BR>
<BR>
> I'll vote for "Sol."<BR>
><BR>
> "BUC" seems to be a sort of pun to me, and with its sidelong reference to<BR>
> the slang term "buck" for the US dollar it is also too "US Ameri-centric".<BR>
I<BR>
> don't think it that wouldn't be plausible after 1500 years of long night<BR>
> plus another 800+ years of 3I.<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 09:43:19 -0400<BR>
From: Bob Kovalchick <Kovalchick@wbgh.com><BR>
Subject: Vote: Solomani Money<BR>
<BR>
	>BUC (Basic Unit of Currency) --my personal favorite<BR>
	>Chit<BR>
	>Sol<BR>
	>Soland<BR>
	>Solar (already used in the canon somewhere)<BR>
>Sollar (Solomani Dollar?)<BR>
<BR>
Hmmm...tough choice between BUC and Sol...<BR>
<BR>
I vote Sol<BR>
<BR>
Bob Kovalchick<BR>
E: kovalchick@wbgh.com <mailto:kovalchick@wbgh.com> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 06:59:10 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Update: Solomani Money Vote<BR>
<BR>
Voting on a Solomani currency.<BR>
<BR>
As of Monday, Aug 15 at 07:00 PST, here's the score so far:<BR>
 <BR>
 BUC (Basic Unit of Currency)    5<BR>
 Sol                             4<BR>
 Soland                          2<BR>
 Solar                           6<BR>
 <BR>
removed for no votes:<BR>
 Chit                            0<BR>
 Sollar                          0<BR>
<BR>
 Keep those votes coming (only one vote per person)<BR>
 <BR>
 Tod<BR>
 --<BR>
 "SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:22:37 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: More Trav Fiction<BR>
<BR>
... has appeared on the FF website.<BR>
<BR>
After misplacing some of the submissions due to hard drive crash, I'm<BR>
reassembling the last of the work submitted last year. Anyone interested in<BR>
submitting, please contact me direct.<BR>
<BR>
MJD<BR>
<BR>
www.fiction-fantasy.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:59:40 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
> Please vote for you favorite.  The contenders are:<BR>
> <BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
> Chit<BR>
> Sol<BR>
> Soland<BR>
> Solar (already used in the canon somewhere)<BR>
> Sollar (Solomani Dollar?)<BR>
<BR>
I vote for Solar.  Failing that, I vote for anything other than BUC or<BR>
Chit, which sound silly.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 10:29:54 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: Fugitives from the K'Kree (WAS: We don't care about the K'kree)<BR>
<BR>
Serves me right for not checking the list overnight. When I was in college,<BR>
I used to watch reruns of the Fugitive on the A&E channel obsessively.<BR>
Somewhere in the apartment I still have about three videotapes worth of<BR>
tapes of the show.<BR>
<BR>
But Leonard forgot the most important part of the free trader's quest--their<BR>
search for the mysterious "three-legged Centaur" who is the only witness to<BR>
the fact that the crew had taken Zenbodhist oaths during their stay in<BR>
K'Kree space and could not have been the meat-eaters in question! :)<BR>
<BR>
Fred "It wasn't me! It was the one-armed man!" Ramen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:35:23 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?.<BR>
<BR>
> I love the Vargr, especially their names and language, they <BR>
> are sort of fun<BR>
> "permanent thugs" especially with their corsairs, but they have always<BR>
> seemed like "dog-men" to me.  (they can be much more than <BR>
> this, of course,<BR>
> but I have never been too interested in them because I foung <BR>
> the idea of<BR>
> dog-men unacceptable, too much like Flash Gordon),  For this reason, I<BR>
> haven't included them in my recent campaigns.  By the same <BR>
> token, the Alsan<BR>
> are "lion-men", but I have chosen to de-emphasize this aspect <BR>
> completely.<BR>
<BR>
I tend to try and avoid over-using aliens in my campaigns...even though they<BR>
are wall to wall in my current Spinward game they mostly come out at night,<BR>
mostly  (answers on a postcard, please :) ). I'm of the 'interact with<BR>
humans and save the aliens for sunday best' school:- A character starts the<BR>
game getting off of a Vargr transport, but the crew are off-stage. <BR>
 <BR>
> In substitution, I have included a fractionated fringe of <BR>
> unaligned human<BR>
> states which I have labelled as the "Varyag" states instead.  They're<BR>
> essentially the same in character as the Vargr, but human, <BR>
> perhaps a minor<BR>
> race or group of minor races.  I have intimated that they may also be<BR>
> geneered Solomani.<BR>
<BR>
Well, it's *your* universe. As far as I'm concerned, there are quite enough<BR>
humans in the galaxy already. <BR>
 <BR>
> If I do include vargr, they'll probably be more like the <BR>
> calebs of Heinlein<BR>
> Starship Trooper, sentient canines geneered and uplifted by <BR>
> the Solomani<BR>
> during the latter days of the 2I. <BR>
<BR>
For more on uplift check out the excellent (and sadly out-of-print) GURPS<BR>
Uplift, and to a lesser degree GURPS Bio-Tech. Both have got half-uplifted<BR>
canines, although they aren't as advanced as the Vargr or even calebs. I'm<BR>
considering introducing Dave Pulver's K-10s to the Solomani Rim :)<BR>
<BR>
> I feel that there's plenty <BR>
> of precedent<BR>
> for this in the Solomani uplift of the Deplhi and Simian <BR>
> stock.  Due to the<BR>
> smaller time for expansion involved, however, they'll be <BR>
> confined to a few<BR>
> worlds and probably a completely different culture.<BR>
<BR>
Absolutally. Oh, Uplift has also got a real useful mobility harness for<BR>
dolphins. Since Brin is roughly as hard-sci as Traveller it should be<BR>
possible to adapt for GT. Anyone interested?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:39:29 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Fugitives from the K'Kree (WAS: We don't care about the K'kre e)<BR>
<BR>
> <BR>
> But Leonard forgot the most important part of the free <BR>
> trader's quest--their<BR>
> search for the mysterious "three-legged Centaur" who is the <BR>
> only witness to<BR>
> the fact that the crew had taken Zenbodhist oaths during their stay in<BR>
> K'Kree space and could not have been the meat-eaters in question! :)<BR>
> <BR>
<BR>
Ow Fred! That one actually hurt! :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 09:45:05 -0500<BR>
From: Donald McKinney <dmckinne@amdocs.com><BR>
Subject: Help!  Need a copy of an article in Challenge #49<BR>
<BR>
I need a copy of the article about Meshan and the trailing sectors; someone<BR>
has apparently removed #49 from my collection.<BR>
Sigh.<BR>
<BR>
Can anyone help?<BR>
<BR>
<BR>
DonM.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:55:38 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Help!  Need a copy of an article in Challenge #49<BR>
<BR>
Best I can offer is http://www.dragontrove.com/gdw.html ...they got one for<BR>
$4<BR>
<BR>
> -----Original Message-----<BR>
> From: Donald McKinney [mailto:dmckinne@amdocs.com]<BR>
> Sent: 15 August 2000 15:45<BR>
> To: 'traveller@lists.imagiconline.com'<BR>
> Subject: Help! Need a copy of an article in Challenge #49<BR>
> <BR>
> <BR>
> I need a copy of the article about Meshan and the trailing <BR>
> sectors; someone<BR>
> has apparently removed #49 from my collection.<BR>
> Sigh.<BR>
> <BR>
> Can anyone help?<BR>
> <BR>
> <BR>
> DonM.<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 10:05:34 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: We don't care about the K'kree<BR>
<BR>
On 08/15/00 at 10:10 AM,  "Jones, Dean" <Dean.Jones@fox-europe.com> said:<BR>
<BR>
>> >"After a misjump into K'kree space the crew of the 'Richard Kimble'<BR>
>> >have been sentenced to death in absentia for being meat eaters. Now<BR>
>> >they are on a desperate quest to find a way out of K'kree <BR>
>> space before<BR>
>> >they can be captured..."<BR>
>> ><BR>
>> >(A cookie to the first person to identify the source of the <BR>
>> ship name.)<BR>
>> <BR>
>> <BR>
>>     The Fugitive.  Now, do I get a second cookie because I <BR>
>> know it was a TV<BR>
>> Show & not a movie first?<BR>
<BR>
>Nah, everyone knew that. You only get your cookie if you can tell us WHO<BR>
>played the good doctor in the TV Series :) <BR>
<BR>
David Janson, that's too easy!!  Who played the detective that chased Richard Kimball all those years?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 17:21:10 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Update: Solomani Money Vote<BR>
<BR>
Tod Glenn wrote:<BR>
>  Keep those votes coming (only one vote per person)<BR>
<BR>
I haven't voted yet, but I'll do so now.<BR>
<BR>
Solar<BR>
<BR>
But I'll pronounce it with a long 'a' sound and a short 'o' sound... <BR>
;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 16:16:43 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Update: Solomani Money Vote<BR>
<BR>
> -----Original Message-----<BR>
> From: Jens 'Spacejens' Rydholm [mailto:jenry023@student.liu.se]<BR>
> Sent: 15 August 2000 16:21<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Update: Solomani Money Vote<BR>
> <BR>
> <BR>
> Tod Glenn wrote:<BR>
> >  Keep those votes coming (only one vote per person)<BR>
> <BR>
> I haven't voted yet, but I'll do so now.<BR>
> <BR>
> Solar<BR>
> <BR>
> But I'll pronounce it with a long 'a' sound and a short 'o' sound... <BR>
> ;-)<BR>
<BR>
The Centauri pronunciation? So it rhymes with Londo MOLAR-i ? :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 16:23:17 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: Further Challenges<BR>
<BR>
Does anyone have a copy of Challenge 56? I've been looking for ages but noe<BR>
of my out-of-print guys seem to have it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 17:38:20 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Update: Solomani Money Vote<BR>
<BR>
Jones, Dean wrote:<BR>
> The Centauri pronunciation? So it rhymes with Londo MOLAR-i ? :)<BR>
<BR>
That is a B5 referrence, isn't it? I don't watch TV that much...<BR>
<BR>
My pronounciation was more intended to avoid making it too similiar to<BR>
the Swedish translation of "suns," which is "solar."<BR>
<BR>
I could have been more clear about this I guess. The smiley was intended<BR>
as a joke directed to the people I have bitched about... *delete*<BR>
...discussed Swedish pronounciation with. You know who you are... ;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 09:03:13 -0700<BR>
From: "Brian Jenkins" <Brian.Jenkins@grpwise1.westek.com><BR>
Subject: RE: Vote: Solomani Money<BR>
<BR>
I throw my vote for the Solar also<BR>
<BR>
>>> "Trevor, Peter" <Peter.Trevor@rb.cwplc.com> 08/15/00 02:56AM >>><BR>
> Please vote for you favorite.  The contenders are:<BR>
><BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
> Chit<BR>
> Sol<BR>
> Soland<BR>
> Solar (already used in the canon somewhere)<BR>
> Sollar (Solomani Dollar?)<BR>
<BR>
My vote is for the Solar.<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 08:27:05 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
In mail you write:<BR>
<BR>
>> Please vote for you favorite.  The contenders are:<BR>
>> <BR>
>> BUC (Basic Unit of Currency) --my personal favorite<BR>
>> Chit<BR>
>> Sol<BR>
>> Soland<BR>
>> Solar (already used in the canon somewhere)<BR>
>> Sollar (Solomani Dollar?)<BR>
><BR>
> I vote for Solar.  Failing that, I vote for anything other than BUC or<BR>
> Chit, which sound silly.<BR>
<BR>
Except both are *used* (or at least words that pronounce the same are)<BR>
in real life.<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: Tue, 15 Aug 2000 18:22:34 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
Leonard Erickson wrote:<BR>
> Except both are *used* (or at least words that pronounce the same are)<BR>
> in real life.<BR>
<BR>
This is (IMO) the very reason that those names are silly. Especially<BR>
BUC. Imagine a pricetag for a starship (or other serious piece of<BR>
hardware) saying "one hundred million BUCs." Doesn't have that much of a<BR>
serious feel to it...<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 09:31:14 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
on 8/15/00 8:05 AM, eris@pcola.gulf.net at eris@pcola.gulf.net wrote:<BR>
<BR>
>> Nah, everyone knew that. You only get your cookie if you can tell us WHO<BR>
>> played the good doctor in the TV Series :)<BR>
> <BR>
> David Janson, that's too easy!!  Who played the detective that chased Richard<BR>
> Kimball all those years?<BR>
> <BR>
> Eris<BR>
<BR>
Barry Morse<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2936<BR>
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Traveller-digest      Tuesday, August 15 2000      Volume 1999 : Number 2937<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>
Votes and Surveys<BR>
Re: GDW's "Great Game" - ATTN LOREN<BR>
Re: Jumpspace and jump bubbles<BR>
Striker spreadsheets wanted<BR>
Re: Vote: Solomani Money<BR>
RE: Vargr, what does everybody think of the Vargr?<BR>
Suggestions wanted<BR>
Re: Vote: Solomani Money<BR>
RE: Traveller-digest V1999 #2936<BR>
New Baby<BR>
Re: We don't care about the K'kree very much...<BR>
RE: Vargr, what does everybody think of the Vargr?<BR>
Mis-jumps in MTU<BR>
Re: Mis-jumps in MTU<BR>
Re: Update: Solomani Money Vote<BR>
Re: New Baby<BR>
Re: Vargr, what does everybody think of the Vargr?<BR>
Re: GDW's "Great Game" - ATTN LOREN<BR>
Re: Who appointed Arbellatra?<BR>
Re: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
TML Reference Questions<BR>
Re: TML Reference Questions<BR>
re: TheRichard Kimble<BR>
RE: Traveller-digest V1999 #2936<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:45:03 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Votes and Surveys<BR>
<BR>
Hey folks.  <BR>
<BR>
A request re: Votes and Surveys.  While I think they're interesting and<BR>
useful, it's not especially thrilling have digests full of </FONT><FONT  SIZE=3 PTSIZE=14><BIG><BIG><BIG> "My vote is for XXXX".  Could I aks that people instituting<BR>
such things have people send votes to them personally (or better yet set<BR>
it up on a web page!). Then send the list updates on the state of the<BR>
vote... <BR>
<BR>
Many thanks,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 13:07:18 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: GDW's "Great Game" - ATTN LOREN<BR>
<BR>
In a message dated 8/14/00 5:58:34 PM Central Daylight Time, <BR>
jenry023@student.liu.se writes:<BR>
<BR>
<< <BR>
 If he doesn't, perhaps he knows where to find them... or maybe Mr.<BR>
 Miller does.<BR>
  >><BR>
<BR>
I actually have pictures here in the drawer of players entering the bowels of <BR>
the GDW warehouse to play the Great Game.<BR>
<BR>
And indeed it was a referee'd device to work out structure rather than a <BR>
complete playable marketable game for consumers.<BR>
<BR>
Marc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 10:19:51 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Jumpspace and jump bubbles<BR>
<BR>
They were posted somewhere on the web, although those details about the<BR>
author may have only been in Survival Margin.<BR>
<BR>
Andrew Long wrote:<BR>
> <BR>
> The recent questions about the 'jump bubble' or 'jump field' lit up a little<BR>
> light at the back of my mind - ISTR some news messages in Challenge TNS<BR>
> concerning the first documented survivor of exposure to jumpspace. As I<BR>
> recall, he was being treated in a hospital in Melbourne/Brisbane?<BR>
> <BR>
> That led on to some more news posts about a reporter who was writing a book<BR>
> about jumpspace, who was murdered and his papers destroyed...<BR>
> <BR>
> Anyone know where I can find the back posts of these TNS entries?<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 10:27:38 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: Striker spreadsheets wanted<BR>
<BR>
Does anyone have Excel spreadsheets for designing Striker vehicles? I need<BR>
to design APCs and recon vehicles to counter Kristian Miller's designs,<BR>
although my infantry alone may be enough in this case. :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:37:58 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
On Tue, 15 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> > I vote for Solar.  Failing that, I vote for anything other than BUC or<BR>
> > Chit, which sound silly.<BR>
> <BR>
> Except both are *used* (or at least words that pronounce the same are)<BR>
> in real life.<BR>
> <BR>
<BR>
Which is why I think a unit of currency named after them would sound<BR>
silly.  Governments, especially the Solomani government, don't have much<BR>
of a sense of humor, and would opt for something that sounds a bit more<BR>
formal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 14:02:24 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
Dan Lane writes:<BR>
>I think the Vargr, Aslan, and Droyne fall into the same basket.<BR>
>The "bipedal-handed-five projection plus a tail" basket.<BR>
<BR>
	I see your point, but the Droyne actually have 7 projections.  :)<BR>
<BR>
>Only the K'Kree and Droyne are different.  making the Aslan gene-uplifted by<BR>
>the ancients removes some of their specialness, but I lean in that<BR>
>direction.<BR>
<BR>
	I see the K'Kree as being as much derivatives of humans as Droyne.<BR>
	Just your basic centaur with a few cosmetic adjustments.<BR>
<BR>
>I love the Vargr, especially their names and language, they are sort of fun<BR>
>"permanent thugs" especially with their corsairs, but they have always<BR>
>seemed like "dog-men" to me.  (they can be much more than this, of course,<BR>
>but I have never been too interested in them because I foung the idea of<BR>
>dog-men unacceptable, too much like Flash Gordon),  For this reason, I<BR>
>haven't included them in my recent campaigns.  By the same token, the Alsan<BR>
>are "lion-men", but I have chosen to de-emphasize this aspect completely.<BR>
<snipped><BR>
<BR>
	I, too, love the Vargr.  I have no problem with "dog-men" IMTU,<BR>
	and I have several typically humanoid minor alien species (and a<BR>
	bunch of entirely non-human ones).<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 13:06:25 -0500<BR>
From: Loren Wiseman <lkw@io.com><BR>
Subject: Suggestions wanted<BR>
<BR>
Gentlebeings,<BR>
<BR>
I am soliciting your votes for a deck plan -- it needs to meet the<BR>
following criteria:<BR>
<BR>
It should be something interesting<BR>
<BR>
It should preferably be something that is not done elsewhere<BR>
<BR>
At 1" per meter/yard it should fit on a 17x22" sheet<BR>
<BR>
Reply directly to lkw@io.com -- no point in cluttering the list<BR>
<BR>
<BR>
<BR>
Loren Wiseman<BR>
     Traveller Line Manager/Traveller Guru-in-Residence<BR>
     Editor, Journal of the Travellers' Aid Society  http://jtas.sjgames.com/<BR>
     SJ Games<BR>
     lkw@io.com http://www.io.com/~lkw/<BR>
     (512) 447-7866 VOX<BR>
     (512) 447-1144 FAX<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 11:30:49 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
In order of preference:<BR>
1. BUC<BR>
2. Sollar<BR>
Others too common or elsewhere used.<BR>
<BR>
How about Solbuk in honor of the 'sawbuck'?<BR>
<BR>
Jim Cooper<BR>
<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> I have selected a few of the best, IMHO and would like to get final<BR>
> input from the list.<BR>
><BR>
> Please vote for you favorite.  The contenders are:<BR>
><BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
> Chit<BR>
> Sol<BR>
> Soland<BR>
> Solar (already used in the canon somewhere)<BR>
> Sollar (Solomani Dollar?)<BR>
><BR>
> Thanks<BR>
><BR>
> ----<BR>
> "SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
> ----<BR>
> Tod Glenn<BR>
> webmaster@travellercentral.com<BR>
> http://www.travellercentral.com<BR>
> http://www.grandsurvey.com<BR>
> http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 13:38:27 -0500<BR>
From: Donald McKinney <dmckinne@amdocs.com><BR>
Subject: RE: Traveller-digest V1999 #2936<BR>
<BR>
Very strong agreement with most of your take :)<BR>
<BR>
> Arbellatra was one of Cleons Fleet Commanders, who had proved <BR>
> extremely<BR>
> loyal, effective and trustworthy in these dificult times. 2FW <BR>
> breaks out<BR>
> early 615, Cleon seizes Iridium Throne late 615, receiving news of war<BR>
> very late in 615. He immediately gives Arbellatra an Imperial Warrant,<BR>
> appoints her Grand Admiral of the Marches and sends her to <BR>
> the Front to<BR>
> assess the situation and take any action she see's fit in the name of<BR>
> the Emperor. He gives her a couple of Squadrons of Ships and she sets<BR>
> off. She arrives mid-617. Things are going badly. Her reinforcements<BR>
> prove crucial in stemming the initial Zhodani onslaught, and she take<BR>
> complete charge of the theatre, 'removing' several <BR>
> incompetent Admirals.<BR>
<BR>
I still see her earning a fleet command under Cleon earlier - that she<BR>
was with him in some role prior to being a fleet commander.  I infered<BR>
that he was in some ways a mentor (compare the relationship between<BR>
Honor Harrington and her mentor who is killed at the first Battle of<BR>
Grayson); one of my players actually inferred that they might have <BR>
been lovers.<BR>
<BR>
I actually had him issuing the warrant prior to his formal recognition<BR>
as Emperor, and while the Marches weren't sure about this Cleon V, they<BR>
were sure they could use the reinforcements she brought with her, and<BR>
that convinced them to recognize the warrant.<BR>
<BR>
> The Tide turns, and slowly the Zhodani are pushed back, then <BR>
> in 619 she<BR>
> receives word that Cleon has died in the Battle of Marktach. Deciding<BR>
> that the fighting for the throne is crippling the Imperium, <BR>
> she launches<BR>
> a series of masterful thrusts into Zhodani and Sword World held<BR>
> territory, designed to bring the Zhodani to the negotiating table. To<BR>
> conclude the 2FW and release forces to put an end to the Civil War she<BR>
> cedes Chronor to the Zhodani, in return for concessions against the<BR>
> Sword Worlders.<BR>
<BR>
Also, from the news she has about the Battle of Marktach, it is obvious<BR>
that her "reinforcements" would have turned the tide.  I've always felt<BR>
that Arbellatra's motivation was somewhat vengeful.<BR>
<BR>
It also gives the whole event a tragic and passionate side, which I<BR>
feel is somewhat lacking in the written Imperial history.<BR>
<BR>
> The treaty is signed late in 620, and she immediately heads <BR>
> to the Core,<BR>
> drumming up support for her 'Regency' idea along the way. In 622 she<BR>
> arrives, with the largest, most complete fleet, as it has had nearly 2<BR>
> years to make good repairs, whereas the Core fleets have been in near<BR>
> constant action for 16 years. She defeats the current "Emperor of the<BR>
> Month", Gustus, at Zhimaway and is declared Regent.<BR>
<BR>
"Imperial Aspirations" was the working name for a concept I was developing:<BR>
the story of the 75 kton Imperial battlecruiser Bonadventure, from 600 to<BR>
630; originally part of Grand Admiral hault-Plankwell's victorious fleet in<BR>
the First Frontier War and later escaping the disaster at the Battle of<BR>
Tricanus 5, to aiding Grand Admiral Alkhalikoi in defeating Emperor Gustus<BR>
at the Second Battle of Zhimaway. <BR>
<BR>
Sigh...<BR>
<BR>
<BR>
DonM.<BR>
_____  <BR>
<BR>
Donald E. McKinney<BR>
Configuration Management Team Lead<BR>
ITDS, An Amdocs Group Company<BR>
2109 S. Fox Drive, Champaign, IL 61820<BR>
work: (217) 239-8365, pager: (217) 378-6291<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:14:32 -0400<BR>
From: Ethan Henry <egh@klg.com><BR>
Subject: New Baby<BR>
<BR>
Ugh - I go away to have a baby with my wife (or, rather, she had it<BR>
with me) and now I'm 52 digests behind. <BR>
<BR>
Anyway, I'm pleased to announce that on Tuesday August 8th, 2000<BR>
(that's -2516 Imperial) little Beatrix Lauren Henry arrived.<BR>
<BR>
Yes, I'm sleepless and someday I will once again return to reading<BR>
the estimable digests of the TML. Not just yet though.<BR>
<BR>
Ethan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:00:52 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
On Mon, 14 Aug 2000 23:32:50 -0400 (EDT), shadow@krypton.rain.com (Leonard<BR>
Erickson) wrote:<BR>
<BR>
>Your mention of playing a Hiver brought an interesting image to mind. <BR>
<BR>
>Picture a group of players with a couple of folks playing Hivers. And<BR>
>who both know ASL:<BR>
<BR>
>Player 1: <gestures briefly><BR>
>Player 2: <gestures for several minutes><BR>
>Player 1: <gestures briefly><BR>
>          "We find your offer interesting."<BR>
<BR>
><eg><BR>
<BR>
>It'd definitely add some flavor. :-)<BR>
<BR>
/me is suddenly reminded of the Drasnian secret language, from David<BR>
Eddings's _Belgariad_ and _Malloreon_...<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:25:18 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
>	I, too, love the Vargr.  I have no problem with "dog-men" IMTU,<BR>
>	and I have several typically humanoid minor alien species (and a<BR>
>	bunch of entirely non-human ones).<BR>
<BR>
<BR>
But they are so much more than that.  (And all the dog jokes detracts<BR>
from playing a serious Vargr).<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:26:04 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Mis-jumps in MTU<BR>
<BR>
Don't want to start another war, but a few comments on mis-jumps lately<BR>
have spurred me on.<BR>
<BR>
If, under normal operation, a J-1 ship can *only* travel up to 1 parsec,<BR>
J-2 / 1 or 2 parsecs, J-3 / 1, 2 or 3 parsecs, J-4 / 1, 2, 3 or 4<BR>
parsecs, J-5 / 1, 2, 3, 4 or 5 parsecs, and J-6 / 1, 2, 3, 4, 5 or 6<BR>
parsecs,<BR>
<BR>
How is it possible for a mis-jump to generate/only generate 1 to 36<BR>
hexes (parsecs) (other than 'canon' says so.)?<BR>
<BR>
I can see the random direction 1D6 for direction of the mis-jump, but in<BR>
my mind, the ship should only be able to travel up to it's jump<BR>
capability + a little bit before running out of combined<BR>
jump/maneuver/power plant fuel ( and yes assuming they are not carrying<BR>
extra fuel for rift jumping or what have you).<BR>
<BR>
In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
<BR>
If 'canon' or the group, figure that a J-1 ship can mis-jump from 1 to<BR>
36 parsecs in a mis-jump then, a J-6 ship should be able to mis-jump 1<BR>
to 216 parsecs (1D6 (hexes)  x  1D6 (direction)  x 6 (max jump).<BR>
<BR>
I know I will be out to lunch on this, but will someone shed some light<BR>
as to my illogical logic.<BR>
<BR>
Jim Cooper<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:34:42 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Jim Cooper writes:<BR>
> Don't want to start another war, but a few comments on mis-jumps lately<BR>
> have spurred me on.<BR>
> <BR>
> If, under normal operation, a J-1 ship can *only* travel up to 1 parsec,<BR>
> J-2 / 1 or 2 parsecs, J-3 / 1, 2 or 3 parsecs, J-4 / 1, 2, 3 or 4<BR>
> parsecs, J-5 / 1, 2, 3, 4 or 5 parsecs, and J-6 / 1, 2, 3, 4, 5 or 6<BR>
> parsecs,<BR>
> <BR>
> How is it possible for a mis-jump to generate/only generate 1 to 36<BR>
> hexes (parsecs) (other than 'canon' says so.)?<BR>
<BR>
My handwave for this:<BR>
There are 36 levels of jump space.<BR>
In normal operations, a jump drive basically 'climbs' the jump layers -- J1,<BR>
J2, J3, etc -- using 10% of fuel for each layer.<BR>
In a misjump, you take a shortcut in there somewhere, and thus can wind up at any level of jump space without spending extra fuel.<BR>
In principle, a higher-TL ship could jump up to 36 parsecs on a flat 10% fuel<BR>
by means of controlled misjumps.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:14:00 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: Update: Solomani Money Vote<BR>
<BR>
    Solar<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:41:23 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: New Baby<BR>
<BR>
Warmest congratulations.  You'll get to sleep again in a few months.<BR>
<BR>
Tod<BR>
- ----- Original Message ----- <BR>
From: "Ethan Henry" <egh@klg.com><BR>
To: "TML" <traveller@mpgn.com><BR>
Sent: Tuesday, August 15, 2000 12:14 PM<BR>
Subject: New Baby<BR>
<BR>
<BR>
> Ugh - I go away to have a baby with my wife (or, rather, she had it<BR>
> with me) and now I'm 52 digests behind. <BR>
> <BR>
> Anyway, I'm pleased to announce that on Tuesday August 8th, 2000<BR>
> (that's -2516 Imperial) little Beatrix Lauren Henry arrived.<BR>
> <BR>
> Yes, I'm sleepless and someday I will once again return to reading<BR>
> the estimable digests of the TML. Not just yet though.<BR>
> <BR>
> Ethan<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 22:02:36 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Vargr, what does everybody think of the Vargr?<BR>
<BR>
David P. Summers wrote:<BR>
> But they are so much more than that.  (And all the dog jokes detracts<BR>
> from playing a serious Vargr).<BR>
<BR>
Or, probably worse, attract all the wrong players to the idea of playing<BR>
Vargr... the kind of players who name their Vargr PC "Spotty" or<BR>
something.<BR>
<BR>
The BITS adventure "Spacedogs" looks like a great way of introducing the<BR>
Vargr in a better way. The story is serious and rather depressing<BR>
(although a little out-of-character humor helps). The characters are<BR>
fairly three-dimensional.<BR>
<BR>
I have not yet played that adventure, but I plan to do so as a part of a<BR>
number of one-shot adventures (get players used to the OTU using<BR>
examples is a good idea). I have read some bits (no pun intended) of the<BR>
adventure, and it seems to be a good one. I'll read the rest after the<BR>
current batch of exams (the first of which begins in exactly 16 hours).<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 22:04:55 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: GDW's "Great Game" - ATTN LOREN<BR>
<BR>
Marc Miller wrote:<BR>
> I actually have pictures here in the drawer of players entering the bowels<BR>
> of the GDW warehouse to play the Great Game.<BR>
<BR>
It's a long shot, but...<BR>
<BR>
Does any part of the game board etc. show up on the photos ?  ;-)<BR>
<BR>
> And indeed it was a referee'd device to work out structure rather than a<BR>
> complete playable marketable game for consumers.<BR>
<BR>
I am sure that the folks here on the list would still enjoy it, no<BR>
matter how incomplete. It is a little known secret that the 'T' in "TML"<BR>
stands for "Tinkering."<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 16:17:58 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
<Alan Bradley><BR>
It boils down to Cleon becoming Emperor in 615, and the 2nd Frontier War<BR>
beginning in 615 as well.  We don't know which happened first.  We also<BR>
don't firmly know if Arbellatra was in command right from the beginning of<BR>
the 2FW, or, indeed, if she hadn't been in command for some years<BR>
beforehand.<BR>
</AB><BR>
<BR>
My assumption has been that she became Admiral during the war, with<BR>
superiors dropping off in combat.  The war also gives her a chance to show<BR>
off her military genius (another assumption of mine is that she was one).<BR>
That actually gives time for Cleon to get news of her accomplishments and<BR>
send back her appointment:  Asumming she made Captain (due to noble blood<BR>
and/or exceptional test scores and/or other things) by 615 and showed off<BR>
her prowess in one of the first campaigns of the war, we could allow up to<BR>
3 years for news back and forth and still have her appointed in time to<BR>
win it (i.e., be the one in charge when victory is declared).  She would<BR>
be in charge for the last year or two in this case, and might have played<BR>
a strong advisory role previously.<BR>
<BR>
<BR>
<AB><BR>
The other thing to realise is that Cleon wouldn't have known about the war<BR>
for quite some time after it started.  It is most unlikely that he would<BR>
have appointed Arbellatra to take charge of it under these circumstances:<BR>
it would have involved messing with the existing command structures too<BR>
badly.<BR>
</AB><BR>
<BR>
This depends on how the appointments work and on the character of the 2FW. <BR>
Cleon might intially have heard only of a "significant border incident" in<BR>
which a promising young noble woman Commodore completely trounced the<BR>
Zhos. Shortly thereafter, he sends off a notice recommending her for the<BR>
"next available admiralty position".  Then the war turns serious, some<BR>
high-ups get killed or die off, and she gets placed, probably around 618. <BR>
Just thinking out loud...<BR>
<BR>
<AB><BR>
The option I don't like, but is actually quite likely, is that Arbellatra<BR>
was Duchess of Mora, or something like that.  That explains neatly why<BR>
someone as young as her gets to be so powerful - she inherited her<BR>
position, and put herself in command of the fleet.  With a staff of<BR>
professional officers to advise her, she wouldn't necessarily foul up.<BR>
</AB><BR>
<BR>
Nah, this is too easy.  It makes sense I'll grant you, but applying too<BR>
much sense to your future history makes it less interesting and less<BR>
realistic (lots of history doesn't seem to make sense, IOW). <BR>
<BR>
<BR>
Cheers,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 12:30:47 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
"David P. Summers" <summers@alum.mit.edu><BR>
<BR>
> I think this is implicit in most of the posts, but I'll<BR>
> just comment, having seen how communal supply stores<BR>
> work in real life (people come, take what they want, and<BR>
> never tell anyone, let alone replace) there should be nothing of<BR>
> any great value in a ship's locker unless a character has explicitly<BR>
> committed to maintaining it and spends appropriate funds to<BR>
> do so.....<BR>
<BR>
I'm not so sure that the situations are parallel. Presumably<BR>
the passengers can't access the ships locker and the ships<BR>
crew has no place to hide anything they take from it. I<BR>
suppose a crew member could take things from the locker<BR>
and use them up or pawn them on leave. It seems more likely<BR>
that before lifting off on each trip the 1st officer would<BR>
check with the computer and see if the locker had been opened<BR>
up, and if so by who. Anyone who had taken anything from the<BR>
locker and not returned it could be in trouble.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:34:17 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
On Tue, 15 Aug 2000, Jim Cooper wrote:<BR>
<BR>
> How is it possible for a mis-jump to generate/only generate 1 to 36<BR>
> hexes (parsecs) (other than 'canon' says so.)?<BR>
<BR>
36 parsecs is the absolute, theoretical limit for jump.  It is also<BR>
possible in theory to do so with just 10% fuel, but current technology has<BR>
yet to find a way to do so consistently.  Perhaps the Ancients could do<BR>
better.<BR>
<BR>
> <BR>
> If 'canon' or the group, figure that a J-1 ship can mis-jump from 1 to<BR>
> 36 parsecs in a mis-jump then, a J-6 ship should be able to mis-jump 1<BR>
> to 216 parsecs (1D6 (hexes)  x  1D6 (direction)  x 6 (max jump).<BR>
<BR>
The maximum jump number doesn't depend on the size of the drive.  Building<BR>
a larger drive for longer jumps is just a crutch used by people who barely<BR>
understand anything about jump space, which is the case even at TL 15.  Or<BR>
at least, that's how I read it. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 16:57:02 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: TML Reference Questions<BR>
<BR>
If the following topics have been addressed on the TML (or allied lists)<BR>
before, could some kind soul please point me to the appropriate date and<BR>
entry?<BR>
<BR>
(1) Physical characteristics (stress, strain, elasticity, etc.) for<BR>
canonical ultra-tech materials: crystaliron, superdense and bonded<BR>
superdense? I am aware that a professional materials scientist declared<BR>
these were "impossible" as written, but I can't find any elaboration, pro<BR>
or con.<BR>
<BR>
(2) Impact or shock effects from space weapons -- nuclear proximity burst,<BR>
x-ray laser, particle beam, meson beam -- in terms of energy or momentum<BR>
imparted? I know there was some debate on this (last year?) but I don't<BR>
have the specific posts saved.<BR>
<BR>
(3) Pointing accuracy required for spinal mounts? I imagine this was<BR>
implied by the sensor debate, but again I didn't catch the specific result.<BR>
<BR>
I have searched the archives up to two years ago (12 August 1998), plus all<BR>
the material on Bryan Borich's Traveller CD, without much success. Perhaps<BR>
I am using the wrong key words?<BR>
<BR>
Thanks,<BR>
<BR>
Chris<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 23:33:22 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
Christopher Thrash wrote:<BR>
> (3) Pointing accuracy required for spinal mounts? I imagine this was<BR>
> implied by the sensor debate, but again I didn't catch the specific result.<BR>
<BR>
I have not seen any such discussion, but I have always assumed that a<BR>
spinal (or other fixed) mount has some kind of focusing/directing device<BR>
at the business end, enabling it to fire over a field of about 5-10<BR>
degrees.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 13:50:55<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: re: TheRichard Kimble<BR>
<BR>
At 02:41 PM 8/15/2000 +0400, you wrote:<BR>
>That of course was one of the longest running TV series of the early<BR>
>sixties - David Jansen, searching for the one-armed man who he saw running<BR>
>from his house after his wife was murdered. To be honest, the recent<BR>
>Harrison Ford movie didn't do justice to the story.<BR>
<BR>
And the series was of course based on the case of San Sheppard, who was<BR>
convicted of his wife's murder, and later cleared.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 14:00:51<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: RE: Traveller-digest V1999 #2936<BR>
<BR>
At 01:38 PM 8/15/2000 -0500, you wrote:<BR>
<BR>
>I still see her earning a fleet command under Cleon earlier - that she<BR>
>was with him in some role prior to being a fleet commander.  I infered<BR>
>that he was in some ways a mentor (compare the relationship between<BR>
>Honor Harrington and her mentor who is killed at the first Battle of<BR>
>Grayson); one of my players actually inferred that they might have <BR>
>been lovers.<BR>
<BR>
But we have the problem of her age.  Arbellatra was 28 years old in 615.<BR>
That is barely enough time to finish the Academy and get promoted to<BR>
Lieutenant (j.g.), let alone advance to Admiral along with traveling from<BR>
Core to the Marches.<BR>
<BR>
Instead, I see her as a tactical and strategic genius, who climbed the<BR>
ladder on the backs of dead and cashiered superiors.  I doubt anybody in<BR>
Core knew or cared about the 2FW, they were a bit preoccupied.<BR>
<BR>
Arbellatra was probably given her rank of Grand Admiral by the Sector<BR>
nobles, who realized that they had a miracle worker on their hands, and<BR>
decided to break with convention to do what was necessary.  I imagine an<BR>
Imperial Warrant, possibly forged, was used to bring the fleet in line.<BR>
Once the started winning, everybody forgot that their commander was in her<BR>
very early thirties.<BR>
<BR>
Also, to get her fleet to Core subsector in time to fight at Zhimaway in<BR>
622, she had to have left the Marches very early in 620.  So another<BR>
possibility is that she was an acting fleet commander, who pulled off a<BR>
brilliant victory (on the level of a Midway) and was given her rank as an<BR>
appropriate send off for her attempt to end the Civil War.  In this case,<BR>
the history books would be written to make her look as good as possible.<BR>
- -- <BR>
<BR>
Douglas E. Berry   Templar Agent at Large.<BR>
gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TravGeekCode: <BR>
tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i<BR>
ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da<BR>
         <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2937<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2938</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/15/00 9:09:44 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2938<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: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: Imperial Special Ops Personnel (Long)<BR>
RE: Who appointed Arbellatra?<BR>
Re: We don't care about the K'kree<BR>
Re: We don't care about the K'kree<BR>
Re: Mis-jumps in MTU<BR>
Re: TML Reference Questions<BR>
Re: TML Reference Questions<BR>
Re: Solomani Money<BR>
RE: Vote: Solomani Money<BR>
Flourine/Methane Lifeforms<BR>
Re: Empress Arbellatra<BR>
Traveller at Fiction-Fantasy.net<BR>
Re: Arbellatra<BR>
Re: Arbellatra<BR>
Re: Vote: Solomani Money<BR>
GDW Guidelines (long)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 17:46:50 -0400<BR>
From: "Garry Ward" <Garry.E.Ward@worldnet.att.net><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
A lot depends on rather you consider jump a "space" or and "effect"<BR>
<BR>
As a "space", it doesn't seem likely.<BR>
<BR>
As an "effect", it becomes more believeable, kind of like the effect of<BR>
bouncing short wave signals long distances when atmospheric conditions are<BR>
right.<BR>
<BR>
- -----Original Message-----<BR>
From: Jim Cooper <tloql@home.com><BR>
To: traveller_list <traveller@lists.imagiconline.com><BR>
Cc: Recipients of the TNE-RCES list <tne-rces@silent-tower.org><BR>
Date: Tuesday, August 15, 2000 3:31 PM<BR>
Subject: Mis-jumps in MTU<BR>
<BR>
<BR>
>Don't want to start another war, but a few comments on mis-jumps lately<BR>
>have spurred me on.<BR>
><BR>
>If, under normal operation, a J-1 ship can *only* travel up to 1 parsec,<BR>
>J-2 / 1 or 2 parsecs, J-3 / 1, 2 or 3 parsecs, J-4 / 1, 2, 3 or 4<BR>
>parsecs, J-5 / 1, 2, 3, 4 or 5 parsecs, and J-6 / 1, 2, 3, 4, 5 or 6<BR>
>parsecs,<BR>
><BR>
>How is it possible for a mis-jump to generate/only generate 1 to 36<BR>
>hexes (parsecs) (other than 'canon' says so.)?<BR>
><BR>
>I can see the random direction 1D6 for direction of the mis-jump, but in<BR>
>my mind, the ship should only be able to travel up to it's jump<BR>
>capability + a little bit before running out of combined<BR>
>jump/maneuver/power plant fuel ( and yes assuming they are not carrying<BR>
>extra fuel for rift jumping or what have you).<BR>
><BR>
>In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
><BR>
>If 'canon' or the group, figure that a J-1 ship can mis-jump from 1 to<BR>
>36 parsecs in a mis-jump then, a J-6 ship should be able to mis-jump 1<BR>
>to 216 parsecs (1D6 (hexes)  x  1D6 (direction)  x 6 (max jump).<BR>
><BR>
>I know I will be out to lunch on this, but will someone shed some light<BR>
>as to my illogical logic.<BR>
><BR>
>Jim Cooper<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:10:30 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 12:30 PM -0800 8/15/00, Peter Newman wrote:<BR>
>"David P. Summers" <summers@alum.mit.edu><BR>
><BR>
>  > I think this is implicit in most of the posts, but I'll<BR>
>  > just comment, having seen how communal supply stores<BR>
>  > work in real life (people come, take what they want, and<BR>
>  > never tell anyone, let alone replace) there should be nothing of<BR>
>  > any great value in a ship's locker unless a character has explicitly<BR>
>  > committed to maintaining it and spends appropriate funds to<BR>
>  > do so.....<BR>
><BR>
>I'm not so sure that the situations are parallel. Presumably<BR>
>the passengers can't access the ships locker and the ships<BR>
>crew has no place to hide anything they take from it.<BR>
<BR>
If you've ever worked in a lab, you know this doesn't<BR>
matter.  Nobody "steals" the stuff.  The just needed it<BR>
and were going to replace it when they got around to it.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 23:22:47 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Imperial Special Ops Personnel (Long)<BR>
<BR>
I find all this very interesting and close to my heart. A super soldier, a<BR>
battalion of which would make up something like the famous Spartan Empire at<BR>
it's peak. Though history tells us that such formations have a weak<BR>
infra-structure.<BR>
All together possible in this day and age, and to a certain degree practised<BR>
on the higher levels within the forces of the major powers, who's own<BR>
soldiers are driven to become the best. In so doing doing great harm on<BR>
their own being. It is un believable how much any one individual will<BR>
concieve, to in, becoming one of the Elite.<BR>
These types of forces are able to maintain this credit of being the best at<BR>
what they do ,only by allowing their persons to be human after all.<BR>
I would like to think that this structure could be improved, many times<BR>
over, though in so doing, you runk the risk of this system collapsing under<BR>
it's own weight.<BR>
Could one cyber engineer this body of men to enable them to withstand the<BR>
stress of their own abilities, to a greater degree, to enable them to<BR>
pertain the wanted result of the Elite of the Elite: A body of soldiers,<BR>
that are that, nothing more than soldiers.<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message -----<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 13, 2000 1:59 AM<BR>
Subject: Imperial Special Ops Personnel (Long)<BR>
<BR>
<BR>
> I apologise in advance for the lack of brevity in the post.<BR>
><BR>
> In my traveller universe, I've used a variety of Special Ops<BR>
> Personnel as NPC's, foils, deus ex machina persona and<BR>
> as other interventionist actions for many years. Recently<BR>
> a discussion took place asking me as the GM to justify<BR>
> a particular action. My response as appropriate for any<BR>
> self-respecting GM was " That's the way I wrote this<BR>
> scenario and so there" or something to that effect.<BR>
><BR>
> However, I occured to me that some sort of frame-work<BR>
> for background might be usefull. So I turned to the 'List with<BR>
> my thoughts in the hope that some sort of feedback would<BR>
> occurr. Herein is my thesis:<BR>
><BR>
> In an interstellar polity with thousands of worlds (and their<BR>
> equivelants) available for contributing technology, funds<BR>
> and other resources; the most elite tactical elements of any<BR>
> security or special operations apparatus would be<BR>
> immensely effective.<BR>
><BR>
> In an enviroment wherein the medical technology alone<BR>
> would seem outstanding by our terms, the capacity to<BR>
> develop seemingly "super soldiers" would be, well,<BR>
> irrisistable to the authorities.<BR>
><BR>
> Taking in account, just the following normal concepts from<BR>
> CT & MT would give any half-hearted Secret Agency a<BR>
> persona that would be much to strong for almost any<BR>
> group of players:<BR>
> Clone Insurance Technology, Anagathics Type A,<BR>
> Mental Conditioning, etc.<BR>
><BR>
> Then take an outstanding, motivated and enthusiastic<BR>
> recruit (age 18-20)( race errelevant) and train them for<BR>
> a couple of years. Season them with a few special ops<BR>
> or small wars. Then take the survivors, constantly working<BR>
> on the esprit de corps effect, cull them for the most effective<BR>
> and then continue the training in whatever special skills<BR>
> that you need or desire (martial arts, piloting, B&E, etc)<BR>
> When they reach the desired levels of efficency through<BR>
> this means, either use them up and then clone insurance them<BR>
> thereby giving you a younger body with an old persona<BR>
> (time to train the body with the old persona shouldn't take<BR>
> too much time. Though muscle memory is a factor in some<BR>
> special skills) or put them on the anagathics of your choice.<BR>
><BR>
> Now, I recall and have a copy of an old CharGen for<BR>
> the IBIS Agents and they have a similar bent and the<BR>
> characters created by that agency are excpetionally<BR>
> strong, if the do in fact, survive the creation process.<BR>
><BR>
> My questions are where would this lead? I reallize that the<BR>
> cost of some of the training programs and the maintenance<BR>
> on these might be substantial but when dealing with an<BR>
> entity such as the Imperium, The Zhodani Consulate or<BR>
> the Solomani Confederation such considerations of cost<BR>
> become negligable and the opportunities for such agents<BR>
> as moles, deep cover sabotuers or assassins is, well,<BR>
> extremely attractive to GM's<BR>
><BR>
> Anyone have any thoughts or comments<BR>
><BR>
> Thanks<BR>
> Pat Connaughton<BR>
> ICQ # 2535086<BR>
> pconn@i1.net<BR>
> "He who knows not how to dissemble knows not<BR>
> how to reign"<BR>
> Tiberius, Emperator and Princips of Rome<BR>
><BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 18:30:45 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Who appointed Arbellatra?<BR>
<BR>
Matt I like it. I think that it is also likely that Arballatra was a high<BR>
ranking noble or at least the scion of a highly placed noble family. She was<BR>
quite probably a military genius as well and a protge who completed<BR>
academy training early, maybe while still in her mid-teens. I suspect that<BR>
Cleon knew her family and perhaps she herself for a very long time, perhaps<BR>
for her whole life, and that her loyalty to him was without question. This<BR>
combination of personal and professional attributes would have made her the<BR>
perfect candidate to clean up the mess in the Marches.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Matt Bond<BR>
Sent: Tuesday, August 15, 2000 8:44 AM<BR>
To: 'traveller@lists.imagiconline.com'<BR>
Subject: RE: Who appointed Arbellatra?<BR>
<BR>
<BR>
><BR>
><BR>
> > From: Charles Collin<BR>
> > Alan, can you give the exact dates that lead you to the<BR>
> conclusion that<BR>
> > AAA can't have been appointed by Cleon?  What kind of comm<BR>
> lag are you<BR>
> > assuming?  The Xboats wouldn't be in by that point (that<BR>
> was AAA's idea<BR>
> > too, IIRC), but I could certainly see a jump-4 or jump-5<BR>
> courier being<BR>
> > used to transport military data (with the appointment notice tagging<BR>
> > along).<BR>
<BR>
My take:<BR>
<BR>
Arbellatra was one of Cleons Fleet Commanders, who had proved extremely<BR>
loyal, effective and trustworthy in these dificult times. 2FW breaks out<BR>
early 615, Cleon seizes Iridium Throne late 615, receiving news of war<BR>
very late in 615. He immediately gives Arbellatra an Imperial Warrant,<BR>
appoints her Grand Admiral of the Marches and sends her to the Front to<BR>
assess the situation and take any action she see's fit in the name of<BR>
the Emperor. He gives her a couple of Squadrons of Ships and she sets<BR>
off. She arrives mid-617. Things are going badly. Her reinforcements<BR>
prove crucial in stemming the initial Zhodani onslaught, and she take<BR>
complete charge of the theatre, 'removing' several incompetent Admirals.<BR>
<BR>
The Tide turns, and slowly the Zhodani are pushed back, then in 619 she<BR>
receives word that Cleon has died in the Battle of Marktach. Deciding<BR>
that the fighting for the throne is crippling the Imperium, she launches<BR>
a series of masterful thrusts into Zhodani and Sword World held<BR>
territory, designed to bring the Zhodani to the negotiating table. To<BR>
conclude the 2FW and release forces to put an end to the Civil War she<BR>
cedes Chronor to the Zhodani, in return for concessions against the<BR>
Sword Worlders.<BR>
<BR>
The treaty is signed late in 620, and she immediately heads to the Core,<BR>
drumming up support for her 'Regency' idea along the way. In 622 she<BR>
arrives, with the largest, most complete fleet, as it has had nearly 2<BR>
years to make good repairs, whereas the Core fleets have been in near<BR>
constant action for 16 years. She defeats the current "Emperor of the<BR>
Month", Gustus, at Zhimaway and is declared Regent.<BR>
<BR>
Well?<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 15:26:15 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
In mail you write:<BR>
<BR>
> On 08/15/00 at 10:10 AM,  "Jones, Dean" <Dean.Jones@fox-europe.com> said:<BR>
><BR>
>>>>"After a misjump into K'kree space the crew of the 'Richard Kimble'<BR>
>>>>have been sentenced to death in absentia for being meat eaters. Now<BR>
>>>>they are on a desperate quest to find a way out of K'kree <BR>
>>> space before<BR>
>>>>they can be captured..."<BR>
>>>><BR>
>>>>(A cookie to the first person to identify the source of the <BR>
>>> ship name.)<BR>
>>> <BR>
>>> <BR>
>>>     The Fugitive.  Now, do I get a second cookie because I <BR>
>>> know it was a TV<BR>
>>> Show & not a movie first?<BR>
><BR>
>>Nah, everyone knew that. You only get your cookie if you can tell us WHO<BR>
>>played the good doctor in the TV Series :) <BR>
><BR>
> David Janson, that's too easy!!  Who played the detective that chased <BR>
> Richard Kimball all those years?<BR>
<BR>
Barry Morse. <BR>
<BR>
Who played the "One-armed man"?<BR>
Who played Kimball's sister Donna Taft?<BR>
And who was the narrator?<BR>
<BR>
And yes, I'm cheating. I've got "The Complete Directory to Prime Time<BR>
Network and Cable TV Shows 1946-Present" sitting next to me. :-)<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: Tue, 15 Aug 2000 16:38:01 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
><BR>
> And yes, I'm cheating. I've got "The Complete Directory to Prime Time<BR>
> Network and Cable TV Shows 1946-Present" sitting next to me. :-)<BR>
<BR>
ISBN ISBN!!! I would KILL for that book!<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 16:41:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
In mail you write:<BR>
<BR>
> Don't want to start another war, but a few comments on mis-jumps lately<BR>
> have spurred me on.<BR>
><BR>
> If, under normal operation, a J-1 ship can *only* travel up to 1 parsec,<BR>
> J-2 / 1 or 2 parsecs, J-3 / 1, 2 or 3 parsecs, J-4 / 1, 2, 3 or 4<BR>
> parsecs, J-5 / 1, 2, 3, 4 or 5 parsecs, and J-6 / 1, 2, 3, 4, 5 or 6<BR>
> parsecs,<BR>
><BR>
> How is it possible for a mis-jump to generate/only generate 1 to 36<BR>
> hexes (parsecs) (other than 'canon' says so.)?<BR>
<BR>
If they knew how/why, they could build J-36 ships. :-)<BR>
<BR>
But consider this. When you overload something it can vastly exceed<BR>
it's normal operating performance. Of course, adfter that, it may not<BR>
be able to *meet* it's normal performance without repairs. :-)<BR>
<BR>
> I can see the random direction 1D6 for direction of the mis-jump, but in<BR>
> my mind, the ship should only be able to travel up to it's jump<BR>
> capability + a little bit before running out of combined<BR>
> jump/maneuver/power plant fuel ( and yes assuming they are not carrying<BR>
> extra fuel for rift jumping or what have you).<BR>
<BR>
Remember, it's prety well established (though not accepted by everyone)<BR>
that the fuel is all used for *something* at the start of the jump. <BR>
<BR>
> If 'canon' or the group, figure that a J-1 ship can mis-jump from 1 to<BR>
> 36 parsecs in a mis-jump then, a J-6 ship should be able to mis-jump 1<BR>
> to 216 parsecs (1D6 (hexes)  x  1D6 (direction)  x 6 (max jump).<BR>
<BR>
Why? It makes no more sense that way than the other. The 36 parsecs may<BR>
be some sort of limit on how far you can jump, regardless.<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: Tue, 15 Aug 2000 16:59:39 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: TML Reference Questions<BR>
<BR>
In mail you write:<BR>
<BR>
> (2) Impact or shock effects from space weapons -- nuclear proximity burst,<BR>
> x-ray laser, particle beam, meson beam -- in terms of energy or momentum<BR>
> imparted? I know there was some debate on this (last year?) but I don't<BR>
> have the specific posts saved.<BR>
<BR>
No dates available, but in essence, there are no impact or shock<BR>
effects. A nuke is an intense source of X-rays. In atmosphere, they get<BR>
absorbed by air and create the thermal and blast effects as the<BR>
superheated air expands and radiates light and IR.<BR>
<BR>
In space, you just get the X-rays, which are only a radiation hazard<BR>
unless the burst is ridiculously close (*well* within a kilometer). <BR>
<BR>
Beam weapons *create* a shock, because the primary damage mechanism is<BR>
by dumping so much energy into a chunk of hull so fast that it<BR>
*explodes* into a plasma. <BR>
<BR>
> the material on Bryan Borich's Traveller CD, without much success. Perhaps<BR>
> I am using the wrong key words?<BR>
<BR>
Probably. My comments above out to suggest some new ones. Like "x-ray",<BR>
"plasma", and "explode"/"explosive".<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: Tue, 15 Aug 2000 17:16:42 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> No dates available, but in essence, there are no impact or shock<BR>
> effects. A nuke is an intense source of X-rays. In atmosphere, they get<BR>
> absorbed by air and create the thermal and blast effects as the<BR>
> superheated air expands and radiates light and IR.<BR>
> <BR>
> In space, you just get the X-rays, which are only a radiation hazard<BR>
> unless the burst is ridiculously close (*well* within a kilometer). <BR>
<BR>
The main effect of the soft X-rays is rapidly superheating the surface and<BR>
causing shockwaves within the surface.  Radiation _is_ a hazard, though;<BR>
at one kilometer the hard radiation alone (~1% of total) accounts for 20+ <BR>
grays per kiloton; a 1 MT weapon will deliver a 50% lethal dose (~4 grays)<BR>
at 70 kilometers.<BR>
<BR>
> <BR>
> Beam weapons *create* a shock, because the primary damage mechanism is<BR>
> by dumping so much energy into a chunk of hull so fast that it<BR>
> *explodes* into a plasma.<BR>
<BR>
In space, a nuclear weapon blast is sufficiently short duration to have the<BR>
same effect.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:48:59 +1000<BR>
From: Phill Webb <pwebbtrav@yarranet.net.au><BR>
Subject: Re: Solomani Money<BR>
<BR>
I prefer Sol.<BR>
<BR>
As others have pointed out BUC seems like a bit of a corny joke.<BR>
Although it could be an informal way of referring to money brought about<BR>
from statements like the one below.<BR>
<BR>
'The Sol is the basic unit of currency in the Confederation.'<BR>
<BR>
Phill<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:49:50 +1000<BR>
From: Graeme_Batho@agd.nsw.gov.au<BR>
Subject: RE: Vote: Solomani Money<BR>
<BR>
My vote is for the Solar.<BR>
<BR>
Graeme Batho<BR>
_________________________________________________<BR>
If at first you don't succeed, try not to play Russian Roulette<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 01:32:36 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Flourine/Methane Lifeforms<BR>
<BR>
Has anyone got the feintest idea how a flourine<BR>
or methane breathing lifeform would work?<BR>
<BR>
And what would the 'sea' on an planet with a flourine<BR>
methane (or other corrosive or exotic atmosphere0<BR>
planet be anyway.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 21:07:52 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: Empress Arbellatra<BR>
<BR>
Well, IMTU, as far as I've thought about it, Arbellatra is not so much a<BR>
military genius as an administrative and political genius. I see her as from<BR>
a noble family that supported Olav in his takeover bid. For reasons of<BR>
political expediency (perhaps more powerful noble families consented to her<BR>
appointment under the theory that she would be easier to manipulate) she<BR>
gets appointed Grand Admiral of the Marches (according to Library Data, by<BR>
Cleon V). Good thing for the Imperium she ends up being far better at her<BR>
job than anyone dreamed possible. In this construction, the model is<BR>
Augustus, not Julius Caesar--that would be Olav.<BR>
<BR>
BTW, is it possible that she was not a Navy officer at all? Her title was<BR>
Grand Admiral *of the Marches* (emphasis mine.) Is it possible that during<BR>
the antebellum period this was a political appointment, not a military<BR>
appointment? The idea being to put a trusted, high-ranking noble directly in<BR>
the chain of command, rather than having to work through the indirect<BR>
channels normally available to the sector nobility. Considering that she<BR>
fought a "holding action" and ceded several worlds to the Zhodani after the<BR>
war, I'm not sure there's substantial evidence for her being a military<BR>
genius. However, it just strengthens the evidence of her administrative<BR>
genius (keeping the fleet together until reinforcements could be<BR>
built/arrive from Corridor) and political genius (giving up a few worlds as<BR>
a gambit to rebuild the Imperium). What separates Arbellatra from her<BR>
predecessors isn't her tactics but her statesmanship.<BR>
<BR>
Just my Cr .02<BR>
<BR>
Fred Ramen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 21:08:29 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Traveller at Fiction-Fantasy.net<BR>
<BR>
I just paid this site a visit, and I must say, I am _quite_ disappointed.<BR>
<BR>
Because these stories are _not_ in Raconteur's Rest at Freelance Traveller,<BR>
where any one of them would most definitely have found a home.  I hope the<BR>
author(s) got paid for these stories (that's the only excuse I'll accept<BR>
for them not being offered to FT <g>); they're definitely worth at least<BR>
'pulp' rates - I'd have no problem paying for an Asimov's with any of these<BR>
stories in it.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 18:42:16 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Arbellatra<BR>
<BR>
How about this for Arbellatra's career?<BR>
<BR>
Born 587<BR>
Term 1<BR>
Enlisted 					E1<BR>
Special Duty OCS 			O1<BR>
Promoted					02<BR>
Special Duty:Attache			03<BR>
Term 2<BR>
Promoted					04<BR>
Special Duty: Attach			05<BR>
Term 3<BR>
Year 1 Special Duty:Attache	06<BR>
Year 2 Special Duty: Attache	07<BR>
<BR>
Age 28 Year 615 Rank Fleet Admiral<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 20:10:50<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Arbellatra<BR>
<BR>
At 06:42 PM 8/15/2000 -0800, you wrote:<BR>
>How about this for Arbellatra's career?<BR>
<BR>
<snip><BR>
<BR>
>Age 28 Year 615 Rank Fleet Admiral<BR>
<BR>
And she's never spent a moment in command of anything larger than the<BR>
Admiral's Gig.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TML Great Old One, The Keeper of Penguins<BR>
Plague of the Traveller Riders of the Apocalypse<BR>
Chant "Gridlore" thrice to summon.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 23:00:25 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
I vote for Sollar<BR>
<BR>
That way Sol and Solar can be slang.<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 21:09:37 -0700<BR>
From: "J. Paul Sanders" <timmon@primenet.com><BR>
Subject: GDW Guidelines (long)<BR>
<BR>
I recently bought the unpublished Far Frontiers manuscript by/from Dale<BR>
Kemper on Ebay. Included with it was the following GDW Manuscript<BR>
Guidelines sheet from the very early 1980's. I found it interesting<BR>
(particularly the bit regarding female NPCs), so I've scanned it in and am<BR>
posting it thinking others might like it as well.<BR>
<BR>
Enjoy,<BR>
Paul Sanders<BR>
<BR>
****** <BR>
<BR>
Traveller Manuscript Standards<BR>
<BR>
	Here are some rules which, if followed. should make the approval process<BR>
as easy as possible. They are organized according to the five types of<BR>
consistency we are looking for: a manuscript should be consistent with the<BR>
Traveller rules, the GDW universe (unless it uses a different universe!,<BR>
scientific laws. its own interior assumptions, and with logic.<BR>
<BR>
	1. Traveller: Obviously you should know and obey the Traveller rules. Some<BR>
points:<BR>
		a. Rules Used: You should identify in an introduction every reference<BR>
necessary to your product. The standard reference is Basic Traveller, 2nd<BR>
Edition. The Traveller Book and, in most cases, Starter Traveller are<BR>
equivalent. In order to make your product accessible to the widest<BR>
audience, you should avoid other references unless they are necessary. For<BR>
example, there is no reason to introduce Mercenary characters or weapons if<BR>
Basic Traveller characters or weapons will serve the purpose. There is no<BR>
reason to give High Guard ratings for ships unless advanced space combat is<BR>
a part of the product (ratings may be given in an appendix for the reader's<BR>
information).<BR>
		b. Format: The Traveller rules include a number of formats for<BR>
information presentation. These are a part of Traveller: the players<BR>
understand them and may be confused by variants. These formats include<BR>
character formats from Basic Traveller and the various rules expansions<BR>
such as Mercenary; for ships, the paragraph format from Basic Traveller,<BR>
the Hiqh Guard USP. and the Hiqh Guard ship description from Fighting<BR>
Ships; for vehicles and equipment, the paragraph descriptions from Basic<BR>
Traveller, the weapons tables formats from Basic Traveller and Striker, and<BR>
the vehicle description formats given for Striker designs in Striker; for<BR>
worlds. the UPP given in Basic Traveller and Traveller adventures: for<BR>
subsectors, the format given in Solomani Rim; for animals, the animal<BR>
encounter formats given in Basic Traveller.<BR>
<BR>
		c. Units of Measurement: Traveller uses the metric system, and all<BR>
measurements should be given in metric units. No table of conversions to<BR>
English units should be necessary; Traveller players are assumed to be<BR>
familiar with the metric system.<BR>
		d. Maps and Deck Plans: Deck plans and interior floor plans should use a<BR>
square grid with a scale of 1.5 meters per square. Large maps may use<BR>
multiples of 1.5 meters: 3, 4.5, 6, etc. If they are intended for use with<BR>
counters or miniatures, squares should be 1/2 inch in size. Maps of larger<BR>
areas (cities, islands, etc.) may use square or hexagonal grids or may be<BR>
ungridded; scale should be shown. World maps should use the geodesic grid<BR>
presented in Mission on Mithril and other adventures; a copy suitable for<BR>
reproduction is available on request.<BR>
		e. New Rules: Sweeping rules changes should not be introduced, nor should<BR>
large additions be made to the rules. Adventures may incorporate limited<BR>
rules to cover particular situations. such as the cold weather rules in<BR>
Research Station Gama.<BR>
		f. Technology: The technology outlined in Basic Traveller places limits<BR>
on background and plot. Both antigravity and fusion power make many other<BR>
common SF elements unusable. The nature of Traveller's jump drive also has<BR>
a strong influence, which should be kept in mind.<BR>
		g. Women: Another tenet of Basic Traveller is the absence of sex<BR>
discrimination in interstellar societies. Theoretically, NPCs met should be<BR>
50% female; in practice, our readers might find this too discomforting. As<BR>
a compromise, the proportion of females should be about 1/3. The best way<BR>
to create this feature of future society is to write the manuscript any way<BR>
you like, making characters any sex you like; then, just before submission,<BR>
roll a die for each character: on 1 or 2, she's female; on 3-6. he's male.<BR>
(Don't forget to change names.) This should not necessarily apply to alien<BR>
or low tech (TL8 or below) societies.<BR>
	2. The GDW Universe: We have developed many aspects of our universe in<BR>
great detail (although much remains undefined). Anyone working within that<BR>
universe should be well acquainted with published background, pieces of<BR>
which can be found in nearly every Traveller product. In addition, there's<BR>
a lot of unpublished background, some of it written out and some of it<BR>
still inside our heads. You shouldn't have to know the unpublished part<BR>
unless you deal with topics in item c below.<BR>
<BR>
		a. Forbidden Areas: There are two inventions forbidden to you because we<BR>
have already invented all of them: new major races and new<BR>
megacorporations. You may invent minor races, within certain density<BR>
limits: there should be at most one or two human minor races per sector and<BR>
one or two non-human minor races per subsector. You say invent large<BR>
corporations of less than Imperium-wide scope whenever you want.<BR>
		b. Probably Forbidden Areas: If you come up with these, expect to be<BR>
turned down: universe-shaking plots and technology higher than TL15. Both<BR>
are out for the same reason: they tend to destroy the stability of the<BR>
universe; remember that we all have to live there after the adventure is over.<BR>
		c. Areas to Explore with Caution: These are background areas about which<BR>
we have definite opinions and about which there is much unpublished<BR>
background. If you get into them (and you are encouraged to), be prepared<BR>
to present your concepts in preliminary form and to engage in dialog with<BR>
us regarding their development. These are:<BR>
			The major races: These are the Asian, Vargr, K'kree, Hivers, Droyne,<BR>
Zhodani, Solomani, and Vilani. Many details of their society, government,<BR>
and history are known: many remain to be developed.<BR>
			The Ancients: They can be invoked sparingly to explain unusual worlds<BR>
and artifacts, but be prepared for rejection. Details of the nature of the<BR>
Ancients will not be approved.<BR>
			The Imperium: Details of the Imperium's institutions (especially<BR>
governmental agencies), structure, and history require consultation.<BR>
		d. General Background: You should keep in mind the general history and<BR>
nature of the universe when designing worlds and adventures. How and when<BR>
did humans come to this planet? Was this area part of the 1st or 2nd<BR>
Imperiums? Which interstellar powers have influence here? Such questions<BR>
aren't always important, but they often are.<BR>
	3. Science: In Traveller, we attempt to avoid violating known scientific<BR>
laws (except where necessary to the basic game fabric, as in the jump<BR>
drive). When we have expanded past known science, we have tried to make the<BR>
new discoveries consistent with what is known and to give them laws of<BR>
their own. Traveller does not use fantasy or magic elements. You don't have<BR>
to be a scientist to write Traveller material, but you should have some<BR>
understanding of the principles behind anything you invent. A few points<BR>
should be kept in mind.<BR>
		a. Biology: Alien life is alien. No alien lifeform is a primate, a<BR>
mammal, or even a chordate. We are related to lobsters and oak trees<BR>
infinitely more closely than to any alien lifeform. Similar environments<BR>
tend to produce similar solutions to the problem of living, but although an<BR>
alien carnivore may be the same general shape as a wolf, it will not<BR>
resemble a wolf in detail. Another trap to avoid is making an animal out of<BR>
glued together pieces of several Earth animals. Finally, remember that<BR>
animals are not 'monsters'; they all have to function in their<BR>
environments. It's not easy making really alien life, but the attempt<BR>
should be made.<BR>
		b. Physics: Radiation should not be used as a form of magic; i.e., gamma<BR>
rays don't turn you green. Nor should new elements with strange new<BR>
properties be invented without scientific justification. It is also<BR>
important to remember the various conservation laws: mass, energy,<BR>
momentum, and angular momentum.<BR>
Other sciences see use in Traveller, notably planetology and astronomy.<BR>
It's not necessary to use any sciences at all, but if you do, get your<BR>
facts straight.<BR>
	4. Self-consistency: An invented background should fit its own<BR>
assumptions: a tech level 12 society should sake little use of oxcarts.<BR>
When drawing background and situations from history or fiction, it's<BR>
important to make sure they work in a Traveller context; when combining two<BR>
elements, it's important to make sure they fit together. Follow out the<BR>
implications of your background.<BR>
<BR>
	5. Logic: This is really just a requirement that background and events<BR>
make sense. There should be a reason for what happens other than that it<BR>
makes the adventure work the way you want it.<BR>
		a. Motivations: NPCs should do things for reasons and their characters<BR>
should be consistent. Institutions should also have motivations in the form<BR>
of policies and tendencies. People should not generally act against their<BR>
own perceived interests; if they do, there should be good reason for it.<BR>
The plot should not require NPCs to be idiots unless they are actually<BR>
intended to be idiots.<BR>
		b. Societies: Societies and their histories are shaped by complex forces,<BR>
but the result should be reasonable. Customs should be appropriate to the<BR>
environment. Consider the implications of various laws and customs. What<BR>
reactions will they generate? Is the society stable? Population, tech<BR>
level, government type, and law level all have implications for the society.<BR>
		c. Plots: Plotlines should conform to logic. Loose ends should be tied<BR>
up. Plots should not require dei ex machina or bizarre coincidences (merely<BR>
unusual coincidences are all right).<BR>
		d. Players: The players should not be arbitrarily forbidden from taking<BR>
reasonable courses of action merely in service of the plot. Think about how<BR>
the players will try to solve the problem and either provide plausible<BR>
reasons why that won't work or let them do it. For example, if the plot<BR>
includes a trek on foot across a thousand miles of desert, there should be<BR>
a good reason why the party can't go by air/raft. (Better would be to think<BR>
up situations which are in harmony with the basic nature of our universe;<BR>
too many air/raft breakdowns will become frustrating.) Coercion by<BR>
omnipotent forces is also a bad idea. Every enemy, even the Imperium, has<BR>
its definable limits. A feeling of helplessness also contributes little to<BR>
player enjoyment.<BR>
	6. Miscellaneous Points: Those of you who use out-of-house designers<BR>
should work with those designers (or their products) enough to put the<BR>
manuscript into what you feel is the final and acceptable form before you<BR>
send it in for approval. You are the primary editor; apply the rules above.<BR>
It should save us all time and effort.<BR>
	If you develop plots using the elements outlined in 2b or 2c above, write<BR>
or call and ask questions any time you are unsure. Asking questions now can<BR>
save trouble later. It helps us, too; dialogs with licensees have helped us<BR>
to clarify many points for ourselves.<BR>
	Be sure the manuscript is legible; it should be typed unless your<BR>
handwriting is miraculously clear and Xeroxes should be good quality. It<BR>
should also be complete; any maps, diagrams, etc. necessary to<BR>
understanding of the manuscript should be included.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2938<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2939</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2939<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: Ship's Locker<BR>
Re: Striker spreadsheets wanted<BR>
Re: Vote: Solomani Money<BR>
Re: Arbellatra<BR>
Re: Solomani Money: I need a name<BR>
Re: We don't care about the K'kree very much...<BR>
Vote Status: Solomany Money<BR>
RE:We don't care about the Hivers very much...Was: We don't care  about the K'kree very much...)<BR>
Re: Solomani Money<BR>
Re: Vote: Solomani Money<BR>
RE: DaveShayne's vote on Solomani Money<BR>
RE: Flourine/Methane Lifeforms (long-ish)<BR>
RE: Arbellatra<BR>
RE: Ration bars<BR>
RE: Ration bars<BR>
RE: Vargr, what does everybody think of the Vargr?<BR>
RE: We don't care about the K'kree very much...<BR>
RE: We don't care about the K'kree very much...<BR>
Re: Flourine/Methane Lifeforms (long-ish)<BR>
Re: We don't care about the K'kree<BR>
RE: Flourine/Methane Lifeforms (long-ish)<BR>
Trav Fiction at F&F<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 20:55:45 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
"David P. Summers" <summers@alum.mit.edu> wrote<BR>
<BR>
> >  > I think this is implicit in most of the posts, but I'll<BR>
> >  > just comment, having seen how communal supply stores<BR>
> >  > work in real life (people come, take what they want, and<BR>
> >  > never tell anyone, let alone replace) there should be nothing of<BR>
> >  > any great value in a ship's locker unless a character has explicitly<BR>
> >  > committed to maintaining it and spends appropriate funds to<BR>
> >  > do so.....<BR>
> ><BR>
> >I'm not so sure that the situations are parallel. Presumably<BR>
> >the passengers can't access the ships locker and the ships<BR>
> >crew has no place to hide anything they take from it.<BR>
> <BR>
> If you've ever worked in a lab, you know this doesn't<BR>
> matter.  Nobody "steals" the stuff.  The just needed it<BR>
> and were going to replace it when they got around to it.<BR>
<BR>
True but in some high security work environments doing so is<BR>
enough to get you fired. As far as the Captain of the ship knows<BR>
you didn't borrow the filter mask and forgot to return it you<BR>
Deliberately stole the filter mask as part of your plan to<BR>
hijack the ship killing him in the process. Thus I think he's<BR>
liable to be pretty tight about the security of the locker.<BR>
<BR>
On any ship I Captain the XO and I are the only ones who can get<BR>
into that locker without declaring an Emergency, which is of course<BR>
logged with the computer. Every single time that door is opened <BR>
my ships computer takes a picture of whoever did it. If they don't <BR>
log out what they took it's theft and I fire them. If they do log <BR>
it out and don't log it back in its theft and I fire them. If they<BR>
do log it out and don't return it but admit this before we boost<BR>
I make them go buy another one and take the cost, with steep interest<BR>
out of their paycheck. If the Xo doesn't check the log every time <BR>
before we boost she's incompetent and I fire her. If I don't cross <BR>
check her work at least 10% of the time than I'm incompetent and <BR>
the owner should fire me when he checks the ships log.  If anyone <BR>
tampers with the log I fire them and do my best to have charges <BR>
brought up on them<BR>
<BR>
Spaceships are worth tens of millions of credits. It is possible,<BR>
although unlikely, that that extra filter mask, box of shotgun<BR>
shells, or frisbee from the ships locker can save the ship (and with<BR>
it my life) in an emergency. Anyone who takes anything from it and<BR>
does not return is, at best criminally negligent, and at worse is<BR>
a party to barratry and murder. I take no chances at all with that.<BR>
I will happily space crew members to the maximum extent allowed by<BR>
Imperial Law (and possibly a bit more) to save my life and protect<BR>
my ship.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 22:26:58 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> Does anyone have Excel spreadsheets for designing Striker vehicles? I need<BR>
> to design APCs and recon vehicles to counter Kristian Miller's designs,<BR>
<BR>
Ah ha!  He sees the threat we represent!<BR>
<BR>
> although my infantry alone may be enough in this case. :)<BR>
<BR>
Ha!  We will roll over your puny infantry.<BR>
<BR>
The next Striker meet (in San Jose, CA) is 26 August.  Anyone who can<BR>
help Luther should email him before then.  Alternately, email me for<BR>
directions and stop by.<BR>
<BR>
Kristian - big :-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 06:19:58 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
I vote for the Solar. I'd never be able to use BUC in a serious game<BR>
without wincing slightly.<BR>
<BR>
Nick<BR>
<BR>
- ----- Original Message -----<BR>
From: "Luther Martin" <lwmarti@pacbell.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 9:31 PM<BR>
Subject: RE: Vote: Solomani Money<BR>
<BR>
<BR>
> Another vote for the Solar. Sure, "BUC" is cute, perhaps almost clever,<BR>
but<BR>
> this is supposed to be a SF game, not Bunnies and Burrows, darn it.<BR>
><BR>
> > -----Original Message-----<BR>
> > From: owner-traveller@lists.imagiconline.com<BR>
> > [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Cheryl<BR>
> > Sent: Monday, August 14, 2000 9:19 PM<BR>
> > To: traveller@lists.imagiconline.com<BR>
> > Subject: Re: Vote: Solomani Money<BR>
> ><BR>
> ><BR>
> > My vote is for the Solar.<BR>
> ><BR>
> > -Cheryl Glenn<BR>
> ><BR>
> > on 8/14/00 8:41 PM, Tod Glenn at webmaster@travellercentral.com wrote:<BR>
> ><BR>
> > > Voting on a Solomani currency.<BR>
> > ><BR>
> > > As of Monday, Aug 14 at 20:40 PST, here's the score so far:<BR>
> > ><BR>
> > > BUC (Basic Unit of Currency)    3<BR>
> > > Chit                            0<BR>
> > > Sol                             1<BR>
> > > Soland                          1<BR>
> > > Solar                           1<BR>
> > > Sollar                          0<BR>
> > ><BR>
> > > Keep those votes coming (only one vote per person)<BR>
> > ><BR>
> > > Tod<BR>
> > > --<BR>
> > > "SolSec: Keeping the Confederation safe for Humaniti"<BR>
> ><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 21:23:42 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Arbellatra<BR>
<BR>
"Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
<BR>
> At 06:42 PM 8/15/2000 -0800, you wrote:<BR>
> >How about this for Arbellatra's career?<BR>
> <snip><BR>
> >Age 28 Year 615 Rank Fleet Admiral<BR>
<BR>
> And she's never spent a moment in command of anything larger than the<BR>
> Admiral's Gig.<BR>
<BR>
Probably not, but the career listed is about the only way to<BR>
get to be a 28 year old Admiral (even though not a Sector Admiral)<BR>
using the canon CG system.<BR>
<BR>
How about<BR>
Imperial Navy Line (Year/Assignment/Ending Rank/Decoration)<BR>
Term 1<BR>
Year 1 	Initial Training	E1<BR>
Year 2	Special Duty OCS	01<BR>
Year 3	SD: Attach		02<BR>
Year 4	Battle Command Duty	O3	SEH<BR>
Term 2<BR>
Year 1	SD: Command College	03<BR>
Year 2 	SD: Attache		04<BR>
Year 3	Battle Command Duty	05	SEH<BR>
Year 4	Battle Command Duty	05	SEH<BR>
Term 3	<BR>
Year 1	SD: Attache		06<BR>
Year 2	Battle Command Duty	07	SEH<BR>
<BR>
Skills gained:<BR>
Admin-2, Fleet Tactics-4, Leader-3, Navigation-1, Ship Tactics-2, <BR>
+3 SOC<BR>
<BR>
Now she's got 4 SEH's, 4 CSR's, & 4 Combat Commands. She has<BR>
1 year (starting as a 2nd Lt. and ending as a full Lt.) commanding<BR>
something tiny. She has two full years commanding something<BR>
somewhat bigger (first as a Lt. Commander and then as a Commander).<BR>
She has 1 full year (starting as a Captain and ending as a Commodore)<BR>
commanding something decent sized. She is a genuine decorated War <BR>
hero of the highest order. With the +3 SOC she may well have been<BR>
knighted. If she started out as a Baroness she could be a Duchess.<BR>
If anyone thinks that 4 SEH's are excessive remember that Arbellatra<BR>
could have taken a - DM to Survival to get a + DM to promotion.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 22:08:48 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: Solomani Money: I need a name<BR>
<BR>
>Date: Thu, 10 Aug 2000 22:44:34 -0500<BR>
>From: Bill Hopper <whopper@pobox.com><BR>
<BR>
<BR>
><BR>
>Why not Solomoney? :)<BR>
<BR>
<BR>
Would Solomoney have coinage as well as currency?<BR>
And if so would the edge of the coin be the Solomoney Rim?<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 01:26:21 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
>Date: Tue, 15 Aug 2000 11:58:41 +1000<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
<BR>
>I actually had a problem with the Vargr originally, too.  What I did was to<BR>
>sit down and study them.  It turns out that they actually make quite a bit<BR>
>of sense - and they've really, really dangerous.<BR>
><BR>
>Alan Bradley<BR>
>alanb@elf.brisnet.org.au<BR>
<BR>
<BR>
Did you see the poll on JTAS the other week. "Which is the greater threat<BR>
to the Imperium" or words to that effect. Of course the hands down winner<BR>
was the Imperium itself. (Duh that's what MT was all about) But looking over<BR>
the choices I had to choose the Vargr.<BR>
<BR>
The Aslan are an honorable society. Honorable societies can always be<BR>
defeated by others who are willing to be less so.<BR>
<BR>
The K'Kree seem superficially dangerous untill you factor in all of the<BR>
other<BR>
starfaring cultures in the vicinity are carnivore/omnivores and will likely<BR>
band<BR>
together against the genocidal grazers.<BR>
<BR>
The Solomani are too locked into the whole racial superiority thing to<BR>
actually<BR>
gain any significant support outside of the very narrow confines of the rim<BR>
where it's possible for people to delude themselves into thinking they are<BR>
somehow pure Solo's and that descent is somehow intrinsically better than<BR>
non sol Humaniti.<BR>
<BR>
Zhodani are even less of a threat. Jedi mind tricks, I'm sorry *Zhodani*<BR>
mind<BR>
tricks are of limited use against the prepared and paranoid Imperial forces<BR>
in the Spinward Marches.<BR>
<BR>
Next up are the Hivers. I don't really have a good explanation for why they<BR>
aren't a threat but take my word for it they're wooses.<BR>
<BR>
Which leaves the Vargr. The impression that many get of them as overgrown<BR>
puppies can only help to lull the Impie powers that be into the kind of<BR>
false sense<BR>
of security that has been proven fatal to empires time after time.<BR>
<BR>
Judging by the poll results I'm the only person who feels this way.<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 15 Aug 2000 23:24:00 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Vote Status: Solomany Money<BR>
<BR>
As of 23:21 PST 15 Aug  The tally on Solomani money is:<BR>
<BR>
BUC     7<BR>
Sol     5<BR>
Solar   12<BR>
<BR>
Soland  2<BR>
<BR>
Many of the BUC fans indicated Solar as their second choice.<BR>
<BR>
To k<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 07:40:52 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE:We don't care about the Hivers very much...Was: We don't care  about the K'kree very much...)<BR>
<BR>
<snip><BR>
> <BR>
> Next up are the Hivers. I don't really have a good <BR>
> explanation for why they<BR>
> aren't a threat but take my word for it they're wooses.<BR>
<BR>
That's what the Hivers *want* you to think :)<BR>
 <BR>
> Which leaves the Vargr. The impression that many get of them <BR>
> as overgrown<BR>
> puppies can only help to lull the Impie powers that be into <BR>
> the kind of<BR>
> false sense<BR>
> of security that has been proven fatal to empires time after time.<BR>
> <BR>
> Judging by the poll results I'm the only person who feels this way.<BR>
> <BR>
> Dave Shayne<BR>
> <BR>
> "She came from Planet Claire<BR>
>  I knew she came from there<BR>
>  She drove a Plymouth Satellite<BR>
>  Faster than the speed of light"<BR>
>   - B-52's<BR>
> <BR>
> <BR>
> <BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 03:04:52 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: Solomani Money<BR>
<BR>
>Date: Wed, 16 Aug 2000 10:48:59 +1000<BR>
>From: Phill Webb <pwebbtrav@yarranet.net.au><BR>
><BR>
>I prefer Sol.<BR>
><BR>
>As others have pointed out BUC seems like a bit of a corny joke.<BR>
>Although it could be an informal way of referring to money brought about<BR>
>from statements like the one below.<BR>
><BR>
>'The Sol is the basic unit of currency in the Confederation.'<BR>
<BR>
<BR>
It seems like a corny joke to us (which could be enough to disqualify it's<BR>
use in our game) but to Solomani 3000 years in the future it could be totaly<BR>
innocuous.<BR>
<BR>
I seem to recall that the Euro was originally going to be called the ECU<BR>
(for<BR>
European Currency Unit) untill somebody pointed out that that had been the<BR>
name of an archaic french coin. Perhaps when the Solies were choosing the<BR>
name for their currency some Norteamericano patriot was able to pull a fast<BR>
one on the rest of Terra's leaders and got the BUC past the board.<BR>
<BR>
I'm also reminded of the introduction of the 2 dollar coin in Canada a few<BR>
years ago. The $1 coin has a prominent picture of the Canadian national bird<BR>
(The Loon) on it's face. It is therefor popularly known as the loony. Upon<BR>
introduction of the $2 coin there was rampant speculation on the CBC news<BR>
shows regarding the nickname for the new coin. The 2 favorites were, "the<BR>
Twony" and "the Doubloon." Last time I checked they'd pretty much settled<BR>
on the Twony (although I'd've prefered the Doubloon personally)<BR>
<BR>
Just some thoughts.<BR>
<BR>
OH and my vote. Since my first choice didn't even make your first cut and<BR>
my second choice didn't make your second cut I guess I have to settle for<BR>
the "Solar" (the fact that this is the name for the M:0 large denomination<BR>
can only help with it's choice by the Solomani supremacists (Hah even our<BR>
curency is inherently superior.))<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:37:38 +0300<BR>
From: Paul =?iso-8859-1?Q?K=FCnnap?= <paul@sorainen.ee><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
My vote goes to<BR>
<BR>
 > BUC (Basic Unit of Currency)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 09:41:23 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: DaveShayne's vote on Solomani Money<BR>
<BR>
I like the way you think, Dave. Sadly, my vote is cast already :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:01:29 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
> Has anyone got the feintest idea how a flourine<BR>
> or methane breathing lifeform would work?<BR>
<BR>
As far as fluorine goes you'd probably need a circulatory medium that was<BR>
liquid at a high temperature and pressure and was capable of forming long<BR>
chains in the same was as hydrocarbons. Sulphur would seem to fit in both<BR>
these cases, although with only 6 electrons on the outer shell is is somwhat<BR>
less flexible than Carbon. Silicon is a good alternative, 4 outer shell<BR>
electrons, but the melting point is 1410 C. For more on fluorine brathers<BR>
see the Inheritors in G:T A4. As far as what you breath goes, remember that<BR>
humans breathe Oxygen because the chemical reations that power our bodies<BR>
require oxygen as one of the major reagents.<BR>
<BR>
C6H12O6 + 6O2 = 6CO2 + 6H20 + energy<BR>
<BR>
The fluorine could be a reagent in the reaction, or the reaction could be a<BR>
multi step one...as halogens are very reactive they tend to try and bond to<BR>
whatever they can as soon as they can...possibly to form the acidic Hydrogen<BR>
Fluoride if sufficient H is present. Note that acute (short-term) inhalation<BR>
exposure to gaseous Hydrogen Fluoride can cause severe respiratory damage in<BR>
humans, including severe irritation and pulmonary edema. Severe ocular<BR>
irritation and dermal burns may occur following eye or skin exposure.<BR>
Assuming that our fluorine breathers have a sulphur based metabolism it is<BR>
almost certain that their food source shares that chemical basis, and one<BR>
likely byproduct respiration-if I can use that term-would be Hydrogen<BR>
Sulphide. Hydrogen Sulphide is a potent chemical asphyxiant for humans,<BR>
combining with haemoglobin and with cytochromes and thus rapidly stopping<BR>
oxygen from access to cellular metabolism (just like gases such as carbon<BR>
monoxide and hydrogen cyanide). Indeed H2S is arguably as toxic as Hydrogen<BR>
Cyanide (HCN). Hydrogen Sulphide is very foul smelling but very quickly<BR>
paralyses the sense of smell, and can go on to overcome the victim and<BR>
eventually cause death. Therefore smell cannot be relied upon to provide<BR>
warnings of this treacherous gas. So the life support systems around the<BR>
fluorine-breather section of the Starport is likely to stink of rotten eggs.<BR>
<BR>
Methane breathers, on the other hand, need to work at low temperatures, so<BR>
Ammonia might be a good candidate for a circulatory suspension medium.<BR>
Ammonia highly soluble in water. A saturated aqueous (water) solution of<BR>
Ammonia contains 45 percent Ammonia by weight at 0 C (32 F) and 30 percent<BR>
at ordinary room temperatures. On solution in water, Ammonia becomes<BR>
Ammonium Hydroxide, NH4OH, which is strongly basic. Ammonia melts at -77.7<BR>
C , boils at -33.35 C , and has a density of 0.68 at its boiling point and<BR>
1 atm. Note that this means that the interior of the life form needs to be<BR>
warmer than -78 C (ish), so your life form *could* be exothermic...Polar<BR>
bears are Carbon-based but the Antarctic temperature can drop as low as<BR>
- -117 C (that's the lowest ever...average is -81 C in winter and -22 C in<BR>
summer).<BR>
<BR>
> And what would the 'sea' on an planet with a flourine<BR>
> methane (or other corrosive or exotic atmosphere0<BR>
> planet be anyway.<BR>
<BR>
IMHO a combination of Hydrogen Sulphide, Hydrogen Fluoride and other<BR>
assorted highly acidic compounds. Bases and alkelis would be unlikely<BR>
constituants of high-temperature, fluorine enviroments. The reverse is true<BR>
of low temperature, methane environments.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 09:14:20 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Arbellatra<BR>
<BR>
> -----Original Message-----<BR>
> From: Peter Newman [mailto:pnewman@gci.net]<BR>
<BR>
<snip><BR>
<BR>
> How about<BR>
> Imperial Navy Line (Year/Assignment/Ending Rank/Decoration)<BR>
> Term 1<BR>
> Year 1 	Initial Training	E1<BR>
> Year 2	Special Duty OCS	01<BR>
> Year 3	SD: Attach		02<BR>
> Year 4	Battle Command Duty	O3	SEH<BR>
> Term 2<BR>
> Year 1	SD: Command College	03<BR>
> Year 2 	SD: Attach		04<BR>
> Year 3	Battle Command Duty	05	SEH<BR>
> Year 4	Battle Command Duty	05	SEH<BR>
> Term 3	<BR>
> Year 1	SD: Attach		06<BR>
> Year 2	Battle Command Duty	07	SEH<BR>
> <BR>
> Skills gained:<BR>
> Admin-2, Fleet Tactics-4, Leader-3, Navigation-1, Ship Tactics-2, <BR>
> +3 SOC<BR>
> <BR>
> Now she's got 4 SEH's, 4 CSR's, & 4 Combat Commands. She has<BR>
> 1 year (starting as a 2nd Lt. and ending as a full Lt.) commanding<BR>
> something tiny. She has two full years commanding something<BR>
> somewhat bigger (first as a Lt. Commander and then as a Commander).<BR>
> She has 1 full year (starting as a Captain and ending as a Commodore)<BR>
> commanding something decent sized. She is a genuine decorated War <BR>
> hero of the highest order. With the +3 SOC she may well have been<BR>
> knighted. If she started out as a Baroness she could be a Duchess.<BR>
> If anyone thinks that 4 SEH's are excessive remember that Arbellatra<BR>
> could have taken a - DM to Survival to get a + DM to promotion.<BR>
<BR>
Now *that's* my kinda gal! <g><BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:09:52 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ration bars<BR>
<BR>
Tod Glenn wrote :<BR>
> > Besides, did I say it was a RAT?<BR>
> <BR>
> OK, rodent.  Maybe it was a dead capybara.<BR>
<BR>
Or a Rodent of Unusual Size ?<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:08:44 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ration bars<BR>
<BR>
Tod Glenn wrote<BR>
> > >Nah, rats won't eat ration bars. Somebody wanted a snack and bit off<BR>
> > >half a bar. And has never willing touched one since. :-)<BR>
> ><BR>
> > Precisely. Rats only eat edible things. Like concrete.<BR>
> <BR>
> Thus ration bars fill the same important niche as dwarf bread.  You're<BR>
> hungry.  You take out the ration bar, look at it, and decide you're not<BR>
> _that_  hungry.<BR>
> <BR>
> That rats are the real emergency rations.  Nothing like a nice plump<BR>
> "miller", as every O'Brien fan knows.<BR>
<BR>
Obviously why ration packs are called 'rat-packs', huh ?<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:11:58 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
> -----Original Message-----<BR>
> From: David P. Summers [mailto:summers@alum.mit.edu]<BR>
> Sent: 15 August 2000 20:25<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
> <BR>
> <BR>
> >	I, too, love the Vargr.  I have no problem with "dog-men" IMTU,<BR>
> >	and I have several typically humanoid minor alien species (and a<BR>
> >	bunch of entirely non-human ones).<BR>
> <BR>
> <BR>
> But they are so much more than that.  (And all the dog jokes detracts<BR>
> from playing a serious Vargr).<BR>
<BR>
<BR>
Of course, us Evil GMs just assume that if the players make dog-jokes about<BR>
Vargr with Vargr NPCs around, they're actually making jokes in-character.<BR>
Vargr PCs who make dog jokes and call themselves 'Spot' should, IMHO, be<BR>
allowed to get away with it...until they meet Vargr NPCs who are sick and<BR>
tired of dog jokes and think the PC needs to be taught how to behave around<BR>
aliens... :><BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:20:14 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: We don't care about the K'kree very much...<BR>
<BR>
Leonard Erickson wrote :<BR>
> Your mention of playing a Hiver brought an interesting image to mind.<BR>
><BR>
> Picture a group of players with a couple of folks playing Hivers. And<BR>
> who both know ASL:<BR>
><BR>
> Player 1: <gestures briefly><BR>
> Player 2: <gestures for several minutes><BR>
> Player 1: <gestures briefly><BR>
>           "We find your offer interesting."<BR>
> <eg><BR>
><BR>
> It'd definitely add some flavor. :-)<BR>
<BR>
In our last big RCEF game, one of the playeers decided to use Hiver to<BR>
communicate "secretly" with the other players while we were in a disco on a<BR>
newly discovered planet.<BR>
<BR>
Unfortunately, the patrons of the disco took the character's gyrations to be<BR>
a kewl new dance form, and soon the entire disco was duplicating the motions<BR>
as best they could.<BR>
<BR>
What really cracked us up was imagining the next RCEF agents who entered<BR>
local disco :<BR>
<BR>
"Er, sir, that dancer, she seems to be saying "I'll meet you back at the<BR>
ship at 10pm" in badly-accented Hiver ! "<BR>
<BR>
"Ensign, keep your mind on the job, _all_ of the dancers are saying the same<BR>
thing !"<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:31:23 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: We don't care about the K'kree very much...<BR>
<BR>
> <BR>
> In our last big RCEF game, one of the playeers decided to use Hiver to<BR>
> communicate "secretly" with the other players while we were <BR>
> in a disco on a<BR>
> newly discovered planet.<BR>
> <BR>
> Unfortunately, the patrons of the disco took the character's <BR>
> gyrations to be<BR>
> a kewl new dance form, and soon the entire disco was <BR>
> duplicating the motions<BR>
> as best they could.<BR>
> <BR>
> What really cracked us up was imagining the next RCEF agents <BR>
> who entered<BR>
> local disco :<BR>
> <BR>
> "Er, sir, that dancer, she seems to be saying "I'll meet you <BR>
> back at the<BR>
> ship at 10pm" in badly-accented Hiver ! "<BR>
> <BR>
> "Ensign, keep your mind on the job, _all_ of the dancers are <BR>
> saying the same<BR>
> thing !"<BR>
> <BR>
<BR>
Be glad there weren't any Addaxur around...a riot could have broken out when<BR>
the entire place accused them of having badly matted arm hair and the<BR>
aesthetic appeal of a Bye-Ren's backside :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:48:04 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
Jones, Dean wrote:<BR>
<snip><BR>
> see the Inheritors in G:T A4.<BR>
<BR>
Correction: The Inheritors are in G:T A3   (Gurps Traveller: Alien Races<BR>
3)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:52:19 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
Bruce Johnson wrote:<BR>
> ISBN ISBN!!! I would KILL for that book!<BR>
<BR>
In that case, simple knowing the street address of Leonard's home would<BR>
suffice.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:43:54 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
D'oh! Quite correct. I've just got AR4 on my mind.<BR>
<BR>
> -----Original Message-----<BR>
> From: Jens 'Spacejens' Rydholm [mailto:jenry023@student.liu.se]<BR>
> Sent: 16 August 2000 11:48<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
> <BR>
> <BR>
> Jones, Dean wrote:<BR>
> <snip><BR>
> > see the Inheritors in G:T A4.<BR>
> <BR>
> Correction: The Inheritors are in G:T A3   (Gurps Traveller: <BR>
> Alien Races<BR>
> 3)<BR>
> <BR>
> * Jens 'Spacejens' Rydholm       * Student at the university *<BR>
> | jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
> | ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
> * http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:29:09 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Trav Fiction at F&F<BR>
<BR>
Jeff, you are an evil man...<BR>
<BR>
> just paid this site a visit, and I must say, I am _quite_ disappointed.<BR>
<BR>
To answer the questions, nobody got paid.<BR>
<BR>
This fiction (and the installments still to go up when I get through the<BR>
edits) was solicited by me as part of a fiction collection to be published<BR>
in print by IFP and dedicated to J Andrew Kith's memory. However, IFP is on<BR>
hold due to various other issues eating up the prinicpals' time, so I<BR>
decided that the world should see this fiction.<BR>
<BR>
As it says on the site, we *do* have Marc's permission to publish<BR>
not-for-profit, so we are.<BR>
<BR>
BTW: if anyone wants to write some fiction, contact me. It can be Traveller<BR>
or non-game-related. We're also looking for articles about aspects of gaming<BR>
(including Traveller, I guess....). I have't asked Marc about us doing<BR>
Traveller-specific scenarios etc on the site, so that's out for now. But an<BR>
article on "worldbuilding for SF games" or something similarly generic would<BR>
be excellent.<BR>
<BR>
Any takers?<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2939<BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2940<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: Vote: Solomani Money<BR>
RE: A very jolly Ithklur (Was: Vote: Solomani Money)<BR>
Re: Fluorine/Methane Lifeforms (long-ish)<BR>
Big Map, progress request on production.<BR>
RE: Traveller-digest V1999 #2936<BR>
Re: Who appointed Arbellatra?<BR>
Rebuilding GDW's "Great Game"<BR>
RE: Methane Lifeforms: Hydrogen Breathers (reply to Rob O'Connor)<BR>
Re: Flourine/Methane Lifeforms (long-ish)<BR>
RE: Vargr, what does everybody think of the Vargr?<BR>
RE: Flourine/Methane Lifeforms (long-ish)<BR>
Re: Big Map, progress request on production.<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Arbellatra<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
small navies (long)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 08:27:00 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
On Mon, 14 Aug 2000, J. Paul Sanders wrote:<BR>
> At 11:34 AM 8/14/00 -0700, you wrote:<BR>
> >Thanks for everyone who contributed ideas for Solomani currency names.<BR>
> >I have selected a few of the best, IMHO and would like to get final<BR>
> >input from the list.<BR>
> ><BR>
> >Please vote for you favorite.  The contenders are:<BR>
> ><BR>
> >BUC (Basic Unit of Currency) --my personal favorite<BR>
> >Chit<BR>
> >Sol<BR>
> >Soland<BR>
> >Solar (already used in the canon somewhere)<BR>
> >Sollar (Solomani Dollar?)<BR>
<BR>
I vote for the Solar.  "BUC", frankly, sounds a little bit contrived<BR>
(in the same spirit as the name of a certain *jolly* Ithklur).<BR>
<BR>
                                                         - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:29:21 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: A very jolly Ithklur (Was: Vote: Solomani Money)<BR>
<BR>
Ho ho ho! and what would *you* like for Federation day, young squid? Well,<BR>
here's a plasma gun until then. Ho ho ho!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:58:40 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re: Fluorine/Methane Lifeforms (long-ish)<BR>
<BR>
Ben Aaronovitch wrote :-<BR>
> Has anyone got the feintest idea how a flourine<BR>
> or methane breathing lifeform would work?<BR>
> <BR>
In general terms :-<BR>
Fluorine as electron acceptor :-<BR>
carbon compounds + fluorine -> fluorocarbons + energy<BR>
<BR>
as the central 'aerobic respiratory' reaction. The analogue of<BR>
photosynthesis works in the reverse direction.<BR>
<BR>
Methane could be used in a variety of ways, e.g. :-<BR>
<BR>
'biomolecule' + hydrogen -> methane, etc. plus energy<BR>
= 'hydrogen-breathers'<BR>
<BR>
'biomolecule' + methane -> carbon dioxide, etc. plus energy<BR>
= 'methane breathers'<BR>
<BR>
There is an article (1963) by Isaac Asimov called "Not As We Know It"<BR>
(collected in VIEW FROM A HEIGHT).  <BR>
<BR>
He looks over chemicals that are relatively common in planetary<BR>
formation, and comes up with six possible combinations that could<BR>
produce life:<BR>
<BR>
Fluorosilicones in Fluorosilicones ( ?? to ?? )<BR>
Fluorocarbons   in Molten Sulphur  (113 to 445 degrees C at 1 atm)<BR>
Proteins        in Water           (0 to 100 degrees C at 1 atm)<BR>
Proteins        in Ammonia         (-77.7 to -33.4 degrees C at 1 atm)<BR>
Lipids          in Methane         (-183.6 to -161.6 degrees C at 1 atm)<BR>
Lipids          in Hydrogen        (-253 to -240 degrees C at 1 atm)<BR>
<BR>
We are, of course, proteins in water.<BR>
<BR>
Fluorocarbons and fluorosilicones are needed in molten sulphur and the<BR>
like since proteins will denature rapidly above temperatures of 55<BR>
Celsius, in the absence of vigorous repair mechanisms.<BR>
<BR>
The Inheritors as described in G:T AR3 are based on fluorocarbons in<BR>
molten sulphur.<BR>
<BR>
> And what would the 'sea' on an planet with a flourine<BR>
> methane (or other corrosive or exotic atmosphere)<BR>
> planet be anyway.<BR>
<BR>
Depends on how much of the 'exotic compound' is present, and the ambient<BR>
atmospheric temperature and pressure.<BR>
<BR>
Molten sulphur, water, ammonia, methane and other hydrocarbons,<BR>
liquefied gases (oxygen, nitrogen, helium, hydrogen!) could be present<BR>
in large quantities. Look at Io with its sulphur based geology, Titan's<BR>
ethane lakes, and Triton with its nitrogen based one, as examples!<BR>
<BR>
Dean Jones wrote :-<BR>
> Note that this means that the interior of the life form needs to be<BR>
> warmer than -78 C (ish), so your life form *could* be exothermic.<BR>
All life must be so. In the process of maintaining internal order, the<BR>
entropy of the organism's environment must increase. Heat transfer looks<BR>
mandatory to me.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
- ------------------<BR>
Sweating out the Ahetaowa and Schalli for G:T AR4 : how many character<BR>
points can I use, anyway??<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:07:38 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Big Map, progress request on production.<BR>
<BR>
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<BR>
I was wondering how this was getting on.<BR>
<BR>
Michael.<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
<BR>
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<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:43:33 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: RE: Traveller-digest V1999 #2936<BR>
<BR>
> From: "Douglas E. Berry" <BR>
> But we have the problem of her age.  Arbellatra was 28 years old in 615.<BR>
> That is barely enough time to finish the Academy and get promoted to<BR>
> Lieutenant (j.g.), let alone advance to Admiral along with traveling from<BR>
> Core to the Marches.<BR>
.....<BR>
> Instead, I see her as a tactical and strategic genius, who climbed the<BR>
> ladder on the backs of dead and cashiered superiors.  <BR>
<BR>
There are historical precedents for her rapid rise up the ranks.  They<BR>
include Alexander the Great, and Napoleon.<BR>
<BR>
Alexander inherited his army, and this is the route people don't seem to<BR>
want to take.  Napoleon, on the other hand, is quite a good analogue.<BR>
<BR>
I suggest people check out his early career, and see what they think can be<BR>
pinched.<BR>
<BR>
This is particularly interesting since people seem a little inclined to<BR>
view her as a Honor Harrington-like figure.  Harrington, of course, is<BR>
based on Nelson.  There is, however, a Napoleon figure in Weber's books: <BR>
McQueen, the Peep admiral, who saves the Committee of Public Safety with<BR>
something very much like "a whiff of grapeshot".<BR>
<BR>
> I doubt anybody in Core knew or cared about the 2FW, they were a bit<BR>
> preoccupied.<BR>
<BR>
Actually, up until the start of the 2FW, the Marches were a quiet backwater<BR>
area, far away from the front lines of the Civil War.  That is, it was a<BR>
perfectly safe place to put an inexperienced Admiral.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:43:29 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
> From: "Dan Lane" <BR>
> If your serious about the Elvis, I would say that I'm against it.  It<BR>
> seems tongue & cheek, and even if possible, forms too strong of a mental<BR>
> image. You might as well name him Abraham Lincoln Lentuli or Hortatio<BR>
> Nelson Lentuli.<BR>
<BR>
Actually there is method to my madness.  You see, Cleon V's claim to be the<BR>
heir of Cleon the Great is absurd.  Yes, there is a very, very remote<BR>
connection, but normally it would be completely hopeless, and noone would<BR>
take him seriously.  He's kind of like the proverbial lunatic who thinks<BR>
he's Napoleon.<BR>
<BR>
Despite the fact that he actually does get to become Emperor, his<BR>
contemporaries still never quite take him seriously - hence the derisory<BR>
nickname.<BR>
<BR>
I named him Elvis because it was absurd.  That is, it carries some of the<BR>
connotations to us that his claim to the throne would carry to people in<BR>
the 3I.<BR>
<BR>
Normally I would agree with you, and avoid joke names.  In this case,<BR>
though, there is a vaguely serious intention behind it.<BR>
<BR>
I should also mention that "Saint Elvis of Terra" has made it into one of<BR>
the GT books, IIRC.<BR>
<BR>
In any case, none of what I am writing is canonical:  you are encouraged to<BR>
ignore or change any or all of it.  If you like, you can print it on a<BR>
suitable grade of paper and blow your nose on it - I don't mind.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 09:24:40 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Rebuilding GDW's "Great Game"<BR>
<BR>
On Tue, 15 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> Marc Miller wrote:<BR>
> > And indeed it was a referee'd device to work out structure rather <BR>
> > than a complete playable marketable game for consumers.<BR>
> <BR>
> I am sure that the folks here on the list would still enjoy it, no<BR>
> matter how incomplete. It is a little known secret that the 'T' in <BR>
> "TML" stands for "Tinkering."<BR>
<BR>
Well, since it looks like most of the original rules of GDW's "Great <BR>
Game" (such as they were) seem to have been lost, the obvious course<BR>
of action is to take the bits and pieces that have been preserved, <BR>
and  to start filling in the blanks and construct something that works.<BR>
If it can be done once, it can be done again.  Is anyone else interested<BR>
in undertaking such a task? <BR>
                                                            - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:54:44 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Methane Lifeforms: Hydrogen Breathers (reply to Rob O'Connor)<BR>
<BR>
> Methane could be used in a variety of ways, e.g. :-<BR>
> <BR>
> 'biomolecule' + hydrogen -> methane, etc. plus energy<BR>
> = 'hydrogen-breathers'<BR>
> <BR>
> 'biomolecule' + methane -> carbon dioxide, etc. plus energy<BR>
> = 'methane breathers'<BR>
<BR>
A good example of a race of hydrogen breathers can be found in David Brin's<BR>
Heaven's Reach, last book in the second Uplift trilogy (The Zang)<BR>
<BR>
 <BR>
> There is an article (1963) by Isaac Asimov called "Not As We Know It"<BR>
> (collected in VIEW FROM A HEIGHT).  <BR>
> <BR>
> He looks over chemicals that are relatively common in planetary<BR>
> formation, and comes up with six possible combinations that could<BR>
> produce life:<BR>
> <BR>
> Fluorosilicones in Fluorosilicones ( ?? to ?? )<BR>
<BR>
- -56oC to +204oC  <BR>
<BR>
> Fluorocarbons   in Molten Sulphur  (113 to 445 degrees C at 1 atm)<BR>
> Proteins        in Water           (0 to 100 degrees C at 1 atm)<BR>
> Proteins        in Ammonia         (-77.7 to -33.4 degrees C at 1 atm)<BR>
> Lipids          in Methane         (-183.6 to -161.6 degrees <BR>
> C at 1 atm)<BR>
> Lipids          in Hydrogen        (-253 to -240 degrees C at 1 atm)<BR>
> <BR>
> <BR>
> Fluorocarbons and fluorosilicones are needed in molten sulphur and the<BR>
> like since proteins will denature rapidly above temperatures of 55<BR>
> Celsius, in the absence of vigorous repair mechanisms.<BR>
<BR>
<snip><BR>
<BR>
> Depends on how much of the 'exotic compound' is present, and <BR>
> the ambient<BR>
> atmospheric temperature and pressure.<BR>
> <BR>
> Molten sulphur, water, ammonia, methane and other hydrocarbons,<BR>
> liquefied gases (oxygen, nitrogen, helium, hydrogen!) could be present<BR>
> in large quantities. Look at Io with its sulphur based <BR>
> geology, Titan's<BR>
> ethane lakes, and Triton with its nitrogen based one, as examples!<BR>
> <BR>
> Dean Jones wrote :-<BR>
> > Note that this means that the interior of the life form needs to be<BR>
> > warmer than -78 C (ish), so your life form *could* be exothermic.<BR>
> All life must be so. In the process of maintaining internal order, the<BR>
> entropy of the organism's environment must increase. Heat <BR>
> transfer looks<BR>
> mandatory to me.<BR>
<BR>
Oops! Severely incorrect wordage there by myself! I should have said<BR>
'homiothermic':-posh term for 'regulates its internal temperature' . The<BR>
oposite, 'poikilothermic' is what fish and lizards are.<BR>
<BR>
<BR>
> Sweating out the Ahetaowa and Schalli for G:T AR4 : how many character<BR>
> points can I use, anyway??<BR>
<BR>
That's the problem with trying to convert to a points based system...trying<BR>
to make it fit a reasonable range. When the Devi migrated to GT from<BR>
SpaceMaster their telepathic range dropped from 'orbital' to a couple of<BR>
dozen feet. What have you got so far?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:36:04 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
Thanks Dean, that was precisely what I was looking for.<BR>
<BR>
What is the lower temp limit at which such a metabolism becomes<BR>
untenable? The Inheritors live at 300 degrees F (you know I like<BR>
almost everything about GURPS: Traveller except the use of<BR>
Imperial units) is that optimum do you think.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Jones, Dean <Dean.Jones@fox-europe.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 16, 2000 11:01 AM<BR>
Subject: RE: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
> Has anyone got the feintest idea how a flourine<BR>
> or methane breathing lifeform would work?<BR>
<BR>
Lots of really usefull stuff snipped.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:09:28 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
David Summers writes:<BR>
>>I, too, love the Vargr.  I have no problem with "dog-men" IMTU,<BR>
>>and I have several typically humanoid minor alien species (and a<BR>
>>bunch of entirely non-human ones).<BR>
>But they are so much more than that.  (And all the dog jokes detracts<BR>
>from playing a serious Vargr).<BR>
<BR>
	They certainly can be more than that, but they don't always<BR>
	have to be.  :)<BR>
<BR>
	I do try to make Vargr three dimensional characters.  The<BR>
	main impediment to PC's IMTU getting to know any Vargr as<BR>
	potentially interesting (and useful) NPC's has been the party's<BR>
	tendency to stereotype Vargr after an encounter with a Vargr<BR>
	corsair.  <sigh>  Sometimes it's just too easy for players to<BR>
	get in character.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:13:33 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
Generally GURPS assumes that all species have the same size 'comfort zone'<BR>
for temperature unless otherwise stated (the Temperature Tolerance<BR>
advantage). Where the median point of that comfort zone is is just a special<BR>
effect. <BR>
In the case of the Inheritors, the optimum temperature is a hair under 149<BR>
oC ( temperature centigrade=(tF-32)/1.8 ). A few degrees below and they'd<BR>
probably start complaining about it being cold. To work out where the<BR>
temperature becomes life threatening for ANY G:T species,move the ideal<BR>
temperature to that specifiedfor the species, apply any modifier for<BR>
Temperature Tolerance and then use the same guidelines as for humans.<BR>
<BR>
> -----Original Message-----<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
> Sent: 16 August 2000 12:36<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
> <BR>
> <BR>
> <BR>
> Thanks Dean, that was precisely what I was looking for.<BR>
> <BR>
> What is the lower temp limit at which such a metabolism becomes<BR>
> untenable? The Inheritors live at 300 degrees F (you know I like<BR>
> almost everything about GURPS: Traveller except the use of<BR>
> Imperial units) is that optimum do you think.<BR>
> <BR>
> Ben Aaronovitch<BR>
> <BR>
> 'Let's be honest here - you paid for the women.'<BR>
>                                        Bill Murrey - Scrooged<BR>
> ----- Original Message ----- <BR>
> From: Jones, Dean <Dean.Jones@fox-europe.com><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Wednesday, August 16, 2000 11:01 AM<BR>
> Subject: RE: Flourine/Methane Lifeforms (long-ish)<BR>
> <BR>
> > Has anyone got the feintest idea how a flourine<BR>
> > or methane breathing lifeform would work?<BR>
> <BR>
> Lots of really usefull stuff snipped.<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 09:07:15 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Big Map, progress request on production.<BR>
<BR>
on 8/16/00 6:07 AM, michael.scanlon at michael.scanlon@bmthonline.net wrote:<BR>
<BR>
> I was wondering how this was getting on.<BR>
> <BR>
> Michael.<BR>
> <BR>
> Michael.Scanlon@Bmthonline.net<BR>
> ICQ#27333894<BR>
> <BR>
> "Nothing that God in biomechanics wouldn't let you in Heaven for...."<BR>
> <BR>
> <BR>
Still progressing, slowly.  I'm trying to do this, and FFS3 smallarms.<BR>
<BR>
I have Spinward Marches 90% done (need to add bases and hex numbers).<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:57:52 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>On any ship I Captain the XO and I are the only ones who can get<BR>
>into that locker without declaring an Emergency, which is of course<BR>
>logged with the computer. Every single time that door is opened<BR>
>my ships computer takes a picture of whoever did it. If they don't<BR>
>log out what they took it's theft and I fire them. If they do log<BR>
>it out and don't log it back in its theft and I fire them. If they<BR>
>do log it out and don't return it but admit this before we boost<BR>
>I make them go buy another one and take the cost, with steep interest<BR>
>out of their paycheck. If the Xo doesn't check the log every time<BR>
>before we boost she's incompetent and I fire her. If I don't cross<BR>
>check her work at least 10% of the time than I'm incompetent and<BR>
>the owner should fire me when he checks the ships log.  If anyone<BR>
>tampers with the log I fire them and do my best to have charges<BR>
>brought up on them<BR>
><BR>
<BR>
And the Guilds actually let people serve on your ship? Or do you send out<BR>
press gangs to bring them in?<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:07:00 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
I was kind of wondering that myself...If I tried something like that, a)<BR>
my crew would laugh at me, and b) my Board of Directors would fire my<BR>
a** in a heartbeat. Heck, the best I can do as 'despotic Captaign Bligh'<BR>
is get one crewmember to show up for an depressurization drill, naked in<BR>
a rescueball. ;-)<BR>
<BR>
OTOH, Our ships locker far more closely resembles the 'ball of twine,<BR>
two half-used rolls of duct tape and a dead rodent' type than the<BR>
polished armory in the article. especially since that's all the pirates<BR>
_left_ us...<BR>
<BR>
Terry Carlino wrote:<BR>
> <BR>
> >On any ship I Captain the XO and I are the only ones who can get<BR>
> >into that locker without declaring an Emergency, which is of course<BR>
> >logged with the computer. Every single time that door is opened<BR>
> >my ships computer takes a picture of whoever did it. If they don't<BR>
> >log out what they took it's theft and I fire them. If they do log<BR>
> >it out and don't log it back in its theft and I fire them. If they<BR>
> >do log it out and don't return it but admit this before we boost<BR>
> >I make them go buy another one and take the cost, with steep interest<BR>
> >out of their paycheck. If the Xo doesn't check the log every time<BR>
> >before we boost she's incompetent and I fire her. If I don't cross<BR>
> >check her work at least 10% of the time than I'm incompetent and<BR>
> >the owner should fire me when he checks the ships log.  If anyone<BR>
> >tampers with the log I fire them and do my best to have charges<BR>
> >brought up on them<BR>
> ><BR>
> <BR>
> And the Guilds actually let people serve on your ship? Or do you send out<BR>
> press gangs to bring them in?<BR>
> <BR>
> Terry C<BR>
> All that is Gold does not glitter<BR>
> Not all who travel are lost<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:04:56 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Arbellatra<BR>
<BR>
I love it!<BR>
<BR>
- -Dan Lane<BR>
- ----- Original Message ----- <BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 15, 2000 8:10 PM<BR>
Subject: Re: Arbellatra<BR>
<BR>
<BR>
> At 06:42 PM 8/15/2000 -0800, you wrote:<BR>
> >How about this for Arbellatra's career?<BR>
> <BR>
> <snip><BR>
> <BR>
> >Age 28 Year 615 Rank Fleet Admiral<BR>
> <BR>
> And she's never spent a moment in command of anything larger than the<BR>
> Admiral's Gig.<BR>
> -- <BR>
> <BR>
> Douglas E. Berry       gridlore@mindspring.com<BR>
> http://gridlore.home.mindspring.com/sylea.html<BR>
> <BR>
> TML Great Old One, The Keeper of Penguins<BR>
> Plague of the Traveller Riders of the Apocalypse<BR>
> Chant "Gridlore" thrice to summon.<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:13:51 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
on 8/16/00 9:57 AM, Terry Carlino at carlino@home.com wrote:<BR>
<BR>
>> On any ship I Captain the XO and I are the only ones who can get<BR>
>> into that locker without declaring an Emergency, which is of course<BR>
>> logged with the computer. Every single time that door is opened<BR>
>> my ships computer takes a picture of whoever did it. If they don't<BR>
>> log out what they took it's theft and I fire them. If they do log<BR>
>> it out and don't log it back in its theft and I fire them. If they<BR>
>> do log it out and don't return it but admit this before we boost<BR>
>> I make them go buy another one and take the cost, with steep interest<BR>
>> out of their paycheck. If the Xo doesn't check the log every time<BR>
>> before we boost she's incompetent and I fire her. If I don't cross<BR>
>> check her work at least 10% of the time than I'm incompetent and<BR>
>> the owner should fire me when he checks the ships log.  If anyone<BR>
>> tampers with the log I fire them and do my best to have charges<BR>
>> brought up on them<BR>
>> <BR>
> <BR>
> And the Guilds actually let people serve on your ship? Or do you send out<BR>
> press gangs to bring them in?<BR>
> <BR>
<BR>
"Bos'n, get the baize bag.  It's two dozen lashes with the cat 0' nine<BR>
tails."<BR>
<BR>
Talk about Captain Anal Retentive.  And I thought I had a captain who was a<BR>
martinet.<BR>
<BR>
I suspect this is the way it works for many lines, though, as long as they<BR>
pay well and conditions are good.  As far as small freetraders, my<BR>
characters would look elsewhere.<BR>
<BR>
Also, there's the matter of what happens when the ship's crew are also part<BR>
owners?  Can't exactly fire them.  The differents between having tenants and<BR>
room mates.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:31:21 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>On any ship I Captain the XO and I are the only ones who can get<BR>
>into that locker without declaring an Emergency, which is of course<BR>
I do hope that the locker can be opened when the computer is down (which is<BR>
moderately likely in a real emergency).<BR>
<BR>
>logged with the computer. Every single time that door is opened<BR>
>my ships computer takes a picture of whoever did it. If they don't<BR>
Annoying, but as long as nothing in there is regularly needed...<BR>
<BR>
>log out what they took it's theft and I fire them. If they do log<BR>
Hm...pirates are attacking!  Quick, get the weapons!  Oh, and don't forget to<BR>
log what you took.<BR>
This is the kind of thing best left as a simple warning, and completely <BR>
ignored if a good reason is provided afterwards.<BR>
<BR>
>it out and don't log it back in its theft and I fire them. If they<BR>
As above.<BR>
<BR>
>do log it out and don't return it but admit this before we boost<BR>
>I make them go buy another one and take the cost, with steep interest<BR>
More likely, the ship buys another one, and the crewmember is fined unless<BR>
the use was legitimate (in which case its just a regular operating expense,<BR>
and not the responsibility of the crewmember).  The size of the fine may<BR>
or may not be closely related to the value of the missing item.<BR>
<BR>
>out of their paycheck. If the Xo doesn't check the log every time<BR>
>before we boost she's incompetent and I fire her. If I don't cross<BR>
No, the XO is merely more interested in getting work done than in some <BR>
administrative tasks.  This is another 'warning' issue.<BR>
<BR>
>check her work at least 10% of the time than I'm incompetent and<BR>
>the owner should fire me when he checks the ships log.  If anyone<BR>
>tampers with the log I fire them and do my best to have charges<BR>
>brought up on them<BR>
The log is likely to be fairly tamper-resistant.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:32:02 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Via electronic medium on 8/15/00 12:26 PM, tloql@home.com issued forth:<BR>
<BR>
> In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
<BR>
I like this little heresy, I may adopt it as well. Hypercleats will have a<BR>
coniption fit, but I'll bet Stryder will like it. Another bit that has been<BR>
a minor annoyance to me is that many hexes within range of a misjump can't<BR>
be the final destination, due to the way one rolls only one of six<BR>
directions. Perhaps if one calculated the range band first, then exact hex.<BR>
Range band one has six locations, range band two has twelve, etc.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:47:28 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: small navies (long)<BR>
<BR>
A short while ago we had a little discussion about the size of planetary<BR>
navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
for a world, and have since refined those numbers to the following system:<BR>
<BR>
planetary naval budget: Cr 1 per person<BR>
			x TCS peacetime government type modifier (1.3 for type 7)<BR>
			x 1.5 for Rich worlds<BR>
			x 0.5 for Poor worlds<BR>
			x 2 for Independant worlds<BR>
<BR>
Assuming that naval vessels cost about 10% of their value per year to<BR>
maintain, replace, support, etc., this amounts to a navy worth about Cr 10<BR>
per citizen.  For the Regina subsector (IMTU, non-canon), I whiped up the<BR>
following naval forces:<BR>
<BR>
Efate:		1 Guardian class battleship (5,000 tons, MCr 6,187.5)<BR>
		3 Fearless class cruisers (800 tons, MCr 1,043.6)<BR>
		5 Fealty class frigates (600 tons, MCr 466.43)<BR>
		3 Thrust class marine landers (600 tons, MCr 507.63)<BR>
		3 Anoras class marine transports (600 tons, MCr 266.13)<BR>
		2 Cable class logistical support ships (400 tons, MCr 184.29)<BR>
		2 Chase class heavy SDB's (2,000 tons, MCr 2,757.8)<BR>
		9 Nebula class SDB's (600 tons, MCr 786.4)<BR>
		14 Tireless class shuttles (30 tons, MCr 8.7)<BR>
		60 Dart class fighters (40 tons, MCr 52.24)<BR>
Alell:		4,400 tons starships, 4,400 tons spaceships<BR>
Yres:		12 50-ton fighters<BR>
Menorb:	1 4,000-ton SDB, 370 10 ton fighters<BR>
Regina:	1 5,000-ton battleship, 2,500 tons of SDB's and fighters<BR>
Feri:		1 4,000-ton battleship, 6 600-ton frigates, 18 1,000-ton SDB's, etc.<BR>
Roup:		mercenaries: 2 type C cruisers, 1 Gazelle class, 4 type S<BR>
Yori:		1 200-ton frigate, a few gigs<BR>
Enope:		mercenaries: 1 type C, 3 type S<BR>
Wochiers:	1 type S<BR>
Keng:		mercenaries: 1 Gazelle class<BR>
Rethe:		610 Rightious class SDB's (300 tons, MCr 364.9)<BR>
Inthe:		3 200-ton frigates<BR>
<BR>
TOTAL:	about 250,000 tons of ships, including about 40 combat starships<BR>
<BR>
By far the biggest planetary navy is that of Rethe, with about 180,000 tons<BR>
of spaceships, leaving only 70,000 tons between the other 12 worlds.  The<BR>
biggest interstellar navy belongs to Efate, with 10,400 tons of combat<BR>
starships and 4,400 tons of other starships.  The largest ship was 5,000<BR>
tons, figuring that no more than 20% of a naval budget would normally go<BR>
into one vessel (obviously, Rethe could possibly field a ship of 30,000<BR>
tons or more).  For TL 9+, I generally put about half the naval budget into<BR>
starships.  For TL 6-, I allowed mercenaries to be hired with about half<BR>
the budget that would normally have gone to a navy.<BR>
<BR>
So how much to assign to Imperial forces?  Going on the assumption that the<BR>
Imperium has only tenuous control over it's territory, particularly in<BR>
areas such as the Spinward Marches, I decided to try to make the total<BR>
budget available to the subsector navy about half that of the sum of all<BR>
the planetary navies.  By trial and error, I came up with:<BR>
<BR>
subsector naval budget: Cr 0.2 per person<BR>
			modified for maximum TL in subsector<BR>
<BR>
This generated the following (roughly):<BR>
<BR>
Regina subsector (without Jewell): 120,000 tons of starships<BR>
						1 25,000-ton heavy battleship<BR>
						3 8,000-ton battleships<BR>
						5 5,000-ton light battleships<BR>
						12 2,000-ton heavy cruisers<BR>
						15 800-ton cruisers<BR>
						20 assorted support ships<BR>
<BR>
The TL 15 Imperial navy then received:<BR>
<BR>
Imperial naval budget: Cr 0.2 per person<BR>
			modified for TL 15<BR>
<BR>
Spinward Marches (very roughly): 1,000,000 tons of starships<BR>
						2 200,000-ton dreadnaughts<BR>
						4 50,000-ton heavy battleships<BR>
						10 20,000-ton battleships<BR>
						20 5,000-ton light battleships<BR>
						20 assorted support ships<BR>
<BR>
This is meant to be a minimalist system that will give me the kind of TU<BR>
where big ships are rare, the sector is not all that well patrolled, and<BR>
while the Imperium can bring crushing force to bear on any planet or small<BR>
group of planets, if the entire sector revolted the Imperial Navy would<BR>
have it's hands full.  Any constructive criticism, comments, or suggestions<BR>
are welcome.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2940<BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2941<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: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
RE: Mis-jumps in MTU<BR>
Re: Who appointed Arbellatra?<BR>
Re: small navies (long)<BR>
High Tech Materials<BR>
Re: Mis-jumps in MTU<BR>
Re: High Tech Materials<BR>
Re: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
RE: small navies (long)<BR>
RE: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Re:  Mis-jumps in MTU<BR>
RE: small navies (long)<BR>
Re: small navies (long)<BR>
Re: High Tech Materials<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:48:09 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Ship's Locker<BR>
<BR>
On 08/16/00 at 10:07 AM,  Bruce Johnson <johnson@pharmacy.arizona.edu> said:<BR>
<BR>
>I was kind of wondering that myself...If I tried something like that, a)<BR>
>my crew would laugh at me, and b) my Board of Directors would fire my a**<BR>
>in a heartbeat. <BR>
<BR>
Part of the reason for that is that almost all the crew is also *on*<BR>
the Board of Directors and major stockholders in the ship.<BR>
<BR>
>Heck, the best I can do as 'despotic Captaign Bligh' is<BR>
>get one crewmember to show up for an depressurization drill, naked in a<BR>
>rescueball. ;-)<BR>
<BR>
No, no!  Marrick was the one that came down the corridor in the<BR>
partly inflated rescue ball, he was dressed.  The sleeping Cory<BR>
showed up naked, and Arvitis stuffed him into a ball...but at least,<BR>
he showed up!  You gonna tell them what Cory did for his Doctor's<BR>
examination later that morning, or shall I?  <g><BR>
<BR>
>OTOH, Our ships locker far more closely resembles the 'ball of twine, two<BR>
>half-used rolls of duct tape and a dead rodent' type than the polished<BR>
>armory in the article. especially since that's all the pirates _left_<BR>
>us...<BR>
<BR>
While that is true...have *you* specifically asked your GM for an<BR>
inventory of the ship's locker yet?  How about the armory?  Heck,<BR>
have you checked out the food larder?  Oh, and how do you know it<BR>
was the *pirates* and not the rescuers from the pirates that emptied<BR>
your locker?  <weg><BR>
<BR>
Eris<BR>
    ITC, his GM<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 18:54:29 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
> I like this little heresy, I may adopt it as well. Hypercleats will have<BR>
a<BR>
> coniption fit, but I'll bet Stryder will like it. Another bit that has<BR>
been<BR>
> a minor annoyance to me is that many hexes within range of a misjump<BR>
can't<BR>
> be the final destination, due to the way one rolls only one of six<BR>
> directions. Perhaps if one calculated the range band first, then exact<BR>
hex.<BR>
> Range band one has six locations, range band two has twelve, etc.<BR>
<BR>
You could use the system Starfire uses for Jump dropout (with J-hook drives<BR>
only, not the standard I drives). IIRC, you roll for direction, roll the<BR>
relevant number of dice for distance and move the counter that many spaces,<BR>
then roll the distance dice again and move the counter that many spaces in<BR>
a direction 120 degrees clockwise from the point it's now at. I think<BR>
that's supposed to give an even distribution, but I admit I never actually<BR>
worked it out to check.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 18:49:52 +0100<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: Mis-jumps in MTU<BR>
<BR>
Benyamene' ZeAbe' Akella wrote:<BR>
> Another bit that has been a minor annoyance to me is that many<BR>
> hexes within range of a misjump can't be the final destination,<BR>
> due to the way one rolls only one of six directions. Perhaps<BR>
> if one calculated the range band first, then exact hex. Range<BR>
> band one has six locations, range band two has twelve, etc.<BR>
<BR>
A simpler way is to perform the mis-jump  calculation  twice  ...<BR>
the second time  starting  from  the  end  result  of  the  first<BR>
calculation.  (Of course that means you can  end  up  mis-jumping<BR>
twice as far, or not going anywhere at all!)<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:56:11 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
Sorry Alan,<BR>
<BR>
I would never blow my nose on your work or ideas.<BR>
<BR>
They have merit, especially in light of Strephon's mention of St. Elvis,<BR>
which I believe indeed appeared in his interview with Akidda Laakgiir (sp?)<BR>
in one of the TravDigests.  From my perspective, the whole problem is that<BR>
while it may seem wholly appropriate to the folks of the 3I to use "Elvis"<BR>
to denote the eccentrity of Cleon V (they might feel they were saying akin<BR>
to "Moses") it tends just seems too anachronistic to me to the point that it<BR>
degrades my ability to suspend disbelief.<BR>
<BR>
Nevertheless, I understand and accept your reasoning.  Its certainly not<BR>
impossible, and sometimes that's enough.<BR>
<BR>
- -Dan Lane<BR>
<BR>
- ----- Original Message -----<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 16, 2000 8:43 AM<BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
<BR>
> > From: "Dan Lane"<BR>
> > If your serious about the Elvis, I would say that I'm against it.  It<BR>
> > seems tongue & cheek, and even if possible, forms too strong of a mental<BR>
> > image. You might as well name him Abraham Lincoln Lentuli or Hortatio<BR>
> > Nelson Lentuli.<BR>
><BR>
> Actually there is method to my madness.  You see, Cleon V's claim to be<BR>
the<BR>
> heir of Cleon the Great is absurd.  Yes, there is a very, very remote<BR>
> connection, but normally it would be completely hopeless, and noone would<BR>
> take him seriously.  He's kind of like the proverbial lunatic who thinks<BR>
> he's Napoleon.<BR>
><BR>
> Despite the fact that he actually does get to become Emperor, his<BR>
> contemporaries still never quite take him seriously - hence the derisory<BR>
> nickname.<BR>
><BR>
> I named him Elvis because it was absurd.  That is, it carries some of the<BR>
> connotations to us that his claim to the throne would carry to people in<BR>
> the 3I.<BR>
><BR>
> Normally I would agree with you, and avoid joke names.  In this case,<BR>
> though, there is a vaguely serious intention behind it.<BR>
><BR>
> I should also mention that "Saint Elvis of Terra" has made it into one of<BR>
<BR>
> the GT books, IIRC.<BR>
><BR>
> In any case, none of what I am writing is canonical:  you are encouraged<BR>
to<BR>
> ignore or change any or all of it.  If you like, you can print it on a<BR>
> suitable grade of paper and blow your nose on it - I don't mind.<BR>
><BR>
> Alan Bradley<BR>
> alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:05:04 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies (long)<BR>
<BR>
Ian Ferguson writes:<BR>
> A short while ago we had a little discussion about the size of planetary<BR>
> navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
> for a world, and have since refined those numbers to the following system:<BR>
> <BR>
> planetary naval budget: Cr 1 per person<BR>
Heh.  That's absurdly low except on very poor worlds.  Less than about 1% of<BR>
GWP is silly.  In addition, the merchant fleet is likely to be as much as<BR>
Cr 100 per person, and given that the TU seems to have armed merchants, will<BR>
probably outgun the navy by an appreciable margin.<BR>
>                x TCS peacetime government type modifier (1.3 for type 7)<BR>
>                x 1.5 for Rich worlds<BR>
>                x 0.5 for Poor worlds<BR>
>                x 2 for Independant worlds<BR>
There should be modifiers for TL and for port type.  Also, its likely that<BR>
smaller worlds will spend a higher percentage of their budget, as they're<BR>
generally more vulnerable than the larger worlds.<BR>
<BR>
> This is meant to be a minimalist system that will give me the kind of TU<BR>
> where big ships are rare, the sector is not all that well patrolled, and<BR>
> while the Imperium can bring crushing force to bear on any planet or small<BR>
> group of planets, if the entire sector revolted the Imperial Navy would<BR>
> have it's hands full.  Any constructive criticism, comments, or suggestions<BR>
> are welcome.<BR>
<BR>
Rather than having implausibly low total expenditures, just reduce populations;<BR>
this can be done in several ways, such as changing base population from <BR>
10^P to 8^P.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:05:58 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: High Tech Materials<BR>
<BR>
Christopher Thrash wrote:<BR>
>If the following topics have been addressed on the TML (or allied lists)<BR>
>before, could some kind soul please point me to the appropriate date and<BR>
>entry?<BR>
<BR>
>(1) Physical characteristics (stress, strain, elasticity, etc.) for<BR>
>canonical ultra-tech materials: crystaliron, superdense and bonded<BR>
>superdense? I am aware that a professional materials scientist declared<BR>
>these were "impossible" as written, but I can't find any elaboration, pro<BR>
>or con.<BR>
<BR>
I think that one of the many reasons for the interest in carbon nanotubes is<BR>
their ability to form extremely long unflawed polymer chains, and it is this<BR>
property (along with carbon's molecular bonding properties) that give it an<BR>
estimated 10-100 times the tensile strength of steel at 1/6 the weight.<BR>
<BR>
Several years ago, I published a discussion (which I have since deleted) of<BR>
possible methodologies for superdense and like materials.  I think the crux<BR>
o it was that the existence of superdense materials implied the capacity of<BR>
the Imperium to produce gravity fields that locally far exceeded the 6g<BR>
propulsion limit, and that s-dense materials must make use of metastable or<BR>
stable "sub-grund" atomic quantum states, otherwise they would re-expand<BR>
after the compression field was released.  I believe that these materials<BR>
are possible, albeit they may be generated through a non-gravticic<BR>
methodology.  IMTU, gravitics still plays a part however, powerful<BR>
gravitics.<BR>
<BR>
For references to the most curent (<crackpot alert>) technologies, see the<BR>
www.blacklightpower.com website.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:19:06 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Via electronic medium on 8/16/00 10:49 AM, Peter.Trevor@rb.cwplc.com issued<BR>
forth:<BR>
<BR>
> Benyamene' ZeAbe' Akella wrote:<BR>
>> Another bit that has been a minor annoyance to me is that many<BR>
>> hexes within range of a misjump can't be the final destination,<BR>
>> due to the way one rolls only one of six directions. Perhaps<BR>
>> if one calculated the range band first, then exact hex. Range<BR>
>> band one has six locations, range band two has twelve, etc.<BR>
> <BR>
> A simpler way is to perform the mis-jump  calculation  twice  ...<BR>
> the second time  starting  from  the  end  result  of  the  first<BR>
> calculation.<BR>
<BR>
I /think/ this still results in some spaces being unattainable.<BR>
<BR>
> (Of course that means you can  end  up  mis-jumping<BR>
> twice as far,<BR>
<BR>
Well it isn't 216 at least.<BR>
<BR>
> or not going anywhere at all!)<BR>
<BR>
ISTR that this was possible with the first rules. If not, I like the idea. I<BR>
have seen some other misjump ideas on the web and this list, many would add<BR>
a little more unpredictability to the whole issue. What about winding up in<BR>
a pocket universe like the one at Shionthy, perhaps a naturally occurring<BR>
one. One might get out of the predicament by forcing another misjump, or it<BR>
could just get you in worse trouble.<BR>
<BR>
> Regards PLST<BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:24:11 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Dan Lane writes:<BR>
<BR>
> I think that one of the many reasons for the interest in carbon nanotubes<BR>
> is their ability to form extremely long unflawed polymer chains, and it is<BR>
> this property (along with carbon's molecular bonding properties) that give<BR>
> it an estimated 10-100 times the tensile strength of steel at 1/6 the<BR>
> weight. <BR>
<BR>
Actual heat of vaporization is on the order of 8x better, weight for weight.<BR>
> <BR>
> Several years ago, I published a discussion (which I have since deleted) of<BR>
> possible methodologies for superdense and like materials.  I think the crux<BR>
> o it was that the existence of superdense materials implied the capacity of<BR>
> the Imperium to produce gravity fields that locally far exceeded the 6g<BR>
> propulsion limit, and that s-dense materials must make use of metastable or<BR>
> stable "sub-grund" atomic quantum states, otherwise they would re-expand<BR>
> after the compression field was released.<BR>
<BR>
Note that 'superdense' materials aren't actually superdense, there's a half<BR>
dozen or so metals denser than superdense.  Given this, one can argue that<BR>
'superdense' is really nothing more than exotic alloys.  If superdense is<BR>
actually degenerate matter (as is implied by its description) it should <BR>
have a density between 10^6 and 10^8 if it still contains electrons and<BR>
protons, 10^14 or higher if it is neutronium (in which case it is presumably<BR>
held stable by incredibly powerful nuclear dampers).  Either form of matter<BR>
would explode rather spectacularly if stabilization failed.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:29:42 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
I've never liked the fact that you can only misjump to systems along the<BR>
six 'ribs' that radiate out from the system in which you mis-jump.  For<BR>
that reason, I use the following mis-jump system IMTU:<BR>
<BR>
Roll 1d6, this is the number of 'legs' you will jump.<BR>
For each leg, roll 1d6 for direction and 1d6 for distance and move the<BR>
ship there before doing the next leg.<BR>
<BR>
This involves a bit of rolling, but unless your PCs are seriously screwing<BR>
around, misjumps happen infrequently enough that this isn't a problem.  It<BR>
becomes a fun little game: "Damn, that last leg landed us right on Regina,<BR>
where we're heading anyway!  Let's hope the next one doesn't send us too<BR>
far..."<BR>
<BR>
You can theoretically end up anywhere within 36 parsecs with this,<BR>
including the system you started out at!  The distance travelled is on<BR>
average much lower than the traditional system. <BR>
<BR>
If you consider it unreasonable that a jump-1 drive can send you the same<BR>
distance as a jump-6 drive, you can always make the length of the legs<BR>
equal to the jump number.  Although considering it's all magitech, this is<BR>
purely an aesthetic thing.<BR>
<BR>
Another system is the ol' car-wars collision system:  Get a small<BR>
card-board counter and drop it from 50 cm above the map over the point of<BR>
departure.  Where it lands is where you end up, quick and simple :-). <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:37:13 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
"Terry Carlino" <carlino@home.com> wrote<BR>
<BR>
> >On any ship I Captain the XO and I are the only ones who can get<BR>
> >into that locker without declaring an Emergency, which is of course<BR>
> >logged with the computer. Every single time that door is opened<BR>
> >my ships computer takes a picture of whoever did it. If they don't<BR>
> >log out what they took it's theft and I fire them. If they do log<BR>
> >it out and don't log it back in its theft and I fire them. If they<BR>
> >do log it out and don't return it but admit this before we boost<BR>
> >I make them go buy another one and take the cost, with steep interest<BR>
> >out of their paycheck. If the Xo doesn't check the log every time<BR>
> >before we boost she's incompetent and I fire her. If I don't cross<BR>
> >check her work at least 10% of the time than I'm incompetent and<BR>
> >the owner should fire me when he checks the ships log.  If anyone<BR>
> >tampers with the log I fire them and do my best to have charges<BR>
> >brought up on them<BR>
<BR>
> And the Guilds actually let people serve on your ship? Or do you send out<BR>
> press gangs to bring them in?<BR>
<BR>
What Guilds? None are established in Traveller canon. The <BR>
Imperium doesn't really give a damm unless you're Noble and/or<BR>
rich. Cleon set up the Imperium to protect trade. Being negligent<BR>
with your ships locker is a potential threat to trade. I don't<BR>
really think Cleon would have any problem with firing them.<BR>
<BR>
IMTU setting up any sort of guild or union for ships personnel <BR>
technically legal but is inadvisable because if any Imperial judge <BR>
anywhere rules that you are hurting trade (say by asking for a<BR>
pension, safe work conditions, or a raise) then your entire union<BR>
organization can be ruled a criminal conspiracy to disturb trade.<BR>
Thus it (and you) are committing an Imperial Crime (possibly a<BR>
capital crime). Theoretically your guild could declare a (legal)<BR>
trade war against the company your workers have a problem with<BR>
first but while this may work it is not sufficiently likely to<BR>
work IMTU to risk capital charges to try.<BR>
<BR>
The Imperium has got a potential labor pool of fifteen trillion<BR>
workers. They don't need you, you are replaceable. Unions<BR>
succeed primarily when it is difficult or illegal to fire all<BR>
their workers are replace them with other cheaper workers.<BR>
IMTU these conditions do not exist. If you want better working<BR>
conditions then you need to go find another company to work for.<BR>
Nor are tightly controlled working conditions necessarily a bad<BR>
thing for a worker. If this tight security can thwart an attempted<BR>
hijacking of the ship (in which the crew might die) than many<BR>
ships crew will support this.<BR>
<BR>
Disclaimer: The above statements about the relatively short shrift<BR>
that unions get IMTU and in my reading of the OTU do not necessarily<BR>
reflect any personnel feelings I may or may not have about unions.<BR>
I'd really rather not get into that issue. The labor movement has<BR>
been an important factor in drastically improving the working conditions<BR>
prevalent in industrialized countries. Rather IMTU the laws and <BR>
regulations reflect the relatively scant regard for unions that <BR>
Cleon and subsequent Emperors have had. YMMV but, whatever other <BR>
fine qualities they may have, Emperors are not generally noted<BR>
for their sensitivity to the plight of the working class.<BR>
<BR>
Re: Press Gangs, I'm not sure if you were kidding but (except for<BR>
the canon draft of eighteen year olds) Press Gangs would generally<BR>
seem to be slavery and thus illegal in the OTU.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:37:59 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
> <BR>
> "Bos'n, get the baize bag.  It's two dozen lashes with the cat 0' nine<BR>
> tails."<BR>
> <BR>
> Talk about Captain Anal Retentive.  And I thought I had a captain who was a<BR>
> martinet.<BR>
> <BR>
> I suspect this is the way it works for many lines, though, as long as they<BR>
> pay well and conditions are good.  As far as small freetraders, my<BR>
> characters would look elsewhere.<BR>
> <BR>
> Also, there's the matter of what happens when the ship's crew are also part<BR>
> owners?  Can't exactly fire them.  The differents between having tenants and<BR>
> room mates.<BR>
<BR>
What I forgot to say in my earlier post is that the Board of Directors<BR>
_is_ the crew...'tis a complicated thing indeed. <BR>
<BR>
My PC, who is the current captain, is part owner of the ship (17%,<BR>
IIRC), and a much smaller part owner of the corporation leasing the ship<BR>
from the owners (said corporation is comprised mostly of owners of the<BR>
ship, btw) so things get, erm, convoluted, to say the least. <BR>
<BR>
But it lets us sell shares in a company to raise money when we're not<BR>
legally allowed to sell off more shares of the ship. <BR>
<BR>
(provisions of the will... we inherited the ship but have to live on it<BR>
for 7 years before we can sell it.)<BR>
<BR>
If you really want to know, ask Eris..he's the one who gm's the<BR>
campaign. <BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:43:34 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Benyamene' ZeAbe' Akella writes:<BR>
>>In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
>I like this little heresy, I may adopt it as well. Hypercleats will have a<BR>
>coniption fit, but I'll bet Stryder will like it. Another bit that has been<BR>
>a minor annoyance to me is that many hexes within range of a misjump can't<BR>
>be the final destination, due to the way one rolls only one of six<BR>
>directions. Perhaps if one calculated the range band first, then exact hex.<BR>
>Range band one has six locations, range band two has twelve, etc.<BR>
<BR>
	I still use 1D x 1D for distance (I have my own technobabble for<BR>
	an excuse), but I determine distance first and then specific hex<BR>
	as you suggest.  Not that difficult to do, and anyways how often<BR>
	do you have a miss-jump to deal with?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:25:55 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: small navies (long)<BR>
<BR>
Ian Ferguson wrote:<BR>
<BR>
> Assuming that naval vessels cost about 10% of their value per year to<BR>
> maintain, replace, support, etc., this amounts to a navy worth about Cr 10<BR>
> per citizen.  For the Regina subsector (IMTU, non-canon), I whiped up the<BR>
> following naval forces:<BR>
<BR>
If you look at the actual distribution of forces in the Spinward Marches,<BR>
say from the Fifth Frontier War game, you will see that systems with a<BR>
strategic position have waaay more ships than they could afford. (Sure, this<BR>
was probably to make the game more playable, but since it *was* published by<BR>
GDW, we have to assume that every word of it is the absolute truth, don't<BR>
we?) Part of the role of the Imperium is probably to reallocate the funds<BR>
from systems where ships are not needed to systems where they are.<BR>
<BR>
I suppose that the bottom line is that many other factors other than the<BR>
local economy will play a role in how many ships are present and what types<BR>
of ships are present in most places. In frontier areas in particular, you<BR>
have these important strategic concerns also.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:46:20 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: Mis-jumps in MTU<BR>
<BR>
On 08/16/00 at 06:49 PM,  "Trevor, Peter" <Peter.Trevor@rb.cwplc.com> said:<BR>
<BR>
>Benyamene' ZeAbe' Akella wrote:<BR>
>> Another bit that has been a minor annoyance to me is that many<BR>
>> hexes within range of a misjump can't be the final destination,<BR>
>> due to the way one rolls only one of six directions. Perhaps<BR>
>> if one calculated the range band first, then exact hex. Range<BR>
>> band one has six locations, range band two has twelve, etc.<BR>
<BR>
>A simpler way is to perform the mis-jump  calculation  twice  ... the<BR>
>second time  starting  from  the  end  result  of  the  first<BR>
>calculation.  (Of course that means you can  end  up  mis-jumping twice<BR>
>as far, or not going anywhere at all!)<BR>
<BR>
My method:<BR>
<BR>
  1.  1d6 for direction     1<BR>
                         6  __  2<BR>
                           /  \ <BR>
                         5 \__/ 3<BR>
                            4   <BR>
<BR>
  2.  1d6  x  1d6 for distance<BR>
  <BR>
  3.  1d6 for placement with a pattern similar to one of the following<BR>
      where 2 is where the distance and direction rolls put the<BR>
      misjump.         <BR>
                             up-right<BR>
           up                 __<BR>
            __               /6 \__<BR>
         __/5 \__            \__/3 \<BR>
        / 4\__/6 \           /5 \__/<BR>
        \__/2 \__/           \__/2 \<BR>
        /1 \__/3 \           /4 \__/<BR>
        \__/  \__/           \__/1 \ <BR>
                                \__/<BR>
<BR>
      ...flip and/or mirror for down and left.<BR>
                                                      <BR>
IAC, for me, it's not something to be too concerned about, a misjump<BR>
puts the ship out there *somewhere*, so I go through the three steps<BR>
of my process...roughly...and place it.  Emphasis is on "place it"<BR>
rather than the process.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 11:49:00 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
> <BR>
> No, no!  Marrick was the one that came down the corridor in the<BR>
> partly inflated rescue ball, he was dressed.  The sleeping Cory<BR>
> showed up naked, and Arvitis stuffed him into a ball...but at least,<BR>
> he showed up!  You gonna tell them what Cory did for his Doctor's<BR>
> examination later that morning, or shall I?  <g><BR>
<BR>
Oh, I'll let you! Remember, officially, only Cory, Mira and Woof know<BR>
what happened, and they're not talking.<BR>
<BR>
> >OTOH, Our ships locker far more closely resembles the 'ball of twine, two<BR>
> >half-used rolls of duct tape and a dead rodent' type than the polished<BR>
> >armory in the article. especially since that's all the pirates _left_<BR>
> >us...<BR>
> <BR>
> While that is true...have *you* specifically asked your GM for an<BR>
> inventory of the ship's locker yet?  How about the armory?  Heck,<BR>
> have you checked out the food larder?  Oh, and how do you know it<BR>
> was the *pirates* and not the rescuers from the pirates that emptied<BR>
> your locker?  <weg><BR>
<BR>
Hey, it was empty except for some office supplies, and the safe was<BR>
blown. There were large holes in the ship, the maneuver drives were<BR>
barely working, the computer was shot up and the forward jump sensor was<BR>
reduced to tiny little charred bits of apparently copied Ancient<BR>
technology.<BR>
<BR>
Pirates, rescuers, who could tell the difference by that point!<BR>
<BR>
Feh! <BR>
<BR>
Ricardo _still_ isn't convinced that the whole thing wasn't orchestrated<BR>
by our friendly local spooks to steal that jump sensor and whatever<BR>
other goodies Akus had on board.<BR>
<BR>
As for the food larder...if you recall we've been _living_ off the stuff<BR>
for some weeks, and the armory (iirc) is empty except for our personal<BR>
weapons.  <BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:55:09 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
John P. Raynor wrote:<BR>
> Well, since it looks like most of the original rules of GDW's "Great<BR>
> Game" (such as they were) seem to have been lost, the obvious course<BR>
> of action is to take the bits and pieces that have been preserved,<BR>
> and  to start filling in the blanks and construct something that works.<BR>
> If it can be done once, it can be done again.  Is anyone else interested<BR>
> in undertaking such a task?<BR>
<BR>
Interested: yes, currently able: no  (lack of time)<BR>
<BR>
If the project is begun now, I might jump on it in a month or so.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 10:58:10 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re:  Mis-jumps in MTU<BR>
<BR>
IMTU the reason misjumps from a jump 1 ship can take you<BR>
up to jump 36 [1] is that in a misjump the ship enters jump<BR>
space wrong and ends up in the wrong layer and/or pointed the<BR>
wrong way. A misjump will, very rarely, end up taking you <BR>
where you were going anyway. <BR>
<BR>
IMTU jumpspace exists in layers around a central core. Jump<BR>
1 space through jump 6 space are somewhat stable and ships<BR>
can usually enter this space and come out all right. Jump<BR>
space 7 through jump space 36 are a bit further down and are<BR>
more chaotic, thus a ship can survive in these layers but cannot<BR>
control their passage. (Although a critical success on a Precognition<BR>
task for a skilled Engineer and Physicist and Navigator with<BR>
Precog-10 or so _might_  allow her to know 'If I press these <BR>
buttons like this in a week we will pop out 15 parsecs rimward')<BR>
Lower down (jumpspace 37+) the conditions are sufficiently<BR>
destructive that no ship that enters this space ever returns<BR>
to normal space. Thus a jump 37+ is impossible for anyone (even<BR>
the Ancients) because any ships that go that far down are<BR>
destroyed (or at least can never return).<BR>
<BR>
Jump 1 to jump 6 space are the 'crust' of the jumpspace universe<BR>
(universes?) and you can dig stable tunnels in one end and out<BR>
the other with a jump drive although you can occasionally get<BR>
lost here. Jump 7 through jump 36 space are 'farther down' in<BR>
the 'upper magma'. Your ship may survive here but you can't control<BR>
where you go since this is controlled by the 'currents' in the<BR>
'magma'. Lower down in jump 37+ space the 'magma' is 'hot' enough<BR>
to destroy (or at least capture) any ship.<BR>
<BR>
[1] The odds that a misjump will be jump 36 are only 1 in 279,936 <BR>
anyway (1d6 for number of dice = 1/6th odds of rolling 6d6. <BR>
Odds of rolling 6 on all 6 dice is 1/6^6. Hence total odds of <BR>
going 36 parsecs are 1/6^7)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:58:09 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: small navies (long)<BR>
<BR>
On 08/16/00 at 11:25 AM,  Luther Martin <lwmarti@pacbell.net> said:<BR>
<BR>
>Ian Ferguson wrote:<BR>
<BR>
>> Assuming that naval vessels cost about 10% of their value per year to<BR>
>> maintain, replace, support, etc., this amounts to a navy worth about Cr 10<BR>
>> per citizen.  For the Regina subsector (IMTU, non-canon), I whiped up the<BR>
>> following naval forces:<BR>
<BR>
>If you look at the actual distribution of forces in the Spinward Marches,<BR>
>say from the Fifth Frontier War game, you will see that systems with a<BR>
>strategic position have waaay more ships than they could afford. (Sure,<BR>
>this was probably to make the game more playable, but since it *was*<BR>
>published by GDW, we have to assume that every word of it is the absolute<BR>
>truth, don't we?) <BR>
<BR>
ROFLMAO!!! I sure as <bleep> don't! :-p<BR>
<BR>
Re, Anthony's idea of 8^P...make it 9^P x multiplier and look at the results. Pop A, mod 9 worlds max out at 31 vs 90 billion. Pop 8, mod 6 at ~260 vs 600 million. Pop 6, mod 3 at 1.6 vs 3 million. I think these are more reasonable results..although you'd have to have a calcuator handy to figure out a UWP. ;=<  <BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:08:53 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies (long)<BR>
<BR>
eris@pcola.gulf.net writes:<BR>
<BR>
> Re, Anthony's idea of 8^P...make it 9^P x multiplier and look at the<BR>
> results. Pop A, mod 9 worlds max out at 31 vs 90 billion. Pop 8, mod 6 at ~260 vs 600 million. Pop 6, mod 3 at 1.6 vs 3 million. I think these are more reasonable results..although you'd have to have a calcuator handy to figure out a UWP. ;=<   <BR>
<BR>
Or 10 ^ (.9P + .1M).  This means that pop-A mod-9 is 10^(9.9) or 8 billion.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:05:29 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Yes, I agree, but I think that the problem is the Traveller values for<BR>
density vice the  actual states of the materials.  Lets assume that a<BR>
variety of raw materials are used to make superdense, perhaps alloys as<BR>
well.  These are then compressed gravitically to a state that is<BR>
intermediate to degneerate (white dwarf) and normal matter.<BR>
<BR>
All that I'm saying is that by not requiring special stabilization (dampers,<BR>
etc...) canon implies that none is required.  Therefore it implies that a<BR>
stable state exists or can be induced between the normal and degenerate<BR>
states.<BR>
<BR>
Your point about alloys denser than superdense is well taken.  I assume that<BR>
normal "SD" is actually compressed crystaliron.<BR>
<BR>
- -Dan Lane<BR>
- ----- Original Message -----<BR>
From: "Anthony Jackson" <ajackson@molly.iii.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 16, 2000 2:24 PM<BR>
Subject: Re: High Tech Materials<BR>
<BR>
<BR>
> Dan Lane writes:<BR>
><BR>
> > I think that one of the many reasons for the interest in carbon<BR>
nanotubes<BR>
> > is their ability to form extremely long unflawed polymer chains, and it<BR>
is<BR>
> > this property (along with carbon's molecular bonding properties) that<BR>
give<BR>
> > it an estimated 10-100 times the tensile strength of steel at 1/6 the<BR>
> > weight.<BR>
><BR>
> Actual heat of vaporization is on the order of 8x better, weight for<BR>
weight.<BR>
> ><BR>
> > Several years ago, I published a discussion (which I have since deleted)<BR>
of<BR>
> > possible methodologies for superdense and like materials.  I think the<BR>
crux<BR>
> > o it was that the existence of superdense materials implied the capacity<BR>
of<BR>
> > the Imperium to produce gravity fields that locally far exceeded the 6g<BR>
> > propulsion limit, and that s-dense materials must make use of metastable<BR>
or<BR>
> > stable "sub-grund" atomic quantum states, otherwise they would re-expand<BR>
> > after the compression field was released.<BR>
><BR>
> Note that 'superdense' materials aren't actually superdense, there's a<BR>
half<BR>
> dozen or so metals denser than superdense.  Given this, one can argue that<BR>
> 'superdense' is really nothing more than exotic alloys.  If superdense is<BR>
> actually degenerate matter (as is implied by its description) it should<BR>
> have a density between 10^6 and 10^8 if it still contains electrons and<BR>
> protons, 10^14 or higher if it is neutronium (in which case it is<BR>
presumably<BR>
> held stable by incredibly powerful nuclear dampers).  Either form of<BR>
matter<BR>
> would explode rather spectacularly if stabilization failed.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2941<BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2942<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: small navies (long)<BR>
economic slavery (was:Ship's Locker)<BR>
Re: High Tech Materials<BR>
Balls Done Blue (was Re: Ship's Locker)<BR>
Re: High Tech Materials<BR>
RE: Ship's Locker<BR>
Re: Trav Fiction at F&F<BR>
Re: Ship's Locker<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Development of the Terran Jump Drive<BR>
Re: small navies (long)<BR>
Re: Development of the Terran Jump Drive<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:07:53 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: RE: small navies (long)<BR>
<BR>
On Wed, 16 Aug 2000 eris@pcola.gulf.net wrote:<BR>
><BR>
> On 08/16/00 at 11:25 AM,  Luther Martin <lwmarti@pacbell.net> said:<BR>
> >If you look at the actual distribution of forces in the Spinward Marches,<BR>
> >say from the Fifth Frontier War game, you will see that systems with a<BR>
> >strategic position have waaay more ships than they could afford. (Sure,<BR>
> >this was probably to make the game more playable, but since it *was*<BR>
> >published by GDW, we have to assume that every word of it is the absolute<BR>
> >truth, don't we?) <BR>
> <BR>
> ROFLMAO!!! I sure as <bleep> don't! :-p<BR>
<BR>
Agreed.<BR>
Four words: "Annic Nova" and "Jump Torpedoes"<BR>
<grins, ducks, and runs><BR>
                                - J. R.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:15:48 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: economic slavery (was:Ship's Locker)<BR>
<BR>
><BR>
> What Guilds? None are established in Traveller canon. The<BR>
> Imperium doesn't really give a damm unless you're Noble and/or<BR>
> rich. Cleon set up the Imperium to protect trade. Being negligent<BR>
> with your ships locker is a potential threat to trade. I don't<BR>
> really think Cleon would have any problem with firing them.<BR>
><BR>
> IMTU setting up any sort of guild or union for ships personnel<BR>
> technically legal but is inadvisable because if any Imperial judge<BR>
> anywhere rules that you are hurting trade (say by asking for a<BR>
> pension, safe work conditions, or a raise) then your entire union<BR>
> organization can be ruled a criminal conspiracy to disturb trade.<BR>
> Thus it (and you) are committing an Imperial Crime (possibly a<BR>
> capital crime). Theoretically your guild could declare a (legal)<BR>
> trade war against the company your workers have a problem with<BR>
> first but while this may work it is not sufficiently likely to<BR>
> work IMTU to risk capital charges to try.<BR>
><BR>
> The Imperium has got a potential labor pool of fifteen trillion<BR>
> workers. They don't need you, you are replaceable. Unions<BR>
> succeed primarily when it is difficult or illegal to fire all<BR>
> their workers are replace them with other cheaper workers.<BR>
> IMTU these conditions do not exist. If you want better working<BR>
> conditions then you need to go find another company to work for.<BR>
> Nor are tightly controlled working conditions necessarily a bad<BR>
> thing for a worker. If this tight security can thwart an attempted<BR>
> hijacking of the ship (in which the crew might die) than many<BR>
> ships crew will support this.<BR>
><BR>
<BR>
This seems to suggest that while chattel slavery is outlawed, economic<BR>
slavery is not, particularly if the Imperium can be expected to weigh-in<BR>
on the side of 'management' (i.e. against trade unions, guilds, etc.).<BR>
For example, take a corporate owned world.  If they hold all the<BR>
meaningful employment on a world, they are free to pay the lowest wages<BR>
and operate with the most unhealthy and dangerous working conditions.<BR>
The workers are not 'slaves' as they are technically able to quit and<BR>
work elsewhere.  However, the company keeps wages low and no one can<BR>
afford to go off planet, and there are no other jobs.<BR>
<BR>
The workers are totally at the mercy of the corporation, because if they<BR>
try to unionize to force even minimal improvements, the corporation can<BR>
cry "illegal restraint of trade" and get the Imperium to crush any<BR>
workers movement.<BR>
<BR>
If this is the case, we can expect the Imperium to spend quite a lot of<BR>
its time suppressing 'evil trade unionist movements'.  And we all<BR>
thought the Solomani were bad...<BR>
<BR>
In the US, the trade union movement has slowed in part because the<BR>
Federal government has assumed the role of guaranteeing minimal safe<BR>
working conditions and rates of pay, and outlawing certain labor<BR>
practices all together.  IYTU, is there some similar Imperial function?<BR>
and if not, why aren't there workers rebellions springing up everywhere.<BR>
Surely you won't suggest that corporations just treat their workers well<BR>
out of an innate sense of kindness and fair play?<BR>
<BR>
Again, the above does not represent my personal feelings about trade<BR>
unions or guilds.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:14:10 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
I'm not sure I understand why you say neutronium would explode.  That's the<BR>
SNF holding it together with no repulsive fcrce, right?  Neutron decay might<BR>
be  a factor in such a nucleus, although I think that neutrons don't decay<BR>
outside of a normal nucleus.  Does a ball of neutronium qualify?<BR>
<BR>
The EM ++ repulsion would obviously blow the p-n-e stuff apart, but unless<BR>
the neutronium were in an extremely great state of compression at ranges<BR>
where the SNF become repulsive, there would be no expansive force as far as<BR>
I can see.<BR>
<BR>
BTW, I'm not advocateing neutronium hulls.  That's Ancients stuff.  :-)<BR>
<BR>
- -Dan Lane<BR>
<BR>
>Anthony Jackson wrote:<BR>
<BR>
> Note that 'superdense' materials aren't actually superdense, there's a<BR>
half<BR>
> dozen or so metals denser than superdense.  Given this, one can argue that<BR>
> 'superdense' is really nothing more than exotic alloys.  If superdense is<BR>
> actually degenerate matter (as is implied by its description) it should<BR>
> have a density between 10^6 and 10^8 if it still contains electrons and<BR>
> protons, 10^14 or higher if it is neutronium (in which case it is<BR>
presumably<BR>
> held stable by incredibly powerful nuclear dampers).  Either form of<BR>
matter<BR>
> would explode rather spectacularly if stabilization failed.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:17:57 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Balls Done Blue (was Re: Ship's Locker)<BR>
<BR>
On 08/16/00 at 11:49 AM,  Bruce Johnson <johnson@pharmacy.arizona.edu> said:<BR>
<BR>
>eris@pcola.gulf.net wrote:<BR>
>> <BR>
>> No, no!  Marrick was the one that came down the corridor in the<BR>
>> partly inflated rescue ball, he was dressed.  The sleeping Cory<BR>
>> showed up naked, and Arvitis stuffed him into a ball...but at least,<BR>
>> he showed up!  You gonna tell them what Cory did for his Doctor's<BR>
>> examination later that morning, or shall I?  <g><BR>
<BR>
>Oh, I'll let you! Remember, officially, only Cory, Mira and Woof know<BR>
>what happened, and they're not talking.<BR>
<BR>
Hum, well I've been wanting to ask our medical experts about this<BR>
anyway, so I'll spill the beans, but all of you that read it are on<BR>
hour honor not to tell the characters in my game. <g><BR>
<BR>
Cory is a prankster with, *I* think, a squash where his brain should<BR>
be..or perhaps he has his brain between his legs would be a better<BR>
way of putting it.  IAC, he has been chasing the ship doctor's<BR>
skirts for some time.  She has flirted, but not given in.  So, when<BR>
it came time for Cory's medical exam, he took some blue nail polish<BR>
he had gotten from a local 7-11 and painted his scrotum blue.  Mira,<BR>
the ship's doctor, ordered her assistant to get a wire brush<BR>
and...no, not quite.  <g><BR>
<BR>
I didn't know exactly what painting oneself with nail polish down<BR>
there would do, so I had the area in question get very hot and<BR>
irritated.  The removal with nail polish remover irritated the<BR>
region even more.  I ruled it enough to keep Cory was laid up in bed<BR>
for 2 days with sore nether-regions, but no permanate damage.<BR>
<BR>
As to how, he suddenly acquired the nickname of "Blue Balls" from<BR>
Mira and her assistant no one has asked.<BR>
<BR>
>>> OTOH, Our ships locker far more closely resembles the 'ball of<BR>
>>> twine, two half-used rolls of duct tape and a dead rodent' type<BR>
>>> than the polished armory in the article. especially since that's<BR>
>>> all the pirates _left_ us...<BR>
 <BR>
>> While that is true...have *you* specifically asked your GM for an<BR>
>> inventory of the ship's locker yet?  How about the armory?  Heck,<BR>
>> have you checked out the food larder?  Oh, and how do you know it<BR>
>> was the *pirates* and not the rescuers from the pirates that<BR>
>> emptied your locker?  <weg><BR>
<BR>
>Hey, it was empty except for some office supplies, and the safe was<BR>
>blown.  There were large holes in the ship, the maneuver drives<BR>
>were barely working, the computer was shot up and the forward jump<BR>
>sensor was reduced to tiny little charred bits of apparently copied<BR>
>Ancient technology.<BR>
 <BR>
<whistle while I work...<g>...> <BR>
 <BR>
>Pirates, rescuers, who could tell the difference by that point!<BR>
 <BR>
>Feh!<BR>
<BR>
True! True!<BR>
 <BR>
>Ricardo _still_ isn't convinced that the whole thing wasn't<BR>
>orchestrated by our friendly local spooks to steal that jump sensor<BR>
>and whatever other goodies Akus had on board.<BR>
 <BR>
<g> I'll never tell... <BR>
 <BR>
>As for the food larder...if you recall we've been _living_ off the<BR>
>stuff for some weeks, and the armory (iirc) is empty except for our<BR>
>personal weapons.<BR>
<BR>
I thought you'd been living off that Chin meal you brought home the<BR>
night you landed. ;-p<BR>
<BR>
There are a few things in locker and armory, not much more than the<BR>
"ball of twine and half roll of duct tape" you mentioned, I'll grant<BR>
you, but a few things.  <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:36:26 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Dan Lane writes:<BR>
> I'm not sure I understand why you say neutronium would explode.  That's the<BR>
> SNF holding it together with no repulsive fcrce, right?  Neutron decay<BR>
> might be  a factor in such a nucleus, although I think that neutrons don't<BR>
> decay outside of a normal nucleus.  Does a ball of neutronium qualify?<BR>
<BR>
Neutrons decay naturally into electrons and protons, with a significant<BR>
release of energy.  A ball of neutronium would blow apart with a yield on<BR>
the order of .01 kT/kg.<BR>
<BR>
Dan Lane writes:<BR>
> Yes, I agree, but I think that the problem is the Traveller values for<BR>
> density vice the  actual states of the materials.  Lets assume that a<BR>
> variety of raw materials are used to make superdense, perhaps alloys as<BR>
> well.  These are then compressed gravitically to a state that is<BR>
> intermediate to degneerate (white dwarf) and normal matter.<BR>
A density of 15 is, at best, slightly compacted.  It would require an insane<BR>
amount of pressure to compress metal from 10 to 15, but it wouldn't be <BR>
degenerate matter per se.<BR>
> <BR>
> All that I'm saying is that by not requiring special stabilization<BR>
> (dampers, etc...) canon implies that none is required.<BR>
<BR>
Or that the requisite stabilizers and power sources are included within the volume of the SD.  There's a certain appeal to saying that SD actually has<BR>
a density of around 10^6, but requires a considerable volume for stabilization.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 12:19:26 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Peter Newman wrote:<BR>
<BR>
> The Imperium has got a potential labor pool of fifteen trillion<BR>
> workers. They don't need you, you are replaceable.<BR>
<BR>
The Imperium may have zillions of people, but they don't have zillions of<BR>
highly-skilled workers.<BR>
<BR>
I remember talking to an acquaintance recently (a professor of computer<BR>
science) about the quality of CS students. His position was that although<BR>
the sheer number of students has increased dramatically over the past 25<BR>
years, the number of *good* students has stayed the same. Either you have<BR>
the aptitude for it or you don't, and the offer of high salaries can't<BR>
really change that. As the demand for people with the right background<BR>
increases, but the supply of qualified people does not (or increases more<BR>
slowly), you have a situation where your qualified tech people are extremely<BR>
valuable. Even today, market forces are telling us that an experienced<BR>
engineer is worth more than a VP is at a small to medium-sized company.<BR>
<BR>
In my own personal vision of the future, the shortage of skilled workers is<BR>
going to get worse and worse as technology advances. So that if you treat<BR>
that gravitics tech badly, you may have a very hard time finding anyone else<BR>
to replace him.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:45:28 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Trav Fiction at F&F<BR>
<BR>
On Wed, 16 Aug 2000 07:05:53 -0400 (EDT), "MJ Dougherty"<BR>
<martinjd@globalnet.co.uk> wrote:<BR>
<BR>
>Jeff, you are an evil man...<BR>
<BR>
/me grins wickedly.<BR>
<BR>
>To answer the questions, nobody got paid.<BR>
<BR>
I hadn't realized that this was to be the Keith Memorial - a most worthy<BR>
cause, and I withdraw my disappointment.<BR>
<BR>
All of the stories, as I said, are _quite_ good.  All of the authors are to<BR>
be commended for capturing the 'feel' of Traveller, and telling good<BR>
stories to boot - a combination which I have often (but not always, or even<BR>
most of the time) found lacking in fanfic in general.<BR>
<BR>
I will not discourage people from writing for F-F; they have shown that<BR>
they have high quality standards.  I _will_ encourage people to write for<BR>
Freelance Traveller as well.<BR>
<BR>
(N.B. My disappointment with respect to non-submission to FT is merely<BR>
because I don't want FT to become known as 'the site where you go for ship<BR>
stats'; right now, the Shipyard is by far the largest section in terms of<BR>
number of articles - and probably in Kbytes as well. Two sections that I<BR>
would especially like to see grow would be Active Measures [adventures and<BR>
encounters] and Raconteur's Rest [stories and campaign writeups in<BR>
narrative form].)<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:56:30 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Luther Martin wrote:<BR>
> The Imperium may have zillions of people, but they don't have zillions of<BR>
> highly-skilled workers.<BR>
<BR>
One machine can do the work of fifty ordinary men. No machine can do the<BR>
work of one extraordinary man.<BR>
- - Elbert Hubbard<BR>
<BR>
> In my own personal vision of the future, the shortage of skilled workers is<BR>
> going to get worse and worse as technology advances.<BR>
<BR>
Especially if the speed of advancement is so large that what you learned<BR>
when you began your education is obsolete when you are done studying. I<BR>
imagine that this could very much be the case around significant<BR>
technology advances in Traveller. For instance, imagine what happened to<BR>
a well-educated powerplant construction engineer when Fusion+ was<BR>
introduced...<BR>
<BR>
> So that if you treat that gravitics tech badly, you may have a very hard<BR>
> time finding anyone else to replace him.<BR>
<BR>
This depends on the word to get around, which in turn depends on the<BR>
attitude of the media to this kind of problem. Would news of an<BR>
overworked and underpaid engineer cause people to take note, or would<BR>
the word only spread within the engineer (or whatever) community?<BR>
<BR>
Are there any canon labour unions in the OTU? Such an organization can<BR>
be a real pain for corporations with a habit of mistreating their<BR>
employees...<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:53:12 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
On Wed, 16 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
><BR>
> John P. Raynor wrote:<BR>
> > Well, since it looks like most of the original rules of GDW's "Great<BR>
> > Game" (such as they were) seem to have been lost, the obvious course<BR>
> > of action is to take the bits and pieces that have been preserved,<BR>
> > and  to start filling in the blanks and construct something that works.<BR>
> > If it can be done once, it can be done again.  Is anyone else interested<BR>
> > in undertaking such a task?<BR>
> <BR>
> Interested: yes, currently able: no  (lack of time)<BR>
<BR>
I'm *very* glad to hear of your interest.  I tried, by the way, to contact<BR>
Mr. Alexander regarding *his* version of the "Great Game" (since he seems<BR>
to have been refereeing an actual game, he must have had *some* success in<BR>
getting the creaky old beast up and running), but his E-Mail address seems<BR>
to have changed in the years since his "2300 AD" site was last updated<BR>
(not surprising, but still disappointing).<BR>
<BR>
Right now, I think carefully defining *objectives* (and acceptable<BR>
limitations) of a "restored and updated Great Game" would be good (and<BR>
probably not particularly time-consuming) first steps to take.<BR>
<BR>
                                                             - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:54:11 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Development of the Terran Jump Drive<BR>
<BR>
For your enjoyment<BR>
- ------<BR>
Layman's explanation of the Kaukji Hyperspace Shunt Drive<BR>
<BR>
Kaukji Hyperspace Shunt or KHS Drive is a outgrowth of continuing research<BR>
into control of gravity. When manipulation and control of gravity became<BR>
possible in 2071 several researchers realized that several avenues of<BR>
achieving Faster Than Light (FTL) speeds became possible. The late<BR>
twentieth and early twenty-first century saw the emergence of several FTL<BR>
theories that remain consistent with Einstein's Theory of Relativity. All<BR>
of them had massive engineering problems to overcome or required the<BR>
generation and control of massive gravity fields.<BR>
<BR>
With the discovery of how to generate and control gravity fields several<BR>
groups launched research programs to investigate intense gravity fields.<BR>
By 2085 many of these research groups located to stations built in the<BR>
asteroid belt as gravity field strengths being generated were too<BR>
dangerous for planetary surface or near orbit. <BR>
<BR>
One these groups was sponsored by Japan's Institute of Technology. Led by<BR>
Dr Fawzi Kaukji, they investigated warping time-space with intense gravity<BR>
fields. On March 16th 2087, Experiment Sled #13 was enabled. A malfunction<BR>
caused a field to be generated to be a 100 times stronger than planned.<BR>
Space was folded around the Sled and it disappeared from the sensors of<BR>
the Kaukji's group. 170 hours later it reappeared 1 AU near The California<BR>
University Research Consortium Station where it's telemetry signals were<BR>
picked up. It's travel path (if it could be called that) cut a chord<BR>
across the orbit of the asteroid belt. It traveled over 3 au from JIT<BR>
station to .25 au off of the CURC station.<BR>
<BR>
Analysis indicated while it didn't travel faster than light it was 8 times<BR>
faster than best drive at the time. The research program of Kaukji's group<BR>
was altered and the next six sleds were devoted to exploration of this<BR>
effect. Experiment Sleds #15,#16,#18,and #19 all disappeared without a<BR>
trace. #17 reappeared 160 hours later in the same location with it's<BR>
structure shattered. (Note: Sled #18 was found in 2142 in Jupiter's<BR>
trailing Trojan point by a GsBAG mining ship). <BR>
<BR>
Experiment Sled #20 activated on July 16th and reappeared 180 hours later<BR>
located 1 au near the Earth/Moon system. The CURC began a parallel<BR>
research effort beginning in May and recovered it's first experiment sled<BR>
on July 28th.<BR>
<BR>
By the fall of 2087 several additional research consortiums were able to<BR>
replicate both the CURC and JIT results. Meanwhile CURC efforts had<BR>
stalled when they moved their main research operation to Earth Orbit. For<BR>
six months they experienced no successful recovery of experiment sleds.<BR>
Meanwhile Kaukji published two important findings. Successful recovery<BR>
always occurred between 150 to 185 hours, and by varying the initial field<BR>
configuration; direction and distance can be controlled.<BR>
<BR>
In November of 2088 JIT awarded Nissan Space Inc. the contract to build a<BR>
craft capable of carrying a man. In April 2089 the Sunrise, folded at the<BR>
Nissan Station in the asteroid belt and reappeared 172 hours later 200<BR>
diameters outside of earth orbit. In August 2089, Dr. Kaukji announced<BR>
that emergence from the KHS was a constant +/- 15 hours regardless of<BR>
distance traveled. This opened the possibility of faster than light<BR>
travel. In 2089 Dr. Kaukji was awarded the Nobel Prize.<BR>
<BR>
The KHS drive consistent of a gravity generator capable of generating<BR>
intense gravity fields. To produce these fields the generator needs to be<BR>
coupled with a special fusion plant design that required to output massive<BR>
amount of power in a short amount of time.<BR>
<BR>
In addition raw mass was needed to maintain the real space bubble that the<BR>
ship rides in while in hyperspace. This was found to equal an amount of<BR>
hydrogen equal to 60% of the desired volume. As the control hardware and<BR>
software improved this was later reduced down to only 10% of volume. In<BR>
addition a minimum volume of 100 displacement tons of hydrogen was found<BR>
to be the lower limit of a stable real space bubble. Smaller bubbles<BR>
tended to destabilize and collapse.<BR>
<BR>
The early 2090's saw a bewildering array of experimental KHS crafts. In<BR>
2093 the United States and Japan produced the first commercial rated KHS<BR>
Drive spacecrafts. Various corporations used the new ships to visit and<BR>
exploit the solar system beyond Jupiter. <BR>
<BR>
United State's NASC's (see Note 1) the Relativity initiated a shunt in<BR>
June of 2090 from the Asteroid Belt to Earth. Between 2091 and 2093<BR>
several nations competed to make the first faster than light shunt.<BR>
Finally in May of 2095, Scott McKenzie, and Adrienne Halsey of the USSF<BR>
became the first to navigate a faster than light shunt when they shunted<BR>
from the Moon to a distance of one light month into deep space in the<BR>
Asimov. Their flight was the culmination of the USSF experimental program<BR>
called Project Outreach. <BR>
<BR>
Project Outreach had two goals; staging of multiple shunts, and<BR>
achievement of traveled faster than light. With the successful completion<BR>
of Project Outreach in 2093 President Margaret Inch of the United States<BR>
announced Project Starleaper. <BR>
<BR>
Project Starleaper had three phases, phase one was to explore deep space<BR>
navigation using the ships from Project Outreach. Phase one culmination<BR>
was the successful navigation of a shunt to a experiment sled in deep<BR>
space three times. Phase two was the establishment of a deep space station<BR>
to act as a staging platform to other star. After much debate it was<BR>
decided to place the first station in a  location where shunts can be<BR>
staged to Alpha Centauri and Barnards Star. Phase Three was a shunt from<BR>
the station to Alpha Centauri, followed by explorations of Barnards Star.<BR>
<BR>
Phase I was completed by 2094. Phase II was initiated in last 2095 with<BR>
construction of the Alan B Shephard Deep Space Station. The Shephard<BR>
station was completed in late 2095 and was fully fueled by early 2096. <BR>
<BR>
The Starleaper I was completed in late 2095. She would undergo trials<BR>
until March of 2096 when she would make the shunt to Alpha Centauri. (See<BR>
Note 2) Starleaper II would be completed in early 2096 and would be the<BR>
main ship for the exploration of Barnards Star. In early 2096, radio<BR>
signals from Alpha Centauri reached the Solar System, the ESA colony ship<BR>
sent out in the middle 21st Century reached Alpha Centauri and<BR>
successfully landed. The USSF, under pressure to produce a American first,<BR>
switched the mission of Starleaper to Barnards Star. In April of 2096,<BR>
after successful completion of her trials, the Starleaper I began her<BR>
mission to Barnards Star. (See Note #3)<BR>
<BR>
<BR>
Note #1 Breakup of NASA<BR>
<BR>
In 2038, NASA was dissolved when the USSF was formed. The various NASA<BR>
research programs were reconstituted as the Nation Aeronautics and Space<BR>
Council. The NASC was similar to NASA's predecessor NACA and was tasked<BR>
with continuing research into aeronautical and space technology. The<BR>
unmanned space program was turned over to the National Science Foundation<BR>
who incorporated it as the Astronomical and Planetary Science Foundation.<BR>
APSF. <BR>
<BR>
United States Space Force<BR>
- ------------------------<BR>
Johnson Space Center, Houston, TX. <BR>
Kennedy Space Center , FL. <BR>
<BR>
National Aeronautics and Space Council<BR>
- --------------------------------------<BR>
Ames Research Center, Mountain View, CA. <BR>
Dryden Flight Research, Center, Edwards, CA. <BR>
John H. Glenn Research Center at Lewis Field, Cleveland, OH. <BR>
Langley Research Center, Hampton, VA. <BR>
Marshall Space Flight Center , Huntsville, AL. <BR>
Moffett Federal Airfield , Mountain View, CA. <BR>
Stennis Space Center , MS. <BR>
Wallops Flight Facility , Wallops Island, VA. <BR>
White Sands Test Facility , White Sands, NM. <BR>
<BR>
Astromonical and Planetary Science Foundation<BR>
- ---------------------------------------------<BR>
Goddard Space Flight Center, Greenbelt, MD. <BR>
Jet Propulsion Laboratory, Pasadena CA. <BR>
<BR>
Note #2 Starleaper I trials<BR>
<BR>
Trial I  A 7 day engineering test in a orbit looping around the earth and<BR>
the moon.<BR>
Trial II  A 28 day duration and engineering test in a large elliptical<BR>
orbit around the earth-moon system.<BR>
Trial III  A 10 day mission rehearsal starting with a breakout from lunar<BR>
orbit, a simulated landing on earth, and return to lunar orbit. <BR>
Trial IV  A 28 day mission rehearsal involving breakout from lunar orbit,<BR>
a shunt to a different location in the earth-month system (after reaching<BR>
100 diameters), a simulated landing on earth, another shunt to a different<BR>
location in the earth-month system (after reaching 100 diameters), and<BR>
return to lunar orbit. This mission stressed precision navigation so<BR>
minimum correction was need to achieve orbit.<BR>
Trial V  A 18 day navigation and engineering test to the Alan B. Shephard<BR>
Station. <BR>
Trial VI  A 18 day Mission rehearsal involving a breakout from lunar<BR>
orbit, a shunt to Ganymede, a simulated landing, a shunt back to luna, and<BR>
return to lunar orbit. This trial was conducted by the prime crew of<BR>
Starleaper II in preparation for the Barnard mission.<BR>
- ----------------------<BR>
The mission objective of Starleaper I was changed to Barnards Star after<BR>
this point<BR>
- ---------------------<BR>
Trial VII -   A repeat of Trial VI with the prime crew of Starleaper I<BR>
Trial VIII  A 42 day mission rehearsal involving a breakout from lunar<BR>
orbit, a shunt to the Shephard Station, a shunt to Ganymede, simulated<BR>
landings among the moons of Jupiter, a shunt back to the Shephard Station,<BR>
a shunt back to the moon, and return to lunar orbit.<BR>
<BR>
Note #3<BR>
I am assumed that several sub light ships were sent out to Alpha Centauri<BR>
in the mid 21st century.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:01:52 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: small navies (long)<BR>
<BR>
Ian Ferguson wrote:<BR>
> <BR>
> A short while ago we had a little discussion about the size of planetary<BR>
> navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
> for a world, and have since refined those numbers to the following system:<BR>
> <BR>
<<snip>><BR>
> <BR>
> This is meant to be a minimalist system that will give me the kind of TU<BR>
> where big ships are rare, the sector is not all that well patrolled, and<BR>
> while the Imperium can bring crushing force to bear on any planet or small<BR>
> group of planets, if the entire sector revolted the Imperial Navy would<BR>
> have it's hands full.  Any constructive criticism, comments, or suggestions<BR>
> are welcome.<BR>
<BR>
I posted my thoughts during the original thread.  I would point out a<BR>
couple of additional factors:<BR>
<BR>
1.  The Imperial Navy in border regions would probably be subsidized by<BR>
the interior sectors, and would therefore be significantly larger than<BR>
your numbers would indicate.<BR>
<BR>
2.  Your planetary navies are unable to transport the number of troops<BR>
indicated by _Fifth Frontier War_.  For instance, Efate's navy in 5FW<BR>
consists of one BatRon (capable of lifting a division) and one CruRon<BR>
(with a Defense Factor of 6, capable of lifting a regiment plus one<BR>
battalion).  Your version would be hard-pressed to lift one regiment<BR>
total.<BR>
<BR>
It is, of course, YTU, and you can do as you wish.  However, the<BR>
Frontier Wars would likely have significantly different outcomes under<BR>
your system.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:01:36 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
Simply beautiful....<BR>
<BR>
Tod<BR>
- ----- Original Message -----<BR>
From: "Robert Conley" <estar@toolcity.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 16, 2000 12:54 PM<BR>
Subject: Development of the Terran Jump Drive<BR>
<BR>
<BR>
> For your enjoyment<BR>
> ------<BR>
> Layman's explanation of the Kaukji Hyperspace Shunt Drive<BR>
><BR>
> Kaukji Hyperspace Shunt or KHS Drive is a outgrowth of continuing<BR>
research<BR>
> into control of gravity. When manipulation and control of gravity<BR>
became<BR>
> possible in 2071 several researchers realized that several avenues of<BR>
> achieving Faster Than Light (FTL) speeds became possible. The late<BR>
> twentieth and early twenty-first century saw the emergence of several<BR>
FTL<BR>
> theories that remain consistent with Einstein's Theory of Relativity.<BR>
All<BR>
> of them had massive engineering problems to overcome or required the<BR>
> generation and control of massive gravity fields.<BR>
><BR>
> With the discovery of how to generate and control gravity fields<BR>
several<BR>
> groups launched research programs to investigate intense gravity<BR>
fields.<BR>
> By 2085 many of these research groups located to stations built in the<BR>
> asteroid belt as gravity field strengths being generated were too<BR>
> dangerous for planetary surface or near orbit.<BR>
><BR>
> One these groups was sponsored by Japan's Institute of Technology. Led<BR>
by<BR>
> Dr Fawzi Kaukji, they investigated warping time-space with intense<BR>
gravity<BR>
> fields. On March 16th 2087, Experiment Sled #13 was enabled. A<BR>
malfunction<BR>
> caused a field to be generated to be a 100 times stronger than<BR>
planned.<BR>
> Space was folded around the Sled and it disappeared from the sensors<BR>
of<BR>
> the Kaukji's group. 170 hours later it reappeared 1 AU near The<BR>
California<BR>
> University Research Consortium Station where it's telemetry signals<BR>
were<BR>
> picked up. It's travel path (if it could be called that) cut a chord<BR>
> across the orbit of the asteroid belt. It traveled over 3 au from JIT<BR>
> station to .25 au off of the CURC station.<BR>
><BR>
> Analysis indicated while it didn't travel faster than light it was 8<BR>
times<BR>
> faster than best drive at the time. The research program of Kaukji's<BR>
group<BR>
> was altered and the next six sleds were devoted to exploration of this<BR>
> effect. Experiment Sleds #15,#16,#18,and #19 all disappeared without a<BR>
> trace. #17 reappeared 160 hours later in the same location with it's<BR>
> structure shattered. (Note: Sled #18 was found in 2142 in Jupiter's<BR>
> trailing Trojan point by a GsBAG mining ship).<BR>
><BR>
> Experiment Sled #20 activated on July 16th and reappeared 180 hours<BR>
later<BR>
> located 1 au near the Earth/Moon system. The CURC began a parallel<BR>
> research effort beginning in May and recovered it's first experiment<BR>
sled<BR>
> on July 28th.<BR>
><BR>
> By the fall of 2087 several additional research consortiums were able<BR>
to<BR>
> replicate both the CURC and JIT results. Meanwhile CURC efforts had<BR>
> stalled when they moved their main research operation to Earth Orbit.<BR>
For<BR>
> six months they experienced no successful recovery of experiment<BR>
sleds.<BR>
> Meanwhile Kaukji published two important findings. Successful recovery<BR>
> always occurred between 150 to 185 hours, and by varying the initial<BR>
field<BR>
> configuration; direction and distance can be controlled.<BR>
><BR>
> In November of 2088 JIT awarded Nissan Space Inc. the contract to<BR>
build a<BR>
> craft capable of carrying a man. In April 2089 the Sunrise, folded at<BR>
the<BR>
> Nissan Station in the asteroid belt and reappeared 172 hours later 200<BR>
> diameters outside of earth orbit. In August 2089, Dr. Kaukji announced<BR>
> that emergence from the KHS was a constant +/- 15 hours regardless of<BR>
> distance traveled. This opened the possibility of faster than light<BR>
> travel. In 2089 Dr. Kaukji was awarded the Nobel Prize.<BR>
><BR>
> The KHS drive consistent of a gravity generator capable of generating<BR>
> intense gravity fields. To produce these fields the generator needs to<BR>
be<BR>
> coupled with a special fusion plant design that required to output<BR>
massive<BR>
> amount of power in a short amount of time.<BR>
><BR>
> In addition raw mass was needed to maintain the real space bubble that<BR>
the<BR>
> ship rides in while in hyperspace. This was found to equal an amount<BR>
of<BR>
> hydrogen equal to 60% of the desired volume. As the control hardware<BR>
and<BR>
> software improved this was later reduced down to only 10% of volume.<BR>
In<BR>
> addition a minimum volume of 100 displacement tons of hydrogen was<BR>
found<BR>
> to be the lower limit of a stable real space bubble. Smaller bubbles<BR>
> tended to destabilize and collapse.<BR>
><BR>
> The early 2090's saw a bewildering array of experimental KHS crafts.<BR>
In<BR>
> 2093 the United States and Japan produced the first commercial rated<BR>
KHS<BR>
> Drive spacecrafts. Various corporations used the new ships to visit<BR>
and<BR>
> exploit the solar system beyond Jupiter.<BR>
><BR>
> United State's NASC's (see Note 1) the Relativity initiated a shunt in<BR>
> June of 2090 from the Asteroid Belt to Earth. Between 2091 and 2093<BR>
> several nations competed to make the first faster than light shunt.<BR>
> Finally in May of 2095, Scott McKenzie, and Adrienne Halsey of the<BR>
USSF<BR>
> became the first to navigate a faster than light shunt when they<BR>
shunted<BR>
> from the Moon to a distance of one light month into deep space in the<BR>
> Asimov. Their flight was the culmination of the USSF experimental<BR>
program<BR>
> called Project Outreach.<BR>
><BR>
> Project Outreach had two goals; staging of multiple shunts, and<BR>
> achievement of traveled faster than light. With the successful<BR>
completion<BR>
> of Project Outreach in 2093 President Margaret Inch of the United<BR>
States<BR>
> announced Project Starleaper.<BR>
><BR>
> Project Starleaper had three phases, phase one was to explore deep<BR>
space<BR>
> navigation using the ships from Project Outreach. Phase one<BR>
culmination<BR>
> was the successful navigation of a shunt to a experiment sled in deep<BR>
> space three times. Phase two was the establishment of a deep space<BR>
station<BR>
> to act as a staging platform to other star. After much debate it was<BR>
> decided to place the first station in a  location where shunts can be<BR>
> staged to Alpha Centauri and Barnards Star. Phase Three was a shunt<BR>
from<BR>
> the station to Alpha Centauri, followed by explorations of Barnards<BR>
Star.<BR>
><BR>
> Phase I was completed by 2094. Phase II was initiated in last 2095<BR>
with<BR>
> construction of the Alan B Shephard Deep Space Station. The Shephard<BR>
> station was completed in late 2095 and was fully fueled by early 2096.<BR>
><BR>
> The Starleaper I was completed in late 2095. She would undergo trials<BR>
> until March of 2096 when she would make the shunt to Alpha Centauri.<BR>
(See<BR>
> Note 2) Starleaper II would be completed in early 2096 and would be<BR>
the<BR>
> main ship for the exploration of Barnards Star. In early 2096, radio<BR>
> signals from Alpha Centauri reached the Solar System, the ESA colony<BR>
ship<BR>
> sent out in the middle 21st Century reached Alpha Centauri and<BR>
> successfully landed. The USSF, under pressure to produce a American<BR>
first,<BR>
> switched the mission of Starleaper to Barnards Star. In April of 2096,<BR>
> after successful completion of her trials, the Starleaper I began her<BR>
> mission to Barnards Star. (See Note #3)<BR>
><BR>
><BR>
> Note #1 Breakup of NASA<BR>
><BR>
> In 2038, NASA was dissolved when the USSF was formed. The various NASA<BR>
> research programs were reconstituted as the Nation Aeronautics and<BR>
Space<BR>
> Council. The NASC was similar to NASA's predecessor NACA and was<BR>
tasked<BR>
> with continuing research into aeronautical and space technology. The<BR>
> unmanned space program was turned over to the National Science<BR>
Foundation<BR>
> who incorporated it as the Astronomical and Planetary Science<BR>
Foundation.<BR>
> APSF.<BR>
><BR>
> United States Space Force<BR>
> ------------------------<BR>
> Johnson Space Center, Houston, TX.<BR>
> Kennedy Space Center , FL.<BR>
><BR>
> National Aeronautics and Space Council<BR>
> --------------------------------------<BR>
> Ames Research Center, Mountain View, CA.<BR>
> Dryden Flight Research, Center, Edwards, CA.<BR>
> John H. Glenn Research Center at Lewis Field, Cleveland, OH.<BR>
> Langley Research Center, Hampton, VA.<BR>
> Marshall Space Flight Center , Huntsville, AL.<BR>
> Moffett Federal Airfield , Mountain View, CA.<BR>
> Stennis Space Center , MS.<BR>
> Wallops Flight Facility , Wallops Island, VA.<BR>
> White Sands Test Facility , White Sands, NM.<BR>
><BR>
> Astromonical and Planetary Science Foundation<BR>
> ---------------------------------------------<BR>
> Goddard Space Flight Center, Greenbelt, MD.<BR>
> Jet Propulsion Laboratory, Pasadena CA.<BR>
><BR>
> Note #2 Starleaper I trials<BR>
><BR>
> Trial I  A 7 day engineering test in a orbit looping around the earth<BR>
and<BR>
> the moon.<BR>
> Trial II  A 28 day duration and engineering test in a large elliptical<BR>
> orbit around the earth-moon system.<BR>
> Trial III  A 10 day mission rehearsal starting with a breakout from<BR>
lunar<BR>
> orbit, a simulated landing on earth, and return to lunar orbit.<BR>
> Trial IV  A 28 day mission rehearsal involving breakout from lunar<BR>
orbit,<BR>
> a shunt to a different location in the earth-month system (after<BR>
reaching<BR>
> 100 diameters), a simulated landing on earth, another shunt to a<BR>
different<BR>
> location in the earth-month system (after reaching 100 diameters), and<BR>
> return to lunar orbit. This mission stressed precision navigation so<BR>
> minimum correction was need to achieve orbit.<BR>
> Trial V  A 18 day navigation and engineering test to the Alan B.<BR>
Shephard<BR>
> Station.<BR>
> Trial VI  A 18 day Mission rehearsal involving a breakout from lunar<BR>
> orbit, a shunt to Ganymede, a simulated landing, a shunt back to luna,<BR>
and<BR>
> return to lunar orbit. This trial was conducted by the prime crew of<BR>
> Starleaper II in preparation for the Barnard mission.<BR>
> ----------------------<BR>
> The mission objective of Starleaper I was changed to Barnards Star<BR>
after<BR>
> this point<BR>
> ---------------------<BR>
> Trial VII -   A repeat of Trial VI with the prime crew of Starleaper I<BR>
> Trial VIII  A 42 day mission rehearsal involving a breakout from lunar<BR>
> orbit, a shunt to the Shephard Station, a shunt to Ganymede, simulated<BR>
> landings among the moons of Jupiter, a shunt back to the Shephard<BR>
Station,<BR>
> a shunt back to the moon, and return to lunar orbit.<BR>
><BR>
> Note #3<BR>
> I am assumed that several sub light ships were sent out to Alpha<BR>
Centauri<BR>
> in the mid 21st century.<BR>
><BR>
><BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2942<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2943</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2943<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>
Rob Prior's JTAS Articles On Language: Software Available<BR>
Re: Arbellatra<BR>
Vs: Vote: Solomani Money<BR>
Re: economic slavery (was:Ship's Locker)<BR>
RE: Ship's Locker<BR>
Re: Small navies<BR>
Re: small navies<BR>
Re: Ship's Locker<BR>
Re: Development of the Terran Jump Drive<BR>
RE: small navies<BR>
Vs: Traveller LARP (was Re: I'm happy) [long]<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
RE: Ship's Locker<BR>
Please trim your responses<BR>
Re: We don't care about the K'kree very much...<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: High Tech Materials<BR>
Re: Arbellatra - Honor Harrington spoiler<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:06:39 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Rob Prior's JTAS Articles On Language: Software Available<BR>
<BR>
In connection with Rob Prior's recent JTAS articles on language tables,<BR>
users of DOS (or Windows 9x/NT console mode) and Linux systems may be<BR>
interested to know that I have some software (which I wrote myself) for<BR>
generating wordlists using essentially the rules set out in the various<BR>
Alien Modules, MegaTraveller, and Rob's articles.  Some of the included<BR>
language tables are from a now-defunct Traveller web site called 'Traveller<BR>
at Don Mills'; these are noted in the packing list in the archive.<BR>
<BR>
As distributed, you will get the DOS executable and all tables and source<BR>
code.  The program is written in Euphoria; see http://www.rapideuphoria.com<BR>
to obtain the latest version (there is a freeware version with some<BR>
debugging restrictions; registered users will get a version with those<BR>
restrictions removed).  Linux users will have to bind the source code into<BR>
an executable themselves (I don't have a Linux system yet), or use the<BR>
interpreter with the source code without binding (this option is also<BR>
available to DOSWin users).<BR>
<BR>
To obtain this package, write to me at jzeitlin@cyburban.com or<BR>
freelancetraveller@yahoo.com; you will receive the package as a ZIP file<BR>
via return email.  There is no charge for the program.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:22:20 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Arbellatra<BR>
<BR>
Peter Newman writes:<BR>
<BR>
>"Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
><BR>
>>And she's never spent a moment in command of anything larger than the<BR>
>>Admiral's Gig.<BR>
> <BR>
>Probably not, but the career listed is about the only way to<BR>
>get to be a 28 year old Admiral (even though not a Sector Admiral)<BR>
>using the canon CG system.<BR>
<BR>
But then, there's no need to use the canon CG system since she is an NPC and a<BR>
historical character to booth. <BR>
<BR>
The persistent use of the CG system by Traveller authors is IMO a really Bad<BR>
Thing leading to such absurdities as barons serving as Marine privates on<BR>
auxiliary vessels and customs inspectors in backwater systems.<BR>
<BR>
Have a look at the standard career path of a Roman nobleman and compare it with<BR>
that of someone like Julius Caesar and Pompey the Great. Some people just don't<BR>
use the canon career system.<BR>
<BR>
Hans<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:34:33 +0300<BR>
From: =?iso-8859-1?Q?Jussi_Kenkkil=E4?= <Jussi.Kenkkila@helsinki.fi><BR>
Subject: Vs: Vote: Solomani Money<BR>
<BR>
- ----- Original Message ----- <BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
To: TML <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 14, 2000 9:34 PM<BR>
Subject: Vote: Solomani Money<BR>
<BR>
I'll vote for...<BR>
<BR>
> BUC (Basic Unit of Currency) --my personal favorite<BR>
<BR>
- -J2K<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:26:20 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
On 08/16/00 at 12:15 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
>In the US, the trade union movement has slowed in part because the<BR>
>Federal government has assumed the role of guaranteeing minimal safe<BR>
>working conditions and rates of pay, and outlawing certain labor<BR>
>practices all together.  IYTU, is there some similar Imperial function?<BR>
>and if not, why aren't there workers rebellions springing up everywhere.<BR>
>Surely you won't suggest that corporations just treat their workers well<BR>
>out of an innate sense of kindness and fair play?<BR>
<BR>
Corporate Noblise Oblige? <sp> Not impossible, given that feudalism *is* the basis for the Imperium, just highly unlikely. I think, if I were you, I'd go with that figleaf, and not look at it too hard least it fall off.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:31:51 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: RE: Ship's Locker<BR>
<BR>
On 08/16/00 at 12:19 PM,  Luther Martin <lwmarti@pacbell.net> said:<BR>
<BR>
>I remember talking to an acquaintance recently (a professor of computer<BR>
>science) about the quality of CS students. His position was that although<BR>
>the sheer number of students has increased dramatically over the past 25<BR>
>years, the number of *good* students has stayed the same. Either you have<BR>
>the aptitude for it or you don't, and the offer of high salaries can't<BR>
>really change that. As the demand for people with the right background<BR>
>increases, but the supply of qualified people does not (or increases more<BR>
>slowly), you have a situation where your qualified tech people are<BR>
>extremely valuable. Even today, market forces are telling us that an<BR>
>experienced engineer is worth more than a VP is at a small to<BR>
>medium-sized company.<BR>
<BR>
>In my own personal vision of the future, the shortage of skilled workers<BR>
>is going to get worse and worse as technology advances. So that if you<BR>
>treat that gravitics tech badly, you may have a very hard time finding<BR>
>anyone else to replace him.<BR>
<BR>
In a way, that's just the difference between "labor" and "craft."<BR>
It was the relatively unskilled laborer in factory, mine and mill<BR>
that was particularly exploited during the industral period.<BR>
Skilled craftsmen, may have had problems, but there lot was always<BR>
much better.<BR>
<BR>
What you're saying is that "high tech" requires hard to replace<BR>
skilled craftsmen, not easy to replace unskilled laborers, right?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:39:08 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Small navies<BR>
<BR>
Ian Ferguson <ian@vax2.concordia.ca><BR>
> <BR>
>A short while ago we had a little discussion about the size of planetary<BR>
>navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
>for a world, and have since refined those numbers to the following system:<BR>
><BR>
>planetary naval budget: Cr 1 per person<BR>
<BR>
Right there is where I find myself unable to follow you. With Traveller people<BR>
earning an average of Cr10,000, you're talking about a military budget of one<BR>
HUNDREDTH of a percent. Canon aside (and _Striker_ makes 1% the minimum), all it<BR>
takes is for one world to decide that it can afford to spend one tenth of a<BR>
percent and before you know it, the rest of the worlds will be scrambling to<BR>
catch up. The figures in _Striker_ isn't just canon. Unfortunately they make<BR>
sense too.<BR>
<BR>
<BR>
Hans<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:40:00 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: small navies<BR>
<BR>
Anthony Jackson writes:<BR>
>>A short while ago we had a little discussion about the size of planetary<BR>
>>navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
>>for a world, and have since refined those numbers to the following system:<BR>
>>planetary naval budget: Cr 1 per person<BR>
>Heh.  That's absurdly low except on very poor worlds.  Less than about 1% of<BR>
>GWP is silly.  In addition, the merchant fleet is likely to be as much as<BR>
>Cr 100 per person, and given that the TU seems to have armed merchants, will<BR>
>probably outgun the navy by an appreciable margin.<BR>
<BR>
	Naturally, "absurdly low" varies somewhat from opinion to opinion. :)<BR>
	I was basing my estimate on a mean annual income of Cr 6,000, with the<BR>
	government getting one third of that one way or another.  US State Dept.<BR>
	records indicate that Terran polities spend between 3% and 30% of their<BR>
	annual budget on the military.  I reason that a unified world will tend<BR>
	to spend less on the military than a balkanized one, and a world that<BR>
	pays and is protected by an interstellar organization (i.e. the Imperium)<BR>
	is going to spend a lot less on the military, especially space forces.<BR>
	Why spend masses of money on a planetary navy when the subsector and<BR>
	Imperial navy are being paid to keep the peace?  All you need are a few<BR>
	search and rescue ships, and a couple of cruisers to discourage pirates.<BR>
	Anyhow, I tried 5% of military spending on the navy, so Cr 6,000 per<BR>
	person per year x 33% (tax) x 1% (to the military) x 5% (to the navy)<BR>
	= Cr 1 per person per year.  As I mentioned the first time, it's a<BR>
	stretch but no more so than any number of other parts of Traveller.<BR>
<BR>
>>x TCS peacetime government type modifier (1.3 for type 7)<BR>
>>x 1.5 for Rich worlds<BR>
>>x 0.5 for Poor worlds<BR>
>>x 2 for Independant worlds<BR>
>There should be modifiers for TL and for port type.  Also, its likely that<BR>
>smaller worlds will spend a higher percentage of their budget, as they're<BR>
>generally more vulnerable than the larger worlds.<BR>
<BR>
	I used to have a modifier for TL, but dropped it for simplicity.<BR>
	Perhaps I should not have done so, but I don't want to add too many<BR>
	modifiers: I can still change the results as desired for each system,<BR>
	taking into account starport, world size, population, number of<BR>
	subordinate colonies, proximity to other systems (especially hostile<BR>
	or potentially hostile systems), proximity to an Imperial Navy base,<BR>
	proximity to an Imperial Scout base, current political situation<BR>
	(local and interstellar), etc., etc.,...<BR>
<BR>
>Rather than having implausibly low total expenditures, just reduce<BR>
populations;<BR>
>this can be done in several ways, such as changing base population from <BR>
>10^P to 8^P.<BR>
<BR>
	This is certainly a practical suggestion.  I was resisting such sweeping<BR>
	changes to the TU, but perhaps it is the best way to go.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:46:21 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 8:55 PM -0800 8/15/00, Peter Newman wrote:<BR>
>  > If you've ever worked in a lab, you know this doesn't<BR>
>  > matter.  Nobody "steals" the stuff.  The just needed it<BR>
>  > and were going to replace it when they got around to it.<BR>
><BR>
>True but in some high security work environments doing so is<BR>
>enough to get you fired. As far as the Captain of the ship knows<BR>
>you didn't borrow the filter mask and forgot to return it you<BR>
>Deliberately stole the filter mask as part of your plan to<BR>
>hijack the ship killing him in the process. Thus I think he's<BR>
>liable to be pretty tight about the security of the locker.<BR>
<BR>
Situations where you get fired for misplacing routine eqiupment<BR>
are pretty oppressive ones.  I don't see most ships like this<BR>
and ones that are will have trouble hiring people (if anyone<BR>
has heard about it) or retaining people.  You are going to<BR>
have a certain loss of people because a number of people are<BR>
going to find it hard to believe that you could be faired<BR>
just because you needed an air mask and hadn't gotten around<BR>
to returning it.<BR>
<BR>
Now I don't know if they have this issue in a high security<BR>
environment, but I don't see most ships being run that way.<BR>
<BR>
>On any ship I Captain the XO and I are the only ones who can get<BR>
>into that locker without declaring an Emergency, which is of course<BR>
>logged with the computer. Every single time that door is opened<BR>
>my ships computer takes a picture of whoever did it. If they don't<BR>
>log out what they took it's theft and I fire them. If they do log<BR>
>it out and don't log it back in its theft and I fire them. If they<BR>
>do log it out and don't return it but admit this before we boost<BR>
>I make them go buy another one and take the cost, with steep interest<BR>
>out of their paycheck. If the Xo doesn't check the log every time<BR>
>before we boost she's incompetent and I fire her. If I don't cross<BR>
>check her work at least 10% of the time than I'm incompetent and<BR>
>the owner should fire me when he checks the ships log.  If anyone<BR>
>tampers with the log I fire them and do my best to have charges<BR>
>brought up on them<BR>
<BR>
Most people don't want to go to this kind of effort to make<BR>
sure there is routine stuff in a ship's locker.  In real life,<BR>
it is just easier to have everyone keep track of their own stuff.<BR>
<BR>
>Spaceships are worth tens of millions of credits. It is possible,<BR>
>although unlikely, that that extra filter mask, box of shotgun<BR>
>shells, or frisbee from the ships locker can save the ship (and with<BR>
>it my life) in an emergency.<BR>
<BR>
It is equally likely that any other piece of equipment it going to<BR>
save the ship.  Does this mean that you go to such measures to track<BR>
every single piece of equipment?  What you get in real life (on<BR>
airplanes, ships etc.) is that equipment that is clearly emergency<BR>
equipment (life vests, oxygen, etc.) is specially set aside and<BR>
only used in emergency.<BR>
<BR>
By that same token, I would _not_ include most of the eqiupment<BR>
talked about and, in any case, any ships locker that PC are taking <BR>
eqiupment out of for adventures is clearly not being saved for<BR>
only emergencies.<BR>
<BR>
>  Anyone who takes anything from it and<BR>
>does not return is, at best criminally negligent, and at worse is<BR>
>a party to barratry and murder. I take no chances at all with that.<BR>
<BR>
This never works.  You end up having to fire, or arrest, someone<BR>
who merely forgot to return it (or wasn't sure they were done<BR>
with it, or whatever).  In real life, either you don't let anyone<BR>
takes something for any reason, or you accept that it will eventually<BR>
be missing.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:46:49 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
Oophs, the Asimov achieved a successful FTL shunt in 2093 not 2095.<BR>
<BR>
Sorry about that.<BR>
<BR>
Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:48:13 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: small navies<BR>
<BR>
Luther Martin writes:<BR>
>If you look at the actual distribution of forces in the Spinward Marches,<BR>
>say from the Fifth Frontier War game, you will see that systems with a<BR>
>strategic position have waaay more ships than they could afford. (Sure, this<BR>
>was probably to make the game more playable, but since it *was* published by<BR>
>GDW, we have to assume that every word of it is the absolute truth, don't<BR>
>we?)<BR>
<BR>
	***I HEAR AND OBEY***<BR>
<BR>
	not!  :)<BR>
<BR>
>Part of the role of the Imperium is probably to reallocate the funds<BR>
>from systems where ships are not needed to systems where they are.<BR>
<snipped><BR>
<BR>
	I assume that this is the role of the Imperial forces.  Planetary<BR>
	navies just do search and rescue, customs, chase local pirates,<BR>
	assert sovereignty, and occasionally impress the neighbours.<BR>
	Subsector navies provide forces to patrol systems without navies,<BR>
	seek and destroy pirates, inspect ships, patrol Imperial borders,<BR>
	protect Imperial mainworlds and bases, and assert Imperial<BR>
	sovereignty.  Imperial Navy ships (organized at the domain level)<BR>
	just move around keeping everyone scared.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 23:55:39 +0300<BR>
From: =?iso-8859-1?Q?Jussi_Kenkkil=E4?= <Jussi.Kenkkila@helsinki.fi><BR>
Subject: Vs: Traveller LARP (was Re: I'm happy) [long]<BR>
<BR>
- ----- Original Message ----- <BR>
From: Christopher Thrash <thrash@io.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 07, 2000 2:40 AM<BR>
Subject: Re: Traveller LARP (was Re: I'm happy) [long]<BR>
<BR>
- -----------bzzzzzzzzzzzzzzzzzzz-----------------------------------------------<BR>
<BR>
> Live Action Traveller<BR>
> Copyright (c) 2000 Christopher B. Thrash<BR>
> <BR>
- ------------bzzzzzzzzzzzzzzzzzzz-----------------------------------------------<BR>
<BR>
Looks good, and is going straight to my trav-folder. <BR>
<BR>
- -J2K<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:51:19 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>OTOH, Our ships locker far more closely resembles the 'ball of twine,<BR>
>two half-used rolls of duct tape and a dead rodent' type than the<BR>
>polished armory in the article. especially since that's all the pirates<BR>
>_left_ us...<BR>
<BR>
Actually, I suspect that they will tend to fill up with all that<BR>
equipment that peole don't want to keep around but people aren't<BR>
quite willing to throw away....  :-)<BR>
<BR>
I think the duct tape would be long gone.  Nigh inedible<BR>
emergency rations might last a bit.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:53:06 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>  > Also, there's the matter of what happens when the ship's crew are also part<BR>
>  > owners?  Can't exactly fire them.<BR>
<BR>
Even worse, the captain himself will have the same need to<BR>
borrow items from the locker and same tendency to forget<BR>
to return/replace them....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 13:55:42 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Ship's Locker<BR>
<BR>
At 12:19 PM -0700 8/16/00, Luther Martin wrote:<BR>
>Peter Newman wrote:<BR>
><BR>
>  > The Imperium has got a potential labor pool of fifteen trillion<BR>
>  > workers. They don't need you, you are replaceable.<BR>
><BR>
>The Imperium may have zillions of people, but they don't have zillions of<BR>
>highly-skilled workers.<BR>
<BR>
It also has zillions of other possible careers for people to<BR>
choose from....<BR>
<BR>
[Cogent example of increasing pool of labor being compensated<BR>
with more demand snipped.....]<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 23:00:10 CEST<BR>
From: "Patrik Holmstrm" <glappkaeft@hotmail.com><BR>
Subject: Please trim your responses<BR>
<BR>
Please don't quote 255 (!!!!) lines of text just to say "I agree". It's <BR>
horrible to get that kind of message in the digest version.<BR>
<BR>
Patrik Holmstrm<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:07:48 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
>Did you see the poll on JTAS the other week. "Which is the greater threat<BR>
>to the Imperium" or words to that effect. Of course the hands down winner<BR>
>was the Imperium itself. (Duh that's what MT was all about) But looking over<BR>
>the choices I had to choose the Vargr.<BR>
<BR>
I went with the Solomani<BR>
<BR>
>The Aslan are an honorable society. Honorable societies can always be<BR>
>defeated by others who are willing to be less so.<BR>
<BR>
I don't think honor is that big a deal in political power, but the<BR>
fact that they are (at best) a loose confederation and don't share<BR>
a long border is.<BR>
<BR>
>The K'Kree seem superficially dangerous untill you factor in all of the<BR>
>other<BR>
>starfaring cultures in the vicinity are carnivore/omnivores and will likely<BR>
>band<BR>
>together against the genocidal grazers.<BR>
<BR>
Yeah, they would go after the Vargr first if they weren't already<BR>
overextended.  And they don't border on the Imperium.<BR>
<BR>
>The Solomani are too locked into the whole racial superiority thing to<BR>
>actually<BR>
>gain any significant support outside of the very narrow confines of the rim<BR>
>where it's possible for people to delude themselves into thinking they are<BR>
>somehow pure Solo's and that descent is somehow intrinsically better than<BR>
>non sol Humaniti.<BR>
<BR>
Well, not all of us see the Solomani as mindless racists.  They<BR>
are actually a large state with a long border with the Imperium<BR>
and the Imperium has a big chunk of territory they want.<BR>
<BR>
>Zhodani are even less of a threat. Jedi mind tricks, I'm sorry *Zhodani*<BR>
>mind<BR>
>tricks are of limited use against the prepared and paranoid Imperial forces<BR>
>in the Spinward Marches.<BR>
<BR>
The Zhos are a big threat the Marches.  But not to the Imperium as<BR>
a whole.  (Though Zhos might try, instead of conquering the<BR>
Imperium, subverting it and turning it into a "psionically<BR>
mature" society...)<BR>
<BR>
>Next up are the Hivers. I don't really have a good explanation for why they<BR>
>aren't a threat but take my word for it they're wooses.<BR>
<BR>
And they are too far away....<BR>
<BR>
>Which leaves the Vargr. The impression that many get of them as overgrown<BR>
>puppies can only help to lull the Impie powers that be into the kind of<BR>
>false sense<BR>
>of security that has been proven fatal to empires time after time.<BR>
<BR>
If they were united against the Imperium, they would be a worry indeed.<BR>
As it is now, a portion of them are even allied with the Imperium and<BR>
another portion are neutral.  As long as the Imperium doesn't do<BR>
anything stupid they should be OK....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:14:45 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
> >Surely you won't suggest that corporations just treat their workers<BR>
well<BR>
> >out of an innate sense of kindness and fair play?<BR>
><BR>
> Corporate Noblise Oblige? <sp> Not impossible, given that feudalism<BR>
*is* the basis for the Imperium, just highly unlikely. I think, if I<BR>
were you, I'd go with that figleaf, and not look at it too hard least it<BR>
fall off.<BR>
><BR>
<BR>
In other words, since the Imperium is based on feudalism, the workers<BR>
can expect to be treated as serfs.  Hey, how about some of that droight<BR>
de signeur (i.e. the corporation has a right to 'screw' the workers).<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 17:19:36 -0400 (EDT)<BR>
From: Victor Abraham Delnore <vad9m@unix.mail.virginia.edu><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
On Wed, 16 Aug 2000, Benyamene' ZeAbe' Akella wrote:<BR>
<BR>
> Via electronic medium on 8/15/00 12:26 PM, tloql@home.com issued forth:<BR>
> <BR>
> > In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
> <BR>
> I like this little heresy, I may adopt it as well. Hypercleats will have a<BR>
> coniption fit, but I'll bet Stryder will like it. Another bit that has been<BR>
> a minor annoyance to me is that many hexes within range of a misjump can't<BR>
> be the final destination, due to the way one rolls only one of six<BR>
> directions. Perhaps if one calculated the range band first, then exact hex.<BR>
> Range band one has six locations, range band two has twelve, etc.<BR>
<BR>
With three 1d6 rolls you can get to any of the possible hexes within six<BR>
hexes of the original hex.<BR>
<BR>
1.  First roll establishes range.  Roll=range.<BR>
<BR>
2.  Second roll establishes direction.  Roll=direction; customarily "1" <BR>
is up and other directions go around clockwise.  At this point you should<BR>
have your finger located on the hex determined so far.  Notice that it is<BR>
the corner of a sort of metahex centered on the initial hex.  Notice that<BR>
each of the metahex's sides is equal in length to the metahex's radius.<BR>
<BR>
3.  Third roll locates final hex along the side of the metahex.<BR>
Roll=number of hexes to count clockwise; remember to turn at each corner<BR>
of the metahex.  This step need not be taken if the first roll was a<BR>
"one," but is critical with other range rolls to avoid a gamey star<BR>
pattern.  I call this "spinning," because you are spinning your finger<BR>
around the initial hex.<BR>
<BR>
I first read about this method in the first edition of the Tactical Combat<BR>
Series, a series of board wargames published by The Gamers.  It was<BR>
initially applied to field artillery scatter and intended to get rid of<BR>
those dead zones that hexgrids create.  Artillery was very important<BR>
in TCS 1.0, because you were supposed to plot every single shell fired <BR>
in an artillery barrage.  I use this method for just about everything<BR>
now.  I think this is about the same rule as in Starfire.<BR>
<BR>
If range can be greater than six, then use bigger dice for range and<BR>
spinning.  <BR>
<BR>
- --Abe Delnore<BR>
<BR>
- --------------------------------------------------------------------- <BR>
| V. A. Delnore          	      vad9m@virginia.edu            |<BR>
| Graduate Student       	      (804) 971-8806                |<BR>
| Corcoran Department of History      1821 Jefferson Park Ave #4    |<BR>
| University of Virginia              Charlottesville VA 22903      |<BR>
| Mica mica parva stella miror quaenam sis tam bella  (Anon. lyric) |<BR>
- ---------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:19:47 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
><BR>
> Actually, I suspect that they will tend to fill up with all that<BR>
> equipment that peole don't want to keep around but people aren't<BR>
> quite willing to throw away....  :-)<BR>
><BR>
Like garages.  So does this mean we can expect the occasional 'ship's<BR>
locker sale'.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:26:11 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
At 12:15 PM -0700 8/16/00, Tod Glenn wrote:<BR>
>This seems to suggest that while chattel slavery is outlawed, economic<BR>
>slavery is not, particularly if the Imperium can be expected to weigh-in<BR>
>on the side of 'management' (i.e. against trade unions, guilds, etc.).<BR>
>For example, take a corporate owned world.  If they hold all the<BR>
>meaningful employment on a world, they are free to pay the lowest wages<BR>
>and operate with the most unhealthy and dangerous working conditions.<BR>
>The workers are not 'slaves' as they are technically able to quit and<BR>
>work elsewhere.  However, the company keeps wages low and no one can<BR>
>afford to go off planet, and there are no other jobs.<BR>
><BR>
>The workers are totally at the mercy of the corporation, because if they<BR>
>try to unionize to force even minimal improvements, the corporation can<BR>
>cry "illegal restraint of trade" and get the Imperium to crush any<BR>
>workers movement.<BR>
><BR>
>If this is the case, we can expect the Imperium to spend quite a lot of<BR>
>its time suppressing 'evil trade unionist movements'.  And we all<BR>
thought the Solomani were bad...<BR>
<BR>
The vast majority of people in the Imperium work on local words<BR>
in labor situations that depend on local law and custom (and<BR>
vary all over the map).<BR>
<BR>
In interstellar space, I see the Imperium having a strong free<BR>
market bias and a weak pro-corp bias.  Now one might argue<BR>
how far the Imperium would go in keeping free labor market<BR>
where corps have to compete for labor, but since most<BR>
of the labor pool is on local worlds, that is what will set<BR>
market conditions for labor.<BR>
<BR>
I don't see Imperium wide unions.  I see, at starports and the like,<BR>
the Imperium being unenthusiastic about unions, but not outlawing<BR>
them or making any effort to supress them.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 17:37:19 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Anthony Jackson wrote:<BR>
<BR>
> Neutrons decay naturally into electrons and protons, with a significant<BR>
> release of energy.  A ball of neutronium would blow apart with a yield on<BR>
> the order of .01 kT/kg.<BR>
<BR>
Sure, if it consisted of free neutrons, but neutrons bound in a nucleus<BR>
aren't free, so neutronium should be stable once its created.  Sorry, its<BR>
been too many years since I was involved with this stuff and I can't<BR>
honestly say (without looking) what the pre-reqs are for neutrons to decay.<BR>
The compressive g-force necessary to make it is no longer necessary once the<BR>
SNF take over, though.  Unless there is a great deal more compression, the<BR>
SNF is still attractive, which would hold the neutron mass together.<BR>
<BR>
Thankfully,this isn't too relevant at TL10-16 which is what we are dealing<BR>
with.<BR>
<BR>
> Or that the requisite stabilizers and power sources are included within<BR>
the volume of the SD.  There's a certain appeal to saying that SD actually<BR>
has a density of around 10^6, but requires a considerable volume for<BR>
stabilization.<BR>
<BR>
This is plausible, and is the explanation I gave for years.  However, the<BR>
very stabilizers you are referring to would act to disrupt the strength and<BR>
integrity of the materials in question by becoming matrix flaws.<BR>
<BR>
Thoughts?<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 01:51:50 +0400<BR>
From: "Andrew Long" <dyrnwynn@hotmail.com><BR>
Subject: Re: Arbellatra - Honor Harrington spoiler<BR>
<BR>
On Wed, 16 Aug 2000 22:43:33 +1000 "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
said:<BR>
>>>><BR>
Alexander inherited his army, and this is the route people don't seem to<BR>
want to take.  Napoleon, on the other hand, is quite a good analogue.<BR>
<BR>
I suggest people check out his early career, and see what they think can be<BR>
pinched.<BR>
<BR>
This is particularly interesting since people seem a little inclined to<BR>
view her as a Honor Harrington-like figure.  Harrington, of course, is<BR>
based on Nelson.  There is, however, a Napoleon figure in Weber's books:<BR>
McQueen, the Peep admiral, who saves the Committee of Public Safety with<BR>
something very much like "a whiff of grapeshot".<BR>
<<<<<BR>
<BR>
Yes, that's what I thought was going to happen. However, I've just read the<BR>
newest Harrington book (Ashes of Victory - not up  to  scratch, in my<BR>
opinion.)<BR>
<BR>
OK, let's look at Honor. First, we have her apparent youth. This is entirely<BR>
due to prolong. At the time of AoV (Immediately after Echoes of Honor)<BR>
she's about fifty. But looks about thirty.<BR>
<BR>
Second (Spoiler alert...........)<BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
McQueen is now dead (shows the dangers of over-reacting to the  reports of<BR>
spies.) The war is over, and the death of Rob S. Pierre puts us into an<BR>
analogue of the Directorate. (Tries to remember history 'O' level from 30<BR>
years ago..) So our Napoleon is now one of Theisman, Giscard or Tourville.<BR>
(my money is on Theisman, by the  way.)<BR>
<BR>
This maps on to my memory of what my  teachers were concerned to force into<BR>
my consciousness - the French revolutionary war ended (round about 1800),<BR>
there was a gap of a year or so, and then the real Napoleonic wars started -<BR>
NB  becomes emperor and starts looking for jobs for his brothes/cousins/etc.<BR>
<BR>
So it looks like there's many more HH books to come.....<BR>
<BR>
Andy<BR>
<BR>
PS - apologies in advance. Errors in  syntax and logic are entirely due to<BR>
excessive intake of Kilkenny and/or Cognac. And the time of night.<BR>
<BR>
=======================================================================<BR>
Andrew Long<BR>
AndrewLong@hotmail.com OR<BR>
PO Boxx 460426                                        Dyrnwynn@Hotmail.com<BR>
Abu Dhabi<BR>
UAE<BR>
=======================================================================<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2943<BR>
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Traveller-digest     Wednesday, August 16 2000     Volume 1999 : Number 2944<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: economic slavery (was:Ship's Locker)<BR>
RE: Mis-jumps in MTU<BR>
Re: small navies<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Re: Mis-jumps in MTU<BR>
Re: Traveller-digest V1999 #2940<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Re: small navies<BR>
Re: small navies<BR>
Re: High Tech Materials<BR>
Re: small navies<BR>
Allegience Codes<BR>
RE: Ship's Locker<BR>
Re: Economic Slavery<BR>
Re: Allegience Codes<BR>
Re: High Tech Materials<BR>
Re: We don't care about the K'kree very much...<BR>
Re: Ship's Locker<BR>
Re: We don't care about the K'kree<BR>
Re: Ship's Locker<BR>
Fugitive Trivia (Was: We don't need any K'Kree)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:58:31 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
> <BR>
> On 08/16/00 at 12:15 PM,  "Tod Glenn" <webmaster@travellercentral.com> said:<BR>
<BR>
<<snip>><BR>
> <BR>
> >Surely you won't suggest that corporations just treat their workers well<BR>
> >out of an innate sense of kindness and fair play?<BR>
> <BR>
> Corporate Noblise Oblige? <sp> Not impossible, given that feudalism *is* the basis for the Imperium, just highly unlikely. I think, if I were you, I'd go with that figleaf, and not look at it too hard least it fall off.<BR>
<BR>
IIRC, Henry Ford paid unusually high wages to his work force, for which<BR>
he demanded (and got) a superior work force.<BR>
<BR>
I would expect that at least some corporations in the 3I would take a<BR>
similar approach.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:49:20 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Mis-jumps in MTU<BR>
<BR>
So, someone else uses the Starfire system - I thought I might be the<BR>
only one...<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Nick<BR>
> Bradbeer<BR>
> Sent: 17 August 2000 02:54<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Mis-jumps in MTU<BR>
><BR>
><BR>
> > I like this little heresy, I may adopt it as well.<BR>
> Hypercleats will have<BR>
> a<BR>
> > coniption fit, but I'll bet Stryder will like it. Another<BR>
> bit that has<BR>
> been<BR>
> > a minor annoyance to me is that many hexes within range<BR>
> of a misjump<BR>
> can't<BR>
> > be the final destination, due to the way one rolls only one of six<BR>
> > directions. Perhaps if one calculated the range band<BR>
> first, then exact<BR>
> hex.<BR>
> > Range band one has six locations, range band two has twelve, etc.<BR>
><BR>
> You could use the system Starfire uses for Jump dropout<BR>
> (with J-hook drives<BR>
> only, not the standard I drives). IIRC, you roll for<BR>
> direction, roll the<BR>
> relevant number of dice for distance and move the counter<BR>
> that many spaces,<BR>
> then roll the distance dice again and move the counter that<BR>
> many spaces in<BR>
> a direction 120 degrees clockwise from the point it's now<BR>
> at. I think<BR>
> that's supposed to give an even distribution, but I admit I<BR>
> never actually<BR>
> worked it out to check.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:10:20 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies<BR>
<BR>
Ian Ferguson writes:<BR>
<BR>
> Naturally, "absurdly low" varies somewhat from opinion to opinion. :)<BR>
> I was basing my estimate on a mean annual income of Cr 6,000, with the<BR>
> government getting one third of that one way or another.  US State Dept. <BR>
> records indicate that Terran polities spend between 3% and 30% of their <BR>
> annual budget on the military.  I reason that a unified world will tend<BR>
Hm...figures I've seen suggest 1-30% of GNP, averaging around 3-4%.<BR>
> to spend less on the military than a balkanized one, and a world that <BR>
> pays and is protected by an interstellar organization (i.e. the Imperium)<BR>
> is going to spend a lot less on the military, especially space forces.<BR>
No, it will spend a lot less on its personal military.  It won't spend a lot<BR>
less if you count the amount which goes to the Imperium.<BR>
<BR>
> Why spend masses of money on a planetary navy when the subsector and <BR>
> Imperial navy are being paid to keep the peace? <BR>
Because you're paying for the subsector and imperial navy.<BR>
> All you need are a few     <BR>
> search and rescue ships, and a couple of cruisers to discourage pirates. <BR>
> Anyhow, I tried 5% of military spending on the navy, so Cr 6,000 per <BR>
For a non-balkanized world, upwards of 50% of military spending will be naval.<BR>
> person per year x 33% (tax) x 1% (to the military) x 5% (to the navy)<BR>
A minimal figure is more on the order of 15 KCr * 33% tax * 3% military = <BR>
Cr 150; of this, probably Cr 50 each for the IN, local defenses, and local<BR>
military forces.<BR>
Try 15 KCr/year * 33% tax * 3% military * 50% navy = Cr 75.  Of this, figure<BR>
1/3 <BR>
> = Cr 1 per person per year.  As I<BR>
> mentioned the first time, it's a <BR>
<BR>
> >There should be modifiers for TL and for port type.  Also, its likely that<BR>
> >smaller worlds will spend a higher percentage of their budget, as they're<BR>
> >generally more vulnerable than the larger worlds.<BR>
> <BR>
>      I used to have a modifier for TL, but dropped it for simplicity.<BR>
TL is probably more important than Rich or Poor.<BR>
>      Perhaps I should not have done so, but I don't want to add too many<BR>
>      modifiers: I can still change the results as desired for each system,<BR>
>      taking into account starport, world size, population, number of<BR>
>      subordinate colonies, proximity to other systems (especially hostile<BR>
>      or potentially hostile systems), proximity to an Imperial Navy base,<BR>
>      proximity to an Imperial Scout base, current political situation<BR>
>      (local and interstellar), etc., etc.,...<BR>
> <BR>
> >Rather than having implausibly low total expenditures, just reduce<BR>
> populations;<BR>
> >this can be done in several ways, such as changing base population from <BR>
> >10^P to 8^P.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 18:16:53 -0400 (EDT)<BR>
From: Victor Abraham Delnore <vad9m@unix.mail.virginia.edu><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
I missed the beginning of this one and am surprised nobody from the 2300AD<BR>
list has jumped on it yet.  2300AD community belief tends toward the<BR>
opinion that GG wasn't anything like a proper game that could be played by<BR>
the public; it was an in-house system to help the designers come up with a<BR>
richer universe for the rpg than they could have by themselves.  There's<BR>
considerable evidence that GG didn't work in this regard.<BR>
<BR>
It's widely believed that a great deal was fudged.  One story that is put<BR>
about credibly is that the Canadian interstellar presence had no roots in<BR>
GG but was added in hopes of boosting the game's sales in RW 1980s Canada.<BR>
In fact, the balance of power in 2300 is so similar to that in, say, 1889<BR>
or 1986 that you have to wonder if the simulation GDW used would have<BR>
allowed, for example, the emegence of a world power in Africa or could<BR>
have avoided America's return to prominence.<BR>
<BR>
2300AD ship-counters have argued convincingly that the what is known about<BR>
the kinds and numbers of starships present in the 2300AD universe makes no<BR>
sense; for example, there are hundreds of exploration craft present, yet<BR>
almost nothing worth finding seems to have been found in the fifty years<BR>
leading up to the suggested roleplaying era.  <BR>
<BR>
Colonization also seems suspect.  It is rather bizarre that a great<BR>
deal of effort has been expended to terraform or otherwise inhabit<BR>
extremely hostile worlds when paradises could exist further down the pike.<BR>
This is even stranger when you realize that 2300AD ships can travel as far<BR>
as they want so long as they enter a gravity well every 7.7ly; there's no <BR>
need for fueling stations, etc., and in fact in one supplement is based on<BR>
an exploratory mission to the Pleiades, 350ly from the edge of human<BR>
space, which expedition is *not* the result of any technological<BR>
braekthrough and would have been feasible at any point in game history<BR>
after the invention of the stutterwarp drive.  Combine strange<BR>
colonization policy with the poor ratio of discoveries to<BR>
exploratory vessels and you've got a real contradiction.  It seems<BR>
unlikely that this result would be created by a played game.<BR>
<BR>
In short, there's a body of opinion based on pretty good evidence that GG<BR>
was basically a fancy name for an in-house brainstorming session that<BR>
ended up having a limited effect on the published 2300AD universe.  I<BR>
think that GDW gave the impression that GG was a lot more than that in<BR>
trying to claim they had gamed out major aspects of their universe's<BR>
history, but this is belied.<BR>
<BR>
- --Abe Delnore<BR>
<BR>
- --------------------------------------------------------------------- <BR>
| V. A. Delnore          	      vad9m@virginia.edu            |<BR>
| Graduate Student       	      (804) 971-8806                |<BR>
| Corcoran Department of History      1821 Jefferson Park Ave #4    |<BR>
| University of Virginia              Charlottesville VA 22903      |<BR>
| Mica mica parva stella miror quaenam sis tam bella  (Anon. lyric) |<BR>
- ---------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 00:08:30 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Ahhh, Starfire, that sweet mix of innovation and cheesiness.<BR>
<BR>
No, you're not alone.<BR>
<BR>
Nick<BR>
<BR>
- ----- Original Message ----- <BR>
> So, someone else uses the Starfire system - I thought I might be the<BR>
> only one...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 19:08:47 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2940<BR>
<BR>
> Well, since it looks like most of the original rules of GDW's "Great <BR>
>  Game" (such as they were) seem to have been lost, the obvious course<BR>
>  of action is to take the bits and pieces that have been preserved, <BR>
>  and  to start filling in the blanks and construct something that works.<BR>
>  If it can be done once, it can be done again.  Is anyone else interested<BR>
>  in undertaking such a task? <BR>
<BR>
This has already been undertaken on the 2300 Mailing list. Several times, I <BR>
think . . .<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 15:09:09 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
I actually had a go at that once - the problem I found was that<BR>
either the system was nice and broad and playable and gave some<BR>
weird results (for my purposes that is) or it got so detailed it was<BR>
beginning to resemble the kind of detailed economic models<BR>
used by the treasury. Except of course I didn't have a Phd in <BR>
Econometrics so they were probably inaccurate.<BR>
<BR>
I knew I was on to a loser when I found I had to track 20 year age<BR>
cohorts through each turn to work out the effect of education<BR>
spending on overall Tech Level.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: John P. Raynor <john.raynor@yale.edu><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 16, 2000 2:24 PM<BR>
Subject: Rebuilding GDW's "Great Game"<BR>
<BR>
<BR>
> <BR>
> On Tue, 15 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> > Marc Miller wrote:<BR>
> > > And indeed it was a referee'd device to work out structure rather <BR>
> > > than a complete playable marketable game for consumers.<BR>
> > <BR>
> > I am sure that the folks here on the list would still enjoy it, no<BR>
> > matter how incomplete. It is a little known secret that the 'T' in <BR>
> > "TML" stands for "Tinkering."<BR>
> <BR>
> Well, since it looks like most of the original rules of GDW's "Great <BR>
> Game" (such as they were) seem to have been lost, the obvious course<BR>
> of action is to take the bits and pieces that have been preserved, <BR>
> and  to start filling in the blanks and construct something that works.<BR>
> If it can be done once, it can be done again.  Is anyone else interested<BR>
> in undertaking such a task? <BR>
>                                                             - J. Raynor<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:17:02 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: small navies<BR>
<BR>
> From: Ian Ferguson <ian@vax2.concordia.ca><BR>
> Subject: small navies (long)<BR>
><BR>
> A short while ago we had a little discussion about the size of planetary<BR>
> navies.  I threw out some numbers to determine the minumum imaginable navy<BR>
> for a world, and have since refined those numbers to the following system:<BR>
><BR>
> planetary naval budget: Cr 1 per person<BR>
> x TCS peacetime government type modifier (1.3 for type 7)<BR>
> x 1.5 for Rich worlds<BR>
> x 0.5 for Poor worlds<BR>
> x 2 for Independant worlds<BR>
><BR>
<BR>
Toss in multiples for lo- and hi-tech worlds. Lo-tech worlds will have less<BR>
efficient economies, which leads to smaller naval budgets.<BR>
<BR>
> So how much to assign to Imperial forces?  Going on the assumption that<BR>
the<BR>
> Imperium has only tenuous control over it's territory, particularly in<BR>
> areas such as the Spinward Marches, I decided to try to make the total<BR>
> budget available to the subsector navy about half that of the sum of all<BR>
> the planetary navies.  By trial and error, I came up with:<BR>
<BR>
If the Zhodani well-armed and are just over the border, this isnt going to<BR>
hold.<BR>
<BR>
You also have the Vargr frontier nearby. I'd argue pretty strongly that the<BR>
IN is over-represented in the Marches, and under-represented in the 'safe'<BR>
core. The effect of single very big worlds like Trin and Mora is also, well,<BR>
big.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:22:41 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: small navies<BR>
<BR>
> From: Anthony Jackson <ajackson@molly.iii.com><BR>
> Subject: Re: small navies (long)<BR>
><BR>
> Ian Ferguson writes:<BR>
> > A short while ago we had a little discussion about the size of planetary<BR>
> > navies.  I threw out some numbers to determine the minumum imaginable<BR>
navy<BR>
> > for a world, and have since refined those numbers to the following<BR>
system:<BR>
> ><BR>
> > planetary naval budget: Cr 1 per person<BR>
> Heh.  That's absurdly low except on very poor worlds.  Less than about 1%<BR>
of<BR>
> GWP is silly.<BR>
<BR>
The fact that naval budgets can safely be reduced to less than one percent<BR>
of GWP is one of the keys to the success of the Third Imperium. Every credit<BR>
you spend on defense is one that cannot be spent on investment or<BR>
consumption, and that adds up after a couple of hundred years.<BR>
<BR>
> There should be modifiers for TL and for port type.  Also, its likely that<BR>
> smaller worlds will spend a higher percentage of their budget, as they're<BR>
> generally more vulnerable than the larger worlds.<BR>
<BR>
Given the Imperium, I think it's more likely that they cozy up to some<BR>
Important Person ... I can see the Admiral making sure that the world with<BR>
*his* hunting lodge on it is the world that the training exersises get run<BR>
on.<BR>
<BR>
If you have 50 000 people, it doesnt really matter how much you spend on<BR>
defense, your only defense against corsairs will be to hide.<BR>
<BR>
> Rather than having implausibly low total expenditures, just reduce<BR>
populations;<BR>
> this can be done in several ways, such as changing base population from<BR>
> 10^P to 8^P.<BR>
<BR>
Yup.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:28:44 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Dan Lane writes:<BR>
> Anthony Jackson wrote:<BR>
> <BR>
> > Neutrons decay naturally into electrons and protons, with a significant<BR>
> > release of energy.  A ball of neutronium would blow apart with a yield on<BR>
> > the order of .01 kT/kg.<BR>
> <BR>
> Sure, if it consisted of free neutrons, but neutrons bound in a nucleus<BR>
> aren't free, so neutronium should be stable once its created.<BR>
No more than extremely neutron-heavy nuclei are stable.  They tend to undergo<BR>
beta decay.  In addition, neutronium doesn't have any internal rigidity -- it<BR>
would tend to collapse into (one or several) spheres<BR>
<BR>
> > Or that the requisite stabilizers and power sources are included within<BR>
> the volume of the SD.  There's a certain appeal to saying that SD actually<BR>
> has a density of around 10^6, but requires a considerable volume for<BR>
> stabilization.<BR>
> <BR>
> This is plausible, and is the explanation I gave for years.  However, the<BR>
> very stabilizers you are referring to would act to disrupt the strength and<BR>
> integrity of the materials in question by becoming matrix flaws.<BR>
<BR>
Hm?  Not sure what you mean by that.  A likely effect would be that superdense<BR>
would consist of a thin film of degenerate matter on top of a stabilizing <BR>
system, and if you penetrade the defense it destroys the local stabilizers,<BR>
probably causing explosive failure.<BR>
<BR>
A rather neat idea I just thought of: the effects of the strong force tends<BR>
to resemble surface tension, so perhaps superdense is in fact neutronium foam,<BR>
and the bubbles contain something which stabilizes the foam.  On reflection I<BR>
don't think this works (a one-neutron thick layer of neutronium is ~20 grams<BR>
per square centimeter), but it sounds cool.<BR>
> <BR>
> Thoughts?<BR>
> <BR>
> -Dan Lane<BR>
> <BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 16:35:36 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies<BR>
<BR>
Katharine Whitchurch writes:<BR>
<BR>
> If you have 50 000 people, it doesnt really matter how much you spend on<BR>
> defense, your only defense against corsairs will be to hide.<BR>
<BR>
Actually, having a substantial militia force could be useful for preventing<BR>
the corsairs from just wandering about until they find you.  However, the<BR>
point is more that a world with a 200,000 people might decide to spend 200<BR>
MCr on a system defense boat, which will discourage a lot of pirates but is<BR>
a quite large expenditure; however, a world with a billion people doesn't<BR>
need to spend a trillion credits to be safe from pirates, 100 BCr will do <BR>
the job just fine.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 00:24:43 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Allegience Codes<BR>
<BR>
In Anthony's (wonderful) map page there is an allegience<BR>
code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
<BR>
Ben<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:20:17 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Peter Newman wrote:<BR>
>What Guilds? None are established in Traveller canon.<BR>
<BR>
I'm almost certain that Spacer's Guilds are mentioned in canon, although I<BR>
will admit I don't have a citation of where I've seen them handy. I would<BR>
not compare them to modern unions but rather to earlier guilds, where groups<BR>
of craftsmen and specialist join together for mutual aid. I would expect TAS<BR>
and Lloyd's would respect the Guild's qualification certificates for<BR>
technicians and engineers and masters.  I would expect them to have Guild<BR>
Halls at most major spaceports, where spacers could find job postings and<BR>
find a bed for the night. I would also expect them to maintain a grapevine<BR>
of  "Hell Ships" to avoid serving on. I would expect that would be Cap'n<BR>
Blights would find few qualified spacers willing to sign on.<BR>
<BR>
Luther Martin wrote:<BR>
> The Imperium may have zillions of people, but they don't have zillions of<BR>
> highly-skilled workers.<BR>
<BR>
Certainly not ones who the Imperial Ministries, the Traveller's Aid Society,<BR>
or Lloyd's of London would consider qualified to serve on board an insured<BR>
and licensed merchant vessel.<BR>
<BR>
> So that if you treat that gravitics tech badly, you may have a very hard<BR>
> time finding anyone else to replace him.<BR>
<BR>
Jens 'Spacejens' Rydholm wrote:<BR>
<BR>
>This depends on the word to get around, which in turn depends on the<BR>
>attitude of the media to this kind of problem. Would news of an<BR>
>overworked and underpaid engineer cause people to take note, or would<BR>
>the word only spread within the engineer (or whatever) community?<BR>
<BR>
>Are there any canon labour unions in the OTU? Such an organization can<BR>
>be a real pain for corporations with a habit of mistreating their<BR>
>employees...<BR>
<BR>
I think Guilds are mentioned in GT:Far Trader. See above for my take on<BR>
them. I suspect that Megacorps could treat their employees bad if they<BR>
wanted. That's probably why there are so many Free Traders crewed by<BR>
ex-Megacorp employees. As soon as their contract is over they bolt.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:27:16 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Economic Slavery<BR>
<BR>
I suspect that this would be one of those "grey areas" of Imperium-wide<BR>
political controversy.  Some would interpret the laws against slavery as<BR>
prohibiting the excessive use of economic leverage against workers.<BR>
Others would say not.  Lotsa lobbying and protesting would arise, various<BR>
bits of propaganda would be distributed, etc.  <BR>
<BR>
This is probably one of the issues the Ine Givar harp on. I can see them<BR>
doing a lot of terrorism against corps that practice this sort of thing.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 17:35:54 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Allegience Codes<BR>
<BR>
Ben Aaronovitch writes:<BR>
> <BR>
> In Anthony's (wonderful) map page there is an allegience<BR>
> code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
<BR>
In Ley or in Magyar?  In Magyar it's Kline (a solomani subgroup), in Ley I confess to not knowing.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:58:02 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
From: "Anthony Jackson" <ajackson@molly.iii.com><BR>
<BR>
> No more than extremely neutron-heavy nuclei are stable.  They tend to<BR>
undergo<BR>
> beta decay.  In addition, neutronium doesn't have any internal rigidity --<BR>
it<BR>
> would tend to collapse into (one or several) spheres<BR>
<BR>
Thats true. Hmmm.  This prompted me to check a textbook (Elementary Modern<BR>
Physics, Weidner & Sells, 1980, 3rd Ed).  It states that "the basic process<BR>
of beta- decay, the decay of the neutron into a proton, an electron and an<BR>
antineutrino occurs in a free neutron, not merely a neutron bound within a<BR>
nucleus." I really don't remember much of the physics behind nuclear beta<BR>
decay.  Wish I did.  Then I might be able to state if the neutrons bound<BR>
within neutronium are subject to beta- decay.  If they are, then neutron<BR>
stars should be hot from the internal beta rdaiation as well as other<BR>
degeneracy effects.<BR>
<BR>
> Hm?  Not sure what you mean by that.  A likely effect would be that<BR>
superdense<BR>
> would consist of a thin film of degenerate matter on top of a stabilizing<BR>
> system, and if you penetrade the defense it destroys the local<BR>
stabilizers,<BR>
> probably causing explosive failure.<BR>
><BR>
<BR>
Interesting.  Neutronium face-hardening?  What I was getting at is that the<BR>
weak link in the chain effectively sets the length of the chain. The more<BR>
non-superdense material you install to maintain the stae, the weaker it<BR>
becomes, because these mechanisms themselves do not contribute to the<BR>
material's overall strength.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:08:19 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
>Date: Wed, 16 Aug 2000 14:07:48 -0700<BR>
>From: "David P. Summers" <summers@alum.mit.edu><BR>
<BR>
<BR>
><BR>
>>Did you see the poll on JTAS the other week. "Which is the greater threat<BR>
>>to the Imperium" or words to that effect. Of course the hands down winner<BR>
>>was the Imperium itself. (Duh that's what MT was all about) But looking<BR>
over<BR>
>>the choices I had to choose the Vargr.<BR>
><BR>
>I went with the Solomani<BR>
<BR>
<BR>
<snip><BR>
<BR>
>Well, not all of us see the Solomani as mindless racists.  They<BR>
>are actually a large state with a long border with the Imperium<BR>
>and the Imperium has a big chunk of territory they want.<BR>
<BR>
I will grant that racism isn't the only motivating factor in Solomani<BR>
politics. It is however a factor. That big chunk of teritory that the<BR>
Confederation has it's eyes on is also inhabited by the Vegans,<BR>
a group of people that Solomani supremacists have been rather<BR>
crappy to in the past. Outside of the imediate vicinity of Terra<BR>
most people will have to side with the Imperium or risk becoming<BR>
subjects of a state that as a mater of policy would treat them<BR>
as second class citizens at best.<BR>
<BR>
The Solomani Confederation can be an annoyance but not a<BR>
real threat.<BR>
<BR>
<snip><BR>
<BR>
>>Which leaves the Vargr. The impression that many get of them as overgrown<BR>
>>puppies can only help to lull the Impie powers that be into the kind of<BR>
>>false sense<BR>
>>of security that has been proven fatal to empires time after time.<BR>
><BR>
>If they were united against the Imperium, they would be a worry indeed.<BR>
>As it is now, a portion of them are even allied with the Imperium and<BR>
>another portion are neutral.  As long as the Imperium doesn't do<BR>
>anything stupid they should be OK....<BR>
<BR>
<BR>
My main point was that all of the alien races had a built in limiter to<BR>
their<BR>
ability to attack/conquer the Imperium. I guess the highly balkanized nature<BR>
of Vargr politics would be their built in limitation but when they do<BR>
finally<BR>
get it together they will be hard to beat.<BR>
<BR>
David Shayne<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:14:59 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
When a missing or misrepresented item in the Ship's Locker can mean someone<BR>
dies ("What do you mean you forgot to recharge the air tanks?!?!"), I think<BR>
a Captain is fully justified in firing anyone who engages in shoddy record<BR>
keeping in regards to it. I'd prefer traveling on such a ship to one with a<BR>
reputation for taking everything in stride.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 19:08:39 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: We don't care about the K'kree<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> <BR>
>><BR>
>> And yes, I'm cheating. I've got "The Complete Directory to Prime Time<BR>
>> Network and Cable TV Shows 1946-Present" sitting next to me. :-)<BR>
><BR>
> ISBN ISBN!!! I would KILL for that book!<BR>
<BR>
ISBN: 0-345-42923-0<BR>
<BR>
A friend gave me an earlier edition for Christmas and I finally decided<BR>
that I should buy a new edition (since the old one was buried in<BR>
storage). <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, 16 Aug 2000 19:18:42 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 9:14 PM -0400 8/16/00, Samuel D. Weiss wrote:<BR>
>When a missing or misrepresented item in the Ship's Locker can mean someone<BR>
>dies ("What do you mean you forgot to recharge the air tanks?!?!"), I think<BR>
>a Captain is fully justified in firing anyone who engages in shoddy record<BR>
>keeping in regards to it. I'd prefer traveling on such a ship to one with a<BR>
>reputation for taking everything in stride.<BR>
<BR>
Either a ship's locker is something that you can take stuff out,<BR>
in which case, if stuff necessary to life is missing, the captain<BR>
is the one who should be fired because that is no way to maintain<BR>
vital stores, or it is something that is completely off limits,<BR>
in which case it really isn't the ship's locker where PC are able<BR>
to find stuff that we see in adventures.<BR>
<BR>
I more general observation.  This is a good example of how, just<BR>
because you can come up, and defend, a method for how things should<BR>
work, one shouldn't have any illusions that you can be really be sure<BR>
it would work your way (esp. to the point of being able to discount<BR>
any alternatives as being rendered impossible by the method).  I've<BR>
seen new grad students full of ideas<BR>
in which stashes of this or that will be a reliable repository<BR>
under this or that scheme, and they always break down with time.<BR>
If you can't do this in the environment you work in every day<BR>
(and understand) how can you be so sure in some sketchily defined<BR>
game world?<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:23:46 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
<BR>
Leonard Erickson (aka Shadow)shadow@krypton.rain.com queried:<BR>
<BR>
>Who played the "One-armed man"?<BR>
<BR>
aka Fred Johnson. He was played by Bill Raisch, who had lost his arm during<BR>
WWII and was at one time Burt Lancaster's stand-in.<BR>
<BR>
>Who played Kimball's sister Donna Taft?<BR>
<BR>
(BTW, it's Kimble)<BR>
Jacqueline Scott. Her husband, Len Taft, was played by several different<BR>
actors, including James Sikking and, in the finale, Richard Anderson (Oscar<BR>
Goldman of "Six Million Dollar Man" fame.)<BR>
<BR>
Incidentally, Diane Brewster played Kimble's wife, Helen, in flashbacks.<BR>
<BR>
>And who was the narrator?<BR>
<BR>
The late, great, William Conrad, narrator of "Rocky and Bullwinkle,"<BR>
original radio voice of "Gunsmoke"'s Marshal Matt Dillon, and a hero in his<BR>
own right in another Quinn Martin series, "Cannon."<BR>
<BR>
>And yes, I'm cheating. I've got "The Complete Directory to Prime Time<BR>
>Network and Cable TV Shows 1946-Present" sitting next to me. :-)<BR>
<BR>
And I have "The Fugitive Recaptured," a companion book to the original<BR>
series :)<BR>
<BR>
Other scifi notes in re "Fugitive": two-thirds of the Kirk-Spock-McCoy trio<BR>
guested on the show: Shatner was the principal guest star of one episode,<BR>
giving a performance as bad or worse than the one he gave in the Twilight<BR>
Zone's "Terror at 20,000 feet"; Deforest Kelley had a brief cameo in another<BR>
episode, as did James Doohan.<BR>
<BR>
Also, a child actor who developed into a second-tier action star (including<BR>
two trashy John Carpenter near-future flicks) guest starred twice on the<BR>
"Fugitive," once as Gerard's son. Who is he?<BR>
<BR>
Fred "Far too much useless knowledge" Ramen<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2944<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2945</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2945<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: Mis-jumps in MTU<BR>
I'll take a stab...<BR>
Re: Mis-jumps in MTU<BR>
Re: TML Reference Questions<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
Traveller as viewed by others<BR>
Re: Rift Jumping (was RE: Rescue ships)<BR>
re:  Striker spreadsheets wanted<BR>
Re: economic slavery (was:Ship's Locker) <BR>
RE: Striker spreadsheets wanted<BR>
Re: Vote: Solomani Money<BR>
Solomani money poll: update<BR>
Re: economic slavery (was:Ship's Locker) <BR>
Re: Solomani money poll: update<BR>
Re: Vote: Solomani Money<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 19:42:34 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
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Thanks for all the back talk ..........so far.  I have read all the replies<BR>
and chose this one to continue with.<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> If they knew how/why, they could build J-36 ships. :-)<BR>
><BR>
> But consider this. When you overload something it can vastly exceed<BR>
> it's normal operating performance. Of course, adfter that, it may not<BR>
> be able to *meet* it's normal performance without repairs. :-)<BR>
<BR>
Ok. I follow this and can quite agree. This gives us a plausible reason why it<BR>
could happen.<BR>
<BR>
> Remember, it's prety well established (though not accepted by everyone)<BR>
> that the fuel is all used for *something* at the start of the jump.<BR>
<BR>
 SOM says... 'jump drive power plant consumes copious quantities    (read that<BR>
as all that is necessary to accomplish the desired jump)    of fuel very<BR>
quickly in order to charge the energy sinks (typically zuchai crystals) with<BR>
high-grade energy in preparation for jump transition.'.....It also<BR>
states......'Zuchai crystals are also exceptionally efficient at storing a<BR>
near perfect "impression" of the energy generated,...etc'....and....'The<BR>
disadvantage is the power input charging the crystals must be consistent: any<BR>
fluctuations in the input are mirrored in the output when the crystals are<BR>
drained.  Thus both the quantity and the quality of the charge are<BR>
important.'.    It goes on to explain how 20% of the charge is used to 'warm'<BR>
the jump grid and the remaining 80% charge tears open jump space.....and sets<BR>
up the protective jump field around the ship.<BR>
<BR>
> Why? It makes no more sense that way than the other.<BR>
<BR>
Well I can agree with this statement, but that is.....and is not my point (see<BR>
below).<BR>
<BR>
> The 36 parsecs may be some sort of limit on how far you can jump,<BR>
> regardless.<BR>
<BR>
Yes. This is 'sort of ' established in the same SOM. Under the theory of<BR>
jumpspace, following  the so called 'big bang',  a multitude of spacial<BR>
dimensions existed. Most of these unfortunately collapsed into nothingness<BR>
within seconds and were lost, but the number (more than the 4 we perceive)<BR>
cosmology of the era set to be 'no fewer' than 62.  Many (22) are in force<BR>
only at the subatomic level, while the reaming three dozen (36) are accessible<BR>
only via jump drive.<BR>
<BR>
Ok. we have a (believable) precident for the 36 'levels' of jump space. Now to<BR>
my point. The quantity of the charge produced from a normal and stable jump-1<BR>
engine into the capacitor (zuchai crystals) ...must.... be less than that<BR>
produced from a jump-6 because,  the one only 'lifts you to level 1,  the<BR>
other to level 6.  If, in a misjump, is it not then conceivable that the same<BR>
malfunction that enabled you to get to the 36th jumpspace level could also<BR>
carry you 6 times farther away i.e. 216 parsecs??<BR>
<BR>
Enquiring minds want to know.<BR>
<BR>
Jim Cooper<BR>
<BR>
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Thanks for all the back talk ..........so far.&nbsp; I have read all the<BR>
replies and chose this one to continue with.<BR>
<BR>
Leonard Erickson wrote:<BR>
<blockquote TYPE=CITE>If they knew how/why, they could build J-36 ships.<BR>
:-)<BR>
<BR>
But consider this. When you overload something it can vastly exceed<BR>
<BR>
it's normal operating performance. Of course, adfter that, it may not<BR>
be able to *meet* it's normal performance without repairs. :-)</blockquote>Ok. I follow this and can quite agree. This gives us a plausible reasonwhy it could happen.<blockquote TYPE=CITE>Remember, it's prety well established (though notaccepted by everyone)<BR>
that the fuel is all used for *something* at the start of the jump.</blockquote>&nbsp;SOM says... 'jump drive power plant consumes copious quantities&nbsp;&nbsp;&nbsp; (read that as all that is necessary to accomplish the desired jump)&nbsp;&nbsp;&nbsp; of fuel very quickly in order to charge the energy sinks (typically zuchai crystals) with high-grade energy in preparation for jump transition.'.....It also states......'Zuchai crystals are also exceptionally efficient at storing a near perfect "impression" of the energy generated,...etc'....and....'The disadvantage is the power input charging the crystals must be consistent: any fluctuations in the input are mirrored in the output when the crystals are drained.&nbsp; Thus both the <U>quantity</U> and the quality of thecharge are important.'.&nbsp;&nbsp;&nbsp; It goes on to explain how 20% of the charge is used to 'warm' the jump grid and the remaining 80% chargetears open jump space.....and sets up the protective jump field aroundthe ship.<blockquote TYPE=CITE>Why? It makes no more sense that way than the other.</blockquote>Well I can agree with this statement, but that is.....and is not my point(see below).<blockquote TYPE=CITE>The 36 parsecs may be some sort of limit on how faryou can jump, regardless.</blockquote>Yes. This is 'sort of ' established in the same SOM. Under the theory of jumpspace, following&nbsp; the so called 'big bang',&nbsp; a multitude of spacial dimensions existed. Most of these unfortunately collapsed into nothingness within seconds and were lost, but the <U>number</U> (more thanthe 4 we perceive) cosmology of the era set to be <U>'no fewer'</U> than62.&nbsp; Many (22) are in force only at the subatomic level, while thereaming three dozen (36) are accessible only via jump drive.<BR>
Ok. we have a (believable) precident for the 36 'levels' of jump space.Now to my point. The <U>quantity</U> of the charge produced from a normal and stable jump-1 engine into the capacitor (zuchai crystals) ...must.... be less than that produced from a jump-6 because,&nbsp; the one only 'lifts you to level 1,&nbsp; the other to level 6.&nbsp; If, in a misjump, is it not then conceivable that the same malfunction that enabled you to getto the 36th jumpspace level could also carry you 6 times farther away i.e.216 parsecs??<BR>
Enquiring minds want to know.<BR>
Jim Cooper<BR>
<BR>
- --------------41BA458D3E8051A56D99CCC3--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:47:18 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: I'll take a stab...<BR>
<BR>
>Also, a child actor who developed into a second-tier action star (including<BR>
>two trashy John Carpenter near-future flicks) guest starred twice on the<BR>
>"Fugitive," once as Gerard's son. Who is he?<BR>
<BR>
<BR>
Mr. Goldie Hawn, Kurt Russell.<BR>
<BR>
IMNSHO, Kurt Russell was fanfornicatingtastic as Jack Burton in "Big <BR>
Trouble in Little China."<BR>
<BR>
Anybody ever write Jack up as a GURPS character?<BR>
<BR>
I think his defining skill would be...luck.<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@yahoo.com http://albore.homepage.com/  Opinions Mine!<BR>
"In 1991, [Vice President] Gore cited Bush's China policy as a reason he<BR>
should be defeated for reelection, charging Bush sent his emissaries to<BR>
toast the butchers of Tiananmen Square.'"<BR>
Deborah Orin in the New York Post, March 26, 1997, the day after Gore<BR>
drank champagne with Chinese Premier Li Peng, who helped plan the<BR>
Tiananmen massacre<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 19:13:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
In mail you write:<BR>
<BR>
> Via electronic medium on 8/15/00 12:26 PM, tloql@home.com issued forth:<BR>
><BR>
>> In MTU, I will use J-# x 1D6 parsecs (hexes) for any mis-jump.<BR>
><BR>
> I like this little heresy, I may adopt it as well. Hypercleats will have a<BR>
> coniption fit, but I'll bet Stryder will like it. Another bit that has been<BR>
> a minor annoyance to me is that many hexes within range of a misjump can't<BR>
> be the final destination, due to the way one rolls only one of six<BR>
> directions. Perhaps if one calculated the range band first, then exact hex.<BR>
> Range band one has six locations, range band two has twelve, etc.<BR>
<BR>
I've thought about that too. <BR>
<BR>
Band 1 needs no roll, as the direction roll is sufficient.<BR>
<BR>
Band 2 needs an even/odd roll. Even is the hex along the direction. Odd<BR>
is the hex clockwise from the direction hex.<BR>
<BR>
Band 3 needs a 1-out-of-3 roll. 1-2 direction hex, 3-4 1st hex<BR>
clockwise, 5-6 2nd hex clockwise.<BR>
<BR>
Band 4 needs a 1-out-of-4 roll. 1: direction hex, 2: 1st hex clockwise,<BR>
3: 2nd hex clockwise, 4: 3rd hex clockwise.<BR>
<BR>
And so on all the way out to band 36. Not that you have to use rolls<BR>
that give *equal* chances for each hex. Which means no adding together<BR>
the results of rolling several dice. <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, 16 Aug 2000 19:47:14 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: TML Reference Questions<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson writes:<BR>
><BR>
>> No dates available, but in essence, there are no impact or shock<BR>
>> effects. A nuke is an intense source of X-rays. In atmosphere, they get<BR>
>> absorbed by air and create the thermal and blast effects as the<BR>
>> superheated air expands and radiates light and IR.<BR>
>> <BR>
>> In space, you just get the X-rays, which are only a radiation hazard<BR>
>> unless the burst is ridiculously close (*well* within a kilometer). <BR>
><BR>
> The main effect of the soft X-rays is rapidly superheating the surface and<BR>
> causing shockwaves within the surface.  Radiation _is_ a hazard, though;<BR>
> at one kilometer the hard radiation alone (~1% of total) accounts for 20+ <BR>
> grays per kiloton; a 1 MT weapon will deliver a 50% lethal dose (~4 grays)<BR>
> at 70 kilometers.<BR>
<BR>
Nope. You are using radiation figures for *atmospheric* blasts. The<BR>
actual energy release of the *bomb* is more than 90% hard radiation. In<BR>
atmosphere only 1% gets more than a few meters from the bomb because<BR>
air is *very* opaque to x-rays.<BR>
<BR>
In space that 1 MT blast is lethal to unshield personnel at multiple<BR>
*thousand* km ranges. We've worked it out on the list in the past.<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, 16 Aug 2000 20:02:34 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
>><BR>
>> Actually, I suspect that they will tend to fill up with all that<BR>
>> equipment that peole don't want to keep around but people aren't<BR>
>> quite willing to throw away....  :-)<BR>
>><BR>
> Like garages.  So does this mean we can expect the occasional 'ship's<BR>
> locker sale'.<BR>
<BR>
Hell, you can expect folks from other free traders inquiring if you<BR>
have a left-handed blivit wrench that you don't need (or that you are<BR>
willing to trade for something they have), leading to a search of the<BR>
lockers on *both* ships, which could turn up all *sorts* of interesting<BR>
stuff.<BR>
<BR>
A possible adventure hook is to have the players either buy something<BR>
from a "ship's locker sale" or receive it as part of "payment" for some<BR>
spare item from their locker. Then have them find something hidden<BR>
inside (say a map, notebook, data cube, whatever). Which is the "hook"<BR>
or "Mcguffin" for the adventure.<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, 16 Aug 2000 19:57:45 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> The Imperium may have zillions of people, but they don't have zillions of<BR>
> highly-skilled workers.<BR>
><BR>
> I remember talking to an acquaintance recently (a professor of computer<BR>
> science) about the quality of CS students. His position was that although<BR>
> the sheer number of students has increased dramatically over the past 25<BR>
> years, the number of *good* students has stayed the same. Either you have<BR>
> the aptitude for it or you don't, and the offer of high salaries can't<BR>
> really change that. As the demand for people with the right background<BR>
> increases, but the supply of qualified people does not (or increases more<BR>
> slowly), you have a situation where your qualified tech people are extremely<BR>
> valuable. Even today, market forces are telling us that an experienced<BR>
> engineer is worth more than a VP is at a small to medium-sized company.<BR>
><BR>
> In my own personal vision of the future, the shortage of skilled workers is<BR>
> going to get worse and worse as technology advances. So that if you treat<BR>
> that gravitics tech badly, you may have a very hard time finding anyone else<BR>
> to replace him.<BR>
<BR>
Oh, you can find lots of folks who are willing to take the job. Ones<BR>
who can do it adequately are a different matter.<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, 16 Aug 2000 23:16:01 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
David P. Summers wrote,<BR>
>Either a ship's locker is something that you can take stuff out,<BR>
in which case, if stuff necessary to life is missing, the captain<BR>
is the one who should be fired because that is no way to maintain<BR>
vital stores, or it is something that is completely off limits,<BR>
in which case it really isn't the ship's locker where PC are able<BR>
to find stuff that we see in adventures.<<BR>
<BR>
That was part of the point being made. The Captain was making sure the<BR>
locker was secure and was making sure that people respected its integrity.<BR>
in fact, it was specified under what circumstances the Captain should be<BR>
removed if the locker wasn't in order.<BR>
<BR>
>I more general observation.  This is a good example of how, just<BR>
because you can come up, and defend, a method for how things should<BR>
work, one shouldn't have any illusions that you can be really be sure<BR>
it would work your way (esp. to the point of being able to discount<BR>
any alternatives as being rendered impossible by the method).  <<BR>
<BR>
That works both ways.<BR>
Just because there is one method doesn't mean there are many methods.<BR>
Just because there are many methods doesn't mean a specific one is invalid.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:56:56 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Jim Cooper wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Yes. This is 'sort of ' established in the same SOM. Under the theory<BR>
> of jumpspace, following  the so called 'big bang',  a multitude of<BR>
> spacial dimensions existed. Most of these unfortunately collapsed into<BR>
> nothingness within seconds and were lost, but the number (more than<BR>
> the 4 we perceive) cosmology of the era set to be 'no fewer' than 62.<BR>
> Many (22) are in force only at the subatomic level, while the reaming<BR>
> three dozen (36) are accessible only via jump drive.<BR>
> <BR>
> Ok. we have a (believable) precident for the 36 'levels' of jump<BR>
> space. Now to my point. The quantity of the charge produced from a<BR>
> normal and stable jump-1 engine into the capacitor (zuchai crystals)<BR>
> ...must.... be less than that produced from a jump-6 because,  the one<BR>
> only 'lifts you to level 1,  the other to level 6.  If, in a misjump,<BR>
> is it not then conceivable that the same malfunction that enabled you<BR>
> to get to the 36th jumpspace level could also carry you 6 times<BR>
> farther away i.e. 216 parsecs??<BR>
<BR>
Because there are only 36 J-space levels, not 216.<BR>
<BR>
Imagine 36 tubes, of varying lengths, through which a golf ball can be<BR>
rolled.  At TL-15, one can reliably drop a golf ball into one of the<BR>
first six tubes.  If something _does_ go wrong, the golf ball can bounce<BR>
into any of the 36 tubes, although some (such as tube #36) are<BR>
extrememly unlikely (the odds of hitting tube #36 are 6^7 to 1 against,<BR>
using the misjump rules in CT and T4).  There are no known tubes longer<BR>
than #36.<BR>
<BR>
Alternately, depending on the severity of the problem, the golf ball<BR>
may, like the penguin on top of your television, simply explode.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:50:48 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: Traveller as viewed by others<BR>
<BR>
Just in case anyone is interested, I recently saw two posts on a different<BR>
mailing list which described in part how the Traveller community is viewed<BR>
by others.  The author of these posts was a member of the TML until about a<BR>
year ago.<BR>
<BR>
>Personally, I don't care for the GURPS system at all, but I've seen how<BR>
>the recent GURPS: Traveller line has breathed new life & new blood into a<BR>
>frankly moribund, cliquish group of fans.<BR>
<BR>
><snip>Debates about<BR>
>canon are pretty explicitly debates about justifying personal visions of<BR>
>the game or setting, and variants of both are constantly proliferating,<BR>
>vigorously, interactively. And most noticeably, the buck doesn't stop<BR>
>with Marc Miller or Loren Wiseman (or the various T4 authors), who are at<BR>
>least minimally on the list -- people *debate* with them and there's<BR>
>*dialogue*.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 06:10:19 +0200<BR>
From: Michael Koehne <kraehe@copyleft.de><BR>
Subject: Re: Rift Jumping (was RE: Rescue ships)<BR>
<BR>
Moin Eris,<BR>
<BR>
> Fuel Packing, isn't like "jump tanks" where how and when the H2 is<BR>
> used for jump becomes an issue, or using solar power for jumps, this<BR>
> is just basic chemistry.  Heck, "wilderness refueling" from oceans<BR>
> goes back to the original three books, this is just an extention to<BR>
> that!  <BR>
<BR>
  I would be able to cite a classic Tl:A Yacht able to jump up to 3<BR>
  times to cross the main, if I find the old Mythos magazine from 1983.<BR>
<BR>
  I also like the idea of collapsible tanks, and many of my ship designs<BR>
  have them. Collapsible tanks have only two problems: they use space and<BR>
  add weight. The later is even worse if we think about packing water or<BR>
  other liquits inside the tanks. This may cause problems with gas giant<BR>
  refuling on some ships, and therefore adds to contragraph capacity.<BR>
<BR>
  So collapsible tanks are possible, but only economic in special situations,<BR>
  like Rurevayn Guild Liners in the Island smugle.<BR>
<BR>
Bye Michael<BR>
- -- <BR>
  mailto:kraehe@copyleft.de             UNA:+.? 'CED+2+:::Linux:2.2.14'UNZ+1'<BR>
  http://www.xml-edifact.org/           CETERUM CENSEO MSDOS ESSE DELENDAM<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:10:09 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: re:  Striker spreadsheets wanted<BR>
<BR>
>From: Luther Martin <lwmarti@pacbell.net><BR>
<BR>
>Does anyone have Excel spreadsheets for designing Striker vehicles? I<BR>
need<BR>
>to design APCs and recon vehicles to counter Kristian Miller's designs,<BR>
>although my infantry alone may be enough in this case. :)<BR>
<BR>
I'm too lazy for actually designing Striker vehicles anymore (although I<BR>
suppose an Excel spreadsheet would make it less of a chore than the pencil<BR>
and calculator method) (when I first learned Lotus 1-2-3 many years ago,<BR>
the first thing I tried to do was create a High Guard spreadsheet) --<BR>
where was I?  oh, yes, if anybody has any Striker vehicles, weapons, or<BR>
whatever designs that they'd like tested in battle, please email them to<BR>
me.  I haven't seen any on the web so far.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Send instant messages & get email alerts with Yahoo! Messenger.<BR>
http://im.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 23:47:09 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: economic slavery (was:Ship's Locker) <BR>
<BR>
Tod wrote:<BR>
<BR>
<snip><BR>
>This seems to suggest that while chattel slavery is outlawed, economic<BR>
>slavery is not, particularly if the Imperium can be expected to<BR>
weigh-in<BR>
>on the side of 'management' (i.e. against trade unions, guilds, etc.).<BR>
>For example, take a corporate owned world.  If they hold all the<BR>
>meaningful employment on a world, they are free to pay the lowest wages<BR>
<BR>
>and operate with the most unhealthy and dangerous working conditions.<BR>
>The workers are not 'slaves' as they are technically able to quit and<BR>
>work elsewhere.  However, the company keeps wages low and no one can<BR>
>afford to go off planet, and there are no other jobs.<BR>
><BR>
>The workers are totally at the mercy of the corporation, because if<BR>
they<BR>
>try to unionize to force even minimal improvements, the corporation can<BR>
<BR>
>cry "illegal restraint of trade" and get the Imperium to crush any<BR>
>workers movement.<BR>
<BR>
I agree with your appraisal. But the original poster was not concidering<BR>
other uses for guilds, trade unions, etc (professional societies).  If a<BR>
guild tests and cetifies the skills of its members, then they can<BR>
counter "illegal restraint of trade" as providing an assurance of<BR>
compitence of employees to the companies.  Many professional societies<BR>
in the US preform these duties (i.e. NSPE, ASQ) but US trade unions are<BR>
opposed to testing of thier members.  Would you hire someone as Chief<BR>
Engineer who says they were an engineer but all references are out of<BR>
the system, or someone certified by the Spacers Guild as competent on<BR>
your equipment??<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 21:29:15 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
Glenn Goffin wrote:<BR>
<BR>
> I'm too lazy for actually designing Striker vehicles anymore (although I<BR>
> suppose an Excel spreadsheet would make it less of a chore than the pencil<BR>
> and calculator method) (when I first learned Lotus 1-2-3 many years ago,<BR>
> the first thing I tried to do was create a High Guard spreadsheet) --<BR>
> where was I?  oh, yes, if anybody has any Striker vehicles, weapons, or<BR>
> whatever designs that they'd like tested in battle, please email them to<BR>
> me.  I haven't seen any on the web so far.<BR>
<BR>
Exactly. That's why I'm more inclined to just SWAG it. Make up the armor<BR>
values and weapon values and whatever other values are needed, and then just<BR>
throw them into the game. After all, we don't really care how much the<BR>
equipment costs, since we're not running a campaing of any kind, and any<BR>
inconsistencies can easily be handwaved away. ("The fusion power plants on<BR>
Mongo have always been 30% more/less efficient than the more standard<BR>
kind.")<BR>
<BR>
But then, I'm the kind of person who doesn't really care what his miniatures<BR>
look like, too. I remember one time when my fully painted miniatures were<BR>
mistaken for a set which had just received a coat of primer. Kristian must<BR>
secretly hate it when a person who doesn't even finish painting his<BR>
miniatures inflicts over 60% casualties on him in one turn. Hey, maybe I<BR>
will carefully paint that batch of grav APCs and grav tanks I just bought...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 20:30:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
In mail you write:<BR>
<BR>
> I vote for the Solar. I'd never be able to use BUC in a serious game<BR>
> without wincing slightly.<BR>
<BR>
Ever here where "dollar" comes from?<BR>
<BR>
There was a major silver strike in a valley eastern Europe (not sure<BR>
what contry it is in now). The valley was Joachimstal (Joachim's<BR>
valley). They minted very good (as in not adulterated with base metal)<BR>
silver coins there. <BR>
<BR>
The coins were "Joachimstalers" or "talers" for short. Which the<BR>
Spanish corrupted to "dollar". And we named our currency after the<BR>
Spanish dollar.<BR>
<BR>
So our currency is the "valleyer"...<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, 16 Aug 2000 21:55:57 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Solomani money poll: update<BR>
<BR>
As of 17:25 PST 1 Aug  The tally on Solomani money is:<BR>
<BR>
BUC     9<BR>
Solar   15<BR>
Sol     5<BR>
<BR>
Many of the BUC fans indicated Solar as their second choice.<BR>
<BR>
It appears that solar is the clear favorite, With BUC being a close second<BR>
and sol a distant third.<BR>
<BR>
IMTU, I going to say the following:<BR>
<BR>
"The official Solomani Confederation unit of currency is the Solomani Basic<BR>
Unit of Currency, officially known as the Solar, sometimes abbreviated as<BR>
Sol.  It is also sometimes referred to colloquially as the sollar (origin<BR>
unknown) or as the Solomani BUC, or just BUC.<BR>
<BR>
The approved abbreviated format is Sol as in  Sol10,000, although the common<BR>
usage is S as in S10,000, and even government agencies have adopted this<BR>
practice.<BR>
<BR>
The single Solar is minted as a silver alloy coin 2.5 cm in diameter with an<BR>
inset 1cm stylized sunburst of gold colored material on the obverse.  The<BR>
reverse pictures a stylized heroic human male and female with the<BR>
Confederation emblem forming the background.  The coin incorporates raised<BR>
microprinting, holographic elements and advanced embedded taggants to<BR>
prevent forgery.<BR>
<BR>
A silver colored alloy centi-Solar coin is also minted, as well as<BR>
5,10,25,50 and 100 Solar coins, each identified by different size, color and<BR>
images.  Transaction in larger amount are usually carried out via electronic<BR>
credit transfer or on occasion, other negotiable instruments such as bank<BR>
drafts or bearer bonds.<BR>
<BR>
The Confederation does not print bank notes."<BR>
<BR>
The official exchange rate is 1.5 Imperial Credits to the Solar (Solomani<BR>
money is superior to Imperial credits, and thus worth more). However, given<BR>
the state of trade in the Confederation, good are typically equally<BR>
inflated, thus the spending power of the Solar in the confederation is about<BR>
on par with the credit within the Imperium.<BR>
<BR>
Thoughts? Comments?<BR>
<BR>
Tod<BR>
<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:00:31 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: economic slavery (was:Ship's Locker) <BR>
<BR>
on 8/16/00 9:47 PM, Charles R Hensley at hensley.cr@gte.net wrote:<BR>
<BR>
> I agree with your appraisal. But the original poster was not concidering<BR>
> other uses for guilds, trade unions, etc (professional societies).  If a<BR>
> guild tests and cetifies the skills of its members, then they can<BR>
> counter "illegal restraint of trade" as providing an assurance of<BR>
> compitence of employees to the companies.  Many professional societies<BR>
> in the US preform these duties (i.e. NSPE, ASQ) but US trade unions are<BR>
> opposed to testing of thier members.  Would you hire someone as Chief<BR>
> Engineer who says they were an engineer but all references are out of<BR>
> the system, or someone certified by the Spacers Guild as competent on<BR>
> your equipment??<BR>
> <BR>
> Charles H<BR>
> <BR>
> <BR>
<BR>
Excellent point.  And it gives the guild some leverage against the<BR>
corporations. "no, we aren't illegally restraining trade.  We are just<BR>
concerned for the safety of passengers on xyz lines.  We cannot in good<BR>
conscience certify their engineering program".<BR>
<BR>
Hmmm...<BR>
<BR>
Tod <BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 00:16:29 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> IMTU, I going to say the following:<BR>
> <BR>
> "The official Solomani Confederation unit of currency is the Solomani Basic<BR>
> Unit of Currency, officially known as the Solar, sometimes abbreviated as<BR>
> Sol.  It is also sometimes referred to colloquially as the sollar (origin<BR>
> unknown) or as the Solomani BUC, or just BUC.<BR>
> <BR>
<<snip>><BR>
<BR>
You may want to address the fact that "Solar" is also the name of the<BR>
hard-currency Imperial Credit in M:0.  Perhaps something along the lines<BR>
of:<BR>
<BR>
"Before the 3I knuckled under to the Vilani, they too used the name<BR>
'Solar' for their physical currency."<BR>
<BR>
After all, odds are that _somebody_ might make the link between the two,<BR>
so you shuld have your story straight beforehand.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:26:13 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
At 8:30 PM -0800 8/16/00, Leonard Erickson wrote:<BR>
>In mail you write:<BR>
><BR>
>  > I vote for the Solar. I'd never be able to use BUC in a serious game<BR>
>  > without wincing slightly.<BR>
><BR>
>Ever here where "dollar" comes from?<BR>
><BR>
>There was a major silver strike in a valley eastern Europe (not sure<BR>
>what contry it is in now). The valley was Joachimstal (Joachim's<BR>
>valley). They minted very good (as in not adulterated with base metal)<BR>
>silver coins there.<BR>
><BR>
>The coins were "Joachimstalers" or "talers" for short. Which the<BR>
>Spanish corrupted to "dollar". And we named our currency after the<BR>
>Spanish dollar.<BR>
><BR>
>So our currency is the "valleyer"...<BR>
<BR>
The dollar predates the US, and is used by other countries<BR>
around the world.  I was therefore amused that it was rejected<BR>
as "Yanks in space".  Sometimes that gets to be a knee-jerk<BR>
attempt to stop having any US references rather than to<BR>
truly internationalize the setting....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2945<BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2946<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: Solomani money poll: update<BR>
Re: Solomani money poll: update<BR>
RE: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ships' Lockers<BR>
Re: Solomani money poll: update<BR>
A complaint (repeated)...<BR>
RE: Traveller-digest V1999 #2936<BR>
Re: A complaint (repeated)...<BR>
RE: Allegiance Codes<BR>
Re: I'll take a stab...<BR>
RE: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
Re: Flourine/Methane Lifeforms<BR>
Re: Flourine/Methane Lifeforms<BR>
Re: High Tech Materials<BR>
Re: High Tech Materials<BR>
Re: Balls Done Blue (was Re: Ship's Locker)<BR>
Re: Development of the Terran Jump Drive<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: High Tech Materials<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:22:33 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Solomani money poll: update<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> The Confederation does not print bank notes."<BR>
<BR>
I don't buy this. The SolConf should have ditched the physical stuff years<BR>
ago in favor of some sort of electronic cash scheme, but if you have to have<BR>
something physical, it should probably be paper. Coins are just too bulky.<BR>
Eisenhower Dollars? They are probably also more expensive than paper.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:45:18 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
on 8/16/00 10:22 PM, Luther Martin at lwmarti@pacbell.net wrote:<BR>
<BR>
> Tod Glenn wrote:<BR>
> <BR>
>> The Confederation does not print bank notes."<BR>
> <BR>
> I don't buy this. The SolConf should have ditched the physical stuff years<BR>
> ago in favor of some sort of electronic cash scheme, but if you have to have<BR>
> something physical, it should probably be paper. Coins are just too bulky.<BR>
> Eisenhower Dollars? They are probably also more expensive than paper.<BR>
> <BR>
> <BR>
Printed currency wears out.  My take is that 'currency' is only used for<BR>
small transactions. Advanced technology coins could/should be lighter and<BR>
more durable than the present coins, and definitely longer lived than<BR>
banknotes.  Note that the US is going to a dollar coin precisely because<BR>
paper dollars are not cost effective.  The Canadians also have a dollar and<BR>
2 dollar coin.<BR>
<BR>
Plus, coins have an additional benefit in restrictive states.  It's hard to<BR>
haul around lots of cash for those 'questionable' deals.  Imagine the joys<BR>
of being a drug dealer if there were no paper money.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 18:20:18 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Terry Carlino<BR>
> >On any ship I Captain the XO and I are the only ones who can get<BR>
> >into that locker without declaring an Emergency, which is of course<BR>
> >logged with the computer. Every single time that door is opened<BR>
> >my ships computer takes a picture of whoever did it. If they don't<BR>
> >log out what they took it's theft and I fire them. If they do log<BR>
> >it out and don't log it back in its theft and I fire them. If they<BR>
> >do log it out and don't return it but admit this before we boost<BR>
> >I make them go buy another one and take the cost, with steep interest<BR>
> >out of their paycheck. If the Xo doesn't check the log every time<BR>
> >before we boost she's incompetent and I fire her. If I don't cross<BR>
> >check her work at least 10% of the time than I'm incompetent and<BR>
> >the owner should fire me when he checks the ships log.  If anyone<BR>
> >tampers with the log I fire them and do my best to have charges<BR>
> >brought up on them<BR>
><BR>
> And the Guilds actually let people serve on your ship? Or do you send out<BR>
> press gangs to bring them in?<BR>
<BR>
I don't know about the original writer, but IMTU, no guild would let anyone<BR>
serve on a ship that _didn't_ do this, and I sure as hell wouldn't travel on<BR>
a ship that did not have these sort of precautions in place.<BR>
<BR>
In the real world, the sort of thing described above above is mandated in<BR>
military ships and aircraft, and in any civilian airline outside of China<BR>
and India. The only people who can get away with not doing it in Western<BR>
countries are owner operators who don't take paying passengers.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 00:00:56 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
on 8/16/00 11:20 PM, Frank G. Pitt at frankie@mundens.gen.nz wrote:<BR>
<BR>
> <BR>
> I don't know about the original writer, but IMTU, no guild would let anyone<BR>
> serve on a ship that _didn't_ do this, and I sure as hell wouldn't travel on<BR>
> a ship that did not have these sort of precautions in place.<BR>
> <BR>
> In the real world, the sort of thing described above above is mandated in<BR>
> military ships and aircraft, and in any civilian airline outside of China<BR>
> and India. The only people who can get away with not doing it in Western<BR>
> countries are owner operators who don't take paying passengers.<BR>
> <BR>
<BR>
Thus the question, are freetraders like western aircraft, or African<BR>
coasters or tramp steamers in terms of maintenance and procedures?  Part of<BR>
that will be based on whether systems fail safe and whether they endanger<BR>
anyone else.<BR>
<BR>
The most minute systems failure can bring down an aircraft.  If starships<BR>
are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
However, if they are more like ships, slack maintenance and upkeep can be<BR>
tolerated more easily.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 02:15:39 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Ships' Lockers<BR>
<BR>
One real issue that must be decided before one can write logically about<BR>
the issue of ships' lockers is what is the purpose of such a locker.  I<BR>
see three possible answers (with some degree of overlap):<BR>
<BR>
1.  A ship's locker is a place to store items used in routine operation<BR>
of the ship in question.  Obviously, crew members would need routine<BR>
access to the locker, with logging procedures being limited to noting<BR>
who took what out when, and was the item returned.  Bar codes and ship<BR>
crew ID cards (or their 57th century equivalents) would make logging<BR>
access simple.<BR>
<BR>
2.  A ship's locker is a place to store items needed in case of an<BR>
in-flight emergency or crash landing.  In this case, the only reasons to<BR>
access the locker without such an emergency would be to inspect or<BR>
replace items stored within.  Access would thus be limited during<BR>
routine operations to those personnel responsible for maintaining the<BR>
locker.<BR>
<BR>
3.  A ship's locker is a place to store miscellaneous stuff.  Some of<BR>
the items found within would fall within category #1, some within<BR>
category #2, and others would be items that nobody currently needed for<BR>
anything, but that some crewbeing was unwilling to throw away.  MJ<BR>
Dougherty's description of the ship's locker in his campaign seems to<BR>
fall mostly under this category.<BR>
<BR>
Naturally, lockers in category #2 need strict accountability, as lives<BR>
may depend on the items stored within.  Any spaceworthiness inspection<BR>
would focus on category #2 lockers.  Lockers in category #1 need<BR>
accountability for fiscal reasons, rather than for safety.  Lockers in<BR>
category #3 would tend to fill with apparently useless junk, but would<BR>
at least need some sort of inventory on a regular basis, just to figure<BR>
out what useful stuff was actually stored there.  (The dead rodent would<BR>
thus eventually be found and [unless the crew found a pressing need to<BR>
keep a dead rodent] discarded.)<BR>
<BR>
Actually, I would expect most ships to have storage space dedicated to<BR>
all three categories.  Of course, ship descriptions would provide some<BR>
insight into which category predominated aboard a given ship.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:25:44 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
Tod Glenn wrote:<BR>
> Printed currency wears out.  My take is that 'currency' is only used for<BR>
> small transactions. Advanced technology coins could/should be lighter and<BR>
> more durable than the present coins, and definitely longer lived than<BR>
> banknotes.  Note that the US is going to a dollar coin precisely because<BR>
> paper dollars are not cost effective.  The Canadians also have a dollar and<BR>
> 2 dollar coin.<BR>
<BR>
A few years ago, Sweden went from paper notes of 10 SEK ($1.1 or<BR>
something) to a coin with the same value.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 07:35:58 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: A complaint (repeated)...<BR>
<BR>
<<RANT ON>><BR>
Thank you, Tod, a complete repeat of the previous post.  Fills up the Digest <BR>
version brilliantly.<BR>
<BR>
Can everybody **please** cut as much 'repeat text' from their replies as <BR>
possible?  I agree, much of the text *is* worth reading and relevant parts <BR>
should be repeated if comments/changes are made.  But why do so many of Us <BR>
(I have done it myself, but then realised just how annoying it is!) include <BR>
stuff that is not needed??<BR>
<<RANT OFF>><BR>
And I am not the only one who has asked this, either...<BR>
<BR>
<<SNIP>><BR>
>Date: Wed, 16 Aug 2000 13:01:36 -0700<BR>
>From: "Tod Glenn" <webmaster@travellercentral.com><BR>
>Subject: Re: Development of the Terran Jump Drive<BR>
><BR>
>Simply beautiful....<BR>
><BR>
>Tod<BR>
<<UNSNIP>><BR>
<BR>
By the way, I agree with Tod.  'Twas indeed a work of art.<BR>
<BR>
Jeff (aka Captain Chicken, Leg-end in his own lunchbox).<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 14:52:25 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Traveller-digest V1999 #2936<BR>
<BR>
> From: Alan Bradley [mailto:alanb@elf.brisnet.org.au]<BR>
<BR>
<snip><BR>
<BR>
> > I doubt anybody in Core knew or cared about the 2FW, they were a bit<BR>
> > preoccupied.<BR>
> <BR>
> Actually, up until the start of the 2FW, the Marches were a <BR>
> quiet backwater<BR>
> area, far away from the front lines of the Civil War.  That <BR>
> is, it was a<BR>
> perfectly safe place to put an inexperienced Admiral.<BR>
<BR>
Ah, yes. The backwater Sector whose Admiral won a 'minor border<BR>
skirmish' a scant 11 years earlier and plunged the Imperium into Civil<BR>
War... <BR>
<BR>
The backwater sector much of which has probably only just had its<BR>
infrastructure rebuilt after a 15 year with War with the Zhodani and<BR>
Sword Worlders (1FW 589-604), which unlike the battles of the Civil War<BR>
involved more than just Fleet engagements...<BR>
<BR>
Yes, the ideal place to put an inexperienced Admiral. After all, West<BR>
Germany was obviously staffed with inexperienced officers during Korea<BR>
and Vietnam as it was a 'quiet backwater' and a perfectly safe place to<BR>
put inexperienced Generals...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 01:07:13 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: A complaint (repeated)...<BR>
<BR>
on 8/17/00 12:35 AM, Jeff Rowse at jeffrowse@hotmail.com wrote:<BR>
<BR>
> <<RANT ON>><BR>
> Thank you, Tod, a complete repeat of the previous post.  Fills up the Digest<BR>
> version brilliantly.<BR>
> <<RANT OFF>><BR>
> And I am not the only one who has asked this, either...<BR>
> <BR>
<BR>
Sorry, I meant to snip.  I know better.<BR>
<BR>
Tod<BR>
<BR>
BTW, just to make this post fun for digest readers, I am quoting all the TML<BR>
posting for the past 9 months:<BR>
<BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
><BR>
<BR>
<BR>
Just kidding<BR>
<BR>
<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:19:03 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Allegiance Codes<BR>
<BR>
> -----Original Message-----<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
<BR>
> In Anthony's (wonderful) map page there is an allegiance<BR>
> code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
> <BR>
> Ben<BR>
<BR>
It's obvious, innit? Kl = KLINGON!!!! Mwahahaha!!! Ka'Plah! <BR>
<BR>
<ahem><BR>
<BR>
Sorry, no idea of the top of my head...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:01:07 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: I'll take a stab...<BR>
<BR>
Mark Urbin wrote:<BR>
<BR>
> >Also, a child actor who developed into a second-tier action star (including<BR>
> >two trashy John Carpenter near-future flicks) guest starred twice on the<BR>
> >"Fugitive," once as Gerard's son. Who is he?<BR>
><BR>
> Mr. Goldie Hawn, Kurt Russell.<BR>
><BR>
> IMNSHO, Kurt Russell was fanfornicatingtastic as Jack Burton in "Big<BR>
> Trouble in Little China."<BR>
><BR>
> Anybody ever write Jack up as a GURPS character?<BR>
><BR>
> I think his defining skill would be...luck.<BR>
><BR>
<BR>
That....and amazing reflexes...<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 11:00:35 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
<BR>
<snip><BR>
> Other scifi notes in re "Fugitive": two-thirds of the <BR>
> Kirk-Spock-McCoy trio<BR>
> guested on the show: Shatner was the principal guest star of <BR>
> one episode,<BR>
> giving a performance as bad or worse than the one he gave in <BR>
> the Twilight<BR>
> Zone's "Terror at 20,000 feet"; <BR>
<BR>
'There's...a man...on the wing'<BR>
:)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 22:37:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Flourine/Methane Lifeforms<BR>
<BR>
In mail you write:<BR>
<BR>
> Has anyone got the feintest idea how a flourine<BR>
> or methane breathing lifeform would work?<BR>
<BR>
> And what would the 'sea' on an planet with a flourine<BR>
> methane (or other corrosive or exotic atmosphere0<BR>
> planet be anyway.<BR>
<BR>
Ok, now for methane.<BR>
<BR>
Methane is a *reducing* agent rather than an oxidizer. So reactions<BR>
using it go in the "opposite" direction. As an example:<BR>
<BR>
Iron + oxidizing agent -> iron compound<BR>
<BR>
iron compound + reducing agent -> iron + misc compounds<BR>
<BR>
The "plants" would likely produce various "unsaturated" hydrocarbons<BR>
and other double & triple bonded carbon compounds, releasing hydrogen<BR>
and/or water. <BR>
<BR>
The "animals" would take those compounds an "saturate" them (turn the<BR>
double and triple bonds in the "food" into single bonds and add<BR>
hydrogen to "freed" bonds). <BR>
<BR>
In actuality, I think "methane" breathers would more likely be using<BR>
hydrogen, with the methane being what they exhale. It'd still be a<BR>
reducing reaction rather than an oxidizing one. <BR>
<BR>
Again, going into details is a good way to back yourself into a corner.<BR>
<BR>
For methane to exist in more than trace amounts, the planet will have<BR>
to be a ways out from the star. Otherwise UV from the star will break<BR>
it down into carbon and hydrogen. Or the star could be star that<BR>
doesn't put out much UV (type M dwarf of some sort). Either way, it'll<BR>
be *cold*. Possibly cold enough for occasional methane rain. <BR>
<BR>
While it deals with hydrogen breathers, Hal Clement's "Mission of<BR>
Gravity" has some good stuff you can borrow.<BR>
<BR>
Ammonia may be the oceans, but they are equally likely to be stuff like<BR>
ethane, butane, propane and other more complicated hydrocarbons. Check<BR>
books set on Saturn's moon Titan for ideas.<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, 16 Aug 2000 21:30:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Flourine/Methane Lifeforms<BR>
<BR>
In mail you write:<BR>
<BR>
> Has anyone got the feintest idea how a flourine<BR>
> or methane breathing lifeform would work?<BR>
<BR>
Fluorine breathers wouldn't be that different from oxygen breathers.<BR>
Both fluorine and oxygen are oxidizing agents, though fluorine is more<BR>
active. <BR>
<BR>
The problem is *plants*. On Earth, plants use energy from sunlight to<BR>
turn H2O and CO2 into sugars. Both animals and plants get energy by<BR>
using oxygen from the air to turn sugars into H2O and CO2.<BR>
<BR>
With fluorine, you'd definitely get a *lot* of energy reacting it with<BR>
whatever these lifeforms used instead of sugar. Alas, it'd take a *lot*<BR>
energy to turn HF & CF4 the sugar analog. "Cracking" CF4 is *hard*.<BR>
Also, HF dissolves *rock*, and is a lousy solvent for biology. <BR>
<BR>
But you have to have HF, because if there's enough fluorine to form a<BR>
substantial chunk of the atmosphere, all water will have reacted with<BR>
fluorine to form HF and OF2. Ditto for CO2, it'll have become CF4 and<BR>
OF2.<BR>
<BR>
But getting back to the energy for plants. Making the star *brighter*<BR>
doesn't help, because that just means you have *more* photons at the<BR>
same energy per photon (which depend on wavewlengtyh, the shorter the<BR>
wavelength, the higher the energy). The star has to be hotter. But<BR>
hotter stars don't last as long. Get too much hotter than Sol, and the<BR>
star doesn't last long enough for life to evolve beyond single celled<BR>
organisms (which took 3 billion years or so here). As I recall, class F<BR>
stars are long-lived enough, I don't think class A stars are.<BR>
<BR>
So even ignoring what the fluorine would do to you, the sunlight would<BR>
give you nasty sunburns in almost no time, and likely damage your eyes<BR>
(look up the effects of short-wave UV on people).<BR>
<BR>
Fluorine being common enough for flurine life would take a *real*<BR>
statistical fluke. Odds are that there couldn't be more than a handful<BR>
of such planets in the entire galaxy. So the world would be the only<BR>
one like it in known space, and any intelligent species would be stuck<BR>
there or having wear suits *everywhere* else they visited. <BR>
<BR>
Anyway, beyond the "eat plants and animals", and exhale CF4 and excrete<BR>
HF, and various other things), you are better off not even trying to go<BR>
into biologigal details. Well, the one other detail is that the most<BR>
likely "bracing material" will be long chain fluorocarbons (ie<BR>
teflon!). If you've never seen teflon other than the coating on frying<BR>
pans, it's not that different from polyethylene. A moderately hard<BR>
"waxy" plastic.<BR>
<BR>
> And what would the 'sea' on an planet with a flourine<BR>
<BR>
Fluorine compounds. Probably HF. The rocks would have to be metal<BR>
fluorides as the oxides would all have reacted with the fluorine.<BR>
<BR>
The *only* story I can think of that deals with Fluorine breathing<BR>
creatures in any real detail is H. Beam Piper's "Uller Uprising" which<BR>
has part of the story take place on/near a world with a fluorine<BR>
atmosphere (Niffleheim). There's an essay in the back of the Ace<BR>
paperback from the 80s by astronomer Robert S. Richardson going into the<BR>
science. It also covers the planet Uller, which is interesting as well.<BR>
(Odd planet, silicon life).<BR>
<BR>
I'll deal with methane in a seperate message. <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, 16 Aug 2000 23:37:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: High Tech Materials<BR>
<BR>
In mail you write:<BR>
<BR>
> I'm not sure I understand why you say neutronium would explode.  That's the<BR>
> SNF holding it together with no repulsive fcrce, right?  Neutron decay might<BR>
> be  a factor in such a nucleus, although I think that neutrons don't decay<BR>
> outside of a normal nucleus.  Does a ball of neutronium qualify?<BR>
<BR>
The half-life of a free neutron is around 17 minutes.<BR>
<BR>
> The EM ++ repulsion would obviously blow the p-n-e stuff apart, but unless<BR>
> the neutronium were in an extremely great state of compression at ranges<BR>
> where the SNF become repulsive, there would be no expansive force as far as<BR>
> I can see.<BR>
<BR>
Afraid there is. Otherwise, stars would collapse to neutronium at their<BR>
cores *without* needing supernova level pressures to compress them that<BR>
far.<BR>
<BR>
The electrons don't "want" to be combined with the protons to form a<BR>
neutron. Thus, even after the pressure gets high enough to form<BR>
degenerate matter, it takes enormously more to form neutronium. And<BR>
lacking that pressure, it'll re-expand. <BR>
<BR>
But it may be somewhat stable at lesser pressures after it's formed.<BR>
The question is *how* stable* and at how *low* a pressure. <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, 16 Aug 2000 23:34:01 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: High Tech Materials<BR>
<BR>
In mail you write:<BR>
<BR>
> Dan Lane writes:<BR>
>> I'm not sure I understand why you say neutronium would explode.  That's the<BR>
>> SNF holding it together with no repulsive fcrce, right?  Neutron decay<BR>
>> might be  a factor in such a nucleus, although I think that neutrons don't<BR>
>> decay outside of a normal nucleus.  Does a ball of neutronium qualify?<BR>
><BR>
> Neutrons decay naturally into electrons and protons, with a significant<BR>
> release of energy.  A ball of neutronium would blow apart with a yield on<BR>
> the order of .01 kT/kg.<BR>
<BR>
*Free* neutons decay. Neutrons in a nucleus at a much slower rate, if<BR>
they decay at all. <BR>
<BR>
Make a ball of neutronium big enough and it's stable (aka "neutron<BR>
star" :-)<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, 17 Aug 2000 00:16:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Balls Done Blue (was Re: Ship's Locker)<BR>
<BR>
In mail you write:<BR>
<BR>
> Hum, well I've been wanting to ask our medical experts about this<BR>
> anyway, so I'll spill the beans, but all of you that read it are on<BR>
> hour honor not to tell the characters in my game. <g><BR>
<BR>
I'm not a medical expert, but I do have some real life experience in<BR>
activities that are relevant.<BR>
<BR>
> Cory is a prankster with, *I* think, a squash where his brain should<BR>
> be..or perhaps he has his brain between his legs would be a better<BR>
> way of putting it.  IAC, he has been chasing the ship doctor's<BR>
> skirts for some time.  She has flirted, but not given in.  So, when<BR>
> it came time for Cory's medical exam, he took some blue nail polish<BR>
> he had gotten from a local 7-11 and painted his scrotum blue.  Mira,<BR>
> the ship's doctor, ordered her assistant to get a wire brush<BR>
> and...no, not quite.  <g><BR>
<BR>
Nail polish is an *especially* bad choice, since it's a lacquer and not<BR>
terribly flexible when it dries. The solvents involved are also a problem.<BR>
<BR>
> I didn't know exactly what painting oneself with nail polish down<BR>
> there would do, so I had the area in question get very hot and<BR>
> irritated.  The removal with nail polish remover irritated the<BR>
> region even more.  I ruled it enough to keep Cory was laid up in bed<BR>
> for 2 days with sore nether-regions, but no permanate damage.<BR>
<BR>
More likely, there will be problems with the "cracking" of the polish<BR>
layer causing the skin to crack also. Worse, since that area is *well*<BR>
supplied with blood vessels, the solvents from the polish, and the<BR>
remover (which is essentially scented acetone) will be *rapidly*<BR>
absorbed by the system. (it is possible to get drunk by applying high<BR>
proof alcohol to the genitals. I *don't* recommend it, as it does nasty<BR>
things to the skin)<BR>
<BR>
Also, acetone on cracked skin is going to feel just as good as alcohol<BR>
would. <BR>
<BR>
So, effects of the initial painting will be minro bleeding and a fair<BR>
amount of pain. And possibly slight intoxication/poisoing from absorbed<BR>
solvent.<BR>
<BR>
The *removal* of the polish will require strapping him down due to the<BR>
pain. And the crew will wonder about the screams. Also, he'll<BR>
definitely be "drunk" on the acetone, as well as having a pounding<BR>
headache and nausea due to the toxic effects. <BR>
<BR>
Worse, the acetone will *severely* dry the skin. So he'll have a<BR>
*badly* "chapped" scrotum as well as the "cracks" in the skin. I'd<BR>
imagine that they removed the hair at the same time, simply because it<BR>
would be in the way. <BR>
<BR>
In any case, he's going to spend several days applying various salves<BR>
to his scrotum, and walking funny. Especially since if I was the doc,<BR>
I'd find a way to "bandage" it (it can be done, write me for details if<BR>
you really want to know). <BR>
<BR>
Your bed rest sounds about right, though things were likely a lot worse<BR>
for him than you may have considered. For example, he'd likely be<BR>
fitted with a catheter...<BR>
<BR>
> As to how, he suddenly acquired the nickname of "Blue Balls" from<BR>
> Mira and her assistant no one has asked.<BR>
<BR>
But now *we* know...<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, 17 Aug 2000 00:10:16 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
<BR>
> space three times. Phase two was the establishment of a deep space station<BR>
> to act as a staging platform to other star. After much debate it was<BR>
> decided to place the first station in a  location where shunts can be<BR>
> staged to Alpha Centauri and Barnards Star. Phase Three was a shunt from<BR>
> the station to Alpha Centauri, followed by explorations of Barnards Star.<BR>
<BR>
Slight problem. From what I can make out from the map I have handy, I<BR>
don't think you can place a station so that it's a J-1 waypoint for<BR>
*both* Alpha Centauri *and* Barnard's Star.<BR>
<BR>
At least not in real, 3D space. <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, 16 Aug 2000 23:53:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
In mail you write:<BR>
<BR>
>> >Surely you won't suggest that corporations just treat their workers<BR>
> well<BR>
>> >out of an innate sense of kindness and fair play?<BR>
>><BR>
>> Corporate Noblise Oblige? <sp> Not impossible, given that feudalism<BR>
> *is* the basis for the Imperium, just highly unlikely. I think, if I<BR>
> were you, I'd go with that figleaf, and not look at it too hard least it<BR>
> fall off.<BR>
>><BR>
><BR>
> In other words, since the Imperium is based on feudalism, the workers<BR>
> can expect to be treated as serfs.  Hey, how about some of that droight<BR>
> de signeur (i.e. the corporation has a right to 'screw' the workers).<BR>
<BR>
Actually, given a fuedal system, *skilled* workers are more apt to be<BR>
treated as valued liegemen. They provide skilled services, you provide<BR>
protection and other needs/wants.<BR>
<BR>
In a truly feudal system, getting a rep for screwing the people under<BR>
you means that you not only won't have them under you long, but that<BR>
the people you are under will start seriously wondering how far they<BR>
can trust you. <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, 16 Aug 2000 23:46:32 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: High Tech Materials<BR>
<BR>
In mail you write:<BR>
<BR>
> Anthony Jackson wrote:<BR>
><BR>
>> Neutrons decay naturally into electrons and protons, with a significant<BR>
>> release of energy.  A ball of neutronium would blow apart with a yield on<BR>
>> the order of .01 kT/kg.<BR>
><BR>
> Sure, if it consisted of free neutrons, but neutrons bound in a nucleus<BR>
> aren't free, so neutronium should be stable once its created.<BR>
<BR>
Not necessarily. Beta decay is neutrons in a nucleus converting to a<BR>
proton and an electron (and a neutrino).<BR>
<BR>
The rate is linked to the proton/neutron ratio. Since neutronium has<BR>
*no* protons (or essentially none), it's going to have a high decay<BR>
rate in the absence of a stabilizing force (like lots of gravity :-)<BR>
<BR>
> The compressive g-force necessary to make it is no longer necessary once the<BR>
> SNF take over, though.  Unless there is a great deal more compression, the<BR>
> SNF is still attractive, which would hold the neutron mass together.<BR>
<BR>
Remember, since the SNF is carried by an exchange particle with a<BR>
substantial rest mess, it has a *limited* range. It can't get all te<BR>
way across large nuclei, much less a macroscopic object.<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 #2946<BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2947<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: Flourine/Methane Lifeforms (long-ish)<BR>
Re: Allegience Codes<BR>
RE: Leonard's thoughts on  Fluorine/Methane Lifeforms <BR>
RE: Balls Done Blue (was Re: Ship's Locker)<BR>
RE: Solomani paper money money <BR>
Lockers<BR>
TML Archive Search<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Small navies<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Re: small navies<BR>
Re: Traveller-digest V1999 #2946<BR>
Re: small navies<BR>
planetary/subsector/Imperial navies<BR>
Re: Ship's Locker<BR>
Re: High Tech Materials<BR>
RE: Traveller-digest V1999 #2946<BR>
Akin's Laws of Spacecraft Design<BR>
3D Modelling without a computer<BR>
Re: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
Re: Akin's Laws of Spacecraft Design<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Solomani paper money money <BR>
Re: Ship's Locker<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 16 Aug 2000 23:09:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
In mail you write:<BR>
<BR>
> whatever they can as soon as they can...possibly to form the acidic Hydrogen<BR>
> Fluoride if sufficient H is present. Note that acute (short-term) inhalation<BR>
> exposure to gaseous Hydrogen Fluoride can cause severe respiratory damage in<BR>
> humans, including severe irritation and pulmonary edema. Severe ocular<BR>
> irritation and dermal burns may occur following eye or skin exposure.<BR>
<BR>
Except that since the *fluorine* in the atmosphere will likely be<BR>
enough to cause human tissue to burst into flame, exppsure to HF is a<BR>
minor detail. <BR>
<BR>
> Assuming that our fluorine breathers have a sulphur based metabolism it is<BR>
> almost certain that their food source shares that chemical basis, and one<BR>
> likely byproduct respiration-if I can use that term-would be Hydrogen<BR>
> Sulphide.<BR>
<BR>
Nope. In the presence of free fluorine, you'll get HF and various<BR>
sulfur fluorides (SSF2 aka FSSF, SF4, and SF6).<BR>
<BR>
That's the thing, you *can't* have free fluorine if there's any<BR>
available compounds that are *not* fluorides. Fluorine, being the most<BR>
electronegative element, will displace *any* other non-metal from<BR>
compounds. <BR>
<BR>
For example, there wouldn't be any nitrogen in the "air" except as<BR>
nitrogen tri-fluoride. And any oxygen would quickly become oxygen<BR>
difluoride.<BR>
<BR>
Remember, fluorine can actually form compounds with several of the<BR>
"inert" gases! Krypton difluoride, lots of xenon compounds...<BR>
<BR>
> Hydrogen Sulphide is a potent chemical asphyxiant for humans,<BR>
<BR>
And there no chance of humans being exposed to it without being exposed<BR>
to the fluorine, even if it *could* exist in that environment, which it<BR>
can't.<BR>
<BR>
> combining with haemoglobin and with cytochromes and thus rapidly stopping<BR>
> oxygen from access to cellular metabolism (just like gases such as carbon<BR>
> monoxide and hydrogen cyanide). Indeed H2S is arguably as toxic as Hydrogen<BR>
> Cyanide (HCN). Hydrogen Sulphide is very foul smelling but very quickly<BR>
> paralyses the sense of smell, and can go on to overcome the victim and<BR>
> eventually cause death. Therefore smell cannot be relied upon to provide<BR>
> warnings of this treacherous gas. So the life support systems around the<BR>
> fluorine-breather section of the Starport is likely to stink of rotten eggs.<BR>
<BR>
See above, the only way you'd get that is from sulfur flourides<BR>
decomposing on contact with normal air.<BR>
<BR>
Given the reactivity and toxicity of fluorine, and the toxicity of HF<BR>
(I used to work around the stuff, it's safe enough if you are careful,<BR>
but long term "trace" exposure is *very* bad), the air would be careful<BR>
monitored, and there'd be multiple sets of seals. <BR>
<BR>
Luckily, copper and nickel (and several other not terribly expensive<BR>
metals) self-passivate on exposure to fluorine. They develop a coat of<BR>
a fluoride that protects the metal from further reacting. This is<BR>
rather soft as such things go, but it's better than nothing. Between<BR>
that and teflon, keeping the port sealed shouldn't be too bad.<BR>
<BR>
> Methane breathers, on the other hand, need to work at low temperatures, so<BR>
> Ammonia might be a good candidate for a circulatory suspension medium.<BR>
> Ammonia highly soluble in water. A saturated aqueous (water) solution of<BR>
> Ammonia contains 45 percent Ammonia by weight at 0 C (32 F) and 30 percent<BR>
> at ordinary room temperatures. On solution in water, Ammonia becomes<BR>
> Ammonium Hydroxide, NH4OH, which is strongly basic. Ammonia melts at -77.7<BR>
> C , boils at -33.35 C , and has a density of 0.68 at its boiling point and<BR>
> 1 atm. Note that this means that the interior of the life form needs to be<BR>
> warmer than -78 C (ish), so your life form *could* be exothermic...<BR>
<BR>
It shouldn't have any problem being exothermic. All that means is that<BR>
the critter maintains a body temp generally above that of it's<BR>
environment (actually, many exotherms can also stay *cooler* that their<BR>
environment given access to a supply of their "working fluid" to<BR>
evaporate for cooling ("sweat").<BR>
<BR>
>> And what would the 'sea' on an planet with a flourine<BR>
>> methane (or other corrosive or exotic atmosphere0<BR>
>> planet be anyway.<BR>
><BR>
> IMHO a combination of Hydrogen Sulphide, Hydrogen Fluoride and other<BR>
> assorted highly acidic compounds.<BR>
<BR>
Again, if there's free flourine in the atmosphere, there *can't* be any<BR>
oxides, sulfides, etc.<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, 17 Aug 2000 00:35:00 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Allegience Codes<BR>
<BR>
In mail you write:<BR>
<BR>
> In Anthony's (wonderful) map page there is an allegience<BR>
> code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
<BR>
All I can tell you is that it's Kl, and the list I have says "Ley"<BR>
(presumably for "Ley Sector")<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, 17 Aug 2000 11:19:23 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Leonard's thoughts on  Fluorine/Methane Lifeforms <BR>
<BR>
> <BR>
> Except that since the *fluorine* in the atmosphere will likely be<BR>
> enough to cause human tissue to burst into flame, exppsure to HF is a<BR>
> minor detail. <BR>
<BR>
Quite correct. My info was based on the human in question being in a<BR>
primarily oxy-nitrogen environment. In a fluorine atmosphere that would<BR>
indeed be the case.<BR>
<BR>
> Nope. In the presence of free fluorine... Krypton difluoride, lots of<BR>
xenon compounds...<BR>
<BR>
I sit corrected :)<BR>
<BR>
> > Hydrogen Sulphide is a potent chemical asphyxiant for humans,<BR>
> <BR>
> And there no chance of humans being exposed to it without <BR>
> being exposed<BR>
> to the fluorine, even if it *could* exist in that <BR>
> environment, which it<BR>
> can't.<BR>
<BR>
As above<BR>
<BR>
<BR>
>> So the life support <BR>
>> systems around the<BR>
> > fluorine-breather section of the Starport is likely to <BR>
>> stink of rotten eggs.<BR>
> <BR>
> See above, the only way you'd get that is from sulfur flourides<BR>
> decomposing on contact with normal air.<BR>
> <BR>
> Given the reactivity and toxicity of fluorine, and the toxicity of HF<BR>
> (I used to work around the stuff, it's safe enough if you are careful,<BR>
> but long term "trace" exposure is *very* bad), the air would <BR>
> be careful<BR>
> monitored, and there'd be multiple sets of seals... Between<BR>
> that and teflon, keeping the port sealed shouldn't be too bad.<BR>
<BR>
True, but there are always unscrupulous individuals/corps who think that<BR>
they can get away with cutting the odd corner...<BR>
<BR>
<BR>
<snip><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 11:24:12 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Balls Done Blue (was Re: Ship's Locker)<BR>
<BR>
<Snip graphic description of the effects of painting one's genitals with<BR>
nail polish><BR>
<BR>
Dude, you have *far* too much time on your hands :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 11:28:52 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Solomani paper money money <BR>
<BR>
> -----Original Message-----<BR>
> From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
> Sent: 17 August 2000 06:45<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Solomani money poll: update<BR>
> <BR>
> <BR>
> on 8/16/00 10:22 PM, Luther Martin at lwmarti@pacbell.net wrote:<BR>
> <BR>
> > Tod Glenn wrote:<BR>
> > <BR>
> >> The Confederation does not print bank notes."<BR>
> > <BR>
<snip><BR>
<BR>
<BR>
Rather than paper, why not a high-grade plastic of some sort? It could<BR>
probably incorporate holograms or some kind of micro circuitry 'smartcard'<BR>
technology to prevent counterfieting<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:28:17 +0100<BR>
From: "MJ Dougherty" <martinjd@globalnet.co.uk><BR>
Subject: Lockers<BR>
<BR>
>3.  A ship's locker is a place to store miscellaneous stuff.  Some of<BR>
>the items found within would fall within category #1, some within<BR>
>category #2, and others would be items that nobody currently needed for<BR>
>anything, but that some crewbeing was unwilling to throw away.  MJ<BR>
>Dougherty's description of the ship's locker in his campaign seems to<BR>
>fall mostly under this category.<BR>
<BR>
I actually think that the locker is a secure place to store things that are<BR>
only needed under sone circumstances but must be there when needed - cold<BR>
weather clothing, arms, compressor masks etc.<BR>
<BR>
But the average free trader crew abuses it horribly, and it ends up being a<BR>
cupboard to store things and stuff.<BR>
<BR>
Emergency gear like suruvival kits isn't in the locker, BTW: it's by escape<BR>
routes such as airlocks for weasy access. And while fiddling about in the<BR>
locker is acceptable, filching survival gear sets off alarms and gets you in<BR>
big trouble.<BR>
<BR>
<BR>
MJD<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 07:18:56 -0500<BR>
From: hexmap@hexmap.com<BR>
Subject: TML Archive Search<BR>
<BR>
You can try searchng the TML Archive at<BR>
http://www.hexmap.com/ct/ct.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 08:35:32 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> Slight problem. From what I can make out from the map I have handy, I<BR>
> don't think you can place a station so that it's a J-1 waypoint for<BR>
> *both* Alpha Centauri *and* Barnard's Star.<BR>
<BR>
There is a empty hex between Barnard, Terra, and Prometheus (AC) on the<BR>
Solomani Rim map. That where the Shephard station was located. I am trying<BR>
to be consistent with AMV History of the Interstellar Wars.<BR>
<BR>
<BR>
<BR>
> At least not in real, 3D space. <BR>
<BR>
I know that in 3D Space, I have the 2300AD Star map and Barnard's Star and<BR>
Alpha Centuari are not a Jump 1 apart. I believe Barnard is one of the<BR>
gateway stars to the American Arm.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 08:57:51 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Small navies<BR>
<BR>
Hans Rancke-Madsen writes:<BR>
>Right there is where I find myself unable to follow you. With Traveller<BR>
people<BR>
>earning an average of Cr10,000, you're talking about a military budget of one<BR>
>HUNDREDTH of a percent. Canon aside (and _Striker_ makes 1% the minimum),<BR>
all it<BR>
>takes is for one world to decide that it can afford to spend one tenth of a<BR>
>percent and before you know it, the rest of the worlds will be scrambling to<BR>
>catch up. The figures in _Striker_ isn't just canon. Unfortunately they make<BR>
>sense too.<BR>
<BR>
	I've posted my assumptions elsewhere, but in any event I'm not trying to<BR>
	say that my proposed system provides realistic numbers.  MTU is not<BR>
	realistic, at least not THAT realistic.  Like a lot of other Traveller<BR>
	stuff, I just wanted something that worked and isn't too obviously<BR>
	absurd to the players.  What constitutes absurd is naturally different<BR>
	from sophont to sophont (certainly there is a lot of absurd biology<BR>
	lurking in Traveller), but I am pushing the limits to get the smallest<BR>
	navies that I can imagine.  At some point I should try to find a copy<BR>
	of Striker, though.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:08:25 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
On Wed, 16 Aug 2000, Victor Abraham Delnore wrote:<BR>
> <BR>
> I missed the beginning of this one and am surprised nobody from the 2300AD<BR>
> list has jumped on it yet.  2300AD community belief tends toward the<BR>
> opinion that GG wasn't anything like a proper game that could be played by<BR>
> the public; it was an in-house system to help the designers come up with a<BR>
> richer universe for the rpg than they could have by themselves.  There's<BR>
> considerable evidence that GG didn't work in this regard.<BR>
<BR>
I, for one, am not particularly interested in running the "Great Game" as<BR>
a *game*.  I really like the idea of creating historical background<BR>
material by "playing it out," and figure that although the misleadingly<BR>
named "Great Game" may be a deeply flawed, it's (probably) one of the<BR>
better tools in the box for this purpose.  Think of the rules for<BR>
generating Universal World Profiles.  They obviously don't produce<BR>
detailed and intellectually satisfying descriptions of planets, but they<BR>
do what they're supposed to do: they prod the imagination of the referee.<BR>
I say, use a "restored and updated Great Game" in the same spirit: a<BR>
tool for generating the rough outlines of history.  Keep what looks good,<BR>
throw out whatever is silly (or obviously the result of glitches in the<BR>
rules of the rules themselves), and proceed from there.<BR>
<BR>
                                                             - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:19:26 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: small navies<BR>
<BR>
Anthony Jackson writes:<BR>
>>US State Dept. records indicate that Terran polities spend between 3% and<BR>
>>30% of their annual budget on the military.<BR>
>Hm...figures I've seen suggest 1-30% of GNP, averaging around 3-4%.<BR>
<BR>
	I cannot vouch for the accuracy of the information, but I picked it<BR>
	up at:<BR>
	http://www.state.gov/www/global/arms/98_amiextoc.html<BR>
<BR>
>>to spend less on the military than a balkanized one, and a world that <BR>
>>pays and is protected by an interstellar organization (i.e. the Imperium)<BR>
>>is going to spend a lot less on the military, especially space forces.<BR>
>No, it will spend a lot less on its personal military.  It won't spend a lot<BR>
>less if you count the amount which goes to the Imperium.<BR>
<BR>
	I am talking about it's "personal" military.<BR>
<BR>
>>Why spend masses of money on a planetary navy when the subsector and <BR>
>>Imperial navy are being paid to keep the peace? <BR>
>Because you're paying for the subsector and imperial navy.<BR>
<BR>
	That's exactly why you don't want to spend even more on the<BR>
	planetary forces.<BR>
<BR>
>>All you need are a few     <BR>
>>search and rescue ships, and a couple of cruisers to discourage pirates. <BR>
>>Anyhow, I tried 5% of military spending on the navy, so Cr 6,000 per <BR>
>For a non-balkanized world, upwards of 50% of military spending will be<BR>
naval.<BR>
<BR>
	IYTU.  A world's non-space military may suck up funds for a number<BR>
	of reasons: search and rescue, controlling civil unrest, defense, and<BR>
	Imperial requirement.  IMTU Imperial member worlds are required to<BR>
	maintain a certain army (I do not have an Imperial Army, only a navy<BR>
	and various planetary armies that may be employed as needed).  As has<BR>
	been discussed, invading worlds with substantial populations can be<BR>
	very difficult, and the best defense against space invasion (or<BR>
	direct pirate raid) may be a well-developed army, wet navy, and air<BR>
	force.  Such forces are much cheeper, meet Imperial requirements<BR>
	(IMTU), and serve other functions as well.<BR>
<BR>
>>person per year x 33% (tax) x 1% (to the military) x 5% (to the navy)<BR>
>A minimal figure is more on the order of 15 KCr * 33% tax * 3% military = <BR>
>Cr 150; of this, probably Cr 50 each for the IN, local defenses, and local<BR>
>military forces.<BR>
>Try 15 KCr/year * 33% tax * 3% military * 50% navy = Cr 75.  Of this, figure<BR>
>1/3 <BR>
<BR>
	This is not unreasonable.  OTOH, 15KCr/year is high IMTU and so is 50%<BR>
	of military budget to the navy.<BR>
<BR>
>>>There should be modifiers for TL and for port type.<BR>
>>I used to have a modifier for TL, but dropped it for simplicity.<BR>
>TL is probably more important than Rich or Poor.<BR>
<BR>
	This could be true.  I may have to stick TL back in.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 06:23:57 -0700<BR>
From: "A. O'Mary" <omary@my-deja.com><BR>
Subject: Re: Traveller-digest V1999 #2946<BR>
<BR>
><BR>
>Date: Thu, 17 Aug 2000 11:00:35 +0100<BR>
>From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
>Subject: RE: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
><BR>
><snip><BR>
>> Other scifi notes in re "Fugitive": two-thirds of the <BR>
>> Kirk-Spock-McCoy trio<BR>
>> guested on the show: Shatner was the principal guest star of <BR>
>> one episode,<BR>
>> giving a performance as bad or worse than the one he gave in <BR>
>> the Twilight<BR>
>> Zone's "Terror at 20,000 feet"; <BR>
><BR>
>'There's...a man...on the wing'<BR>
>:)<BR>
<BR>
I thought that was John Lithgow. Or do you mean in an original episode as opposed to the movie?<BR>
ALO<BR>
<BR>
<BR>
- --== Sent via Deja.com http://www.deja.com/ ==--<BR>
Before you buy.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:29:19 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: small navies<BR>
<BR>
Ian Whitchurch writes:<BR>
>>planetary naval budget: Cr 1 per person<BR>
>>x TCS peacetime government type modifier (1.3 for type 7)<BR>
>>x 1.5 for Rich worlds<BR>
>>x 0.5 for Poor worlds<BR>
>>x 2 for Independant worlds<BR>
>Toss in multiples for lo- and hi-tech worlds. Lo-tech worlds will have less<BR>
>efficient economies, which leads to smaller naval budgets.<BR>
<BR>
	Having a TL influence on military budget seems to be popular out<BR>
	there.  Perhaps x (TL/10)?<BR>
<BR>
>>Imperium has only tenuous control over it's territory, particularly in<BR>
>>areas such as the Spinward Marches, I decided to try to make the total<BR>
>>budget available to the subsector navy about half that of the sum of all<BR>
>>the planetary navies.  By trial and error, I came up with:<BR>
>If the Zhodani well-armed and are just over the border, this isnt going to<BR>
>hold.<BR>
>You also have the Vargr frontier nearby. I'd argue pretty strongly that the<BR>
>IN is over-represented in the Marches, and under-represented in the 'safe'<BR>
>core. The effect of single very big worlds like Trin and Mora is also, well,<BR>
>big.<BR>
<BR>
	Absolutely true.  I was thinking in terms of the average level of<BR>
	funding in the Imperium, but forces would be rearranged to some extent.<BR>
	OTOH, the Emperor would maintain substantial forces close to home to<BR>
	keep the archdukes honest, and supporting large forces away from their<BR>
	sources of resources may be more expensive.  I would expect the<BR>
	Spinward Marches to have a little more in the way of Imperial forces<BR>
	than it's tax base suggests, and those forces would be distributed non-<BR>
	randomly within the sector.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:33:26 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: planetary/subsector/Imperial navies<BR>
<BR>
One thing that I haven't seen much about is the size/funding of subsector<BR>
and Imperial navies relative to planetary navies.  In the Imperium as a<BR>
whole, is the sum of all planetary navies larger than the sum of all<BR>
subsector navies?  Similar?  Smaller?  Much smaller?  How about the TL 15<BR>
Imperial forces?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:43:45 -0400<BR>
From: "Walt Smith" <smithw@hartwick.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Samuel D. Weiss wrote:<BR>
>When a missing or misrepresented item in the Ship's Locker can <BR>
> mean someone dies ("What do you mean you forgot to recharge the <BR>
> air tanks?!?!"), I think a Captain is fully justified in firing <BR>
> anyone who engages in shoddy record keeping in regards to it. <BR>
<BR>
A couple of things.<BR>
<BR>
A ship's locker should have several classes of equipment<BR>
in it.  Over here is the arms cabinet, with these safeguards.<BR>
Over here is the portable LS rack, with these safeguards<BR>
(probably a maintenance card on each unit).  Over here are<BR>
the shelves with 2000 different tools and other miscellaneous<BR>
items on them, with an honor system/professionalism control<BR>
method.<BR>
<BR>
Thus you have a strict procedure on, say, air tanks, but a<BR>
more lax procedure on, say, a mop and a bottle of Cleen-Glo.<BR>
<BR>
One of the Steward's jobs will be to keep tabs on the ship's<BR>
locker, insuring that equipment is on hand, being returned<BR>
after use, and procedures for particular items were<BR>
properly followed.  I'd always assumed that some of the Life <BR>
Support costs and Annual Maintenance costs were spent by the <BR>
Steward on replacing and maintaining items in the locker.<BR>
The First Officer will spot check the Steward's work, and <BR>
back the Steward when she has to get the crew to be more<BR>
professional.  If the First Officer is the Steward, then<BR>
the Captain backs her up.<BR>
<BR>
Also, these ships aren't being operated by a bunch of <BR>
greenhorns.  How many years does someone have to spend in<BR>
space service before they learn that their life literally<BR>
depends on following proper procedure?  You Close the Hatch.<BR>
You Check the Seal.  You Refill the Tanks.  You Stow the Gear.<BR>
<BR>
A problem I see is when you put, say, a Merchant, a Navy<BR>
Starman, a Scout, and a Marine in the crew of the same <BR>
small, private merchant vessel.  Each one has learned to<BR>
survive in space.  Each one has learned professional<BR>
procedures for doing so.  Each has learned them in a very<BR>
different environment, with very different priorities.<BR>
<BR>
The Merchant needs to save money.  The Navy needs to be <BR>
efficient and effective. The Scout needs to have reliability<BR>
and options.  The Marine needs beer.<BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:41:42 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
> The rate is linked to the proton/neutron ratio. Since neutronium has<BR>
> *no* protons (or essentially none), it's going to have a high decay<BR>
> rate in the absence of a stabilizing force (like lots of gravity :-)<BR>
><BR>
> > The compressive g-force necessary to make it is no longer necessary once<BR>
the<BR>
> > SNF take over, though.  Unless there is a great deal more compression,<BR>
the<BR>
> > SNF is still attractive, which would hold the neutron mass together.<BR>
><BR>
> Remember, since the SNF is carried by an exchange particle with a<BR>
> substantial rest mess, it has a *limited* range. It can't get all te<BR>
> way across large nuclei, much less a macroscopic object.<BR>
<BR>
<BR>
Yes, there are at least two factors that I know of in here, the force<BR>
generated by neutron degeneracy and the strong nuclear force which becomes<BR>
repulsive at very, very short ranges.   At normal nuclear ranges, the SNF is<BR>
attractive.<BR>
The SNF has an effective range of about a femtometer, and I am aware that it<BR>
is moderated by our favorite short range particles, mesons, at least within<BR>
the nucleus. Within particles it is moderated by the gluons and the<BR>
spillover, supposedly the nuclear equivalent of van der Waals forces,<BR>
constitutes the macroscopic SNF.<BR>
<BR>
The beta decay of neutrons in the neutronium nucleus is really the principle<BR>
question I'm asking.  The references indicate that free neutrons undergo the<BR>
t.5= 17 minute beta decay.  Neutrons in a nucleus, whether comprised on<BR>
protons or neutrons, are bound.  The question is whether the beta decay<BR>
(electroweak interaction) is a factor of proton proximity or strong force<BR>
binding in the nucleus.  If it is due to lack of proton proximity (charge or<BR>
spin or whatever) then neutronium will indeed beta decay.  If it is due to<BR>
being not being bound by the SNF, then beta decay should not be much of a<BR>
factor.  I'm really asking a question to which I don't have the answer here.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:43:28 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Traveller-digest V1999 #2946<BR>
<BR>
> >Date: Thu, 17 Aug 2000 11:00:35 +0100<BR>
> >From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
> >Subject: RE: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
> ><BR>
> ><snip><BR>
> >> Other scifi notes in re "Fugitive": two-thirds of the <BR>
> >> Kirk-Spock-McCoy trio<BR>
> >> guested on the show: Shatner was the principal guest star of <BR>
> >> one episode,<BR>
> >> giving a performance as bad or worse than the one he gave in <BR>
> >> the Twilight<BR>
> >> Zone's "Terror at 20,000 feet"; <BR>
> ><BR>
> >'There's...a man...on the wing'<BR>
> >:)<BR>
> <BR>
> I thought that was John Lithgow. Or do you mean in an <BR>
> original episode as opposed to the movie?<BR>
> ALO<BR>
<BR>
Just my crude attempt at emulating the Great Man's (snort, snigger)speech<BR>
patterns.<BR>
I honestly can't remember who was in the original episode with the creature<BR>
on the wing of the plane...I just assumed it was episode I was thinking of.<BR>
It was indeed Lithgow in the movie.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 08:50:44 -0500 (CDT)<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Akin's Laws of Spacecraft Design<BR>
<BR>
Nothing Earth-shattering here, but solid advice for gearheads:<BR>
<BR>
http://www.seds.org/~chrisl/akin.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 10:04:04 -0400<BR>
From: "Walt Smith" <smithw@hartwick.edu><BR>
Subject: 3D Modelling without a computer<BR>
<BR>
I liked the slightly non-canonical Scout ship, but did you<BR>
guys see the System Defense Boat?<BR>
<BR>
http://www.starshipmodeler.com/contest/ss_s06.htm<BR>
<BR>
Missile turrets forward, big engines, a snub fighter<BR>
in a minimal hangar...it isn't the 400dtn Dragon SDB<BR>
we know and love, it's IMO a more interesting bird.<BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 07:08:08 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Fugitive Trivia (Was: We don't need any K'Kree)<BR>
<BR>
On Wed, 16 Aug 2000, VonRammen wrote:<BR>
 <BR>
> Also, a child actor who developed into a second-tier action star (including<BR>
> two trashy John Carpenter near-future flicks) guest starred twice on the<BR>
> "Fugitive," once as Gerard's son. Who is he?<BR>
<BR>
That would have to be Kurt Russell, and mentioning Escape from New York/LA<BR>
made it way too easy... ;-)<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 16:19:18 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Akin's Laws of Spacecraft Design<BR>
<BR>
Christopher Thrash wrote:<BR>
> Nothing Earth-shattering here, but solid advice for gearheads:<BR>
> <BR>
> http://www.seds.org/~chrisl/akin.html<BR>
<BR>
LOL<BR>
<BR>
The funny thing is:  Even though the tone of the page is humorous, the<BR>
advice is very solid. Can you say "FF&S Introduction page" ?  ;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 16:23:39 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
Leonard Erickson wrote:<BR>
> Slight problem. From what I can make out from the map I have handy, I<BR>
> don't think you can place a station so that it's a J-1 waypoint for<BR>
> *both* Alpha Centauri *and* Barnard's Star.<BR>
> <BR>
> At least not in real, 3D space.<BR>
<BR>
My data says that is approximately 6.48 l.y. between Alpha Centauri and<BR>
Barnard's Star in real 3D space...<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 08:08:59 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Solomani paper money money <BR>
<BR>
on 8/17/00 3:28 AM, Jones, Dean at Dean.Jones@fox-europe.com wrote:<BR>
<BR>
> <BR>
> <BR>
> Rather than paper, why not a high-grade plastic of some sort? It could<BR>
> probably incorporate holograms or some kind of micro circuitry 'smartcard'<BR>
> technology to prevent counterfieting<BR>
> <BR>
<BR>
<BR>
There is good reason not to print banknotes.  Buy making 'currency' bulky,<BR>
you discourage large transactions in 'cash'.  Electronic transfers are more<BR>
easily tracked by SolSec.<BR>
<BR>
SolSec is probably pushing for the elimination of large denomination coins,<BR>
and all currency when this is feasible.<BR>
<BR>
Try making a discrete bribe when that 1000 Solars fills a good sized<BR>
suitcase.<BR>
<BR>
Naturally, foreign currency is not legal tender, and must be exchanged (an<BR>
reported) at approved banks.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 17:43:31 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> on 8/16/00 11:20 PM, Frank G. Pitt at frankie@mundens.gen.nz wrote:<BR>
><BR>
> ><BR>
> > I don't know about the original writer, but IMTU, no guild would let anyone<BR>
> > serve on a ship that _didn't_ do this, and I sure as hell wouldn't travel on<BR>
> > a ship that did not have these sort of precautions in place.<BR>
> ><BR>
> > In the real world, the sort of thing described above above is mandated in<BR>
> > military ships and aircraft, and in any civilian airline outside of China<BR>
> > and India. The only people who can get away with not doing it in Western<BR>
> > countries are owner operators who don't take paying passengers.<BR>
> ><BR>
><BR>
> Thus the question, are freetraders like western aircraft, or African<BR>
> coasters or tramp steamers in terms of maintenance and procedures?  Part of<BR>
> that will be based on whether systems fail safe and whether they endanger<BR>
> anyone else.<BR>
><BR>
> The most minute systems failure can bring down an aircraft.  If starships<BR>
> are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
> However, if they are more like ships, slack maintenance and upkeep can be<BR>
> tolerated more easily.<BR>
><BR>
<BR>
Perhaps something halfway in between...like a DC-3...you have to maintain it but<BR>
'hammer to fit...file to shape...paint to cover...' might apply.<BR>
<BR>
Also the ships purpose/design/operations tempo might be a factor...a TL:12 400t<BR>
Sub trader will probably be more tolerant of poor maintainence than a TL:12<BR>
Victrix class sloop.<BR>
<BR>
Just my .02 Solars worth...<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2947<BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2948<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: Akin's Laws of Spacecraft Design<BR>
Re: Ship's Locker<BR>
RE: Solomani paper money money <BR>
My Bad.<BR>
Re: Bonded Superdense etc Materials <BR>
Re: planetary/subsector/Imperial fleets.<BR>
Re: small navies<BR>
Re: Development of the Terran Jump Drive<BR>
Re: High Tech Materials<BR>
Re: Solomani paper money money <BR>
Re: TML Archive Search<BR>
Re: TML Reference Questions<BR>
Re: Bonded Superdense etc Materials <BR>
Re: Mis-jumps in MTU<BR>
Updates to the Far Future Website<BR>
Re: Balls done Blue<BR>
Re: Fugitive Trivia<BR>
Re: Fugitive Trivia<BR>
Re: Ship's Locker<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 10:21:25 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Akin's Laws of Spacecraft Design<BR>
<BR>
Spacecraft design?  It could apply just as easily to programming.  Or any<BR>
other design process.  A good read.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 11:21:31 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In a message dated 8/17/00 3:12:05 AM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> <BR>
>  Thus the question, are freetraders like western aircraft, or African<BR>
>  coasters or tramp steamers in terms of maintenance and procedures?  Part of<BR>
>  that will be based on whether systems fail safe and whether they endanger<BR>
>  anyone else.<BR>
<BR>
    Both. Procedures and maintenance will vary, factors include money <BR>
available to owner, regulations, enforcement levels (and both of those will <BR>
vary by starport type, amount of traffic, TL of system and other factors).<BR>
<BR>
I'd also tend to seperate the Ship's Locker into three or four sections. <BR>
First would be tools for repairing shipboard systems. Second would be <BR>
emergency supplies and equipment. Third would be an Arm's Locker. And fourth <BR>
would be the crew's lockers (optional). The first two would probably have <BR>
some SPA regulations concerning minimum requirements. The third and fourth <BR>
would be whatever they want (and could legally carry)<BR>
<BR>
<BR>
>  The most minute systems failure can bring down an aircraft.  If starships<BR>
>  are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
>  However, if they are more like ships, slack maintenance and upkeep can be<BR>
>  tolerated more easily.<BR>
>  Tod<BR>
<BR>
I wouldn't consider starships 'delicate' however I'd also presume barring <BR>
accident that even a tramp freighter would have at least most of the basic <BR>
repair tools around. They just won't be the latest and greatest models.<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 11:32:39 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: RE: Solomani paper money money <BR>
<BR>
"Jones, Dean" <Dean.Jones@fox-europe.com>  types:<BR>
> > From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
> > on 8/16/00 10:22 PM, Luther Martin at lwmarti@pacbell.net wrote:<BR>
> > > Tod Glenn wrote:<BR>
> > >> The Confederation does not print bank notes."<BR>
><snip><BR>
>Rather than paper, why not a high-grade plastic of some sort? It could<BR>
>probably incorporate holograms or some kind of micro circuitry 'smartcard'<BR>
>technology to prevent counterfieting<BR>
<BR>
I like the bulky coin argument.  This makes moving large amounts of cash <BR>
around just bloody awkward.<BR>
Even with large/fast computers, what is the interest of the government for <BR>
tracking every transaction under 50 BUCs?<BR>
They know enough about you by monitoring your data access already.<BR>
<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:44:23 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: My Bad.<BR>
<BR>
To: Tod<BR>
<BR>
Please accept my apologies re the snipping posts bit, I meant to put a line <BR>
or two *under* the <rant> to say that this wasn't aimed at you personally - <BR>
I feel kinda stoopid as I chopped it out along with the rest of that Digest <BR>
(but at least I took my own advice!! 8-)...<BR>
<BR>
Now if you will excuse me, I will just climb back into this bucket of hyena <BR>
offal...<BR>
<BR>
Jeff (aka Captain Chicken, Master of the Over-Deletions)<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:57:43 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: Re: Bonded Superdense etc Materials <BR>
<BR>
I cannot remember exactly who suggested passing a current through the ship's <BR>
skin to "bond" the atoms together but I'm sure I read it either here or in <BR>
one of my Traveller publications, but I'm sure it's there somewhere...<BR>
<BR>
Hmm, passing an electrical field through a material to improve the <BR>
'structural integrity'...  Now, where did I put that 'Start Wrecked' (say it <BR>
quick) Technical Manual...?<BR>
Also, given all the recent talk of (another) re-write of FF&S, how do <BR>
you-all cope with PC's who want to 'tweak' their shipboard electronics?  I <BR>
usually let 'em get away with small improvements if I feel they've put <BR>
enough work into fiddling (plus they have to make a 'few' rolls for it, <BR>
too...).  Oh, and they suffer a "slightly" increased chance of <BR>
malfunction... <eg><BR>
<BR>
Jeff (aka Captain Chicken, owner of a rather unusual Type S.  Did I hear <BR>
someone say 'Weasel'?)<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 18:24:26 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: planetary/subsector/Imperial fleets.<BR>
<BR>
Ian Ferguson <ian@vax2.concordia.ca><BR>
 <BR>
>One thing that I haven't seen much about is the size/funding of subsector<BR>
>and Imperial navies relative to planetary navies.  In the Imperium as a<BR>
>whole, is the sum of all planetary navies larger than the sum of all<BR>
>subsector navies?  Similar?  Smaller?  Much smaller?  How about the TL 15<BR>
>Imperial forces?<BR>
<BR>
Here is what I once worked out on that subject:<BR>
<BR>
                                IMPERIAL TAXES<BR>
                                ==============<BR>
<BR>
Canonical information about Imperial taxes:<BR>
<BR>
"The average expenditure of a nation or world on its military is 3% of its<BR>
GNP; on worlds where the state of international tension is high, this may<BR>
range as high as 15%; where little conflict has been experienced for<BR>
extended periods of time the military budget may be as low as 1% of the GNP.<BR>
    The total military budget must be divided between the army and the navy.<BR>
The proportion allocated to the army averages 40% on most worlds, but<BR>
averages only 6% on worlds with vacuum or trace atmospheres. Planetary<BR>
defenses are jointly funded by the army and the navy; the referee must<BR>
decide what effect this will have on the army budget.<BR>
    On Imperial worlds, roughly 30% of the total military budget goes to the<BR>
Imperium for maintenance of the Imperial military. [...]<BR>
    C. Expenses: An army's yearly budget is spent on three things: purchase<BR>
of new equipment, maintenance of equipment, and support of personnel. [...]<BR>
Maintenance costs 10% of the equipment's purchase price per year. Personnel<BR>
cost Cr10,000 per year for militia, Cr20,000 per year for conscripts,<BR>
Cr30,000 per year for long service professionals, and Cr50,000 per year for<BR>
picked troops. This cost includes upkeep on all training facilities,<BR>
salaries, civilian support personnel, pensions, training costs, etc."<BR>
<BR>
                                        --- _Striker, Book 2_, pp. 38-39<BR>
<BR>
<BR>
"Taxation<BR>
    All planets are responsible for their own internal taxation, within<BR>
certain broad guidelines established by the Regency.<BR>
    The Regency does not directly tax any of its citizens. Instead, it taxes<BR>
_worlds_ (which are then responsible for raising these taxes from their<BR>
citizens) and _activities_.<BR>
    Taxation of worlds is usually based on an equitable assesment of a<BR>
world's ability to produce revenue (based on population, technology,<BR>
manufacturing capacity, etc.), but this can be revised up or down for a<BR>
variety of reasons. For example, a world which has suffered a natural<BR>
disaster can have its tax burden reduced, while a world which has been the<BR>
major beneficiary of a new Regency facility or activity could have its tax<BR>
burden increased. Subsector governors are also given some authority to<BR>
realign tax burdens within a subsector, so long as that subsector's total<BR>
tax obligation is met."<BR>
<BR>
                                        --- _Regency Sourcebook_, p. 7<BR>
<BR>
<BR>
"REVENUE<BR>
    The navy gets its budget from the planetary government, which in turn<BR>
gets it from the pockets of citizens. Funds are recieved each year on January<BR>
1st, the amount depending on government type, population, and state of<BR>
interstellar tension. Some governments are more militaristic than others, and<BR>
all governments spend more if war seems imminent than in peacetime. The<BR>
budget is determined by the formula [B = Cr500 x GM x P]. B is the budget in<BR>
credits; Cr500 is the amount of naval tax paid by the average citizen; GM is<BR>
the government percentage modifier; and P is the population of the planet.<BR>
The government percentage modifier may be found on the table below. Each<BR>
government type has its own modfier for peace and war conditions. These are<BR>
extremes: the referee must decide on intermediate rates for each government<BR>
as the situation heats up or cools down. [...]<BR>
<BR>
                        Government percentage modifiers<BR>
<BR>
Type     0     1     2     3     4     5     8     9     A     B     C     D<BR>
Peace  0.50  0.80  1.00  0.90  0.85  0.95  1.10  1.15  1.20  1.10  1.20  0.75<BR>
War    1.50  1.40  1.50  1.20  1.45  1.40  1.20  1.20  1.50  1.20  1.50  1.50<BR>
<BR>
Government type 6 (captive government) pays the same rate as its parent<BR>
state, or the referee might decide they are being oppressed and set their<BR>
rate somewhat higher; 1.50 is the absolute limit. Balkanized worlds (7) have<BR>
different rates for the different governments."<BR>
<BR>
                                --- _Trillion Credit Squadron_, pp. 31-32<BR>
<BR>
If anyone can suggest sources that I have missed, please do so. (I'm POSITIVE<BR>
that I have seen it mentioned somewhere that the Imperial cut is divided<BR>
equally between the regular forces and the subsector forces, but I can't find<BR>
the reference. Any help in this regard will be much appreciated). <BR>
<BR>
PROPOSED INTEGRATION OF THIS INFORMATION:<BR>
<BR>
First of all, the information from _Striker_ and _TCS_ seem at odds. In<BR>
_Striker_ the average expenditure on all military forces is said to be 3%;<BR>
in _TCS_ the average expenditure on the navy alone is 5% (assuming an average<BR>
per capita income of Cr10,000). Likewise, in _Striker_ wartime expenditures<BR>
can reach a level five times larger than the average peacetime; in _TCS_ the<BR>
maximum increase is a factor three (from 0.50 to 1.50) and the average is<BR>
only +44% (from 0.96 to 1.38).<BR>
<BR>
My solution for this is to say that TCS figures apply to pocket empires<BR>
surrounded by potentially hostile powers and thus existing in a high state<BR>
of tension, even in so-called peacetime. By assuming that the Cr500 for the<BR>
navy represents half the military budget (the other half going to the army),<BR>
we get an average peacetime expenditure of 10%. This would correspond to the<BR>
figure 1.00 on the government percentage modifier table. The absolute maximum<BR>
of 1.50 would then correspond to 15% of GWP, the maximum number mentioned by<BR>
_Striker_. Worlds belonging to large interstellar nations, like the Imperium,<BR>
the Zhodani, and (maybe) the Solomani, would have lower average expenditures,<BR>
namely the 3% from _Striker_.<BR>
<BR>
What I have in mind is something like this:<BR>
<BR>
The Imperial military is funded by a tax levied on its member systems. The<BR>
maximum amount is usually 1% of each system's GWP [insert explanation of GWP<BR>
from FT:14], but this can be revised up or down for a variety of reasons. For<BR>
example, a world which has suffered a natural disaster can have its tax<BR>
burden reduced, while a world which has been the major beneficiary of a new<BR>
Imperial facility or activity could have its tax burden increased. Subsector<BR>
dukes also have limited authority to realign tax burdens within a subsector,<BR>
so long as that subsector's total tax obligation is met.<BR>
    For a variety of reasons, not the least their political power, systems<BR>
with large populations usually pay a smaller percentage (but still more in<BR>
absolute terms) the larger their population is. In the Imperium the average<BR>
figures work out something like this:<BR>
<BR>
Population        %       Population      %      Population       %  <BR>
<BR>
100 million*    1.00      1 billion     0.50     10 billion     0.25<BR>
200 million     0.81      2 billion     0.41     20 billion     0.20<BR>
300 million     0.72      3 billion     0.36     30 billion     0.18<BR>
400 million     0.66      4 billion     0.33     40 billion     0.17<BR>
500 million     0.62      5 billion     0.31     50 billion     0.16<BR>
600 million     0.58      6 billion     0.29     60 billion     0.15<BR>
700 million     0.56      7 billion     0.28     70 billion     0.14<BR>
800 million     0.54      8 billion     0.27     80 billion     0.13<BR>
900 million     0.52      9 billion     0.26     90 billion     0.13<BR>
<BR>
*and less.<BR>
<BR>
The money is paid to the subsector duke. He retains half of it to fund the<BR>
subsector (colonial) forces and turn the other half over to the sector duke<BR>
to fund the regular forces.<BR>
<BR>
About 6% of the money goes to the Imperial army. The remaining 94% goes to<BR>
the navy and the marines (Although the marines actually have a separate<BR>
budget, it is more practical for the GM to consider them part of the navy).<BR>
<BR>
Apart from Imperial taxes systems, worlds, and nations also spend something<BR>
on their own military. In the Imperium, the average total expenditure is 3%<BR>
of the GWP; on worlds where the state of international tension is high, this<BR>
may range as high as 12% in peacetime and 15% if the society is actually at<BR>
war; where little conflict has been experienced for extended periods of time<BR>
the military budget may be as low as 1% of the GWP. This is relevant to the<BR>
Imperium for two reasons: Systems with large system defence forces can take<BR>
care of themselves in many cases, allowing the IN to concentrate on less able<BR>
systems, and the IN has the authority, within certain limits, to require<BR>
system forces to aid them.<BR>
<BR>
A system's total military expenditure depends on government type, population,<BR>
and state of local and interstellar tension. Some governments are more<BR>
militaristic than others, and all governments spend more if war seems<BR>
imminent than in peacetime. The average percentage is 3%, but each government<BR>
type has its own modfier for peace and war conditions.<BR>
<BR>
Government type                 Peace    War<BR>
Anarchy or clan/tribal           0.50   1.50<BR>
Corporate state                  0.80   1.40<BR>
Athenian democracy               1.00   1.50<BR>
Oligarchy, caste or meritocracy  0.90   1.20<BR>
Representative democracy         0.85   1.45<BR>
Technocracy or cybercracy        0.95   1.40<BR>
Military government               ?      ?    [What would you say? 1.2 and 1.5?]<BR>
Civil service bureaucracy        1.10   1.20<BR>
Impersonal bureaucracy           1.15   1.20<BR>
Popular dictator                 1.20   1.50<BR>
Unpopular dictator               1.10   1.20<BR>
Oligarchy                        1.20   1.50<BR>
Theocracy                        0.75   1.50<BR>
<BR>
Colonies and captive governments either pays the same rate as their parent<BR>
states or somewhat more if they are being oppressed. Balkanized worlds have<BR>
different rates for different government types, but their average is usually<BR>
twice what a similar government of a non-balkanized world would have (Ie.<BR>
governments on balkanized worlds have a base percentage of 6 rather than 3).<BR>
<BR>
The Imperium has the authority to declare an emergency and require up to 5%<BR>
of GWP in taxes for the duration of the emergency. This is a power not used<BR>
lightly.<BR>
<BR>
If a war last for more than a year or appear really serious from the start,<BR>
total expenditure will rise to a maximum of 15%. Any percentage higher than<BR>
that is impossible to sustain in the long run, though desperate societies<BR>
can manage more for a while.<BR>
<BR>
A system's defense budget is equal to it's total expenditure minus the<BR>
Imperial tax. If a system spends a total of 3% and pays 1% to the Imperium,<BR>
its defense budget is equal to 2% of GWP.<BR>
<BR>
The total military budget must be divided between the army (more accurately:<BR>
planetary forces; in this context 'the army' includes any air and wet navy<BR>
forces) and the navy. The proportion allocated to the army averages 40% on<BR>
most worlds, but averages only 6% on worlds with vacuum or trace atmospheres.<BR>
Sometimes a planet will have a third service called something like 'Planetary<BR>
Guard' or 'Close Orbit and Airspace Control Command' which controls planetary<BR>
defenses. As with the Imperial marines above it is simpler to ignore this.<BR>
If you do, ground based planetary defenses are taken from army funds, orbital<BR>
defenses from navy funds. But keep in mind that this distinction can be<BR>
blurry. Sometimes the difference between a grav tank and a system defense<BR>
boat is purely semantic.<BR>
<BR>
<BR>
And while I'm at it, here is my take on subsector navies. Note that it does<BR>
cantain some non-canonical bits:<BR>
<BR>
The typical colonial navy<BR>
<BR>
Although the colonial navies are just as much Imperial organisations<BR>
as the Imperial Navy and transfers back and forth between them is very<BR>
common, they are <I>separate organisations. Imperial military taxes are<BR>
paid by individual worlds to their subsector duke. The duke passes along half<BR>
to his sector duke and retains the other half. The subsector duke uses his<BR>
cut to pay for his subsector forces: the [Name of Duchy] Colonial Navy,<BR>
Colonial Army, and Colonial Marines.<BR>
<BR>
In theory each subsector in the Imperium has a duke and a colonial navy<BR>
roughly the size of an average Imperial fleet. Since most subsector navies<BR>
have just the one fleet, the terms 'subsector/colonial navy' and<BR>
'subsector/colonial fleet' are often used interchangably, but this is not<BR>
correct. In practice some subsectors lack the population to rate a duke and<BR>
the economic strength to support credible subsector forces. In these cases<BR>
the subsector usually belongs to a neighboring duke who will often maintain<BR>
two fleets, one in each subsector. An example is the Duchy of Regina Navy<BR>
which consists of two fleets, the 1156th in Regina and the 1264th in Jewell.<BR>
Additionally a few subsector navies in the Imperial core are so big that for<BR>
convenience they are split into two fleets, like the Duchy of Saregon Navy<BR>
which consists of the 1021th and the 1112th.<BR>
<BR>
Subsector forces can vary extremely in size. The average subsector budget is<BR>
about the same as the average budget for a regular IN fleet -- roughly 1.1<BR>
TCr -- but they range from about 0.1 TCr to over 2.5 TCr.<BR>
<BR>
Colonial navies are often percieved as comic-opera outfits composed<BR>
exclusively of low-tech ships and worn-out navy hand-me-downs crewed by<BR>
inexpert weekend warriors. There is a small amount of truth in this, but<BR>
not much. Colonial crew is usually less experienced overall than the IN,<BR>
mostly due to the IN's habit of recruiting the cream of the colonial navies,<BR>
but the difference in efficiency ratings is usually only a few percent as<BR>
there are transfers the other way when experienced officers and ratings<BR>
move back to their local navies after a period in the IN, either because<BR>
they want to settle down and have families or because the colonial navies <BR>
offer significant promotions to personnel with IN experience.<BR>
<BR>
As for the ships, some colonial navies are mostly composed of old IN<BR>
retirees. Until Strouden reached TL 12 a few years ago, the Duchy of Lunion<BR>
Navy was happy to buy such ships, because the best that could be build<BR>
locally was TL 11. The Duchy of Regina Navy is even willing to take obsolete<BR>
TL 11 IN ships because the best they can produce locally is TL 10. But navies<BR>
with big TL 12 shipyards in their own subsectors mostly consist of brand new,<BR>
top-of-the-line ships. Which doesn't prevent IN crewmen from poking fun at<BR>
them.<BR>
<BR>
I hope this will be useful to some. Comments welcome.<BR>
<BR>
Hans<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Feb 2000 17:26:11 +0000<BR>
From: Phil Kitching <postmark.design@btinternet.com><BR>
Subject: Re: small navies<BR>
<BR>
Ian Ferguson <ian@vax2.concordia.ca> wrote:<BR>
>Anthony Jackson writes:<BR>
<BR>
>>No, it will spend a lot less on its personal military.  It won't spend<BR>
>>a lot less if you count the amount which goes to the Imperium.<BR>
><BR>
>	I am talking about it's "personal" military.<BR>
><BR>
>>>Why spend masses of money on a planetary navy when the subsector and <BR>
>>>Imperial navy are being paid to keep the peace? <BR>
>>Because you're paying for the subsector and imperial navy.<BR>
><BR>
>	That's exactly why you don't want to spend even more on the<BR>
>	planetary forces.<BR>
<BR>
I'm one of the not convinced.<BR>
<BR>
Especially since you seem to be justifying a very small spend on the<BR>
planetary space navy because it doesn't include the subsector and<BR>
Imperial navies<BR>
...<BR>
then a couple of emails later you spend even less on those navies.<BR>
<BR>
your total space navy spend is 1.4 Cr/person/year or 0.03% GWP.<BR>
Phil Kitching<BR>
- --<BR>
  http://www.btinternet.com/~salvo/<BR>
  Postmark Design Bureau, Emerging Technologies Division.<BR>
 "Microwaving half-baked ideas from across the Galaxy"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:27:38 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
Roughly you are slightly over one parsec from Barnard, Sol, and AC at<BR>
<BR>
X=-.815 Y=-3 Z=-1.19<BR>
<BR>
Sol is at 0,0,0 at 3.41 ly<BR>
Barnard is at -.2 -5.9 .4 at 3.28 ly<BR>
Alpha C is at -1.7 -1.4 -3.9 at 3.32 ly<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:32:15 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: High Tech Materials<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> > Neutrons decay naturally into electrons and protons, with a significant<BR>
> > release of energy.  A ball of neutronium would blow apart with a yield on<BR>
> > the order of .01 kT/kg.<BR>
> <BR>
> *Free* neutons decay. Neutrons in a nucleus at a much slower rate, if<BR>
> they decay at all. <BR>
> <BR>
> Make a ball of neutronium big enough and it's stable (aka "neutron<BR>
> star" :-)<BR>
<BR>
Well, yes, but that's because its actually big enough that gravity can stabilize it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:46:17 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Solomani paper money money <BR>
<BR>
> I like the bulky coin argument.  This makes moving large amounts of<BR>
cash<BR>
> around just bloody awkward.<BR>
> Even with large/fast computers, what is the interest of the government<BR>
for<BR>
> tracking every transaction under 50 BUCs?<BR>
> They know enough about you by monitoring your data access already.<BR>
><BR>
<BR>
Unless SolSec really wants to know about those small transactions.  It's<BR>
possible that even 'coinage' can contain some information.  If the coin<BR>
has embedded non-volatile memory, it might 'know' the last 10 of so<BR>
transactions that involved at least banks, vending machines, etc.<BR>
<BR>
The amount of data a high tech society can collect on individuals is<BR>
scary.  Big Brother has nothing on SolSec.<BR>
<BR>
Of course, this leads to things like barter for 'black market' type<BR>
transactions.  But even here, one has to be careful.  You buy the<BR>
Thorwaldian dragon-skin coat as a bribe for a party official.  Said<BR>
official is investigated. "citizen, where did you obtain this expensive<BR>
item?  There is no record of this transaction in your financial data."<BR>
If you are connected to the investigation, SolSec discovers you have<BR>
purchased a dragon-skin coat. Hmmm...<BR>
<BR>
Laundering money is cake compared to laundering barter.  Is there a<BR>
subculture that engages in interplanetary barter 'trading', thus<BR>
laundering goods.  A curious thought.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:52:05 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: TML Archive Search<BR>
<BR>
<hexmap><BR>
You can try searchng the TML Archive at<BR>
http://www.hexmap.com/ct/ct.html<BR>
</hexmap><BR>
<BR>
Funny name you've got there hexmap, but this is a _very_ cool and useful<BR>
site!  Thanks for it.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:55:57 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> Nope. You are using radiation figures for *atmospheric* blasts. The<BR>
> actual energy release of the *bomb* is more than 90% hard radiation. In<BR>
> atmosphere only 1% gets more than a few meters from the bomb because<BR>
> air is *very* opaque to x-rays.<BR>
<BR>
We're using different definitions of 'hard radiation'.  I'm only counting<BR>
gamma and neutrons, not soft X-rays.<BR>
> <BR>
> In space that 1 MT blast is lethal to unshield personnel at multiple<BR>
> *thousand* km ranges. We've worked it out on the list in the past.<BR>
<BR>
To get a gray, you need on the order of 100 joules/m^2 of penetrating radiation.<BR>
1 MT = 4.2e15 joules.<BR>
At 1,000 km, area is 1.26e13 m^2, resulting in a dose of 333 joules/m^2, which<BR>
is a bit below LD-50.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:44:17 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Bonded Superdense etc Materials <BR>
<BR>
On Thu, 17 Aug 2000, Jeff Rowse wrote:<BR>
<BR>
> Hmm, passing an electrical field through a material to improve the <BR>
> 'structural integrity'...  Now, where did I put that 'Start Wrecked' (say it <BR>
> quick) Technical Manual...?<BR>
<BR>
I dunno, but I've got one (I was still young and stupid when it came out;<BR>
what's your excuse?) and it doesn't seem similar at all.  Star Trek's<BR>
system is based on wrapping force fields around the hull to hold it<BR>
together, rather than running an electric current through it to change its<BR>
properties at the molecular level.<BR>
Now what it does sound like is Larry Niven's General Products hull, as<BR>
explained in the short story "Flatlander."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 19:08:23 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
> Ok. we have a (believable) precident for the 36 'levels' of jump space.<BR>
Now to<BR>
> my point. The quantity of the charge produced from a normal and stable<BR>
jump-1<BR>
> engine into the capacitor (zuchai crystals) ...must.... be less than that<BR>
> produced from a jump-6 because,  the one only 'lifts you to level 1,  the<BR>
> other to level 6.  If, in a misjump, is it not then conceivable that the<BR>
same<BR>
> malfunction that enabled you to get to the 36th jumpspace level could<BR>
also<BR>
> carry you 6 times farther away i.e. 216 parsecs??<BR>
<BR>
It's possible that a Jump-1 drive would happily take you to 6 parsecs, so<BR>
long as you didn't mind being in several million pieces scattered over a<BR>
wide area when you arrived (or some such similar inconvenience). In that<BR>
case the drive would have the raw ability to penetrate the J6 layer (and<BR>
even the J36 layer) but there's a limit to how deep you can safely go.<BR>
<BR>
About the only way I can explain it to myself is to say that the vast<BR>
majority of misjumps are fatal, it's just that player characters tend to<BR>
get lucky.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:21:44 -0400<BR>
From: "Hunter Gordon" <trav@RPGRealms.com><BR>
Subject: Updates to the Far Future Website<BR>
<BR>
New pages have just been added to the new FarFuture (http://www.FarFuture.net) website:<BR>
<BR>
	Whats New page listing changes to the website and where to find them<BR>
	Marc Miller page with a short bio on Marc<BR>
	History of Traveller page detailing the history of the various Traveller incarnations<BR>
	Awards and Recognitions page listing the awards won by various Traveller related components<BR>
<BR>
Please stop by and let us know what you think of the new site!<BR>
<BR>
Hunter<BR>
The GRIP Team<BR>
http://www.RPGRealms.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:22:11 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: Balls done Blue<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson)<BR>
>Nail polish is an *especially* bad choice, since it's a lacquer and not<BR>
>terribly flexible when it dries. The solvents involved are also a problem.<BR>
<BR>
I've gotten nail polish on my skin lots of times, and it doesn't really<BR>
crack or dry too hard. The enamel dries to a pretty thin coat, not at all<BR>
like a hard laquer. The tender skin of the area in question is another<BR>
matter...<BR>
<BR>
However, Eris is probably still on target, but for a different reason. I'm<BR>
assuming (because of the description as polish) that we're talking tech 9-<BR>
polish here, as I have no idea what tech 10+ nail polish would be like.*<BR>
This is important, because in order to do this loony gag, Cory is going to<BR>
have to remove a lot of hair. Now, there are a lot of ways of doing this at<BR>
TTL 9-, but none are likely to be too pleasant (razor and shaving cream is<BR>
probably the *most* comfortable.) What the polish would do on top of that I<BR>
leave to the clever referee. And you didn't say *how* the polish was<BR>
removed...("Dude, what are you readying the medical laser for?")<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:30:19 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: Fugitive Trivia<BR>
<BR>
Yes, the child actor in question was Kurt Russell. And Bruce, I mentioned<BR>
the Carpenter "Escape" movies because I wanted *somebody* to have a shot at<BR>
getting the answer right :)<BR>
<BR>
Ask me sometime for my "Toughest non-total-baseball-geek baseball trivia<BR>
question" :)<BR>
<BR>
William Shatner was the fidgety former pilot who sees<BR>
"...a...man...onthewing" in the original "Twilight Zone" episode, "Terror at<BR>
20,000 Feet." John Lithgow played a similar character in the remake for the<BR>
"Twilight Zone" movie (I think they upgraded it to "40,000" feet for the<BR>
movie.)<BR>
<BR>
On the tv show "Third Rock From the Sun," Shatner, playing alien John<BR>
Lithgow's superior, flies into Ohio to meet Lithgow and family on a plane:<BR>
<BR>
Lithgow: How was your flight?<BR>
Shatner: Terrible! I thought I saw something on the wing!<BR>
Lithgow: No kidding! The same thing happened to me!<BR>
<BR>
Fred Ramen<BR>
- ---------------<BR>
"Soylent Green! Made from the best stuff on Earth--people! Now in new minty<BR>
flavor!"<BR>
- --Phil Hartman, "Newsradio"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:42:45 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Fugitive Trivia<BR>
<BR>
VonRammen wrote:<BR>
> <BR>
<BR>
> On the tv show "Third Rock From the Sun," Shatner, playing alien John<BR>
> Lithgow's superior, flies into Ohio to meet Lithgow and family on a plane:<BR>
> <BR>
> Lithgow: How was your flight?<BR>
> Shatner: Terrible! I thought I saw something on the wing!<BR>
> Lithgow: No kidding! The same thing happened to me!<BR>
<BR>
I nearly fell out of my chair laughing at that one...though all the Big<BR>
Giant Head episodes were pretty good.<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 13:01:14 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
One problem is that the situation is a bit unrealistic.  A<BR>
ship's locker started out as a hodgepodge of equipment that<BR>
happened to be things the PCs needed.  It was sort of a<BR>
handwave for the stuff to be there (I always felt that if a<BR>
GM wanted PC to have more stuff, then he should just give more<BR>
starting money and let the PC choose.  To me, that choice<BR>
is part of roleplaying).  Realistically, a ship<BR>
would store equipment by use in appropriate areas.  Tools will<BR>
be in engineering, safety equipment will be in emergency storage,<BR>
etc. Each will have its own protocol.  Tools might be the<BR>
responsibility of the engineers.  Safety equipment might be<BR>
in a central repository but people would not be allowed to<BR>
take stuff out for non-emergencies (and so wouldn't be<BR>
available routine for a game).  If weapons aren't allowed<BR>
on a ship, then weapons will be locked in a weapon locker.<BR>
Cleaning supplies would be in the mop closet and the Steward<BR>
would make sure he had enough.<BR>
<BR>
At 9:43 AM -0400 8/17/00, Walt Smith wrote:<BR>
>Samuel D. Weiss wrote:<BR>
>  >When a missing or misrepresented item in the Ship's Locker can<BR>
>  > mean someone dies ("What do you mean you forgot to recharge the<BR>
>  > air tanks?!?!"), I think a Captain is fully justified in firing<BR>
>  > anyone who engages in shoddy record keeping in regards to it.<BR>
><BR>
>A couple of things.<BR>
><BR>
>A ship's locker should have several classes of equipment<BR>
>in it.  Over here is the arms cabinet, with these safeguards.<BR>
>Over here is the portable LS rack, with these safeguards<BR>
>(probably a maintenance card on each unit).  Over here are<BR>
>the shelves with 2000 different tools and other miscellaneous<BR>
>items on them, with an honor system/professionalism control<BR>
>method.<BR>
><BR>
>Thus you have a strict procedure on, say, air tanks, but a<BR>
>more lax procedure on, say, a mop and a bottle of Cleen-Glo.<BR>
><BR>
>One of the Steward's jobs will be to keep tabs on the ship's<BR>
>locker, insuring that equipment is on hand, being returned<BR>
>after use, and procedures for particular items were<BR>
>properly followed.  I'd always assumed that some of the Life<BR>
>Support costs and Annual Maintenance costs were spent by the<BR>
>Steward on replacing and maintaining items in the locker.<BR>
>The First Officer will spot check the Steward's work, and<BR>
>back the Steward when she has to get the crew to be more<BR>
>professional.  If the First Officer is the Steward, then<BR>
>the Captain backs her up.<BR>
><BR>
>Also, these ships aren't being operated by a bunch of<BR>
>greenhorns.  How many years does someone have to spend in<BR>
>space service before they learn that their life literally<BR>
>depends on following proper procedure?  You Close the Hatch.<BR>
>You Check the Seal.  You Refill the Tanks.  You Stow the Gear.<BR>
><BR>
>A problem I see is when you put, say, a Merchant, a Navy<BR>
>Starman, a Scout, and a Marine in the crew of the same<BR>
>small, private merchant vessel.  Each one has learned to<BR>
>survive in space.  Each one has learned professional<BR>
>procedures for doing so.  Each has learned them in a very<BR>
>different environment, with very different priorities.<BR>
><BR>
>The Merchant needs to save money.  The Navy needs to be<BR>
>efficient and effective. The Scout needs to have reliability<BR>
>and options.  The Marine needs beer.<BR>
><BR>
>Walt Smith<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2948<BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2949<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: Ships' Lockers<BR>
Re: Ship's Locker<BR>
Re: TML Archive Search<BR>
the Missouri Archive<BR>
Re: TML Archive Search<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: TML Reference Questions<BR>
Re: High Tech Materials<BR>
Re: small navies<BR>
Re: TML Reference Questions<BR>
Re: planetary/subsector/Imperial fleets.<BR>
Re: TML Reference Questions<BR>
Re: TML Reference Questions<BR>
Re: Traveller-digest V1999 #2940<BR>
Re: Solomani money poll: update<BR>
Re: Balls Done Blue (was Re: Ship's Locker)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 13:11:36 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ships' Lockers<BR>
<BR>
At 2:15 AM -0500 8/17/00, John Groth wrote:<BR>
>One real issue that must be decided before one can write logically about<BR>
>the issue of ships' lockers is what is the purpose of such a locker.  I<BR>
>see three possible answers (with some degree of overlap):<BR>
<BR>
See my previous post that realistically, there isn't a "ship's<BR>
locker".  You store different stuff different places.  But some<BR>
comments on specifics.<BR>
<BR>
>1.  A ship's locker is a place to store items used in routine operation<BR>
>of the ship in question.  Obviously, crew members would need routine<BR>
>access to the locker, with logging procedures being limited to noting<BR>
>who took what out when, and was the item returned.  Bar codes and ship<BR>
>crew ID cards (or their 57th century equivalents) would make logging<BR>
>access simple.<BR>
<BR>
Loging in and out usually doesn't work and, with any decently sized<BR>
group, stuff will get "lost".  For example, people take something and <BR>
someone else borrows it before he returns it, etc.  If the equipment <BR>
is worth anything, then you  are a lot better off with someone in <BR>
charge of it.  At the machine shop here at NASA Ames they don't have <BR>
a locker with tools for everyone, each person has their own tool box. <BR>
Otherwise, someone is going to have to spend a lot of money replacing <BR>
the stuff all the time or spend time tracking it all down all the <BR>
time.  If the stuff is cheap (like pens and paper) you just buy it <BR>
faster than anyone can take it....<BR>
<BR>
><BR>
>2.  A ship's locker is a place to store items needed in case of an<BR>
>in-flight emergency or crash landing.  In this case, the only reasons to<BR>
>access the locker without such an emergency would be to inspect or<BR>
>replace items stored within.  Access would thus be limited during<BR>
>routine operations to those personnel responsible for maintaining the<BR>
>locker.<BR>
<BR>
Right, except that really isn't a ship's locker.  The life preservers<BR>
on a ship, the oxygen bottles on an airplane, etc. aren't really what <BR>
one thinks of when you think "ship's locker".<BR>
<BR>
><BR>
>3.  A ship's locker is a place to store miscellaneous stuff.  Some of<BR>
>the items found within would fall within category #1, some within<BR>
>category #2, and others would be items that nobody currently needed for<BR>
>anything, but that some crewbeing was unwilling to throw away.  MJ<BR>
>Dougherty's description of the ship's locker in his campaign seems to<BR>
>fall mostly under this category.<BR>
<BR>
Pretty much like a junk drawer.  The main question is, would you<BR>
have a locker just to store this stuff?  It might keep it from<BR>
getting scattered around the ship (in that case, I would stick in<BR>
the most out-of-the-way place on the ship)...  OTOH, maybe a decent<BR>
captain would just toss it all in the trash at the next port.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 13:12:38 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 11:16 PM -0400 8/16/00, Samuel D. Weiss wrote:<BR>
>David P. Summers wrote,<BR>
>  >Either a ship's locker is something that you can take stuff out,<BR>
>in which case, if stuff necessary to life is missing, the captain<BR>
>is the one who should be fired because that is no way to maintain<BR>
>vital stores, or it is something that is completely off limits,<BR>
>in which case it really isn't the ship's locker where PC are able<BR>
>to find stuff that we see in adventures.<<BR>
><BR>
>That was part of the point being made. The Captain was making sure the<BR>
>locker was secure and was making sure that people respected its integrity.<BR>
>in fact, it was specified under what circumstances the Captain should be<BR>
>removed if the locker wasn't in order.<BR>
<BR>
Maybe I wasn't clear.  The ship's locker, as presented, is a place<BR>
where PC go to get stuff.  That practically guarantees that<BR>
things can't be relied on being there.<BR>
<BR>
If we are going<BR>
to invoke the idea that it has to be kept current because<BR>
of safety needs, then it isn't going to be a place that<BR>
you can go get routine materials.  You simply don't let<BR>
people borrow emergency equipment because, in fact, you<BR>
never know when you are going to need it.<BR>
<BR>
If you don't need it to be secure for something like safety<BR>
reasons, so people (like PCs) can take stuff from it for<BR>
their needs, then firing anyone because something is missing is<BR>
dumb.<BR>
<BR>
Now you can have someone who has the job of keeping it stocked<BR>
up.  That is OK as long as you realize, a) Things are still going<BR>
to be missing, b) Someone is taking the time to check and<BR>
restock it, c) that person has a budget for the task.  On a<BR>
large ship, you could set up some NPC to do this, but in<BR>
fact it is better for people to keep track of their own stuff<BR>
except for very cheap consumables (like pens, papers, etc.)<BR>
On a PC crewed ship, stuff is only there if PC put it there.<BR>
><BR>
>  >I more general observation.  This is a good example of how, just<BR>
>because you can come up, and defend, a method for how things should<BR>
>work, one shouldn't have any illusions that you can be really be sure<BR>
>it would work your way (esp. to the point of being able to discount<BR>
>any alternatives as being rendered impossible by the method).  <<BR>
><BR>
>That works both ways.<BR>
>Just because there is one method doesn't mean there are many methods.<BR>
>Just because there are many methods doesn't mean a specific one is invalid.<BR>
<BR>
Yeah, that too....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 13:07:30 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: TML Archive Search<BR>
<BR>
hexmap wrote:<BR>
> You can try searchng the TML Archive at<BR>
> http://www.hexmap.com/ct/ct.html<BR>
> <BR>
<BR>
Very cool, but I see a need for two features:<BR>
<BR>
- - allow a search-in-all-volumes option.<BR>
- - have the search result hyperlink to a copy of the digest issue.<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:19:07 -0500<BR>
From: "Heck, Joseph F." <HeckJ@missouri.edu><BR>
Subject: the Missouri Archive<BR>
<BR>
Hello all,<BR>
<BR>
(congrat's Ethan)<BR>
<BR>
I wanted to drop in and let you all know that the Missouri Archive has moved<BR>
to a new home. It's now available at http://traveller.mu.org/<BR>
<BR>
Most of the pages are the same old haven't-been-updated-in-six-months stuff,<BR>
but the archive is all still in tact and in place. I may be moving jobs, and<BR>
I didn't want this effected, so I've swung a deal with a buddy to host it.<BR>
<BR>
Heh. Sooner or later I'll get the front pages updated.<BR>
<BR>
- -joe<BR>
heckj@missouri.edu<BR>
(once known as ccjoe@showme.missouri.edu)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:01:21 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: TML Archive Search<BR>
<BR>
hexmap@hexmap.com writes:<BR>
> You can try searchng the TML Archive at<BR>
> http://www.hexmap.com/ct/ct.html<BR>
> <BR>
May I make some suggestions:<BR>
a)  Make the archive number into a clickable URL<BR>
b)  Add a note that this is a case-sensitive perl regular expression search,<BR>
    since that is not clear.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 13:18:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> When a missing or misrepresented item in the Ship's Locker can mean someone<BR>
> dies ("What do you mean you forgot to recharge the air tanks?!?!"), I think<BR>
> a Captain is fully justified in firing anyone who engages in shoddy record<BR>
> keeping in regards to it. I'd prefer traveling on such a ship to one with a<BR>
> reputation for taking everything in stride.<BR>
<BR>
As I pointed out before (but apparently nobody noticed), the *normal*<BR>
way this sort of thing is handled in the real world is to<BR>
inspect/inventory the "storage area" in question at regular intervals.<BR>
<BR>
On a ship, the obvious time to do this is either just after landing or<BR>
during prep for the next flight. <BR>
<BR>
The former is recommended for ships that make a habit of having to<BR>
leave "suddenly" (ie, most players). You land, put the ship into<BR>
"landed" mode, deal with the port authorities and arrange to offload<BR>
cargo and wastes. You then check the ship over and order any<BR>
replacements and spares needed. After that, you start letting folks<BR>
take liberty. <BR>
<BR>
Folks doing it the other way will take liberty after offloading and<BR>
before checking the ship over.<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, 17 Aug 2000 13:30:13 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Samuel D. Weiss wrote:<BR>
>>When a missing or misrepresented item in the Ship's Locker can <BR>
>> mean someone dies ("What do you mean you forgot to recharge the <BR>
>> air tanks?!?!"), I think a Captain is fully justified in firing <BR>
>> anyone who engages in shoddy record keeping in regards to it. <BR>
><BR>
> A couple of things.<BR>
><BR>
> A ship's locker should have several classes of equipment<BR>
> in it.  Over here is the arms cabinet, with these safeguards.<BR>
> Over here is the portable LS rack, with these safeguards<BR>
> (probably a maintenance card on each unit).  Over here are<BR>
> the shelves with 2000 different tools and other miscellaneous<BR>
> items on them, with an honor system/professionalism control<BR>
> method.<BR>
<BR>
Check the section of Heinlein's "The Rolling Stones" that takes place<BR>
in the asteroid belt for an example of someone failing to tag & log a<BR>
piece of equipment for a yet to be repaired malfunction. With<BR>
consequences that almost get someone killed.<BR>
<BR>
> Thus you have a strict procedure on, say, air tanks, but a<BR>
> more lax procedure on, say, a mop and a bottle of Cleen-Glo.<BR>
<BR>
Yep. Though on board a spacecraft, you'll want to log roughly how much<BR>
of what cleaning compounds got used where, because it will affect air<BR>
and water recycling due to the chemicals interacting with the recycling<BR>
gear.<BR>
<BR>
"Starman Jones! How many times do I have to tell you that you don't use<BR>
that solvent while we are on internal air. I'm docking your pay for the<BR>
cost of replacing the filters at the next port. And if it happens<BR>
again, you are *off* this ship!"<BR>
<BR>
> One of the Steward's jobs will be to keep tabs on the ship's<BR>
> locker, insuring that equipment is on hand, being returned<BR>
> after use, and procedures for particular items were<BR>
> properly followed.  I'd always assumed that some of the Life <BR>
> Support costs and Annual Maintenance costs were spent by the <BR>
> Steward on replacing and maintaining items in the locker.<BR>
<BR>
Sounds reasonable.<BR>
<BR>
> Also, these ships aren't being operated by a bunch of <BR>
> greenhorns.  How many years does someone have to spend in<BR>
> space service before they learn that their life literally<BR>
> depends on following proper procedure?  You Close the Hatch.<BR>
> You Check the Seal.  You Refill the Tanks.  You Stow the Gear.<BR>
<BR>
That's why Belter cultures tend to not consider you an "adult" until<BR>
and unless you've put in at least six months to a year on a one person<BR>
prospecting shuttle.<BR>
<BR>
You see, if you make a mistake *there*, it only kills you, and requires<BR>
sending somebody out to salvage the shuttle. If you survive, then you<BR>
aren't likely to make the sort of mistakes that could kill *other*<BR>
people. <BR>
<BR>
Just *try* getting a job in a Belter culture without that or some<BR>
equivalent experience. <BR>
<BR>
The same sort of thing likely goes on worlds with hostile environments.<BR>
<BR>
> A problem I see is when you put, say, a Merchant, a Navy<BR>
> Starman, a Scout, and a Marine in the crew of the same <BR>
> small, private merchant vessel.  Each one has learned to<BR>
> survive in space.  Each one has learned professional<BR>
> procedures for doing so.  Each has learned them in a very<BR>
> different environment, with very different priorities.<BR>
><BR>
> The Merchant needs to save money.  The Navy needs to be <BR>
> efficient and effective. The Scout needs to have reliability<BR>
> and options.  The Marine needs beer.<BR>
<BR>
The Navy and Marines both have to not only keep stuff at as close to<BR>
100% availability/performance as possible, but since they carry over<BR>
large crews (to allow for loss of both personell and automatic csystems<BR>
during combat) they also have to keep those crews *busy*, so they'll<BR>
have a lot of "brass polishing" that the merchants consider to be sheer<BR>
wasted effort.<BR>
<BR>
The scouts are used to being in the middle of nowhere, where a busted<BR>
part has to either be in stock or you have to know how to fix it or<BR>
kludge around it. <BR>
<BR>
Merchants tend to have a "oh, we're out of X. Have to pick up more when<BR>
we land" attitude. Scouts consider that nuts because they are often<BR>
jumping to systems where you can't just pick up parts. The military<BR>
types tend to sympathize with the scouts a bit, because they jump into<BR>
systems where the folks with the spares may be shooting at you. Then<BR>
again, they can "afford" to carry lots of spares, and the supply ships<BR>
have more, right?<BR>
<BR>
Scouts consider jury-rigged repairs "normal". Everybody else considers<BR>
such to be for emergencies only.<BR>
<BR>
And so it goes.<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, 17 Aug 2000 13:49:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Tod Glenn wrote:<BR>
><BR>
>> on 8/16/00 11:20 PM, Frank G. Pitt at frankie@mundens.gen.nz wrote:<BR>
>><BR>
>> Thus the question, are freetraders like western aircraft, or African<BR>
>> coasters or tramp steamers in terms of maintenance and procedures?  Part of<BR>
>> that will be based on whether systems fail safe and whether they endanger<BR>
>> anyone else.<BR>
>><BR>
>> The most minute systems failure can bring down an aircraft.  If starships<BR>
>> are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
>> However, if they are more like ships, slack maintenance and upkeep can be<BR>
>> tolerated more easily.<BR>
>><BR>
><BR>
> Perhaps something halfway in between...like a DC-3...you have to<BR>
> maintain it but 'hammer to fit...file to shape...paint to cover...'<BR>
> might apply.<BR>
<BR>
Aircraft are "delicate" because if something fails, you generally fall<BR>
out of the sky. <BR>
<BR>
Ships can generally just stop and take the time to fix the problem.<BR>
that's why ships have machine shops on board and airplanes don't.<BR>
<BR>
Spacecraft are even *less* likely to by in trouble if something fails<BR>
(they can't sink :-). So they'll be even more "rugged".<BR>
<BR>
You just don't want anythoing to fail on landing or takeoff. Luckily,<BR>
if you are worried, you can generally drift and call for a tow.<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, 17 Aug 2000 13:54:38 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: TML Reference Questions<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson writes:<BR>
><BR>
>> Nope. You are using radiation figures for *atmospheric* blasts. The<BR>
>> actual energy release of the *bomb* is more than 90% hard radiation. In<BR>
>> atmosphere only 1% gets more than a few meters from the bomb because<BR>
>> air is *very* opaque to x-rays.<BR>
><BR>
> We're using different definitions of 'hard radiation'.  I'm only counting<BR>
> gamma and neutrons, not soft X-rays.<BR>
<BR>
Well, if it can kill me inside a space suit, that's hard enough for me.<BR>
 <BR>
>> In space that 1 MT blast is lethal to unshield personnel at multiple<BR>
>> *thousand* km ranges. We've worked it out on the list in the past.<BR>
><BR>
> To get a gray, you need on the order of 100 joules/m^2 of penetrating <BR>
> radiation.<BR>
> 1 MT = 4.2e15 joules.<BR>
> At 1,000 km, area is 1.26e13 m^2, resulting in a dose of 333 joules/m^2, <BR>
> which is a bit below LD-50.<BR>
<BR>
But you *do* agree that you can get a lethal dose a *lot* more than a<BR>
km away, right? :-)<BR>
<BR>
If nothing else, this makes going outside to do repairs during a battle<BR>
even *less* fun.<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, 17 Aug 2000 13:59:14 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: High Tech Materials<BR>
<BR>
In mail you write:<BR>
<BR>
> From: "Anthony Jackson" <ajackson@molly.iii.com><BR>
><BR>
>> No more than extremely neutron-heavy nuclei are stable.  They tend<BR>
>> to undergo beta decay.  In addition, neutronium doesn't have any<BR>
>> internal rigidity -- it would tend to collapse into (one or several)<BR>
>> spheres<BR>
><BR>
> Thats true. Hmmm.  This prompted me to check a textbook (Elementary<BR>
> Modern Physics, Weidner & Sells, 1980, 3rd Ed).  It states that "the<BR>
> basic process of beta- decay, the decay of the neutron into a proton,<BR>
> an electron and an antineutrino occurs in a free neutron, not merely<BR>
> a neutron bound within a nucleus." I really don't remember much of<BR>
> the physics behind nuclear beta decay.  Wish I did.  Then I might be<BR>
> able to state if the neutrons bound within neutronium are subject to<BR>
> beta- decay.  If they are, then neutron stars should be hot from the<BR>
> internal beta rdaiation as well as other degeneracy effects.<BR>
<BR>
Unlikely. Deep inside, the pressure is such that I doubt the raction<BR>
can happen. Near the boundary between the degenerate crust and the<BR>
neutronium mantle, it probably goes both ways. <BR>
<BR>
>> Hm?  Not sure what you mean by that.  A likely effect would be that<BR>
>> superdense would consist of a thin film of degenerate matter on top<BR>
>> of a stabilizing system, and if you penetrade the defense it<BR>
>> destroys the local stabilizers, probably causing explosive failure.<BR>
><BR>
> Interesting.  Neutronium face-hardening?<BR>
<BR>
More like Piper's "collapsium plating".<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, 17 Aug 2000 17:08:34 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: small navies<BR>
<BR>
Phil Kitching writes:<BR>
>>>>Why spend masses of money on a planetary navy when the subsector and <BR>
>>>>Imperial navy are being paid to keep the peace? <BR>
>>>Because you're paying for the subsector and imperial navy.<BR>
>>That's exactly why you don't want to spend even more on the<BR>
>>planetary forces.<BR>
>I'm one of the not convinced.<BR>
>Especially since you seem to be justifying a very small spend on the<BR>
>planetary space navy because it doesn't include the subsector and<BR>
>Imperial navies<BR>
>...<BR>
>then a couple of emails later you spend even less on those navies.<BR>
<BR>
	I'm afraid that there is some fundamental problem in<BR>
	communication here.  At least, I can't figure out what<BR>
	the point is, so either you don't understand what I was<BR>
	describing or I don't understand what your response is.<BR>
	I will assume that I have failed to make my plan clear,<BR>
	and try again...  :)<BR>
<BR>
	I am thinking that each member world taxes its citizens as<BR>
	it sees fit, but must send some amount to the Imperium.  This<BR>
	leaves less to spend on various things, including the<BR>
	planetary navy.  Some of the money sent to the Imperium is<BR>
	spent on "subsector" and "Imperial" navies.  Thus, even if<BR>
	a world spends nothing at all on its own planetary navy, it<BR>
	will benefit from the subsector and Imperial navies.  Given<BR>
	that such navies are already there, individual planets may<BR>
	decide that spending large sums of money on their own<BR>
	planetary navy is unwarranted.  After all, they are paying<BR>
	for the subsector and Imperial navies already!<BR>
<BR>
>your total space navy spend is 1.4 Cr/person/year or 0.03% GWP.<BR>
<BR>
	I have not got the faintest idea what the GWP of any planet<BR>
	is.  My total "space navy spend" (if you mean budget) is<BR>
	explicitly 1.0 Cr/person/year before modifications.  It<BR>
	should be noted that I am looking at a minimalist approach<BR>
	and I certainly know that many of you would not under any<BR>
	circumstances adopt a system even remotely similar to the<BR>
	one I discussed.  I'm cool with that.<BR>
<BR>
:)<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:21:55 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> > We're using different definitions of 'hard radiation'.  I'm only counting<BR>
> > gamma and neutrons, not soft X-rays.<BR>
> <BR>
> Well, if it can kill me inside a space suit, that's hard enough for me.<BR>
<BR>
I suspect (high-tech) spacesuits other than skinsuits are designed to stop<BR>
radiation at the penetration level of soft X-rays.  There's a _lot_ of <BR>
low-penetration radiation out there, if you don't have enough shielding to<BR>
stop soft X-rays you also don't have enough to stop the mixed beta, and<BR>
outside of a planetary magnetic field you're going to absorb a lethal<BR>
radiation dose in a couple of minutes.<BR>
<BR>
> But you *do* agree that you can get a lethal dose a *lot* more than a<BR>
> km away, right? :-)<BR>
<BR>
Oh yes.  Probably lethality 50-100 km.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 16:27:02 -0500<BR>
From: Steven Bonneville <bonnevil@ima.umn.edu><BR>
Subject: Re: planetary/subsector/Imperial fleets.<BR>
<BR>
In regard to Hans's very solid posting on Imperial military financing,<BR>
I've got some comments based on things from the 5FW boardgame.<BR>
<BR>
Hans wrote:<BR>
<BR>
>     The total military budget must be divided between the army and the navy.<BR>
> The proportion allocated to the army averages 40% on most worlds, but<BR>
> averages only 6% on worlds with vacuum or trace atmospheres. Planetary<BR>
> defenses are jointly funded by the army and the navy; the referee must<BR>
> decide what effect this will have on the army budget.<BR>
[...]<BR>
>                                        --- _Striker, Book 2_, pp. 38-39<BR>
<BR>
In 5FW, "vaccuum or trace atmosphere" worlds can't be defended by troops;<BR>
once the SDBs are wiped out, such worlds automatically surrender to the<BR>
enemy fleet, as I recall.  Some of those worlds actually do have a handful<BR>
of battalions listed, however -- under the 5FW rules this has the effect of <BR>
forcing the conquering player to leave a minimum number of troop units <BR>
there to hold the world, but the invadee can't resist actively.  You don't<BR>
leave space-mobile troop units on a vaccuum world if you can help it.  :)<BR>
<BR>
Hence, it's pointless for a vaccuum world to spend much money on troops.<BR>
<BR>
> Colonial navies are often percieved as comic-opera outfits composed<BR>
> exclusively of low-tech ships and worn-out navy hand-me-downs crewed by<BR>
> inexpert weekend warriors. There is a small amount of truth in this, but<BR>
> not much. Colonial crew is usually less experienced overall than the IN,<BR>
> mostly due to the IN's habit of recruiting the cream of the colonial navies,<BR>
> but the difference in efficiency ratings is usually only a few percent as<BR>
> there are transfers the other way when experienced officers and ratings<BR>
> move back to their local navies after a period in the IN, either because<BR>
> they want to settle down and have families or because the colonial navies <BR>
> offer significant promotions to personnel with IN experience.<BR>
<BR>
The Imperial Colonial reinforcements that appear on turn 6 of 5FW are quite<BR>
competent; jump-4 throughout, probably tech-14.  These are the squadrons <BR>
with 1xxx numbers.  The Planetary forces that start the game in a various <BR>
collection of the larger systems are a mixed bag.  Some worlds have one or<BR>
two decent and useful CruRons or a BatRon (tech-13 Efate, for example). <BR>
Some (Extolay, for example) have one very wimpy and presumably low-tech<BR>
jump-1 CruRon.  Most have SDB factors only, which basically covers whatever<BR>
nonstarships are in the local defense force -- for instance, Louzy.<BR>
<BR>
The odd thing about 5FW is the way the Colonial reinforcements appear --<BR>
there aren't any in the top half of the Marches at the start of play;<BR>
just Planetary and a small number of Regular forces.  This might reflect<BR>
CT Fighting Ships' comments about the abandonment of a "hard crust"<BR>
strategy for one based on reinforcement, but it's a little interesting. <BR>
<BR>
> If anyone can suggest sources that I have missed, please do so. (I'm POSITIVE<BR>
> that I have seen it mentioned somewhere that the Imperial cut is divided<BR>
> equally between the regular forces and the subsector forces, but I can't find<BR>
> the reference. Any help in this regard will be much appreciated). <BR>
<BR>
I think the "Third Imperium" library data entry may have something on tax<BR>
collection, try the MT book.  It's probably consistent with all this.<BR>
High Guard or Rebellion Sourcebook say anything?<BR>
<BR>
  -- Steve Bonneville<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:49:10 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
>I suspect (high-tech) spacesuits other than skinsuits are designed to stop<BR>
>radiation at the penetration level of soft X-rays.  There's a _lot_ of<BR>
>low-penetration radiation out there, if you don't have enough shielding to<BR>
>stop soft X-rays you also don't have enough to stop the mixed beta, and<BR>
>outside of a planetary magnetic field you're going to absorb a lethal<BR>
>radiation dose in a couple of minutes.<BR>
<BR>
<BR>
I assume that the proceedure, outside of the Van Allen belts,<BR>
is to simply keep the ship between you and the source of radiation.<BR>
Since you are usually going outside to work on a ship, that won't<BR>
be a big problem.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:58:26 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: TML Reference Questions<BR>
<BR>
David P. Summers writes:<BR>
 <BR>
> I assume that the proceedure, outside of the Van Allen belts,<BR>
> is to simply keep the ship between you and the source of radiation.<BR>
> Since you are usually going outside to work on a ship, that won't<BR>
> be a big problem.<BR>
<BR>
Well, basic shielding is only around 20 kilos.  I suspect both are done.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 10:31:23 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Traveller-digest V1999 #2940<BR>
<BR>
- ----- Original Message ----- <BR>
From: <GDWGAMES@aol.com><BR>
<BR>
> > Well, since it looks like most of the original rules of GDW's "Great <BR>
> >  Game" (such as they were) seem to have been lost, the obvious course<BR>
> >  of action is to take the bits and pieces that have been preserved, <BR>
> >  and  to start filling in the blanks and construct something that works.<BR>
> >  If it can be done once, it can be done again.  Is anyone else interested<BR>
> >  in undertaking such a task? <BR>
> <BR>
> This has already been undertaken on the 2300 Mailing list. Several times, I <BR>
> think . . .<BR>
> <BR>
> LKW<BR>
<BR>
The pain, the suffering. It could have worked I tell you.<BR>
<BR>
Bwahaahaa!<BR>
<BR>
It's still a good idea but you need a Cray and a School of Economics.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:05:15 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
In mail you write:<BR>
<BR>
> As of 17:25 PST 1 Aug  The tally on Solomani money is:<BR>
><BR>
> BUC     9<BR>
> Solar   15<BR>
> Sol     5<BR>
><BR>
> Many of the BUC fans indicated Solar as their second choice.<BR>
><BR>
> It appears that solar is the clear favorite, With BUC being a close second<BR>
> and sol a distant third.<BR>
><BR>
> IMTU, I going to say the following:<BR>
><BR>
> "The official Solomani Confederation unit of currency is the Solomani Basic<BR>
> Unit of Currency, officially known as the Solar, sometimes abbreviated as<BR>
> Sol.  It is also sometimes referred to colloquially as the sollar (origin<BR>
> unknown) or as the Solomani BUC, or just BUC.<BR>
><BR>
> The approved abbreviated format is Sol as in  Sol10,000, although the common<BR>
> usage is S as in S10,000, and even government agencies have adopted this<BR>
> practice.<BR>
<BR>
Actually, there's a "generic currency symbol" in many character sets<BR>
that just *happens* to be called the "sol" in some references! It's a<BR>
circle with four lines radiating out diagonally.<BR>
<BR>
symbol  character set<BR>
- ------  -------------<BR>
       codepage 850<BR>
       codepage 852<BR>
	ISO 8859-1 Latin 1<BR>
	ISO 8859-2 Latin 2<BR>
	ISO 8859-3 Latin 3<BR>
	ISO 8859-4 Latin 4<BR>
	ISO 8859-8 Hebrew<BR>
	ISO 8859-9 Latin 5<BR>
	Apple Quickdraw<BR>
	DEC Multinational<BR>
	DGI<BR>
	HP Roman-8<BR>
	KOI-8 (Cryllic)<BR>
	NeXT<BR>
	TRS-80 Model III (special character mode only)<BR>
<BR>
Alas, it does *not* exist in codepage 437. The closest you can get is<BR>
"", which has too many radiating lines.<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, 17 Aug 2000 14:56:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Balls Done Blue (was Re: Ship's Locker)<BR>
<BR>
In mail you write:<BR>
<BR>
> <Snip graphic description of the effects of painting one's genitals with<BR>
> nail polish><BR>
><BR>
> Dude, you have *far* too much time on your hands :)<BR>
<BR>
Nah, most of that was based on safety research for certain activities,<BR>
and on personal experience. The only "time" involved was that taken to<BR>
type the response. And since another window (and several other systems<BR>
on the LAN) were doing something "useful" at the time, even that<BR>
wastn't "wasted" time. :-)<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 #2949<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2950</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 17 2000     Volume 1999 : Number 2950<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: Development of the Terran Jump Drive<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Traveller-digest V1999 #2946<BR>
Re: Solomani paper money money<BR>
Vs: planetary/subsector/Imperial fleets.<BR>
Re: Flourine/Methane Lifeforms (long-ish)<BR>
Re: economic slavery<BR>
Re: Ship's Locker<BR>
Re: Solomani money poll: update<BR>
RE: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
RE: Solomani money poll: update<BR>
Re: GG@GDW<BR>
Re: Traveller-digest V1999 #2949<BR>
Re: Ship's Locker<BR>
Re: TML Reference Questions<BR>
RE: Development of the Terran Jump Drive<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 14:59:19 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
>> Slight problem. From what I can make out from the map I have handy, I<BR>
>> don't think you can place a station so that it's a J-1 waypoint for<BR>
>> *both* Alpha Centauri *and* Barnard's Star.<BR>
><BR>
> There is a empty hex between Barnard, Terra, and Prometheus (AC) on the<BR>
> Solomani Rim map. That where the Shephard station was located. I am trying<BR>
> to be consistent with AMV History of the Interstellar Wars.<BR>
<BR>
Ok.<BR>
<BR>
>> At least not in real, 3D space. <BR>
><BR>
> I know that in 3D Space, I have the 2300AD Star map and Barnard's Star and<BR>
> Alpha Centuari are not a Jump 1 apart. I believe Barnard is one of the<BR>
> gateway stars to the American Arm.<BR>
<BR>
I don't have my 2300 map handy. Instead I used the one from StarForce<BR>
Alpha Centauri. It has 1 light year hexes, with Barnard's star on the<BR>
same level as Sol, and 6 hexes "down" from it. Alpha Centauri is two<BR>
hexes out, from Sol, 4 levels down, and 60 degrees clockwise from the<BR>
line to Barnard's Star.<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, 17 Aug 2000 15:11:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
> Roughly you are slightly over one parsec from Barnard, Sol, and AC at<BR>
><BR>
> X=-.815 Y=-3 Z=-1.19<BR>
><BR>
> Sol is at 0,0,0 at 3.41 ly<BR>
> Barnard is at -.2 -5.9 .4 at 3.28 ly<BR>
> Alpha C is at -1.7 -1.4 -3.9 at 3.32 ly<BR>
<BR>
Ok, I stand corrected. <BR>
<BR>
Might I inquire as to *how* you came up with that point? Trial and<BR>
error seems far to time consuming.<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, 17 Aug 2000 15:15:42 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2946<BR>
<BR>
In mail you write:<BR>
<BR>
>>>> Shatner was the principal guest star of one episode, giving a<BR>
>>>> performance as bad or worse than the one he gave in the Twilight<BR>
>>>> Zone's "Terror at 20,000 feet";<BR>
>>><BR>
>>> 'There's...a man...on the wing'<BR>
>>> :)<BR>
>> <BR>
>> I thought that was John Lithgow. Or do you mean in an <BR>
>> original episode as opposed to the movie?<BR>
><BR>
> Just my crude attempt at emulating the Great Man's (snort,<BR>
> snigger)speech patterns.  I honestly can't remember who was in the<BR>
> original episode with the creature on the wing of the plane...I just<BR>
> assumed it was episode I was thinking of.<BR>
<BR>
It was Shatner in the original episode. He was also in an episode where<BR>
he was the first man to go to Venus, and acted rather oddly after<BR>
getting back. <BR>
<BR>
As I recall, his acting wasn't all that bad in either episode.<BR>
<BR>
Nimoy was not only in an episode of the Twilight Zone, his *first*<BR>
screen credit was as an "assistant Martian" in the Republic serial<BR>
"Zombies of the Stratosphere". Since his costume include a hood that<BR>
covered his hair and ears, folks have speculated on possible pointed<BR>
ears there. :-)<BR>
<BR>
Nimoy tries to pretend he never heard of the serial... <BR>
<BR>
Now that I have DVD player, I ought to see if I can get those old<BR>
serials on DVD!<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, 17 Aug 2000 15:23:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Solomani paper money money<BR>
<BR>
In mail you write:<BR>
<BR>
> on 8/17/00 3:28 AM, Jones, Dean at Dean.Jones@fox-europe.com wrote:<BR>
><BR>
>> Rather than paper, why not a high-grade plastic of some sort? It could<BR>
>> probably incorporate holograms or some kind of micro circuitry 'smartcard'<BR>
>> technology to prevent counterfieting<BR>
><BR>
> There is good reason not to print banknotes.  Buy making 'currency' bulky,<BR>
> you discourage large transactions in 'cash'.  Electronic transfers are more<BR>
> easily tracked by SolSec.<BR>
><BR>
> SolSec is probably pushing for the elimination of large denomination coins,<BR>
> and all currency when this is feasible.<BR>
><BR>
> Try making a discrete bribe when that 1000 Solars fills a good sized<BR>
> suitcase.<BR>
<BR>
Assuming that Solars are square, 4cm x 4cm x 3 mm (about the size of<BR>
the old Eisenhower dollar), 1000 of them only takes up 4.8 liters.<BR>
That's not a very large suitcase. <BR>
<BR>
On the other hand, if the mass about what one of those old dollars does<BR>
(about 1/20th of a pound) you are talking about 50 pounds of coins!<BR>
That'll get noticed.<BR>
<BR>
> Naturally, foreign currency is not legal tender, and must be exchanged (an<BR>
> reported) at approved banks.<BR>
<BR>
Except that I can *guarantee* that the black market will run on foreign<BR>
currrency if local currency is controlled that way. And that there will<BR>
be quite a "gray market" as well.<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: Fri, 18 Aug 2000 00:54:03 +0300<BR>
From: =?iso-8859-1?Q?Jussi_Kenkkil=E4?= <Jussi.Kenkkila@helsinki.fi><BR>
Subject: Vs: planetary/subsector/Imperial fleets.<BR>
<BR>
> I hope this will be useful to some. Comments welcome.<BR>
> <BR>
Well done. I saved it for later use and study. <BR>
<BR>
- -J2K<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:29:27 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
I'm assuming HF is hydrofloric acid.<BR>
<BR>
Let me see if I have this straight.<BR>
<BR>
A world either has merely trace flourine or the whole<BR>
atmosphere is made up of Flourine or flourine compounds.<BR>
<BR>
The seas are made up on HF acid. <BR>
<BR>
The problem with life on such a planet is that the <BR>
'plant' analogues have trouble producing, what, I'm<BR>
unclear (my fault not yours) proteins? sugars?<BR>
<BR>
Assuming that you've solved that your animals (and<BR>
by extention any sapient race) is made of teflon (which<BR>
is well cool).<BR>
<BR>
Would I be right in saying that your average Beowulf<BR>
trader would last not very long in such an atmosphere?<BR>
<BR>
Enough to get down from orbit or return to orbit.<BR>
<BR>
Or does the hull do a good impression of a phospherous grenade<BR>
once it enters the atmosphere?<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 17, 2000 8:09 AM<BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
<BR>
> even more usefull stuff.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 08:54:57 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: economic slavery<BR>
<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: economic slavery (was:Ship's Locker)<BR>
<BR>
> The workers are totally at the mercy of the corporation, because if they<BR>
> try to unionize to force even minimal improvements, the corporation can<BR>
> cry "illegal restraint of trade" and get the Imperium to crush any<BR>
> workers movement.<BR>
<BR>
The problem with this as a general plan is what I call 'Jane Fonda<BR>
Syndrome' - if 95 percent of the ruling class takes one position, you have 5<BR>
percent taking the other. It's a real bitch if one of those five percent<BR>
happens to be the sophont on the spot making the decision ('Government by<BR>
men, not laws').<BR>
<BR>
In this case, the risk is that our Bleeding Heart and/or Socialist Radical<BR>
noble will ...<BR>
<BR>
1) Recognise the 'Workers Interim Government of Rockball'<BR>
2) Accept a petition from the lawyers (*) for the same that EvilCorp has<BR>
engaged in 'Excessive extra-planetary influence and support' in the Rockball<BR>
Civil War<BR>
3) Express outrage at this clear and blatant violation of the Rules of War,<BR>
and order the local Admiral to 'Restore Peace and Order with Due Prejudice<BR>
towards the Aggrieved Party'<BR>
<BR>
(*) Lawyers that, in fact, the Rockball Togetherness Movement did not<BR>
realise it had hired. Boy will they be surprised when an Imperial Marine<BR>
Colonel requests a situation report from the Strike Committee Chairman,<BR>
minutes after Inperial Marine Grav APCs do a hot landing, and Marines in<BR>
battledress broadcast a surrender call to, and then begin firefights with,<BR>
EvilCorps' goons.<BR>
<BR>
><BR>
> If this is the case, we can expect the Imperium to spend quite a lot of<BR>
> its time suppressing 'evil trade unionist movements'.  And we all<BR>
> thought the Solomani were bad...<BR>
<BR>
I think it would mostly be regarded as an internal matter.<BR>
<BR>
Not to push an analogy too far (I hope) ... the US did not crush unions and<BR>
such directly in it's Carribbean hegemony (say, 1880 to 1920). It just<BR>
looked the other way while local governments and the United Fruit Company's<BR>
mercenaries did so.<BR>
<BR>
><BR>
> In the US, the trade union movement has slowed in part because the<BR>
> Federal government has assumed the role of guaranteeing minimal safe<BR>
> working conditions and rates of pay, and outlawing certain labor<BR>
> practices all together.  IYTU, is there some similar Imperial function?<BR>
> and if not, why aren't there workers rebellions springing up everywhere.<BR>
> Surely you won't suggest that corporations just treat their workers well<BR>
> out of an innate sense of kindness and fair play?<BR>
><BR>
<BR>
If it is outside the starport, the Imperium doesnt care.<BR>
<BR>
And maybe there are workers rebellions, leading to a strong demand for off<BR>
worlders to do Security tickets.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:56:26 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Leonard Erickson wrote:<BR>
> In mail you write:<BR>
> <BR>
> > Tod Glenn wrote:<BR>
> ><BR>
> >> on 8/16/00 11:20 PM, Frank G. Pitt at frankie@mundens.gen.nz wrote:<BR>
<BR>
> >> The most minute systems failure can bring down an aircraft.  If starships<BR>
> >> are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
> >> However, if they are more like ships, slack maintenance and upkeep can be<BR>
> >> tolerated more easily.<BR>
> >><BR>
> ><BR>
> > Perhaps something halfway in between...like a DC-3...you have to<BR>
> > maintain it but 'hammer to fit...file to shape...paint to cover...'<BR>
> > might apply.<BR>
> <BR>
> Aircraft are "delicate" because if something fails, you generally fall<BR>
> out of the sky. <BR>
<BR>
Surely not, particularly multi-engine planes. If a multi-engine plane <BR>
has enough stuff working to get off the ground, the odds are very good<BR>
that any given mechanical failure is not going to be fatal to any of the<BR>
personnel on board. You're not going to "fall out of the sky", Concorde <BR>
notwithstanding[1], though you may not reach your destination airfield. <BR>
<BR>
> Ships can generally just stop and take the time to fix the problem.<BR>
> that's why ships have machine shops on board and airplanes don't.<BR>
<BR>
Ships have machine shops on board because they are much less concerned<BR>
with mass than airplanes are. Admittedly, any airplane system failure <BR>
that's not in the avionics is probably going to be hard or impossible <BR>
for the crew to reach while in flight...<BR>
<BR>
Hey, could a modern wet-naval warship replace its own propellors if it <BR>
needed to?<BR>
<BR>
> Spacecraft are even *less* likely to by in trouble if something fails<BR>
> (they can't sink :-). So they'll be even more "rugged".<BR>
<BR>
Tell that to the crew of Apollo 13. :)<BR>
<BR>
> You just don't want anythoing to fail on landing or takeoff. Luckily,<BR>
> if you are worried, you can generally drift and call for a tow.<BR>
<BR>
Unless you're in a system uninhabited by intelligent friendly life. Or <BR>
if your comms have failed.<BR>
<BR>
- -Russell B<BR>
<BR>
[1] Tacky, tacky joke: Did you hear about the Russian government's <BR>
response to the Concorde crash? They're grounding their submarines...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 15:58:58 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
Leonard Erickson wrote:<BR>
> <BR>
> In mail you write:<BR>
<BR>
> > The approved abbreviated format is Sol as in  Sol10,000, although the common<BR>
> > usage is S as in S10,000, and even government agencies have adopted this<BR>
> > practice.<BR>
> <BR>
> Actually, there's a "generic currency symbol" in many character sets<BR>
> that just *happens* to be called the "sol" in some references! It's a<BR>
> circle with four lines radiating out diagonally.<BR>
<BR>
Hm, surely the currency symbol for the Sol would have started out as the <BR>
abbreviation "SL" or "Sl", and eventually been corrupted to the glyph "$".<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 19:13:48 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Ship's Locker<BR>
<BR>
>> I don't know about the original writer, but IMTU, no guild would let<BR>
anyone<BR>
>> serve on a ship that _didn't_ do this, and I sure as hell wouldn't travel<BR>
on<BR>
>>a ship that did not have these sort of precautions in place.<BR>
>><BR>
>> In the real world, the sort of thing described above above is mandated in<BR>
>> military ships and aircraft, and in any civilian airline outside of China<BR>
>> and India. The only people who can get away with not doing it in Western<BR>
>> countries are owner operators who don't take paying passengers.<BR>
><BR>
<BR>
>Thus the question, are freetraders like western aircraft, or African<BR>
>coasters or tramp steamers in terms of maintenance and procedures?  Part of<BR>
>that will be based on whether systems fail safe and whether they endanger<BR>
>anyone else.<BR>
><BR>
>The most minute systems failure can bring down an aircraft.  If starships<BR>
>are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
>However, if they are more like ships, slack maintenance and upkeep can be<BR>
>tolerated more easily.<BR>
<BR>
>Tod<BR>
- --<BR>
A question easily answered. Freetraders are tramp steamers. This is evident<BR>
by the following facts as shown in canon. Freetraders do not have lifeboats<BR>
sufficient for all passengers. They do not have spacesuits or lifeballs<BR>
sufficient for all passengers. They do not have sufficient medical personnel<BR>
to insure Low Passage passenger's safety.  All this equals tramp steamer.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 16:50:16 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Russell Bornschlegel wrote:<BR>
<BR>
> > Aircraft are "delicate" because if something fails, you generally fall<BR>
> > out of the sky.<BR>
> <BR>
> Surely not, particularly multi-engine planes. If a multi-engine plane<BR>
> has enough stuff working to get off the ground, the odds are very good<BR>
> that any given mechanical failure is not going to be fatal to any of the<BR>
> personnel on board. You're not going to "fall out of the sky", Concorde<BR>
> notwithstanding[1], though you may not reach your destination airfield.<BR>
<BR>
Depends on the mechanical failure. The Alaska Air crash was a single<BR>
mechanical failure point. So was TWA 880 (though, I'll grant you, the<BR>
mechanical failure didn't cause the crash, the explosion set off when<BR>
the mechanical failure allowed sparking inside the fuel pump did.)<BR>
<BR>
Aircraft are fragile becuase the design criteria for aircraft up to and<BR>
including TL8 is  'built as light as structurally sound and possible.'<BR>
With the advent of unlimited fusion power and antigrav, ship design<BR>
turns from 'light as possible' to 'tough as practical'<BR>
<BR>
Granted, a C130 can take a hell of a beating and still fly, but ships<BR>
are built in a far more massive fashion...they use steel where aircraft<BR>
use aluminum. They use 1" dia. bolts where aircraft will use a 1/4"<BR>
rivet. Different design criteria. A 20 year-old aircraft is an old bird,<BR>
but a 20 year old ship is still getting rid of that new-ship smell ;-)<BR>
<BR>
A TML starship far more closely resembles a ship than an aircraft in<BR>
almost all respects.<BR>
 <BR>
> > Spacecraft are even *less* likely to by in trouble if something fails<BR>
> > (they can't sink :-). So they'll be even more "rugged".<BR>
> <BR>
> Tell that to the crew of Apollo 13. :)<BR>
<BR>
C'mon...not fair. The Apollo command module is to a Traveller Starship<BR>
as a paper airplane is to a A-10.<BR>
<BR>
Given that, damn straight the Apollo 13 was rugged. They suffered the<BR>
equivalent of a major fuel tank hit, and rolled about 20 critical saves<BR>
in a row ;-)<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 16:51:21 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Terry Carlino wrote:<BR>
> <BR>
<BR>
> A question easily answered. Freetraders are tramp steamers. This is evident<BR>
> by the following facts as shown in canon. Freetraders do not have lifeboats<BR>
> sufficient for all passengers. They do not have spacesuits or lifeballs<BR>
> sufficient for all passengers. They do not have sufficient medical personnel<BR>
> to insure Low Passage passenger's safety.  All this equals tramp steamer.<BR>
><BR>
<BR>
Or White Lines luxury steamship, take your pick...;-)<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 19:23:40 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: RE: Solomani money poll: update<BR>
<BR>
Luther Martin wrote:<BR>
<BR>
>Tod Glenn wrote:<BR>
><BR>
>> The Confederation does not print bank notes."<BR>
><BR>
>I don't buy this. The SolConf should have ditched the physical stuff<BR>
years<BR>
>ago in favor of some sort of electronic cash scheme, but if you have to<BR>
have<BR>
>something physical, it should probably be paper. Coins are just too<BR>
bulky.<BR>
>Eisenhower Dollars? They are probably also more expensive than paper.<BR>
><BR>
<BR>
The US Mint did an economic evaluation on this and determined that coins<BR>
are cheaper based on thier lifespan (30years vrs. 18mo. average life<BR>
expectancy).  That is the reason they are intent on gitting a $1 coin in<BR>
circulation.<BR>
<BR>
A quick look in my pocket finds very good looking '64 coins and very<BR>
worn looking '95 bills.<BR>
<BR>
Charles<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 20:30:39 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: GG@GDW<BR>
<BR>
>  I missed the beginning of this one and am surprised nobody from the 2300AD<BR>
>  list has jumped on it yet.  2300AD community belief tends toward the<BR>
>  opinion that GG wasn't anything like a proper game that could be played by<BR>
>  the public<BR>
<BR>
That much is true and I have never denied it. Most of the rules were in <BR>
Frank's head at any given time. It was more what used to be called "free <BR>
kriegspiel" in wargaming circles . . . not a marketable product in any way. <BR>
This does not make it any less a game. ANyone can do what we did -- just get <BR>
a bunch of people together and do it.<BR>
<BR>
>  it was an in-house system to help the designers come up with a<BR>
>  richer universe for the rpg than they could have by themselves.  There's<BR>
>  considerable evidence that GG didn't work in this regard.<BR>
<BR>
Really . . . I've been subscribed to the 2300 list for years and I am unaware <BR>
of any large number of original participants ever commenting on the game. <BR>
Marc has posted. I have posted. I don't think any other player ever did <BR>
(although it is possible -- handles make it tought to tell who's talking <BR>
sometimes). I _have_ seen a lot of "Dave Nilsen told me" or "Marc says" or <BR>
"Loren says" or "I think that . . ." (Dave Nilsen was not employed at GDW <BR>
during the time of the GG -- he salvaged a lot of it from material found in <BR>
the warehouse, however, so his name comes up from time to time).<BR>
<BR>
>  It's widely believed that a great deal was fudged.  <BR>
<BR>
Some of the final results, certainly. I think "a great deal" is an excessive <BR>
statement. A lot of minor things, like the French Emperor being black, were <BR>
added after the fact. <BR>
<BR>
>  One story that is put<BR>
>  about credibly is that the Canadian interstellar presence had no roots in<BR>
>  GG but was added in hopes of boosting the game's sales in RW 1980s Canada.<BR>
<BR>
I'll just say that in my opinion this is not true, and leave it at that (and <BR>
my opinion counts for a lot in this case).<BR>
<BR>
> you have to wonder if the simulation GDW used would have<BR>
> allowed, for example, the emegence of a world power in Africa<BR>
<BR>
South Africa (Azania in the game) isn't a world power? <BR>
<BR>
>  In short, there's a body of opinion based on pretty good evidence that GG<BR>
>  was basically a fancy name for an in-house brainstorming session that<BR>
>  ended up having a limited effect on the published 2300AD universe.  I<BR>
>  think that GDW gave the impression that GG was a lot more than that in<BR>
>  trying to claim they had gamed out major aspects of their universe's<BR>
>  history, but this is belied.<BR>
<BR>
"Pretty good evidence" Videotapes of the sessions? Log sheets or other <BR>
documents from the game? Eyewitness testimony (and if you have that, I want <BR>
to know their names, 'cause I was on a first name basis with everybody <BR>
there)? <BR>
<BR>
If we had just wanted to brainstorm, we wouldn't have needed so many people <BR>
and we certainly wouldn't have taken so many evenings. The game was heavily <BR>
influenced by which nations had players and which were run by the referee, <BR>
which resulted in a certain skewing, but there is no way we could have helped <BR>
this other than have 150 people playing the game.<BR>
  <BR>
******<BR>
<BR>
Please don't take this response as a personal attack. I am responding to the <BR>
ideas, not the messenger. <BR>
<BR>
Attempting to recreate the precise rules is doomed to failure, but I don't <BR>
discourage others from trying.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 20:40:58 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2949<BR>
<BR>
Ben Aaronovitch writes:<BR>
<BR>
> > This has already been undertaken on the 2300 Mailing list. Several times, <BR>
I <BR>
> <BR>
>  > think . . .<BR>
>  > <BR>
>  > LKW<BR>
>  <BR>
>  The pain, the suffering. It could have worked I tell you.<BR>
>  <BR>
>  Bwahaahaa!<BR>
>  <BR>
>  It's still a good idea but you need a Cray and a School of Economics.<BR>
<BR>
Depends on what you want to get out of it. If all you need is a good <BR>
storyline and some unexpected synergies, get a dozen people with radically <BR>
different personalities and high intelligence together . . .<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 17:15:18 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> One problem is that the situation is a bit unrealistic.  A<BR>
> ship's locker started out as a hodgepodge of equipment that<BR>
> happened to be things the PCs needed.  It was sort of a<BR>
> handwave for the stuff to be there (I always felt that if a<BR>
> GM wanted PC to have more stuff, then he should just give more<BR>
> starting money and let the PC choose.  To me, that choice<BR>
> is part of roleplaying).  Realistically, a ship<BR>
> would store equipment by use in appropriate areas.  Tools will<BR>
> be in engineering, safety equipment will be in emergency storage,<BR>
> etc.<BR>
<BR>
Nope. There is no "Engineering". There's the power plant and drives,<BR>
which are the biggest pieces of equipment that the Engineering<BR>
department has primary responsibility for. The *rest* of the equipment<BR>
tnhey have responsibility for is scattered all over the ship.<BR>
<BR>
So the tools that are only, or primarily for use on the power plant and<BR>
drives will be stored near them. Other tools will either be in a<BR>
centralized locker or on larger ships, there will be lockers in each<BR>
section of the ship.<BR>
<BR>
And it's quite likely that the engineers and techs will tool carts or<BR>
at least tool boxes so they aren't always running back to the locker.<BR>
On ships, I can see magnetic mounts so you can lock the box or "cart"<BR>
to a bulkhead, deck, or even the overhead. <BR>
<BR>
Anybody know if you can make a CG unit small enough to use in a tool<BR>
cart (think box about 120 cm wide x 75 cm deep x 100 cm tall) without<BR>
severely compromising the usable volume?<BR>
<BR>
Safety equipment will mostly be stored near wear it is going to be<BR>
used. In fact, much of it will be required by *law* to be stored in<BR>
such places.<BR>
<BR>
For example, you do *not* store fire extinguishers in a central<BR>
location. You spread them out so that they are close to where fires<BR>
might *start, and you make sure that they are appropriate for the type<BR>
of fires that might occur there.<BR>
<BR>
Likewise, while advanced personal protective gear (full hazmat suits<BR>
and the like) will be stored centrally, respirators and other emergency<BR>
gear will be stored where they are *needed*. If there's a leak, you<BR>
can't go running to a central repository, you need that mask *now*, or<BR>
you may not get out.<BR>
<BR>
I've worked around stuff where safety gear was needed or emergencies.<BR>
And trust me, you don't centralize "escape" and "control" gear. You<BR>
centralize gear for the emergency response team.<BR>
<BR>
> Each will have its own protocol.  Tools might be the<BR>
> responsibility of the engineers.  Safety equipment might be<BR>
> in a central repository but people would not be allowed to<BR>
> take stuff out for non-emergencies (and so wouldn't be<BR>
> available routine for a game).  If weapons aren't allowed<BR>
> on a ship, then weapons will be locked in a weapon locker.<BR>
> Cleaning supplies would be in the mop closet and the Steward<BR>
> would make sure he had enough.<BR>
<BR>
Keep in mind that on the size ship most players are on, all those<BR>
places are likely to be the *same* room, even if they are seperate<BR>
sections of it.<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, 17 Aug 2000 17:43:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: TML Reference Questions<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson writes:<BR>
><BR>
>>> We're using different definitions of 'hard radiation'.  I'm only counting<BR>
>>> gamma and neutrons, not soft X-rays.<BR>
>> <BR>
>> Well, if it can kill me inside a space suit, that's hard enough for me.<BR>
><BR>
> I suspect (high-tech) spacesuits other than skinsuits are designed to stop<BR>
> radiation at the penetration level of soft X-rays.  <BR>
<BR>
With skinsuits, the radiation protection would likely be part of the<BR>
coverall. <BR>
<BR>
> There's a _lot_ of <BR>
> low-penetration radiation out there, if you don't have enough shielding to<BR>
> stop soft X-rays you also don't have enough to stop the mixed beta, and<BR>
> outside of a planetary magnetic field you're going to absorb a lethal<BR>
> radiation dose in a couple of minutes.<BR>
<BR>
I thought the soft X-rays from a nuke were a *lot* more penetrating than<BR>
beta? For that matter, what about helmets? <BR>
<BR>
The astronauts on the moon were "outside of a planetary magnetic field<BR>
for *hours*, and I seriously doubt that their suits were all *that*<BR>
well shielded.<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, 17 Aug 2000 21:21:07 -0400<BR>
From: "Robert Conley" <estar@toolcity.net><BR>
Subject: RE: Development of the Terran Jump Drive<BR>
<BR>
><BR>
> > Roughly you are slightly over one parsec from Barnard, Sol, and AC at<BR>
> ><BR>
> > X=-.815 Y=-3 Z=-1.19<BR>
> ><BR>
> > Sol is at 0,0,0 at 3.41 ly<BR>
> > Barnard is at -.2 -5.9 .4 at 3.28 ly<BR>
> > Alpha C is at -1.7 -1.4 -3.9 at 3.32 ly<BR>
><BR>
> Ok, I stand corrected.<BR>
><BR>
> Might I inquire as to *how* you came up with that point? Trial and<BR>
> error seems far to time consuming.<BR>
<BR>
<BR>
Actually it involved a little trial and error. Basically I am the head<BR>
programmer of a company that makes metal cutting software. One of the things<BR>
we do is unfold 3D Shapes into flat patterns. Also we display those 3D<BR>
shapes so we use some heavy duty 3D graphics routines. I know the<BR>
coordinates of the three stars from 2300 AD and I had a formula that can<BR>
give you the radius of a circle that encompasses the 3 points of a triangle.<BR>
That number turned out to be 3.338 light years. Unfortunally I don't have a<BR>
formula that can figure out the X,Y,Z of the centerpoint of that circle. So<BR>
I used my knowledge of geometry, vector, and trig to get a point close to<BR>
where the center should be. I think the inital ly distances were 4.2, 3.02,<BR>
3.28 for the point I came up with. I wrote a spreadsheet to vary the X,Y,Z<BR>
coordinates until I got a good set of distances. I did this over lunch so it<BR>
was all quick and dirty.<BR>
<BR>
<BR>
When I get more time I will figure out how to find that point. You need to<BR>
figure the normal for the plane that comprises those three stars and use the<BR>
fact that the line from the point to all three stars is equal to radius.<BR>
Another quick and dirty way is to right piece of software that sample the<BR>
cube formed by the three stars at a given resolution. You print out all the<BR>
results of Radius-Dist1-Dist2-Dist2< .1. A good resolution for near star<BR>
would be .1.<BR>
<BR>
Rob Conley<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2950<BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2951<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: I'll take a stab<BR>
Re: The Great Game<BR>
Re: The Great Game<BR>
RE: Ship's Locker<BR>
Engineering Department<BR>
Re: Traveller-digest V1999 #2949<BR>
Re: Mis-jumps in MTU<BR>
Damage Control as a Proposed Skill<BR>
CCTV Security<BR>
Re: Mis-jumps in MTU<BR>
Re: Updates to the Far Future Website<BR>
Find Striker (was Re: Small navies)<BR>
Re: Ship's Locker<BR>
Re: Damage Control as a Proposed Skill<BR>
Re: CCTV Security<BR>
Re: Solomani paper money money<BR>
Re: We don't care about the K'kree very much...<BR>
Re: We don't care about the K'kree very much...<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 18:42:40 -0700<BR>
From: "Kelly St.Clair" <kellys@efn.org><BR>
Subject: Re: I'll take a stab<BR>
<BR>
On Wed, 16 Aug 2000 22:47:18 -0400, Mark Urbin <urbin@bigfoot.com> wrote:<BR>
<BR>
>IMNSHO, Kurt Russell was fanfornicatingtastic as Jack Burton in "Big<BR>
>Trouble in Little China."<BR>
><BR>
>Anybody ever write Jack up as a GURPS character?<BR>
><BR>
>I think his defining skill would be...luck.<BR>
<BR>
Bah.  Everyone knows that Jack Burton is the definitive example of the <BR>
Everyman Hero archetype in FENG SHUI, a game much better suited to <BR>
cinematic action than the inherently simulationist GURPS ruleset.<BR>
<BR>
And yes, the Everyman Hero has /buckets/ of luck.<BR>
<BR>
On another subject entirely, I have occasional silly thoughts about the <BR>
All-Kurt-Russell-Action Movie.  Starring Kurt Russell as Jack Burton, Kurt <BR>
Russell as Col. Jack O'Neill, Kurt Russell as "Snake" Plisskin...<BR>
<BR>
- --------------<BR>
Kelly St.Clair            ... Kurt Russell as Dexter Riley...<BR>
kellys@efn.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 02:33:40 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: The Great Game<BR>
<BR>
Well yes, and I'd still like to create a near future scenario using that system<BR>
but the problem as far as I could see was that nobody could agree on the<BR>
system.<BR>
<BR>
The Great Game and the 2300 Background it created was one of my <BR>
favourite RPG settings. Even if the Azanians did speak Swahilli in the<BR>
1st edition. The Aurore and Kafer sourcebooks were two of the best<BR>
things I've ever seen.<BR>
<BR>
Ben Aaronovitch. <BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: <GDWGAMES@aol.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 18, 2000 1:40 AM<BR>
Subject: Re: Traveller-digest V1999 #2949<BR>
<BR>
<BR>
> Ben Aaronovitch writes:<BR>
> >  The pain, the suffering. It could have worked I tell you.<BR>
> >  <BR>
> >  Bwahaahaa!<BR>
> >  <BR>
> >  It's still a good idea but you need a Cray and a School of Economics.<BR>
> Depends on what you want to get out of it. If all you need is a good <BR>
> storyline and some unexpected synergies, get a dozen people with radically <BR>
> different personalities and high intelligence together . . .<BR>
> <BR>
> LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 21:48:50 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: The Great Game<BR>
<BR>
The Aurore sourcebook made it worth playing 2300 all on its own.  It was a<BR>
truly alien world, and the cover art was some of the best ever done IMHO.<BR>
It reminded me of the rather shocking ending of "The Silent Earth" and "The<BR>
Thirteenth Floor."  They both "transported" you someplace else that you felt<BR>
you were there for a moment.  The cover of the Aurore sourcebook did that<BR>
for me too.<BR>
<BR>
I liked the Kafer sourcebook too.  They were a truly well conceived alien<BR>
race.<BR>
<BR>
<BR>
> 1st edition. The Aurore and Kafer sourcebooks were two of the best<BR>
> things I've ever seen.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 19:00:01 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> Nope. There is no "Engineering". There's the power plant and drives,<BR>
> which are the biggest pieces of equipment that the Engineering<BR>
> department has primary responsibility for. The *rest* of the equipment<BR>
> tnhey have responsibility for is scattered all over the ship.<BR>
<BR>
Hey, all of *my* ships have had engineering areas. That's where those guys<BR>
keep their stuff, too.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:20:18 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Engineering Department<BR>
<BR>
Well, actually there are several "engineering" spaces on a ship.  The name<BR>
varies with the type of platform, but generally is as follows:<BR>
<BR>
Steam Plants:    "Main Control", "Enclosed Operating Station (EOS) #" (one<BR>
for each plant)<BR>
Diesel & Gas Turbine Turbine Plants:    "Central Control Station), Local<BR>
Control Panels<BR>
<BR>
there is also the<BR>
<BR>
Engineering Logroom (that's what it is called on USN ships).<BR>
Department Offices (Auxiliaries, Reactor, Electrical, Repair)<BR>
Division Offices (Reactor Electrical, Reactor Controls, Main Propulsion,<BR>
Damage Control, Hull...)<BR>
<BR>
The engineering control stations are hives of maintenance activity.  The<BR>
logroom is where most of the paperwork gets done, and is essentially an<BR>
office.  The bridge engineering control station is incorprated into the helm<BR>
and has limited plant control capabilities (only on GT & Diesel ships) which<BR>
amounts to emergency stopping casualty affected engines.<BR>
<BR>
- -Dan Lane<BR>
<BR>
- ----- Original Message -----<BR>
From: "Luther Martin" <lwmarti@pacbell.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 17, 2000 10:00 PM<BR>
Subject: RE: Ship's Locker<BR>
<BR>
<BR>
> Leonard Erickson wrote:<BR>
><BR>
> > Nope. There is no "Engineering". There's the power plant and drives,<BR>
> > which are the biggest pieces of equipment that the Engineering<BR>
> > department has primary responsibility for. The *rest* of the equipment<BR>
> > tnhey have responsibility for is scattered all over the ship.<BR>
><BR>
> Hey, all of *my* ships have had engineering areas. That's where those guys<BR>
> keep their stuff, too.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:22:24 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2949<BR>
<BR>
In a message dated 8/18/00 12:43:10 AM !!!First Boot!!!, GDWGAMES@aol.com <BR>
writes:<BR>
<BR>
<<  If all you need is a good <BR>
 storyline and some unexpected synergies, get a dozen people with radically <BR>
 different personalities and high intelligence together . . . >><BR>
<BR>
Nah; that just gets you a drunken brawl...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 20:25:33 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Gregory Carl Kettler wrote:<BR>
<BR>
> 36 parsecs is the absolute, theoretical limit for jump.  It is also<BR>
> possible in theory to do so with just 10% fuel, but current technology has<BR>
> yet to find a way to do so consistently.  Perhaps the Ancients could do<BR>
> better. ( 1.)<BR>
> The maximum jump number doesn't depend on the size of the drive.  Building<BR>
> a larger drive for longer jumps is just a crutch used by people who barely<BR>
> understand anything about jump space, which is the case even at TL 15.  Or<BR>
> at least, that's how I read it.(2.)<BR>
<BR>
1.  That's what SOM intimates and has explanations for, but it doesn't explain<BR>
why the absolute limit is 36 for jumps 1 through 6.  Zuchai crystals, even<BR>
cracked ones, should still retain a fairly decent 'image' of a J-1 range as<BR>
opposed to a J-6 range (see the quote from SOM in reply to Leonard<BR>
yesterday).  So why would the one limit not be expanded, as I suggest, for the<BR>
second.<BR>
2.  No, I don't subscribe to that.  I think that normal jump is very dependent<BR>
upon the size of the drive or more so the storage capacity of the generator.<BR>
<BR>
Gary E Ward writes:<BR>
<BR>
>A lot depends on rather you consider jump a "space" or and<BR>
>"effect"<BR>
<BR>
>As a "space", it doesn't seem likely.<BR>
<BR>
>As an "effect", it becomes more believeable, kind of like the<BR>
>effect of<BR>
>bouncing short wave signals long distances when atmospheric<BR>
>conditions are right.<BR>
<BR>
I guess that's a vote for and against. And the anology is about right I think.<BR>
<BR>
John Goth writes:<BR>
<BR>
>Because there are only 36 J-space levels, not 216.<BR>
<BR>
[snipped the balance]   That was only 'current' cosmology at the time.<BR>
Perhaps they were wrong!  Imagine where we would be if someone had not<BR>
envisioned that it might be possible to orbit the earth, or put a man on the<BR>
moon, or send a probe to the limits of our solor system. I'm not arguing<BR>
against the limit, merely suggesting that logic -might- lead others to a<BR>
different opinion.<BR>
<BR>
Benyamene' ZeAbe' Akella writes:<BR>
<BR>
>I like this little heresy, I may adopt it as well. Hypercleats will have a<BR>
>coniption fit, but I'll bet Stryder will like it.<BR>
<BR>
Hypercleats?  Stryder?  I am not aware of who these gentlepersons are but<BR>
maybe I can count another couple of votes for.<BR>
<BR>
[balance snipped]<BR>
<BR>
Ian Ferguson writes:<BR>
<BR>
>[snip] (I have my own technobabble for an excuse) [snip]<BR>
<BR>
That's what I would be interested in for a discusiion point.<BR>
<BR>
Peter Neuman writes:<BR>
<BR>
IMTU the reason misjumps from a jump 1 ship can take you<BR>
up to jump 36 [1] is that in a misjump the ship enters jump<BR>
space wrong and ends up in the wrong layer and/or pointed the<BR>
wrong way. A misjump will, very rarely, end up taking you<BR>
where you were going anyway.<BR>
<BR>
>IMTU jumpspace exists in layers around a central core. Jump<BR>
>1 space through jump 6 space are somewhat stable and ships<BR>
>can usually enter this space and come out all right. Jump<BR>
>space 7 through jump space 36 are a bit further down and are<BR>
>more chaotic, thus a ship can survive in these layers but cannot<BR>
>control their passage.[ snip].<BR>
>Lower down (jumpspace 37+) the conditions are sufficiently<BR>
>destructive that no ship that enters this space ever returns<BR>
>to normal space. Thus a jump 37+ is impossible for anyone (even<BR>
>the Ancients) because any ships that go that far down are<BR>
>destroyed (or at least can never return).<BR>
<BR>
So IYTU I can assume your greater scientific minds have at least reviewed the<BR>
question and admit to the possibility that there may be layers beyond the 36,<BR>
indeed beyond the 62 originally determined.<BR>
<BR>
>Jump 1 to jump 6 space are the 'crust' of the jumpspace universe<BR>
>(universes?) and you can dig stable tunnels in one end and out<BR>
>the other with a jump drive although you can occasionally get<BR>
>lost here. Jump 7 through jump 36 space are 'farther down' in<BR>
>the 'upper magma'. Your ship may survive here but you can't<BR>
>control where you go since this is controlled by the 'currents' in the<BR>
>'magma'. Lower down in jump 37+ space the 'magma' is 'hot' enough<BR>
>to destroy (or at least capture) any ship.<BR>
<BR>
A very interesting theory, and much better than has been proposed<BR>
here-to-fore.<BR>
Thank you.<BR>
<BR>
Mark Preston and Nick Bradbeer write:<BR>
<BR>
>So, someone else uses the Starfire system and<BR>
>Ahhh, Starfire, that sweet mix of innovation and cheesiness.<BR>
<BR>
Sorry, don't know the system. I have tried others but like Traveller the best.<BR>
<BR>
Michael Koene writes in reply to Derek Stanley:<BR>
<BR>
>  Jump Drives are an Enigma - so things repeat - this was Mar 1998 ;-)<BR>
<BR>
I vaguely recall the discussion as well. I believe I posed the same question<BR>
then, but had to learn some e-mail manners when my answers got out of hand.  I<BR>
did re-read what you sent, but it proposes another theory which I don't want<BR>
to get into. Thanks anyway.<BR>
<BR>
Some one or several aluded to the fact that misjump does not happen very<BR>
often.<BR>
IMT - TNE campaign, the group will head from the Regency into Theron sector to<BR>
re-scout the area and plot possible courses to and bases for interstellar<BR>
trade and commerce as well as try to advance technology where there is a need<BR>
or interest shown.  The mission may prove to be much longer than anticipated<BR>
and opens the misjump possibility as a real threat to the crew, especially as<BR>
they enter the areas near the Great Rift.<BR>
( I  guess IMTU that I am the one that wants to limit misjump to the 1 to 6<BR>
bands around the starting hex with the jump fuel input being the determining<BR>
factor. That allows 6, 18, 36, 60, 90, or 126 parsecs to misjump to, with all<BR>
the inherent possibilities therin.)<BR>
<BR>
Jim Cooper<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:29:04 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Damage Control as a Proposed Skill<BR>
<BR>
After considerable experience, I believe Traveller is missing a vital skill:<BR>
<BR>
"Damage Control."<BR>
<BR>
In the same way that all marines are riflemen, all sailors (sea-going at<BR>
least) are firefighters.  We spend more time training to fight fires and<BR>
stabilize shipboard damage than any other training activity, including<BR>
warfighting.<BR>
<BR>
I am certain that spacers would be similar.<BR>
<BR>
IMO, every spacer should leave Basic Training with at least DC-0.  Upon<BR>
reporting to their ship, each time they report, all spacers should qualify<BR>
(and later, re-qualify once they go to a new ship) to learn that ship's DC<BR>
systems and layout.  I would say that upon qualification after reporting,<BR>
spacers should receive DC-1.  Advanced DC qualified spacers should receive<BR>
an additional level 1 in the skill to reflect their increased knowledge and<BR>
skill with the ship's DC systems.<BR>
<BR>
This skill is very distinct from engineering.  It allows one to make<BR>
temporary repair to hull ruptures, depressurize and repressurize<BR>
compartments, administer first aid (that's a part of the training), fight<BR>
fires and confront NBC threats.  It also would act as vac suit skill, and<BR>
perhaps these skills could be considered interchangeable.<BR>
<BR>
DC training is where sailors today learn to use firefighting ensembles (the<BR>
closest thing to battle dress in USN surface ships, pneumatic and exothermic<BR>
cutting units, self-contained breathing apparatus, NBC detection and decon<BR>
gear, as well as shipboard life-support systems.<BR>
<BR>
Although Engineering covers some aspects of this, the reverse is not true.<BR>
Knowing how to fix conduits on a J-drive may allow Jump Techs to repair<BR>
L-hyd piping, but being able to patch the hull doesn't make a mess<BR>
specialist able remount a sheared plate on a J-Drive.  BTW, some of the best<BR>
DC leaders on the ships I've been on are the Mess Specialists.  They're used<BR>
to herding folks around on the messdecks I guess.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:54:33 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: CCTV Security<BR>
<BR>
- ----- Original Message -----<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 18, 2000 1:32:am<BR>
Subject: RE: Solomani paper money money<BR>
<BR>
<BR>
> They know enough about you by monitoring your data access already.<BR>
<BR>
The word "monitoring" in this comment struck a cord with me because of a<BR>
news article on the idiot box last night.  When I first started playing<BR>
Traveller (I was the original GM for our group), I found it strange that<BR>
security cameras were never a part of any starship design and made them<BR>
"rewards" for players that completed a mission (they may have found a store<BR>
of surveillance stuff, including CCTV-type security systems).  I figured<BR>
they were purposefully left out of the game to give PC's requiring to hijack<BR>
a starship a bit of a chance to overcome the considerable defences of the<BR>
Anti-Hijacking program to start with (I felt CCTV would make overcoming the<BR>
program that much more harder... would that be right?).<BR>
<BR>
Anyway, the news... actually, I think it was really a current affairs show,<BR>
were talking about a British company that was offering American Technology<BR>
for a given use, which has never been offered for that use before outside<BR>
of, I don't know, the military or police... I'm not sure?  Anyway, the<BR>
bloke's company is offering it to councils and stores and what it is, is a<BR>
simple CCTV system with a facial recognition loaded computer hardware suite.<BR>
The surveillance cameras that are already there can be plugged into the<BR>
suite and they scan the crowds (in the streets) or the customers (in the<BR>
shops), and anyone that matches a person's face in the databases are flagged<BR>
for security to keep an eye on.  They say the system cannot be abused, that<BR>
those in the database must have been caught previously IN THAT STORE or hold<BR>
a current criminal record (I understand that the data comes off police<BR>
records?).  The unit has been shown to be approximately 99% accurate, and is<BR>
not fooled by hats, glasses, or facial hair.<BR>
<BR>
So, my ponderings... to be realistic, in the 3I, would CCTV or something<BR>
similar be in widespread use?  Would such a system be part of a Starship's<BR>
security package with the anti-hijacking program?  Would there be a<BR>
Interstellar-wide database on known hijackers accessible to ship captains<BR>
(perhaps downloading local - within several jumps - subject matter up-dates,<BR>
locally in system?).  Would Starports have such systems in effect to watch<BR>
for known criminals, hijackers, and terrorists?<BR>
<BR>
What do you reckon?<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 22:56:27 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Of course, since we're talking about misjumps, we mustn't forget the<BR>
famed Ludowick Gambit.  To enlighten those new to the list:<BR>
<BR>
**begin quote from 07 April 2000**<BR>
<BR>
Okay.  If this has never been done before, in canon or the TML, then <BR>
I coin the following desparate measure "The Ludowick Gambit".<BR>
<BR>
Assuming you've got a large interstellar Traveller state, faced with <BR>
a rapidly approaching peril (c. jump-6 or even a bit faster), such as:<BR>
<BR>
"Look out! here comes the Empress Wave!"<BR>
<BR>
 or...<BR>
<BR>
"Aiieeee! the Primordials are attacking!" <BR>
<BR>
or you have a rapidly receding peril, like:<BR>
<BR>
"That son of thylacine, Dulinor, has shot the emperor and is fleeing <BR>
back to his stronghold in the Illelish sector!"<BR>
<BR>
What can you do?  Here's a plan.<BR>
<BR>
1. Get a bunch of small starships crewed by dependable sophs who don't <BR>
   mind high mortality rates (i.e. "Scouts").  Your going to need a <BR>
   moderately large number of both, so they should also be inexpensive.<BR>
   (Remember, this is for use in extreme situations).  If YTU has the <BR>
   heretical "jump-torpedo" this gambit can be common-place.<BR>
<BR>
2. Deliberately misjump these ships.  Hopefully you're using CT misjump <BR>
   rules.  Don't do it by jumping within the 100D limit, just have the <BR>
   engineer and/or navigator tweak the j-drive a bit to produce a random <BR>
   misjump instead of an explosion.<BR>
<BR>
3. Now for the good bit.  About 1 in 6 of these ships will go in the <BR>
   direction you want (ahead of the advancing/receding peril).  Another <BR>
   2 in 6 will kind of go where you want (sort of, kinda, maybe, etc.).<BR>
<BR>
4. With a bit of luck, you can send ships up to 36 parsecs in one week <BR>
   (results shown are not typical).  The more ships you misjump, well, <BR>
   statistics are on your side.  There's a good chance your message will <BR>
   get ahead of the a/r peril (and won't it be surprised).  <BR>
<BR>
5. Assuming standard stellar densities, you can routinely recover half<BR>
of <BR>
   your ships/crews, so this isn't necessarily a suicide mission. <BR>
Morale <BR>
   should be high.<BR>
<BR>
6. Now for the stats.  Assuming you use a deliberate +5 DM (to avoid any <BR>
   explosions):<BR>
<BR>
    c. 42% misjump<BR>
    c. 7% misjump in the right direction<BR>
    c. 1% take 1 week to misjump in the right direction<BR>
    average distance jumped by the 1% above: 12.25 parsecs<BR>
    c. 0.03% will misjump 36 parsecs in 1 week, in the right direction<BR>
<BR>
**end quote**<BR>
<BR>
I even designed a ship optimized for the Ludowick Gambit, the _Vaya Con<BR>
Dios_ class (MCr 17.905, including 10% mass-production discount).  I can<BR>
send an RTF file to any interested parties.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 00:05:21 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: Updates to the Far Future Website<BR>
<BR>
>Date: Thu, 17 Aug 2000 15:21:44 -0400<BR>
>From: "Hunter Gordon" <trav@RPGRealms.com><BR>
<BR>
<BR>
>New pages have just been added to the new FarFuture<BR>
(http://www.FarFuture.net) website:<BR>
<BR>
<BR>
<snip><BR>
<BR>
Looks good to me.<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:38:18 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Find Striker (was Re: Small navies)<BR>
<BR>
>Date: Thu, 17 Aug 2000 08:57:51 -0400<BR>
>From: Ian Ferguson <ian@vax2.concordia.ca><BR>
<BR>
<BR>
<BR>
> At some point I should try to find a copy<BR>
> of Striker, though.<BR>
<BR>
<BR>
Have you checked with Marc Miller yet?<BR>
I got a copy of Striker along with my<BR>
Suplements reprint book. $20 (US) plus<BR>
postage. I don't know if he has any copies<BR>
left or not but if you are serious about it<BR>
you should check it out (Or wait for the<BR>
games reprint book whenever that comes<BR>
out.)<BR>
<BR>
And I'm not getting paid to plug this or anything.<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 06:34:07 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Leonard Erickson<BR>
> In mail you write:<BR>
><BR>
  Tools will<BR>
> > be in engineering, safety equipment will be in emergency storage,<BR>
> > etc.<BR>
><BR>
> Nope. There is no "Engineering". There's the power plant and drives,<BR>
> which are the biggest pieces of equipment that the Engineering<BR>
> department has primary responsibility for. The *rest* of the equipment<BR>
> tnhey have responsibility for is scattered all over the ship.<BR>
><BR>
> So the tools that are only, or primarily for use on the power plant and<BR>
> drives will be stored near them. Other tools will either be in a<BR>
> centralized locker or on larger ships, there will be lockers in each<BR>
> section of the ship.<BR>
These tools will need to be accountable for, for flight safety reasons. if<BR>
there are tools missing after maintenence, there there more than likely left<BR>
in the engine bay or somewhere in the vacinity.... so there fore it stands<BR>
to reason this item requires to be accountable once maintenence has been<BR>
completed.<BR>
<BR>
><BR>
> For example, you do *not* store fire extinguishers in a central<BR>
> location. You spread them out so that they are close to where fires<BR>
> might *start, and you make sure that they are appropriate for the type<BR>
> of fires that might occur there.<BR>
Places where fires *might* start, will require to be in confined spaces, in<BR>
so by doing, confining any possible outbreak of fire, by limiting it's route<BR>
of escape and oxygen supply. Also these like spots would be better of with<BR>
an automatic respose to fire using fire wire, enableing a positively<BR>
positioned fire extinguisher, to quickly cease any fire before it has any<BR>
chance of causing any damage.<BR>
I say *might*, because they do say, if it can happen, it more than like will<BR>
happen.<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 01:02:13 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
On 08/17/00 at 11:29 PM,  "Dan Lane" <danielrlane@home.com> said:<BR>
<BR>
>After considerable experience, I believe Traveller is missing a vital<BR>
>skill:<BR>
<BR>
>"Damage Control."<BR>
<BR>
Well, yes it is missing that one. It's also missing Loadmaster, or Cargo Handling, and a bunch of others I could think of.<BR>
<BR>
The question, of course, is just how broad or narrow do you want your skill sets to be.  I'd suggest rolling Damage Control-0, Vacc Suit-0, Zero-G-0, and maybe a few others into "experienced spacer."  Just as I'd say any "experienced merchant spacer" would have some basic ability in handling cargo and balances loads. The Engineer skill people would be the leaders for Damage Control and the Steward skill people would be the leaders for cargo handling. <BR>
<BR>
OTOH, if you are willing to have narrower skills, then I agree Damage Control belongs in as much or more than something like Combat Rifleman.<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:24:29 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: CCTV Security<BR>
<BR>
on 8/17/00 8:54 PM, The Roc at roc@kewl.com.au wrote:<BR>
<BR>
> <BR>
> So, my ponderings... to be realistic, in the 3I, would CCTV or something<BR>
> similar be in widespread use?  Would such a system be part of a Starship's<BR>
> security package with the anti-hijacking program?  Would there be a<BR>
> Interstellar-wide database on known hijackers accessible to ship captains<BR>
> (perhaps downloading local - within several jumps - subject matter up-dates,<BR>
> locally in system?).  Would Starports have such systems in effect to watch<BR>
> for known criminals, hijackers, and terrorists?<BR>
> <BR>
> What do you reckon?<BR>
> <BR>
> -- The Roc<BR>
> <BR>
> <BR>
I don't know about the 3I, but welcome, citizen to the Confederation, where<BR>
such technological marvels are keeping you all safe every minute of the day.<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:29:30 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Solomani paper money money<BR>
<BR>
on 8/17/00 4:23 PM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
<BR>
> <BR>
> Assuming that Solars are square, 4cm x 4cm x 3 mm (about the size of<BR>
> the old Eisenhower dollar), 1000 of them only takes up 4.8 liters.<BR>
> That's not a very large suitcase.<BR>
> <BR>
> On the other hand, if the mass about what one of those old dollars does<BR>
> (about 1/20th of a pound) you are talking about 50 pounds of coins!<BR>
> That'll get noticed.<BR>
<BR>
I like it.  Now the Solar is a large coin, not bad if you're carrying enough<BR>
to pay for small items, but a pain for large amounts.<BR>
> <BR>
>> Naturally, foreign currency is not legal tender, and must be exchanged (an<BR>
>> reported) at approved banks.<BR>
> <BR>
> Except that I can *guarantee* that the black market will run on foreign<BR>
> currrency if local currency is controlled that way. And that there will<BR>
> be quite a "gray market" as well.<BR>
<BR>
Yes, well we make possession of foreign currency itself a crime.  Some<BR>
monitor is bound to notice, and report you.  At the very least unlawful<BR>
currency will be subject to forfeiture.  You have to be a licensed broker or<BR>
trader to have it, and your books will be carefully scrutinized.<BR>
<BR>
Tod <BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:53:47 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
John Groth wrote:<BR>
<BR>
> I like to marinate K'Kree in a mix of Worcestershire sauce and beer,<BR>
> with a couple dashes of Tabasco.  Not "sweet", but tasty.  K'Kree make<BR>
> good pot roast, too.  (I use a Crock Pot [tm].)<BR>
<BR>
I want every one to note I Didnt' start it this time......<BR>
<BR>
BTW any body got a good sauce to go with Poached Droyne Eggs?<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 02:22:52 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
Evyn MacDude wrote:<BR>
> <BR>
> John Groth wrote:<BR>
> <BR>
> > I like to marinate K'Kree in a mix of Worcestershire sauce and beer,<BR>
> > with a couple dashes of Tabasco.  Not "sweet", but tasty.  K'Kree make<BR>
> > good pot roast, too.  (I use a Crock Pot [tm].)<BR>
> <BR>
> I want every one to note I Didnt' start it this time......<BR>
> <BR>
> BTW any body got a good sauce to go with Poached Droyne Eggs?<BR>
<BR>
Hmmm.  I think that a good salsa con queso would go nicely with poached<BR>
Droyne eggs.  That way, you get a nice combination of spicy and cheesy. <BR>
Go with a Monterey Jack for the cheese.<BR>
<BR>
When in doubt, of course, you can _always_ rely on Tabasco.  For this<BR>
dish, I would try the Tabasco with garlic.  It's a bit milder than<BR>
regular Tabasco, and the garlic adds a certain flair.<BR>
<BR>
And mushrooms.  Don't forget the mushrooms.<BR>
<BR>
John Groth<BR>
Transplant to Louisiana (as if the Tabasco recommendations didn't make<BR>
that clear!)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2951<BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2952<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: CCTV Security<BR>
RE: Poached Driyne Eggs (Was We don't care about the K'kree very  much...)<BR>
RE: Twighlight ZoneDVDs(was Traveller-digest V1999 #2946)<BR>
RE: Mis-jumps in MTU<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Flourine/Methane Lifeforms (long-ish)<BR>
Re: Solomani money poll: update<BR>
RE: Ship's Locker<BR>
RE: Ship's Locker<BR>
RE: Ship's Locker<BR>
Damage Control as a Proposed Skill<BR>
Re: Development of the Terran Jump Drive<BR>
More Re. the "Great Game" (was: "Re: Traveller-digest...")<BR>
Re: OT just a little bit<BR>
RE: Find Striker<BR>
Re: Damage Control as a Proposed Skill<BR>
Classification Societies [long]<BR>
Re: CCTV Security<BR>
RE: Development of the Terran Jump Drive<BR>
RE: Vargr, what does everybody think of the Vargr?<BR>
Re: Damage Control as a Proposed Skill<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 09:27:12 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: CCTV Security<BR>
<BR>
The Roc wrote:<BR>
<snip of interesting stuff><BR>
> So, my ponderings... to be realistic, in the 3I, would CCTV or something<BR>
> similar be in widespread use?  Would such a system be part of a Starship's<BR>
> security package with the anti-hijacking program?  Would there be a<BR>
> Interstellar-wide database on known hijackers accessible to ship captains<BR>
> (perhaps downloading local - within several jumps - subject matter up-dates,<BR>
> locally in system?).  Would Starports have such systems in effect to watch<BR>
> for known criminals, hijackers, and terrorists?<BR>
<BR>
If such a system is used regularly in the setting (to such a degree that<BR>
the players get used to it), then a surprisingly funny possiblility<BR>
presents itself... malfunction.<BR>
<BR>
"Captain, you want to have a look at this..."<BR>
<BR>
"What?"<BR>
<BR>
"Saint Elvis is in our cargo hold."<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 09:30:10 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Poached Driyne Eggs (Was We don't care about the K'kree very  much...)<BR>
<BR>
<snip><BR>
<BR>
> > BTW any body got a good sauce to go with Poached Droyne Eggs?<BR>
<BR>
<BR>
Brings up the interesting concept of a Droyne game preserve. Hmmm, Ancients<BR>
as Game Keepers ? :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 09:55:13 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Twighlight ZoneDVDs(was Traveller-digest V1999 #2946)<BR>
<BR>
> <BR>
> Now that I have DVD player, I ought to see if I can get those old<BR>
> serials on DVD!<BR>
<BR>
I believe TZ is currently being released. Star Trek is too, but there is so<BR>
little on the discs you're better off with VHS.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 12:18:28 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Mis-jumps in MTU<BR>
<BR>
- -----Original Message-----<BR>
From: Jim Cooper [mailto:tloql@home.com]<BR>
<snip><BR>
Ok. we have a (believable) precedent for the 36 'levels' of jump space.<BR>
Now to my point. The quantity of the charge produced from a normal and<BR>
stable jump-1 engine into the capacitor (zuchai crystals) ...must.... be<BR>
less than that produced from a jump-6 because,  the one only 'lifts you<BR>
to level 1,  the other to level 6.  If, in a misjump, is it not then<BR>
conceivable that the same malfunction that enabled you to get to the<BR>
36th jumpspace level could also carry you 6 times farther away i.e. 216<BR>
parsecs?? <BR>
Enquiring minds want to know. <BR>
Jim Cooper<BR>
- ---------------------------<BR>
<BR>
Because whichever jump 'dimension' you are in kicks you out after<BR>
approximately 1 week. So after 1 week in j-36 you emerge approximately<BR>
36 parsecs away from your origin, regardless of how much energy you put<BR>
in to it.<BR>
<BR>
I must admit I quite like the variant misjump distance calculation of<BR>
Jn*1d6 parsecs, which represents the more powerful drives misjumping<BR>
further, though there may be canon issues with smaller J-drives (eg<BR>
J-1/J-2) misjumping more than 6 or 12 parsecs. IIRC there was a TNS<BR>
article about the first ship to successfully return after a 36 parsec<BR>
misjump, if it was less than J-6 capable then Jn*1d6 won't recreate<BR>
canonical events...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 23:47:01 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
> Actually it involved a little trial and error. Basically I am the head<BR>
> programmer of a company that makes metal cutting software. One of the things<BR>
> we do is unfold 3D Shapes into flat patterns. Also we display those 3D<BR>
> shapes so we use some heavy duty 3D graphics routines. I know the<BR>
> coordinates of the three stars from 2300 AD and I had a formula that can<BR>
> give you the radius of a circle that encompasses the 3 points of a triangle.<BR>
> That number turned out to be 3.338 light years. Unfortunally I don't have a<BR>
> formula that can figure out the X,Y,Z of the centerpoint of that circle. So<BR>
> I used my knowledge of geometry, vector, and trig to get a point close to<BR>
> where the center should be. I think the inital ly distances were 4.2, 3.02,<BR>
> 3.28 for the point I came up with. I wrote a spreadsheet to vary the X,Y,Z<BR>
> coordinates until I got a good set of distances. I did this over lunch so it<BR>
> was all quick and dirty.<BR>
<BR>
I'd have used BASIC, it's far faster (and better suited to this) than a<BR>
spreadsheet. I'd use Fortran, but I'm tto rusty. :-)<BR>
<BR>
> When I get more time I will figure out how to find that point. You need to<BR>
> figure the normal for the plane that comprises those three stars and use the<BR>
> fact that the line from the point to all three stars is equal to radius.<BR>
<BR>
I think you've got a false assumption there. The distance *isn't*<BR>
necessarily equal. Consider a circumscribed circle around a right<BR>
triangle with A very much shorter than B and C.<BR>
<BR>
That's the most obvious exception...<BR>
<BR>
> Another quick and dirty way is to right piece of software that sample the<BR>
> cube formed by the three stars at a given resolution. You print out all the<BR>
> results of Radius-Dist1-Dist2-Dist2< .1. A good resolution for near star<BR>
> would be .1.<BR>
<BR>
I'd just set max & min limits for X, Y, and Z. Then run them thru a<BR>
For-Next loop checking for the "best fit" of the distance figures.<BR>
Set the limits to those co-ordinates +/- 1 step, make the step size<BR>
1/10th as big and repeat. Keep repeating until the desired accuracy is<BR>
found.<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: Fri, 18 Aug 2000 00:36:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Flourine/Methane Lifeforms (long-ish)<BR>
<BR>
In mail you write:<BR>
<BR>
<BR>
> I'm assuming HF is hydrofloric acid.<BR>
<BR>
"fluoric". Think "flour-ic" then reverse the "o" and "u". :-)<BR>
<BR>
> Let me see if I have this straight.<BR>
><BR>
> A world either has merely trace flourine or the whole<BR>
> atmosphere is made up of Flourine or flourine compounds.<BR>
<BR>
Pretty much. In fact *trace* fluorine is going to take some fancy<BR>
handwaves. The stuff is *that* reactive. The only way to get a<BR>
measurable amount of fluorine in in atmosphere is to either have<BR>
everything exposed "completely" fluorinated, or to be near a spot where<BR>
free fluorine is being generated.<BR>
<BR>
> The seas are made up on HF acid. <BR>
<BR>
And other fluorine compounds. <BR>
<BR>
> The problem with life on such a planet is that the <BR>
> 'plant' analogues have trouble producing, what, I'm<BR>
> unclear (my fault not yours) proteins? sugars?<BR>
<BR>
Producing the local sugar equivalent. The energy compound used by the<BR>
local life forms. <BR>
<BR>
> Assuming that you've solved that your animals (and<BR>
> by extention any sapient race) is made of teflon (which<BR>
> is well cool).<BR>
<BR>
No, but "teflon" is likely to fill the role of bones, shell, and wood.<BR>
The internal tissues won't be completely fluorinated nor cross linked<BR>
that extensively.<BR>
<BR>
> Would I be right in saying that your average Beowulf<BR>
> trader would last not very long in such an atmosphere?<BR>
<BR>
> Enough to get down from orbit or return to orbit.<BR>
><BR>
> Or does the hull do a good impression of a phospherous grenade<BR>
> once it enters the atmosphere?<BR>
<BR>
Good question. It depends on what the hull is made of. Some metals,<BR>
notably copper and nickel, form a protective fluoride coat, much like<BR>
aluminum forms a protective oxide coat.<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, 17 Aug 2000 23:56:11 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Solomani money poll: update<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> <BR>
>> In mail you write:<BR>
><BR>
>>> The approved abbreviated format is Sol as in  Sol10,000, although<BR>
>>> the common usage is S as in S10,000, and even government agencies<BR>
>>> have adopted this practice.<BR>
>> <BR>
>> Actually, there's a "generic currency symbol" in many character sets<BR>
>> that just *happens* to be called the "sol" in some references! It's a<BR>
>> circle with four lines radiating out diagonally.<BR>
><BR>
> Hm, surely the currency symbol for the Sol would have started out as the <BR>
> abbreviation "SL" or "Sl", and eventually been corrupted to the glyph "$".<BR>
<BR>
There are character sets where "$" isn't a "dollar sign" but the local<BR>
currency symbol (various ISO 696(?) variants).<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: Fri, 18 Aug 2000 22:26:20 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Leonard Erickson wrote :<BR>
<BR>
> > Perhaps something halfway in between...like a DC-3...you have to<BR>
> > maintain it but 'hammer to fit...file to shape...paint to cover...'<BR>
> > might apply.<BR>
><BR>
> Aircraft are "delicate" because if something fails, you generally fall<BR>
> out of the sky.<BR>
<BR>
Aircraft aren't all that deliccate, and you don't generally fall out of the<BR>
sky when things go wrong.<BR>
<BR>
The point about aircraft is that you can't pull over, stop, and fix it on<BR>
the side of the road. Some things must keep working or you will eventually<BR>
fall out of the sky. That's why there are rules about maintaining these<BR>
things.<BR>
<BR>
> Spacecraft are even *less* likely to by in trouble if something fails<BR>
> (they can't sink :-). So they'll be even more "rugged".<BR>
<BR>
Except for two things  -<BR>
<BR>
1) There are things that must keep operating at all times on a<BR>
   spacecraft. Unlike an aircraft which can be switched off<BR>
   completely once every few hours, and unlike a ship where<BR>
   everything can be switched off at almost any time (ignoring<BR>
   the few cases where power is neccesaary for even a ship to<BR>
   survive, and the dificulty of 'turning off' the ship.), a<BR>
   spacecraft must be able to maintain life support and several<BR>
   other things (jump, for instance) continually  for long periods<BR>
   of time.<BR>
<BR>
2) It's easy to make a hole in a spacecraft, something that<BR>
   doesn't bother ships very much, as long as the hole isn't<BR>
   too large and below the waterline, and only large holes<BR>
   bother pressurized aircraft (all pressurized aircraft leak)<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 22:30:56 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Leonard Erickson wrote :<BR>
> > Thus you have a strict procedure on, say, air tanks, but a<BR>
> > more lax procedure on, say, a mop and a bottle of Cleen-Glo.<BR>
> <BR>
> Yep. Though on board a spacecraft, you'll want to log roughly how much<BR>
> of what cleaning compounds got used where, because it will affect air<BR>
> and water recycling due to the chemicals interacting with the recycling<BR>
> gear.<BR>
<BR>
And you definitely want to know where it is and that it is tied down, <BR>
in case the gravity generator fails ... <BR>
<grin><BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 22:49:14 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ship's Locker<BR>
<BR>
Luther Martin wrote :<BR>
> Leonard Erickson wrote:<BR>
><BR>
> > Nope. There is no "Engineering". There's the power plant and drives,<BR>
> > which are the biggest pieces of equipment that the Engineering<BR>
> > department has primary responsibility for. The *rest* of the equipment<BR>
> > tnhey have responsibility for is scattered all over the ship.<BR>
><BR>
> Hey, all of *my* ships have had engineering areas. That's where those guys<BR>
> keep their stuff, too.<BR>
<BR>
You _have_ to have an "Engineering" section.<BR>
<BR>
So that you can put up big signs to it.<BR>
So that the boarders know which way to go when they can't capture the<BR>
Bridge.<BR>
<BR>
In the last TNE game I played in, Engineeering got trashed during boarding<BR>
actions so many times, that the crew put up fake "Engineering this way ->"<BR>
signs pointing toward the main hold, to try and confuse attackers...<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 06:56:47 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Damage Control as a Proposed Skill<BR>
<BR>
>Date: Thu, 17 Aug 2000 23:29:04 -0400<BR>
>From: "Dan Lane" <danielrlane@home.com><BR>
>Subject: Damage Control as a Proposed Skill<BR>
><BR>
>After considerable experience, I believe Traveller is missing a vital skill:<BR>
><BR>
>"Damage Control."<BR>
<BR>
We discussed this at length during the GT: Far Trader playtest, and<BR>
concluded that "damage control" isn't a single skill, but a collection of<BR>
related abilities, many of them covered by their own separate skills (of<BR>
which GURPS has too many already) -- Mechanic, Vaccsuit, Electronics<BR>
Operation, etc. GURPS Traveller does use Shipbuilding (Starship) as a sort<BR>
of catch-all for the the parts that aren't covered separately (GT: Far<BR>
Trader, p. 103):<BR>
<BR>
"Starship crews routinely learn this skill as part of their damage-control<BR>
training."<BR>
<BR>
It is intended that an Able Spacehand have Shipbuilding (Starship)-10,<BR>
which is about a Skill-0 in other versions of Traveller.<BR>
<BR>
For those other versions of Traveller, though, I'd suggest that this is an<BR>
"assumed" skill that anyone with a ship's crew background would have at a<BR>
basic level. Higher levels would be a practical application of Mechanic,<BR>
Engineering, or (especially) Naval Architecture. From a game perspective,<BR>
you don't go seeking a Master Damage Controller (Damage Control-4); rather<BR>
you seek a Master Engineer or Naval Architect. There's no reason to add to<BR>
the bookkeeping.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 07:53:12 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
On Thu, 17 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> <BR>
> I think you've got a false assumption there. The distance *isn't*<BR>
> necessarily equal. Consider a circumscribed circle around a right<BR>
> triangle with A very much shorter than B and C.<BR>
<BR>
Yes they are. Any convex polygon can be circumscribed with a circle that<BR>
touches all vertexes. In addition any convex polygon can be inscribed with<BR>
a circle that fits inside of the polygon. <BR>
<BR>
The formula for figuring the radius of a circumscribed circle for a<BR>
triangle is.<BR>
<BR>
p=(a+b+c)/2<BR>
<BR>
A= Sqrt(p*(p-a)*(p-b)*(p-c))<BR>
<BR>
R=(a*b*c)/(4*A)<BR>
<BR>
R is being the radius of the circle circumscribing the triangle (any<BR>
triangle)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 08:53:09 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: More Re. the "Great Game" (was: "Re: Traveller-digest...")<BR>
<BR>
On Thu, 17 Aug 2000 GDWGAMES@aol.com wrote:<BR>
> Depends on what you want to get out of it. If all you need is a good <BR>
> storyline and some unexpected synergies, get a dozen people with radically <BR>
> different personalities and high intelligence together . . .<BR>
<BR>
Interesting "historical material" can be generated with *very* crude<BR>
tools.  I once kept a move-by-move log of a game of Avalon Hill's "History<BR>
of the World," and used *that* as a basis for an "alternate history."  <BR>
Enormous quantities of hand-waving and rationalization had to be applied<BR>
(explaining a "Byzantine Empire," for instance, in a world in which the<BR>
Phoenician/Canaanites never quite lost control of the eastern<BR>
Mediterranean was, for instance, a bit of a trick), but it *can* be done<BR>
with the right frame of mind.  That's the sort of thing I was hoping to<BR>
get out of a "restored and updated Great Game."<BR>
                                                               - J. Raynor<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:50:16 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: OT just a little bit<BR>
<BR>
- ----- Original Message ----- <BR>
<BR>
> Hi TMLers<BR>
> <BR>
> You all know there is a Traveller IRC room right. <BR>
<BR>
No I do not know of any such room, well not yet anyway...please tell.<BR>
<BR>
 Well there is also <BR>
> a new GURPS room. Now you can drop by and talk about GURPS <BR>
> stuff.<BR>
> <BR>
> Just get on an undernet server and join #gurps.  <BR>
<BR>
What is this  ' undernet server'? I do not know at all how to get here....<BR>
> <BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 10:08:50 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: RE: Find Striker<BR>
<BR>
DaveShayne writes:<BR>
>>At some point I should try to find a copy<BR>
>>of Striker, though.<BR>
>Have you checked with Marc Miller yet?<BR>
>I got a copy of Striker along with my<BR>
>Suplements reprint book. $20 (US) plus<BR>
>postage. I don't know if he has any copies<BR>
>left or not but if you are serious about it<BR>
>you should check it out (Or wait for the<BR>
>games reprint book whenever that comes<BR>
>out.)<BR>
<BR>
	I'm going for the reprints.<BR>
<BR>
>And I'm not getting paid to plug this or anything.<BR>
<BR>
	You should be!<BR>
<BR>
:)<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 10:14:40 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
Eris writes:<BR>
>>After considerable experience, I believe Traveller is missing a vital<BR>
>>skill:<BR>
>>"Damage Control."<BR>
<snipped><BR>
>The question, of course, is just how broad or narrow do you want your skill<BR>
>sets to be.  I'd suggest rolling Damage Control-0, Vacc Suit-0, Zero-G-0,<BR>
>and maybe a few others into "experienced spacer."<BR>
<snipped><BR>
<BR>
	This is how I handle many of those "skills" that have been left out.<BR>
	Just assign a skill level of (terms served -1) to anyone with navy,<BR>
	scout, pirate, or merchant experience.  Perhaps half that to ex-marines.<BR>
	Mechanical would still be superior for sealing holes in the hull, but<BR>
	those with space experience are generally better at many ship-board<BR>
	tasks.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 07:53:51 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Classification Societies [long]<BR>
<BR>
I ran across this as part of my research. Rather than summarize (and be<BR>
misunderstood), I am quoting the passage almost entire. Apologies to those<BR>
with limited bandwidth, but I think the ideas here merit consideration.<BR>
<BR>
<BR>
"The structural design and scantlings of practically all merchant vessels<BR>
are governed by rules drawn up by the various classification or<BR>
registration societies... Of all these institutions Lloyd's Register of<BR>
British and Foreign Shipping may be regarded as the parent; it is by far<BR>
the most influential, for of the total tonnage of all existing vessels in<BR>
the world (steamers and sailing-ships of 100 tons and above) rather more<BR>
than one-half have been built in conformity with Lloyd's rules, and rather<BR>
more than one-third continues to bear Lloyd's class...<BR>
"It publishes annually a register book, which contains, as is well known,<BR>
an accurate and detailed description of practically every vessel afloat<BR>
over 100 tons, or smaller if holding Lloyd's class; against each one is<BR>
marked the particular class she holds with the society, also the date when<BR>
last surveyed and found in an efficient state. To keep the book up to date,<BR>
fornightly supplements are distributed, giving any alterations in class, or<BR>
surveys and repairs that may have to be made. This book holds a unique<BR>
position, and is referred to throughout the world by all connected with<BR>
shipping.<BR>
"The society also publishes (annually as regards steel vessels) a book of<BR>
rules, for the construction of wood, composite, iron, and steel vessels,<BR>
also one for cruising yachts and another for racing yachts, for which class<BR>
of vessel there is also a separate register book. In every large shipping<BR>
port throughout the world there are stationed practical surveyors, whose<BR>
unprejudiced services are at the disposal of shipowners, for supervising<BR>
either the construction of vessels or their repair. Also, to ensure that<BR>
the steel used in the construction of classed vessels shall be perfect in<BR>
quality, surveyors are stationed at the various steel works to test the raw<BR>
material before it is delivered to the shipyards. To ensure that the<BR>
condition and seaworthiness of classed vessels are maintained, they are<BR>
examined periodically, and upon the result of such surveys depends the<BR>
continuance of their class. These examinations are termed "special<BR>
surveys." They are made every four years... It is interesting to note that<BR>
in vessels of this age [24 years] which have been well kept up, there may<BR>
be little or no reduction in the thickness of the shell plating. The<BR>
various requirements of the special surveys are detailed in Lloyd's<BR>
published rules...<BR>
"A classification society such as Lloyd' Register is in a position to<BR>
acquire experience of a most practical and valuable sort; for it not only<BR>
supervises the construction of many hundreds of vessels in each year, but<BR>
subsequently, throughout their existance, has them under constant survey.<BR>
Should any weakness or defects develop, whether due to insufficient<BR>
scantlings, bad workmanship, material, or design, the circumstance is<BR>
carefully considered and recorded. Having, in this way, constantly under<BR>
observation may thousands of vessels of all sizes and types, the practical<BR>
knowledge acquired empowers the society to state with assurance what is<BR>
required and what should be avoided in a sound structural design. It is<BR>
sometimes urged that the shipbuilder should be the best judge of what are<BR>
the best methods of construction, and of how much strength a ship should<BR>
have; but to build and launch a ship does not prove her a success; it is<BR>
only after some years of active service, having carried all sorts of<BR>
cargoes in all kinds of weathers, that the efficiency of the structure may<BR>
be said to be proved. In building a vessel of unfamiliar size and type,<BR>
both the builder and the owner find in Lloyd's rules trustworthy data<BR>
founded on wide and matured experience. It is sometimes asserted that, by<BR>
formulating fixed rules, classification societies tent to restrict design<BR>
and hinder progress. But departures from the rules in building of classed<BR>
vessels are only debarred when they tend to reduce strength and encroach on<BR>
the margin of safety found by experience to be the minimum compatible with<BR>
a sound and efficient ship. Many high-class vessels are built with very<BR>
considerable modifications from the methods of construction set forth in<BR>
the rules, but these are usually in the direction of increased efficiency.<BR>
It is evident that where there is any doubt as to the efficiency of<BR>
departures from the usual practice, a classification society must exercise<BR>
extreme caution and circumspection; representing, as it does, the interests<BR>
of owners, underwriters, merchants, and the general public, it is not for<BR>
it to foster or originate new and untried schemes."<BR>
<BR>
Campbell and Holmes, _Practical Shipbuilding_, pp. 41-44.<BR>
<BR>
<BR>
For what it's worth, GT: Far Trader proposes (pp. 51-52) that Lloyd's<BR>
Register is still in existance (at least in the Solomani Rim), and that the<BR>
Traveller's Aid Society makes a great deal of it's money as a<BR>
classification society.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 08:23:45 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: CCTV Security<BR>
<BR>
On Fri, 18 Aug 2000, The Roc wrote:<BR>
<BR>
Ka-snippo<BR>
<BR>
> They say the system cannot be abused, that<BR>
> those in the database must have been caught previously IN THAT STORE or hold<BR>
> a current criminal record (I understand that the data comes off police<BR>
> records?).  The unit has been shown to be approximately 99% accurate, and is<BR>
> not fooled by hats, glasses, or facial hair.<BR>
<BR>
If they claim that, they're lying through their, uhhh, hats. Unless the<BR>
stores are making every customer stop and give a high resolution front and<BR>
side mug shot upon entering, there's just no way they could ever make that<BR>
claim...there aren't enough pixels in the store security camera shot of a<BR>
person to do anything like that, particularly if they're only looking at<BR>
faces. Particularly if they're looking at them from the average store<BR>
camera view, which is above and from an angle.<BR>
<BR>
About the only facial features that've been shown to be at all<BR>
helpful in distinguishing biometrics are eye iris patterns, and ear folds.<BR>
Distinguishing someone with or without a hat, beard, glasses is hard<BR>
enough for live humans, and we're still, by far, the best complex<BR>
pattern-recognition systems we know about. <BR>
<BR>
If your shoplifter dresses the same, walks the same and never wears a hat,<BR>
yeah, this unit could work.<BR>
<BR>
But then everyone seems to think a surveillance police state is just the<BR>
peachiest thing since sliced bread, so they'll swallow these systems<BR>
whole without too critical an eye. :-(<BR>
<BR>
> So, my ponderings... to be realistic, in the 3I, would CCTV or something<BR>
> similar be in widespread use?  Would such a system be part of a Starship's<BR>
> security package with the anti-hijacking program?  Would there be a<BR>
> Interstellar-wide database on known hijackers accessible to ship captains<BR>
> (perhaps downloading local - within several jumps - subject matter up-dates,<BR>
> locally in system?).  Would Starports have such systems in effect to watch<BR>
> for known criminals, hijackers, and terrorists?<BR>
<BR>
Well, the trick is '_known_ criminals, hijackers and terrorists'. How does<BR>
one get 'known'? Usually by getting caught. While shoplifters may get<BR>
caught dozens of times and still ply their trade, terrorists and hijackers<BR>
tend to be one-act performances. No one makes a living at hijacking<BR>
starships in such a showy fashion that they're caught on tape. You either<BR>
succeed, in which case the ship disappears into a chop shop, the<BR>
passengers disappear into space somewhere, and the hikjackers continue on.<BR>
<BR>
Second...I wonder what TL-15 theatrical makeup is like. New face anyone? <BR>
<BR>
Such surveillance systems will catch petty criminals, but while there<BR>
may be a 'IMOJ 100 Most Wanted' list the logistics of the speed of<BR>
information in the Imperium make such databases highly suspect, out of<BR>
date, and generally worthless by the time you get them.<BR>
<BR>
All these high-tech police state wonders don't work all that well when<BR>
information about your crooks cannot travel faster than the crooks<BR>
themselves.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 08:31:22 -0700<BR>
From: Cliff Linehan <clinehan@sfamipec.com><BR>
Subject: RE: Development of the Terran Jump Drive<BR>
<BR>
> > Roughly you are slightly over one parsec from Barnard, Sol, and AC at<BR>
> ><BR>
> > X=-.815 Y=-3 Z=-1.19<BR>
<BR>
X= -0.6333<BR>
Y= -2.4333<BR>
Z= -1.1666<BR>
<BR>
> ><BR>
> > Sol is at 0,0,0 at 3.41 ly<BR>
      2.7719 ly<BR>
<BR>
> > Barnard is at -.2 -5.9 .4 at 3.28 ly<BR>
      3.8288 ly<BR>
<BR>
> > Alpha C is at -1.7 -1.4 -3.9 at 3.32 ly<BR>
      3.1107 ly<BR>
<BR>
> Might I inquire as to *how* you came up with that point? Trial and<BR>
> error seems far to time consuming.<BR>
<BR>
My cad drafting program gave me the above results.<BR>
<BR>
Clifford Linehan<BR>
http://herons-reach.homepage.com/traveller<BR>
Developing Vlanchiets Qlom and the Core route.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 08:53:40 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
My wife LOVES to play varger.. and she does a very very good job of it -<BR>
IMHO she portrays them very well (and, yes, she has a tail that she brings<BR>
to games in which she is playing varger.. she even wags it some times<BR>
<grin>). IMTU the varger are a vibrant, chaotic, and slightly schitizoid<BR>
society.. Varger opera is actually quite popular with certain humans..<BR>
<BR>
<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Ian Ferguson<BR>
Sent: Wednesday, August 16, 2000 7:09 AM<BR>
To: traveller@mpgn.com<BR>
Subject: RE: Vargr, what does everybody think of the Vargr?<BR>
<BR>
<BR>
David Summers writes:<BR>
>>I, too, love the Vargr.  I have no problem with "dog-men" IMTU,<BR>
>>and I have several typically humanoid minor alien species (and a<BR>
>>bunch of entirely non-human ones).<BR>
>But they are so much more than that.  (And all the dog jokes detracts<BR>
>from playing a serious Vargr).<BR>
<BR>
	They certainly can be more than that, but they don't always<BR>
	have to be.  :)<BR>
<BR>
	I do try to make Vargr three dimensional characters.  The<BR>
	main impediment to PC's IMTU getting to know any Vargr as<BR>
	potentially interesting (and useful) NPC's has been the party's<BR>
	tendency to stereotype Vargr after an encounter with a Vargr<BR>
	corsair.  <sigh>  Sometimes it's just too easy for players to<BR>
	get in character.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 12:42:50 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
I am contemplating something called Immediate Action. Basically, its a task <BR>
that lets a person respond to a problem without necessarily knowing what the <BR>
problem is (like slapping the side of your monitor when it goes haywire; <BR>
sometimes it works).<BR>
<BR>
    Medical Immediate Action. The individual knows the steps to be taken <BR>
immediately upon discovering an injured or ill subject, including stabilizing <BR>
the condition, preventing further harm under the circumstances, and generally <BR>
treating major immediate symptoms.<BR>
<BR>
    To apply first aid (basic situation).<BR>
    (Edu + First Aid) > Average (2D)<BR>
    Medical may be substituted for First Aid.<BR>
<BR>
    To apply first aid (difficult situation).<BR>
    (Edu + First Aid) > Difficult (2.5D)<BR>
    Allows possibility of Spectacular Success / Failure.<BR>
    Medical may be substituted for First Aid.<BR>
<BR>
    Mechanical Immediate Action. Emergency procedures can sometimes correct <BR>
malfunctions without regard to a diagnosis or an understanding of what is <BR>
specifically wrong. When a malfunction occurs, a character may try (and <BR>
should try) Immediate Action.<BR>
<BR>
    To perform Immediate Action (Gun)<BR>
    (Edu + Gun Combat) > Average (2D)<BR>
<BR>
    Success make the problem go away (at least temporarily).<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2952<BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2953<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: Damage Control as a Proposed Skill<BR>
Re: Mis-jumps in MTU<BR>
Re: CCTV Security<BR>
Re: Development of the Terran Jump Drive<BR>
Re: CCTV Security<BR>
RE: Ship's Locker<BR>
Re: Development of the Terran Jump Drive<BR>
Need Solomani emblem<BR>
Re: Mis-jumps in MTU<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Development of the Terran Jump Drive<BR>
RE: CCTV Security<BR>
Re: Need Solomani emblem<BR>
Re: Traveller-digest V1999 #2952<BR>
Re:  Ship's Locker<BR>
Vilani Fonts<BR>
Re: Twighlight ZoneDVDs(was Traveller-digest V1999 #2946)<BR>
Re: Ship's Locker<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 11:55:59 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
On 08/18/00 at 12:42 PM,  CardSharks@aol.com said:<BR>
<BR>
>I am contemplating something called Immediate Action. Basically, its a<BR>
>task  that lets a person respond to a problem without necessarily knowing<BR>
>what the  problem is (like slapping the side of your monitor when it goes<BR>
>haywire;  sometimes it works).<BR>
<BR>
Marc, this is a nice idea! <BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 09:30:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
> Because whichever jump 'dimension' you are in kicks you out after<BR>
> approximately 1 week. So after 1 week in j-36 you emerge approximately<BR>
> 36 parsecs away from your origin, regardless of how much energy you put<BR>
> in to it.<BR>
<BR>
Except that if you check the misjump tables, you'll find that a misjump<BR>
can last 1-6 weeks.<BR>
<BR>
Which makes things kinda fun if you are trying to hide the fact that<BR>
you suspect a misjump from the passengers. <BR>
<BR>
Heck, it just occured to me that the rules don't actually say that he<BR>
crew will *know* they've made a misjump!<BR>
<BR>
So in that case...<BR>
<BR>
"We've been in almost 8 days. I think we're in *big* trouble..."<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: Fri, 18 Aug 2000 09:35:35 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: CCTV Security<BR>
<BR>
In mail you write:<BR>
<BR>
> On Fri, 18 Aug 2000, The Roc wrote:<BR>
><BR>
>> The unit has been shown to be approximately 99% accurate, and is not<BR>
>> fooled by hats, glasses, or facial hair.<BR>
><BR>
> If they claim that, they're lying through their, uhhh, hats. Unless the<BR>
> stores are making every customer stop and give a high resolution front and<BR>
> side mug shot upon entering, there's just no way they could ever make that<BR>
> claim...there aren't enough pixels in the store security camera shot of a<BR>
> person to do anything like that, particularly if they're only looking at<BR>
> faces. Particularly if they're looking at them from the average store<BR>
> camera view, which is above and from an angle.<BR>
<BR>
Keep in mind that the you can get a much higher resolution of *moving*<BR>
objects by examining combining data from multiple frames. That's why a<BR>
single frame of TV video looks so crappy. Your eyes were averaging the<BR>
data over multiple frames.<BR>
<BR>
> About the only facial features that've been shown to be at all<BR>
 helpful in distinguishing biometrics are eye iris patterns, and ear folds.<BR>
> Distinguishing someone with or without a hat, beard, glasses is hard<BR>
> enough for live humans, and we're still, by far, the best complex<BR>
> pattern-recognition systems we know about. <BR>
<BR>
Actually, we aren't. There are some interesting systems based on<BR>
Fourier transforms of *spatial* frequencies in an image. And they<BR>
require very little processing power, as they do it all optically. <BR>
<BR>
Basicly you run the image thru a set of lenses, with a hologram of what<BR>
you are looking for as the filter. The output is a serries of dark and<BR>
light areas, the brighter the spot, the more close it matches the item<BR>
looked for. And it's not affected by camoflage to any great extent.<BR>
<BR>
Given the ability to generate holograms from a set of photos (which has<BR>
existed for years) I can see a system that does something similar via<BR>
processing the images in a computer. But I don't know enough about that<BR>
sort of processing to know if it is practical with current gear.<BR>
<BR>
> Well, the trick is '_known_ criminals, hijackers and terrorists'. How does<BR>
> one get 'known'? Usually by getting caught. While shoplifters may get<BR>
> caught dozens of times and still ply their trade, terrorists and hijackers<BR>
> tend to be one-act performances. No one makes a living at hijacking<BR>
> starships in such a showy fashion that they're caught on tape. You either<BR>
> succeed, in which case the ship disappears into a chop shop, the<BR>
> passengers disappear into space somewhere, and the hikjackers continue on.<BR>
<BR>
Port cameras are likely to record all the passengers and crew getting<BR>
onto the ship. If it disappears, the images will get passed around. And<BR>
sooner or later, someone is going to notice a pattern.<BR>
<BR>
> Second...I wonder what TL-15 theatrical makeup is like. New face anyone? <BR>
<BR>
Multi-spectral imaging makes that hard. And not only will it be cheap<BR>
at these TLs, but because different species have different visual<BR>
sensitivities (see thread from a few weeks back) that sort of camera<BR>
may be *necessary, simply to get images that are useful by most species.<BR>
<BR>
> Such surveillance systems will catch petty criminals, but while there<BR>
> may be a 'IMOJ 100 Most Wanted' list the logistics of the speed of<BR>
> information in the Imperium make such databases highly suspect, out of<BR>
> date, and generally worthless by the time you get them.<BR>
<BR>
That *is* the problem. You can often outrun your record. <BR>
<BR>
> All these high-tech police state wonders don't work all that well when<BR>
> information about your crooks cannot travel faster than the crooks<BR>
> themselves.<BR>
<BR>
On the other hand, unless the crooks are a lot smarter than now, they<BR>
are apt to keep working the same area too long. <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: Fri, 18 Aug 2000 09:50:45 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
><BR>
><BR>
> On Thu, 17 Aug 2000, Leonard Erickson wrote:<BR>
><BR>
>> <BR>
>> I think you've got a false assumption there. The distance *isn't*<BR>
>> necessarily equal. Consider a circumscribed circle around a right<BR>
>> triangle with A very much shorter than B and C.<BR>
><BR>
> Yes they are. Any convex polygon can be circumscribed with a circle that<BR>
> touches all vertexes. In addition any convex polygon can be inscribed with<BR>
> a circle that fits inside of the polygon. <BR>
<BR>
But in the case of the type of triangle I mention above, the center of<BR>
that circle is *outside* the triangle, while the "ideal intermediate<BR>
jump point" has to be *inside* the triangle. <BR>
<BR>
You aren't looking for a point that is equidistant from all three<BR>
points. You are looking for a point that minimizes the sum of the<BR>
distances to the three points (with a secondary desire that the<BR>
distances be as near equal as is consistent with the first requirement).<BR>
A *very* different thing.<BR>
<BR>
That's what I meant about a "false assumption".<BR>
<BR>
Basicly, if the center of the circumscribed circle is *outside* the<BR>
triangle, it's not the point we are looking for. And even when it is<BR>
inside, it's unlikely to be what we want unless we are dealing with an<BR>
equilateral triangle or maybe an isoceles one.<BR>
<BR>
I wonder if the center of the *inscribed* circle is what we are looking<BR>
for? I suspect it might be.<BR>
<BR>
Do you the formula for determining the center of the inscribed circle<BR>
handy? <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: Fri, 18 Aug 2000 13:14:44 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: CCTV Security<BR>
<BR>
Bruce Johnson writes:<BR>
<snipped><BR>
>Such surveillance systems will catch petty criminals, but while there<BR>
>may be a 'IMOJ 100 Most Wanted' list the logistics of the speed of<BR>
>information in the Imperium make such databases highly suspect, out of<BR>
>date, and generally worthless by the time you get them.<BR>
>All these high-tech police state wonders don't work all that well when<BR>
>information about your crooks cannot travel faster than the crooks<BR>
>themselves.<BR>
<BR>
	This may be true for criminals that make a run for it across the<BR>
	Imperium, though the "wanted" list would probably catch up<BR>
	eventually.  I would expect most criminals to hang around the<BR>
	subsector or perhaps sector that they know and have contacts in.<BR>
	An Imperium-wide "wanted" list would likely be mostly useless.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 10:15:49 -0700<BR>
From: "Koji Suzuki" <kzuke@compuserve.com><BR>
Subject: RE: Ship's Locker<BR>
<BR>
I've been reading these posts on ship's locker equipment, and the comparison<BR>
of star/space ships to ships and planes.  Any former pig boat types drivers<BR>
to make a comparison to a sub?  I would think that in our world, that might<BR>
be the best comparison.  Thick hull, pressure instead of vaccum, reverse<BR>
results from a hull breach, but similar DC problems, life support, controls<BR>
(can't really see where you're going in either), dependence on sensors, etc.<BR>
<BR>
Any one wanna make some comments?<BR>
<BR>
Koj<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:35:32 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> <BR>
> But in the case of the type of triangle I mention above, the center of<BR>
> that circle is *outside* the triangle, while the "ideal intermediate<BR>
> jump point" has to be *inside* the triangle. <BR>
> <BR>
> You aren't looking for a point that is equidistant from all three<BR>
> points. You are looking for a point that minimizes the sum of the<BR>
> distances to the three points (with a secondary desire that the<BR>
> distances be as near equal as is consistent with the first requirement).<BR>
> A *very* different thing.<BR>
<BR>
<BR>
The radius of the circle that circumscribes the three points of a triangle<BR>
is going to be the best you can do to minimize the jump distances. If you<BR>
take a arbitary set of three stars and the radius is larger than Jump-2<BR>
than you can't set up point a jump 2 drive can reach from ALL three stars.<BR>
It has nothing to do with the fact the center point lies inside or outside<BR>
the triangle. <BR>
<BR>
Look it is really simple you take three stars. You draw a circle touching<BR>
all three stars. Calculate the radius and if it is less than or equal to<BR>
the jump drive rating then you can place a station that allows you to<BR>
stage jumps to all three stars. <BR>
<BR>
In the case of the real 3D space you can't place a station that will allow<BR>
you to get to Sol, AC, and Barnard with a Jump-1. The best you can do is<BR>
move it within Jump-1 distance of Sol and when you jump to Barnard or AC<BR>
you have to use your manuevuer drive to go the rest of the way. <BR>
<BR>
The formula I gave allows you to calculate that Radius.<BR>
<BR>
<BR>
In this case the United States wanted to set up a station that can support<BR>
staged jump mission to two stars with only a Jump-1 drive. <BR>
<BR>
> <BR>
> That's what I meant about a "false assumption".<BR>
> <BR>
> Basicly, if the center of the circumscribed circle is *outside* the<BR>
> triangle, it's not the point we are looking for. And even when it is<BR>
> inside, it's unlikely to be what we want unless we are dealing with an<BR>
> equilateral triangle or maybe an isoceles one.<BR>
<BR>
You don't want the inscribed circle because the circle touches the center<BR>
of the SIDEs of the triangle. It's center doesn't give the optimal point<BR>
to stage jumps to all three stars.<BR>
<BR>
<BR>
      /|<BR>
     / |<BR>
    /  |<BR>
   //\ |<BR>
  //  \|<BR>
 / \  /|<BR>
/___\/_|<BR>
<BR>
Inscribed<BR>
<BR>
<BR>
     /\<BR>
    /  \<BR>
   /  /|\<BR>
  /  / | \<BR>
  \ /  | /<BR>
   \ __|/ <BR>
    \  /<BR>
     \/<BR>
Circumscribed<BR>
<BR>
<BR>
Do you see what the different between inscribing a circle around a<BR>
triangle and circumscribing a circle. (The best I can do with ASCII)<BR>
<BR>
<BR>
<BR>
<BR>
> I wonder if the center of the *inscribed* circle is what we are looking<BR>
> for? I suspect it might be.<BR>
> <BR>
> Do you the formula for determining the center of the inscribed circle<BR>
> handy? <BR>
<BR>
No<BR>
but I have the formula for computing it's radius<BR>
<BR>
Calculate P and A as for the other formula<BR>
<BR>
r = (2*A)/a+b+c<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:01:50 -0400<BR>
From: Glenn Grant <neo@total.net><BR>
Subject: Need Solomani emblem<BR>
<BR>
Hi folks,<BR>
<BR>
Anyone with a scanner and a copy of _Rim of Fire_:  my comp copies of <BR>
the book haven't arrived yet and I need a scan of the Solomani Emblem <BR>
(pg 26), as a source for a _GT:Ground Forces_ illustration I'm <BR>
working on.<BR>
<BR>
Can somebody e-mail it to me ASAP?<BR>
<BR>
Thanks muchly,<BR>
<BR>
  + GMG +<BR>
- -- <BR>
    ------------------------Glenn Grant------------------------<BR>
                          <neo@total.net><BR>
       "I don't want to achieve immortality through my work.<BR>
         I want to achieve it by not dying." -- Woody Allen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:57:50 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
> Of course, since we're talking about misjumps, we mustn't forget the<BR>
> famed Ludowick Gambit.  To enlighten those new to the list:<BR>
<BR>
This is the Number 1 reason I made the assumption that most misjumping<BR>
ships just blew up or never emerged from Jump - the players just tend to<BR>
get lucker than most people because they're the heroes of the story.<BR>
<BR>
(IMTU, but I can't see that it's a bad idea)<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:09:10 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> Yes they are. Any convex polygon can be circumscribed with a circle that<BR>
> touches all vertexes. In addition any convex polygon can be inscribed<BR>
with<BR>
> a circle that fits inside of the polygon.<BR>
<BR>
Err...I dispute that statement.<BR>
<BR>
Any triangle certainly can, but I'm sure I can give you an irregular<BR>
hexagon which you can't circumscribe.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:21:55 -0400 (EDT)<BR>
From: Robert Conley <estar@toolcity.net><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> > a circle that fits inside of the polygon.<BR>
> <BR>
> Err...I dispute that statement.<BR>
> <BR>
> Any triangle certainly can, but I'm sure I can give you an irregular<BR>
> hexagon which you can't circumscribe.<BR>
<BR>
<BR>
I said in a earlier post that all convex polygons can be circumscribed.<BR>
The polygon you are talking about has one or more concave vertices.<BR>
<BR>
Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 11:24:08 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: CCTV Security<BR>
<BR>
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this format, some or all of this message may not be legible.<BR>
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>From: "The Roc" <roc@kewl.com.au><BR>
>Subject: CCTV Security<BR>
><BR>
>When I first started playing<BR>
>Traveller (I was the original GM for our group), I found it strange that<BR>
>security cameras were never a part of any starship design and made them<BR>
>"rewards" for players that completed a mission (they may have found a store<BR>
>of surveillance stuff, including CCTV-type security systems).  I figured<BR>
>they were purposefully left out of the game to give PC's requiring to<BR>
hijack<BR>
>a starship a bit of a chance to overcome the considerable defences of the<BR>
>Anti-Hijacking program to start with (I felt CCTV would make overcoming the<BR>
>program that much more harder... would that be right?).<BR>
><BR>
	(OK folks, I'm sorry about the MIME, we are still working on it...)<BR>
	I'll have to check my LBBs (BFBB?) when I get home, but I seem to<BR>
recall that the original description of the Anti-Hijack program stated that<BR>
there was CCTV surveilance going on, and that the program was monitoring the<BR>
actions and body language of the passengers and crew, looking for any<BR>
suspicious patterns - which is why the program was such a memory hog.<BR>
	That brings up the whole question of body language anyway..... how<BR>
different would the non-verbal cues be for a human (let alone an alien)<BR>
raised on a different planet?  I have read a book by an intelligence<BR>
interrogator who served in Vietnam, and he said that one of the first things<BR>
he realized when he got there is his internal 'bullshit detector' was out of<BR>
whack - the people he was questioning had different ways of responding to<BR>
stress and to authority, and had different patterns of behavior when they<BR>
were trying to hide the truth.<BR>
	It also reminds me of the stories my grandfather told about being an<BR>
engineer after WWII - when he dealt with the Germans and the Japanese, he<BR>
had no trouble - everyone _knew_ there was a language problem, so everyone<BR>
was very careful about defining terms and making sure everyone understood<BR>
(oddly enough, he said that it was relatively easy to deal with the<BR>
Japanese.  In those days, all the engineering journals and texts were either<BR>
in English or German, so any decent engineer could read one of those two<BR>
languages.  They just gently got rid of the translator in a way that would<BR>
not offend his honor, and then pulled out the yellow legal pads and wrote to<BR>
one another).  Conversely, they invariably got into trouble when working<BR>
with the British.  The industrial revolution happened after us yanks broke<BR>
away from Britain, and out engineering jargons grew up in isolation from<BR>
each other.  What we call a 'valve', the Brits call a 'gate'; what they call<BR>
a 'valve' we call a 'vacuum tube', while a 'gate' is a term in computer<BR>
architecture.  They invariably would be talking away, only to discover that<BR>
they were actually talking about two different things...they would then have<BR>
to backtrack and find out where they went off course.<BR>
	Now apply that to body language - what will it be like for a<BR>
Solomani to deal with a Vilani?  When upwards of... what? 70%? 80%?... of<BR>
communication nonverbal, how easy will it be for people to talk to one<BR>
another?  Consider what it is like here on Earth where a Brit is quite happy<BR>
to sit silently in a waiting room, but the American sitting in the other<BR>
chair goes nuts after about 5 minutes and _has_ to say _something_ to break<BR>
the silence?  Or when that same American, who is used to a personal space of<BR>
about 1 meter gets buttonholed by someone from a Mediterranian country where<BR>
personal space is about 30cm and the use of violent hand gestures is<BR>
standard for normal conversation?  You get the amusing scene of the American<BR>
unconsciously backing away, getting chased all over the room until finally<BR>
cornered like pushing one magnet across the table with another by pointing<BR>
the north poles at each other.<BR>
	How sophisticated must that Anti-Hijacking program be?  What could<BR>
be learned by carefully analyzing the camera data?  ("His passport says he<BR>
is from Regina, but his mannerisms have a 78% match with someone from the<BR>
Domain of Deneb"...)<BR>
	Just imagine what it must have been like for those first Terrans to<BR>
meet the Vilani - the faces are completely human, but on the unconscious<BR>
level, the signals are totally, utterly alien - it must have been very<BR>
disturbing, and for reasons that they probably couldn't really articulate<BR>
until they sat down later and thought about it.<BR>
<BR>
	Rod Basler, COFIT - Crochety Old Fart In Training<BR>
- ---------------------------------------------------------------<BR>
Disclaimer - They only tell me to think; _what_ I think is my own problem.<BR>
<BR>
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<TITLE>RE: CCTV Security</TITLE><BR>
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<BR>
<BR>
<BR>
&gt;From: &quot;The Roc&quot; =<BR>
&lt;roc@kewl.com.au&gt;<BR>
<BR>
&gt;Subject: CCTV Security<BR>
&gt;<BR>
&gt;When I first started playing<BR>
&gt;Traveller (I was the original GM for our group), =I found it strange that<BR>
&gt;security cameras were never a part of any =starship design and made them<BR>
&gt;&quot;rewards&quot; for players that completed a =mission (they may have found a store<BR>
&gt;of surveillance stuff, including CCTV-type =security systems).&nbsp; I figured<BR>
&gt;they were purposefully left out of the game to =give PC's requiring to hijack<BR>
&gt;a starship a bit of a chance to overcome the =considerable defences of the<BR>
&gt;Anti-Hijacking program to start with (I felt =CCTV would make overcoming the<BR>
&gt;program that much more harder... would that be =right?).<BR>
&gt;<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (OK =folks, I'm sorry about the MIME, we are still working on it...)<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I'll have =to check my LBBs (BFBB?) when I get home, but I seem to recall that the = original description of the Anti-Hijack program stated that there was = CCTV surveilance going on, and that the program was monitoring the = actions and body language of the passengers and crew, looking for any =suspicious patterns - which is why the program was such a memory =hog.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; That =brings up the whole question of body language anyway..... how different = would the non-verbal cues be for a human (let alone an alien) raised on = a different planet?&nbsp; I have read a book by an intelligence = interrogator who served in Vietnam, and he said that one of the first = things he realized when he got there is his internal 'bullshit = detector' was out of whack - the people he was questioning had = different ways of responding to stress and to authority, and had = different patterns of behavior when they were trying to hide the =truth.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It also =reminds me of the stories my grandfather told about being an engineer = after WWII - when he dealt with the Germans and the Japanese, he had no = trouble - everyone _knew_ there was a language problem, so everyone was = very careful about defining terms and making sure everyone understood = (oddly enough, he said that it was relatively easy to deal with the = Japanese.&nbsp; In those days, all the engineering journals and texts = were either in English or German, so any decent engineer could read one = of those two languages.&nbsp; They just gently got rid of the = translator in a way that would not offend his honor, and then pulled = out the yellow legal pads and wrote to one another).&nbsp; Conversely, = they invariably got into trouble when working with the British.&nbsp; = The industrial revolution happened after us yanks broke away from = Britain, and out engineering jargons grew up in isolation from each = other.&nbsp; What we call a 'valve', the Brits call a 'gate'; what they = call a 'valve' we call a 'vacuum tube', while a 'gate' is a term in = computer architecture.&nbsp; They invariably would be talking away, = only to discover that they were actually talking about two different = things...they would then have to backtrack and find out where they went =off course.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Now apply =that to body language - what will it be like for a Solomani to deal = with a Vilani?&nbsp; When upwards of... what? 70%? 80%?... of = communication nonverbal, how easy will it be for people to talk to one = another?&nbsp; Consider what it is like here on Earth where a Brit is = quite happy to sit silently in a waiting room, but the American sitting = in the other chair goes nuts after about 5 minutes and _has_ to say = _something_ to break the silence?&nbsp; Or when that same American, who = is used to a personal space of about 1 meter gets buttonholed by = someone from a Mediterranian country where personal space is about 30cm = and the use of violent hand gestures is standard for normal = conversation?&nbsp; You get the amusing scene of the American = unconsciously backing away, getting chased all over the room until = finally cornered like pushing one magnet across the table with another =by pointing the north poles at each other.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; How =sophisticated must that Anti-Hijacking program be?&nbsp; What could be = learned by carefully analyzing the camera data?&nbsp; (&quot;His = passport says he is from Regina, but his mannerisms have a 78% match = with someone from the Domain of Deneb&quot;...)<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Just = imagine what it must have been like for those first Terrans to meet the = Vilani - the faces are completely human, but on the unconscious level, = the signals are totally, utterly alien - it must have been very = disturbing, and for reasons that they probably couldn't really = articulate until they sat down later and thought about it.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT - Crochety Old Fart In Training<BR>
---------------------------------------------------------------=<BR>
Disclaimer - They only tell me to think; _what_ I =think is my own problem.<BR>
- ------_=_NextPart_001_01C00941.7FBBEB40--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:26:54 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Need Solomani emblem<BR>
<BR>
Glenn Grant wrote:<BR>
> <BR>
> Hi folks,<BR>
> <BR>
> Anyone with a scanner and a copy of _Rim of Fire_:  my comp copies of<BR>
> the book haven't arrived yet and I need a scan of the Solomani Emblem<BR>
> (pg 26), as a source for a _GT:Ground Forces_ illustration I'm<BR>
> working on.<BR>
> <BR>
On the way (attachment follows off-list).<BR>
<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 11:33:41 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2952<BR>
<BR>
Leonard Erickson wrote:<BR>
> In mail you write:<BR>
<BR>
> > Hm, surely the currency symbol for the Sol would have started out as the <BR>
> > abbreviation "SL" or "Sl", and eventually been corrupted to the glyph "$".<BR>
> <BR>
> There are character sets where "$" isn't a "dollar sign" but the local<BR>
> currency symbol (various ISO 696(?) variants).<BR>
<BR>
I'm pretty sure that by the time the Solomani met the Vilani, they'd gotten <BR>
their Unicode act together. <BR>
<BR>
Do we need to start lobbying for Bilandin in Unicode? Klingon and Tengwar <BR>
made it...<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:57:46 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re:  Ship's Locker<BR>
<BR>
>Date: Thu, 17 Aug 2000 13:11:36 -0700<BR>
>From: "David P. Summers" <summers@alum.mit.edu><BR>
<BR>
>Loging in and out usually doesn't work and, with any decently sized<BR>
>group, stuff will get "lost".  For example, people take something and <BR>
>someone else borrows it before he returns it, etc.  <BR>
<BR>
The easiest way around this is simply to put an electronic tag on all<BR>
your important equipment.  Every time somebody takes that item through<BR>
an iris valve, the computer will log its passage.  Running a query on<BR>
the computer will tell you at any time which compartment of the ship<BR>
your equipment is in.  Trying to take the stuff out of the main<BR>
airlock will set off an alarm.<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:02:51 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Vilani Fonts<BR>
<BR>
There are two Vilani Fonts available (at least temporarily) for download at<BR>
<BR>
members.aol.com/Traveller/Fonts<BR>
<BR>
VilaniStd.ttf is an Arial-based font with capitals, lower case, and <BR>
punctuation.<BR>
<BR>
VilaniSerif.ttf is a Time-based font which is more or less identical.<BR>
<BR>
<BR>
Marc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 10:20:23 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Twighlight ZoneDVDs(was Traveller-digest V1999 #2946)<BR>
<BR>
In mail you write:<BR>
<BR>
>> Now that I have DVD player, I ought to see if I can get those old<BR>
>> serials on DVD!<BR>
><BR>
> I believe TZ is currently being released. Star Trek is too, but there is so<BR>
> little on the discs you're better off with VHS.<BR>
<BR>
The only VCR I have is an old Beta unit that needs cleaning/repair, as<BR>
it *plays* ok, but tries to eat tapes if you record.<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: Fri, 18 Aug 2000 10:29:32 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote :<BR>
><BR>
>>> Perhaps something halfway in between...like a DC-3...you have to<BR>
>>> maintain it but 'hammer to fit...file to shape...paint to cover...'<BR>
>>> might apply.<BR>
>><BR>
>> Aircraft are "delicate" because if something fails, you generally fall<BR>
>> out of the sky.<BR>
><BR>
> Aircraft aren't all that deliccate, and you don't generally fall out of the<BR>
> sky when things go wrong.<BR>
><BR>
> The point about aircraft is that you can't pull over, stop, and fix it on<BR>
> the side of the road. Some things must keep working or you will eventually<BR>
> fall out of the sky. That's why there are rules about maintaining these<BR>
> things.<BR>
><BR>
>> Spacecraft are even *less* likely to by in trouble if something fails<BR>
>> (they can't sink :-). So they'll be even more "rugged".<BR>
><BR>
> Except for two things  -<BR>
><BR>
> 1) There are things that must keep operating at all times on a<BR>
>    spacecraft. Unlike an aircraft which can be switched off<BR>
>    completely once every few hours, and unlike a ship where<BR>
>    everything can be switched off at almost any time (ignoring<BR>
>    the few cases where power is neccesaary for even a ship to<BR>
>    survive, and the dificulty of 'turning off' the ship.), a<BR>
>    spacecraft must be able to maintain life support and several<BR>
>    other things (jump, for instance) continually  for long periods<BR>
>    of time.<BR>
<BR>
Actually, the only things you have to have working are life support and<BR>
the lights. And you can shut down life support for *hours* before you<BR>
need to think about getting into suits.<BR>
<BR>
Jump drives aren't used *during* jump. Once you've entered jumpspace,<BR>
the cheif engineer can tear down the drive and do maintenance if he<BR>
feels like it. <BR>
<BR>
So things aren't all that different from ships (there are places (like<BR>
the arctic) where you don't want "life support" (ie *heat*) to be off<BR>
for very long.<BR>
<BR>
> 2) It's easy to make a hole in a spacecraft, something that<BR>
>    doesn't bother ships very much, as long as the hole isn't<BR>
>    too large and below the waterline, and only large holes<BR>
>    bother pressurized aircraft (all pressurized aircraft leak)<BR>
<BR>
Actually, it's *not* that easy with the sort of ships folks in most<BR>
campaigns are running. It takes weapons fire or real bad luck. <BR>
<BR>
Yes, a hunk of space junk will punch a hole in your ship. And if it's<BR>
big enough or fast enough, it'll wreck it. But that stuff *should* be<BR>
unusual. <BR>
<BR>
Once you've got thruster plates, or even high Isp reaction drives, you<BR>
can clean up a lot of space junk. It'll still be *expensive*, but it's<BR>
better than risking damage to important stuff in orbit or arriving<BR>
departing from orbit. <BR>
<BR>
And lasers, particle beams, etc mean that you can vaporize the smaller<BR>
chunks. This is a case where you want to use a lower power beam and<BR>
heat the object slowly and evenly. You want it to boil away, not to<BR>
explode into pieces.<BR>
<BR>
BTW, while venting of waste gases is allowed to some extent (but in<BR>
high traffic areas, even that may be restricted) "littering" by dumping<BR>
*anything* from your ship while near an inhabited planet is gonna carry<BR>
a *big* fine. <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 #2953<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2954</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2954<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: Ship's Locker<BR>
Re: High Tech Theatrical Makeup<BR>
Re: Traveller-digest V1999 #2953<BR>
Re: Mis-jumps in MTU<BR>
Sub-Sector Capital Question<BR>
Re: Need Solomani emblem<BR>
Re: Ship's Locker<BR>
Re: GDW Guidelines<BR>
MT<BR>
Re: Sub-Sector Capital Question<BR>
Re: Mis-jumps in MTU<BR>
Re:  Ship's Locker<BR>
Re: Ship's Locker<BR>
trade unions<BR>
Re: Ship's Locker <BR>
HG Damage Tables<BR>
Re: Solomani paper money money <BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker <BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 10:42:05 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote :<BR>
>>> Thus you have a strict procedure on, say, air tanks, but a<BR>
>>> more lax procedure on, say, a mop and a bottle of Cleen-Glo.<BR>
>> <BR>
>> Yep. Though on board a spacecraft, you'll want to log roughly how much<BR>
>> of what cleaning compounds got used where, because it will affect air<BR>
>> and water recycling due to the chemicals interacting with the recycling<BR>
>> gear.<BR>
><BR>
> And you definitely want to know where it is and that it is tied down, <BR>
> in case the gravity generator fails ... <BR>
<BR>
And *nobody* uses fragile containers like glass bottles or jars unless<BR>
they can guarantee that they'll be tied down. <BR>
<BR>
And just consider the fun if the gravity goes off while using a toilet.<BR>
I expect that because of that (remote) possibility, all toilets are of<BR>
an inherently "zero gee safe" design. Which means they work by suction.<BR>
<BR>
I'm reminded of a letter SF writer Spider Robinson sent to editor Ben<BR>
Bova once. It had a xerox of a diagram of a NASA zero-gee toilet design<BR>
with an arrow pointing at the "impeller to seperate liquid and solid<BR>
waste". Spider's comment was "Ben, near as I can figure, the $#!+ is<BR>
*supposed* to hit the fan!"<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: Fri, 18 Aug 2000 12:11:24 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: High Tech Theatrical Makeup<BR>
<BR>
Bruce Johnson wrote:<BR>
> Second...I wonder what TL-15 theatrical makeup is like. New face anyone? <BR>
<BR>
In John Varley's novel _The Golden Globe_, a stage actor is equipped with <BR>
full body implants that can reshape his face and body on demand. The faster <BR>
the change, the more painful. Though biologically male, he can play both <BR>
Juliet and a secondary male character in a version of "Romeo and Juliet" -- <BR>
and in this version, Romeo and Juliet have a sex scene. A very explicit sex <BR>
scene. <BR>
<BR>
Since our hero is also a fugitive from the law, the facial distorters turn <BR>
out to be useful for more than just the stage...<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 12:17:26 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2953<BR>
<BR>
Nick Bradbeer wrote:<BR>
> <BR>
> > Yes they are. Any convex polygon can be circumscribed with a circle that<BR>
> > touches all vertexes. In addition any convex polygon can be inscribed<BR>
> with<BR>
> > a circle that fits inside of the polygon.<BR>
> <BR>
> Err...I dispute that statement.<BR>
> <BR>
> Any triangle certainly can, but I'm sure I can give you an irregular<BR>
> hexagon which you can't circumscribe.<BR>
<BR>
And Robert Conley responded:<BR>
> I said in a earlier post that all convex polygons can be circumscribed.<BR>
> The polygon you are talking about has one or more concave vertices.<BR>
<BR>
I think Nick's right.<BR>
<BR>
Consider a regular quadragon (a square) circumscribed by a circle such <BR>
that all four vertices touch the circle. Now move one vertex halfway to<BR>
the center from its current location.<BR>
<BR>
* Since three non-collinear points (the three unmoved vertices) determine<BR>
a circle, the circle doesn't change.<BR>
<BR>
* The quadragon is now irregular but still convex. <BR>
<BR>
* One vertex has moved and no longer touches the circle.<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 12:27:31 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Via electronic medium on 8/17/00 8:25 PM, tloql@home.com issued forth:<BR>
<BR>
> Hypercleats?  Stryder?  I am not aware of who these gentlepersons are but<BR>
> maybe I can count another couple of votes for.<BR>
<BR>
Hypercleats has posted here, but Stryder is just in my RPG group. You may<BR>
recognise "Justice Hypercleats", that is his full handle. He got me into<BR>
Traveller, and is a major LBB fan. I think he would like 2300AD better<BR>
though, as he is a nut for *hard* sci-fi. He wrote (is writing?) the essay<BR>
on gravitics on my site. I sometimes forget to change my identity when<BR>
working from this terminal and post under his name, he has posted under my<BR>
name only once that I know of. We be roomies. Stryder has been very busy<BR>
lately and can't get into a game yet, but I am working on a setting around<BR>
Lanth and may run it as a PBEM. Hypercleats will definitly be in it, Stryder<BR>
probably will be, and I'll post an invitation here when I am ready. Mainly I<BR>
have to decide the era I want the game to be in. I am leaning towards having<BR>
the 5FW be the character generation period and the actual campaign just<BR>
after.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:32:13 -0400 (EDT)<BR>
From: "Joseph Alberti Jr." <albertijjr@juno.com><BR>
Subject: Sub-Sector Capital Question<BR>
<BR>
Can any one tell me which system is the sub-sector capital of Ilelish sub-sector?  Ilelish sub-sector is sub-sector D of Ilelish Sector.<BR>
<BR>
Joe Alberti<BR>
"Long Live Emperor Dulinor!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 12:52:42 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Need Solomani emblem<BR>
<BR>
Do you mean the Solomani cross?<BR>
<BR>
If so, I have many versions from gifs to illustrator files.  Let me know<BR>
what you are looking for or see http://solsec.org.<BR>
<BR>
Tod<BR>
- ----- Original Message -----<BR>
From: "Glenn Grant" <neo@total.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Friday, August 18, 2000 11:01 AM<BR>
Subject: Need Solomani emblem<BR>
<BR>
<BR>
> Hi folks,<BR>
><BR>
> Anyone with a scanner and a copy of _Rim of Fire_:  my comp copies of<BR>
> the book haven't arrived yet and I need a scan of the Solomani Emblem<BR>
> (pg 26), as a source for a _GT:Ground Forces_ illustration I'm<BR>
> working on.<BR>
><BR>
> Can somebody e-mail it to me ASAP?<BR>
><BR>
> Thanks muchly,<BR>
><BR>
>   + GMG +<BR>
> --<BR>
>     ------------------------Glenn Grant------------------------<BR>
>                           <neo@total.net><BR>
>        "I don't want to achieve immortality through my work.<BR>
>          I want to achieve it by not dying." -- Woody Allen<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:31:31 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
This has been mentioned more than once. Coupled with 'go active and<BR>
you're a target' kind of tactics for combat, and flying starships and<BR>
flying subs starts to sound really similar.<BR>
<BR>
OTOH, in interior design and living spaces, a starship is a lot more<BR>
like a ship than a sub...there isn't the absolute premium on space<BR>
enforced by a streamlined pressure hull as in subs.<BR>
<BR>
Doing SDB duty is going to be a lot like submariner service...cooped up<BR>
for weeks on end in a little ship.<BR>
<BR>
<BR>
Koji Suzuki wrote:<BR>
> <BR>
> I've been reading these posts on ship's locker equipment, and the comparison<BR>
> of star/space ships to ships and planes.  Any former pig boat types drivers<BR>
> to make a comparison to a sub?  I would think that in our world, that might<BR>
> be the best comparison.  Thick hull, pressure instead of vaccum, reverse<BR>
> results from a hull breach, but similar DC problems, life support, controls<BR>
> (can't really see where you're going in either), dependence on sensors, etc.<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:51:03 -0700 (PDT)<BR>
From: Arthur Boff <ajboff@yahoo.com><BR>
Subject: Re: GDW Guidelines<BR>
<BR>
Those sound like pretty sound guidelines for anyone<BR>
designing an adventure! Thanks for posting.<BR>
<BR>
<Joke><BR>
<BR>
It's just a shame that the T:NE authors didn't pay<BR>
attention to them...<BR>
<BR>
</Joke><BR>
<BR>
Arthur<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Send instant messages & get email alerts with Yahoo! Messenger.<BR>
http://im.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:52:36 -0700 (PDT)<BR>
From: Arthur Boff <ajboff@yahoo.com><BR>
Subject: MT<BR>
<BR>
I managed to get my hands on that copy of MT. Thanks<BR>
to everyone who recommended it to me. I don't think<BR>
I'll be using the Rebellion plotline, but a bit of<BR>
tweaking ought to produce a nice little Civil War<BR>
campaign setting... but since my players are currently<BR>
in 1105 I've still got time to change my mind!<BR>
<BR>
Arthur<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Send instant messages & get email alerts with Yahoo! Messenger.<BR>
http://im.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:04:43 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Sub-Sector Capital Question<BR>
<BR>
Joseph Alberti Jr. writes:<BR>
> Can any one tell me which system is the sub-sector capital of Ilelish<BR>
> sub-sector?  Ilelish sub-sector is sub-sector D of Ilelish Sector. <BR>
<BR>
Good question.  I don't have it in my maps.  I'd try Mordred, as its a decent<BR>
population world with starport-A and TL F.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 17:15:44 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Jim Cooper writes:<BR>
<snipped><BR>
>Ian Ferguson writes:<BR>
>>[snip] (I have my own technobabble for an excuse) [snip]<BR>
>That's what I would be interested in for a discusiion point.<BR>
<BR>
	I must admit that I have not really formalized it, but it goes<BR>
	something like this:<BR>
<BR>
	Imagine squashing 3D space into 2D, so that the universe as we<BR>
	know it is a plane.  Now crumple the plane in 3D.  To the<BR>
	2D sophonts in the plane the shortest distance between two<BR>
	points is still along the plane, but if you could somehow move<BR>
	perpendicular to the plane you could find short-cuts.  Jump<BR>
	drives do exacly this.  Large quantities of H2 are ejected<BR>
	perpendicular to space, causing the ship to also move<BR>
	perpendicular to space.  Going farther along the curved plane<BR>
	takes more perpendicular "thrust" and the ship moves "faster,"<BR>
	so all controlled jumps take about one week.  The extent of the<BR>
	curvature imposes the maximum jump limit of 6 parsecs.<BR>
<BR>
	As an aside, the H2 also returns to space but it is jumped<BR>
	more or less in the opposite direction and is very dispersed.<BR>
	It actually takes ten minutes to use the H2, while space-time<BR>
	around the ship is curved (imagine the 2D plane being stretched<BR>
	just before the ship breaks free).  This is why jumping from<BR>
	gravety wells is hazardous (the space-time curvature associated<BR>
	with the gravety well changes the jump "vector" of the ship).<BR>
<BR>
	Now, the plane is "crumpled" in a regular way.  Think of it as<BR>
	being pleated without any folds, though this is simplistic.  :)<BR>
	It is then "pleated" on a larger scale (six times larger).  A<BR>
	misjump moves across one of these larger pleats, but because<BR>
	the "speed" of the ship in jump is no greater than it would be<BR>
	for a smaller jump, it may take up to six weeks to return to<BR>
	the plane.  In theory there are even greater pleats, but there<BR>
	is no record of anyone travelling them.<BR>
<BR>
	Hope that is clear-ish.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:15:27 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re:  Ship's Locker<BR>
<BR>
At 6:57 PM +0000 8/18/00, Stephen Tempest wrote:<BR>
>  >Date: Thu, 17 Aug 2000 13:11:36 -0700<BR>
>  >From: "David P. Summers" <summers@alum.mit.edu><BR>
><BR>
>  >Loging in and out usually doesn't work and, with any decently sized<BR>
>  >group, stuff will get "lost".  For example, people take something and<BR>
>  >someone else borrows it before he returns it, etc.<BR>
><BR>
>The easiest way around this is simply to put an electronic tag on all<BR>
>your important equipment.  Every time somebody takes that item through<BR>
>an iris valve, the computer will log its passage.  Running a query on<BR>
>the computer will tell you at any time which compartment of the ship<BR>
>your equipment is in.  Trying to take the stuff out of the main<BR>
>airlock will set off an alarm.<BR>
<BR>
The biggest problem isn't taken off the ship.  Its that some<BR>
left it behind a crate, or whatever.<BR>
<BR>
Actually, if you have a computer to track it, I bet people are<BR>
going to be even worse about putting stuff back, making the<BR>
"locker" even more irrelvant.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:29:27 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Tod Glenn <webmaster@travellercentral.com> wrote<BR>
<BR>
> Also, there's the matter of what happens when the ship's crew are also part<BR>
> owners?  Can't exactly fire them.  The differents between having tenants and<BR>
> room mates.<BR>
<BR>
Why can't you fire them? [1] I readily concede that you can''t<BR>
take away their ownership share in the ship but why can't<BR>
you fire them from their job. Their position as part owner<BR>
of the ship is not  related to their job as crew worker. If<BR>
you can't fire people you are not the Captain. If a shareholders<BR>
vote to reinstate them is made then you will probably have to<BR>
quit. Probably the best way to handle this would be to fire<BR>
them and (in they elect to remain on board for future jumps)<BR>
make them pay passage costs. If they can't afford to pay passage<BR>
costs but wish to stay on the ship they should sell their shares.<BR>
<BR>
The Ref's desire to see that the players remain in the game<BR>
does not necessarily mean that they must keep their jobs.<BR>
<BR>
[1] Not why _shouldn't_ you fire them which is a different issue.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:32:35 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: trade unions<BR>
<BR>
The game Belter (or was it Beltstrike?) has some stuff about trade unions.<BR>
 I have it, but have never played it.  Maybe I should bring it to the San<BR>
Jose boardgame meeting sometime.<BR>
<BR>
- --Glenn<BR>
<BR>
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------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 13:47:18 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker <BR>
<BR>
Anthony Jackson <ajackson@molly.iii.com> wrote<BR>
<BR>
<BR>
> >On any ship I Captain the XO and I are the only ones who can get<BR>
> >into that locker without declaring an Emergency<BR>
<BR>
> I do hope that the locker can be opened when the computer is down (which is<BR>
> moderately likely in a real emergency).<BR>
<BR>
If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
is have a manual backup on locker door. If the Computer is down<BR>
they use a _mechanical_ key to unlock the door.<BR>
<BR>
> >logged with the computer. Every single time that door is opened<BR>
> >my ships computer takes a picture of whoever did it. If they don't<BR>
<BR>
> Annoying, but as long as nothing in there is regularly needed...<BR>
<BR>
Ships computers have massive storage capacity. We can easily<BR>
store the last ten years of hi res. still pictures of the area being<BR>
accessed on 'only' a few thousand gigs. If we go for low res. video <BR>
we can store a years worth of 24/7 images in a similar space.<BR>
<BR>
> >log out what they took it's theft and I fire them. If they do log<BR>
> Hm...pirates are attacking!  Quick, get the weapons!  Oh, and don't forget to<BR>
> log what you took.<BR>
<BR>
Logs don't have to be written.<BR>
<BR>
> This is the kind of thing best left as a simple warning, and completely <BR>
> ignored if a good reason is provided afterwards.<BR>
<BR>
No. A 'good reason' must be presumed to be a 'good lie' until<BR>
_proven_ otherwise, trust is for the gullible. Every single<BR>
member of your crew is a potential hijacker, as Captain it<BR>
is your moral duty to be ready to take any means necessary to<BR>
stop this. As Heinlein said in 'Time for the Stars': "A small<BR>
breech in ships discipline is like a small breech in the ships<BR>
hull."<BR>
<BR>
> >it out and don't log it back in its theft and I fire them. If they<BR>
<BR>
> As above.<BR>
<BR>
Working on a starship is not like working in a convenience store.<BR>
The ship itself is fairly sturdy but its life support systems<BR>
are not and it is frighteningly vulnerable to hijacking.<BR>
<BR>
Starships will have higher security than banks. They will have<BR>
tighter protocols than many military units. <BR>
<BR>
> >do log it out and don't return it but admit this before we boost<BR>
> >I make them go buy another one and take the cost, with steep interest<BR>
<BR>
> More likely, the ship buys another one, and the crewmember is fined unless<BR>
> the use was legitimate (in which case its just a regular operating expense,<BR>
> and not the responsibility of the crewmember). <BR>
<BR>
No, the question is not if the use was legitimate the question<BR>
is if that crew person had the authority to use that piece of<BR>
equipment up. If they did not have that authority than the Captain<BR>
has the right, and arguably the duty, to sanction them even if<BR>
the use was 'legitimate'. <BR>
<BR>
> The size of the fine may<BR>
> or may not be closely related to the value of the missing item.<BR>
<BR>
Exactly. It is related to the potential loss. <BR>
<BR>
<BR>
> >out of their paycheck. If the Xo doesn't check the log every time<BR>
> >before we boost she's incompetent and I fire her. <BR>
<BR>
> No, the XO is merely more interested in getting work done than in some <BR>
> administrative tasks.  This is another 'warning' issue.<BR>
<BR>
Administrative tasks _are_ the XO's duty. The Captain (or perhaps<BR>
the owner aboard) makes the big picture decisions. The Department<BR>
Heads see that they are carried out. Taking care of administrative<BR>
tasks is the XO's work.<BR>
<BR>
> >check her work at least 10% of the time than I'm incompetent and<BR>
> >the owner should fire me when he checks the ships log.  If anyone<BR>
> >tampers with the log I fire them and do my best to have charges<BR>
> >brought up on them<BR>
<BR>
> The log is likely to be fairly tamper-resistant.<BR>
<BR>
Resistant, yes. Impossible to alter, no. This is part of the<BR>
reason tampering with it is such a big deal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:41:17 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: HG Damage Tables<BR>
<BR>
	<BR>
	Does anyone have a soft copy of the HG damage tables and criticals <BR>
tables?  I am working on a utility to handle mass battery firings for HG <BR>
(like the things you run into in TCS games).  I'd like it to be able to <BR>
generate damage results as well as hit / miss numbers.<BR>
<BR>
	Please reply to me off-list at michel@atlantic-online.ns.ca<BR>
<BR>
	Thanks in advance!<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Michel R. Vaillancourt	misha@atlantic-online.ns.ca<BR>
				ICQ # 31172292<BR>
	"Reality Error in Progress....<BR>
			       ....Do Not Adjust Your Penguin"	<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	Cyberpunk:  	http://www.atlantic-online.ns.ca/cp2020<BR>
	Traveller:		http://www.atlantic-online.ns.ca/traveller<BR>
	AD&D:		http://www.atlantic-online.ns.ca/adnd_eurania<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
	    ***REMEMBER - Always virus-check your emails ***<BR>
	-+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=+-<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:55:12 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Solomani paper money money <BR>
<BR>
>From: Tod Glenn <webmaster@travellercentral.com><BR>
>There is good reason not to print banknotes.  Buy making 'currency'<BR>
bulky,<BR>
>you discourage large transactions in 'cash'.  Electronic transfers are<BR>
>more easily tracked by SolSec.<BR>
><BR>
>SolSec is probably pushing for the elimination of large denomination<BR>
>coins,and all currency when this is feasible.<BR>
<BR>
This will no doubt lead to a black market counter-culture that uses barter<BR>
(including service for service exchanges) and foreign currency, but it is<BR>
the direction in which I expect SolSec to go.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
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------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:08:16 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
"Tod Glenn" <webmaster@travellercentral.com> wrote<BR>
<BR>
> > What Guilds? None are established in Traveller canon. The<BR>
> > Imperium doesn't really give a damm unless you're Noble and/or<BR>
> > rich. Cleon set up the Imperium to protect trade. <BR>
> > The Imperium has got a potential labor pool of fifteen trillion<BR>
> > workers. They don't need you, you are replaceable. Unions<BR>
> > succeed primarily when it is difficult or illegal to fire all<BR>
> > their workers are replace them with other cheaper workers.<BR>
> > IMTU these conditions do not exist.<BR>
<BR>
> This seems to suggest that while chattel slavery is outlawed, economic<BR>
> slavery is not,<BR>
> For example, take a corporate owned world.  If they hold all the<BR>
> meaningful employment on a world, they are free to pay the lowest wages<BR>
> and operate with the most unhealthy and dangerous working conditions.<BR>
> The workers are not 'slaves' as they are technically able to quit and<BR>
> work elsewhere.  However, the company keeps wages low and no one can<BR>
> afford to go off planet, and there are no other jobs.<BR>
<BR>
This is just good business practice. Remember humans are<BR>
voluntarily produced in excess quantities by unskilled labor<BR>
at no cost to the employer (unless the employer is foolish<BR>
enough to offer insurance).<BR>
<BR>
People exist as workers _only_ to the extent that they are<BR>
cheaper or better than robots. Given that a Skill-4 (more than<BR>
most people have) program costs only a few thousand credits <BR>
than this will be little more than a subsistence wage. In<BR>
the case of ships crew who occupy valuable stateroom space<BR>
that would be better served for paying passengers, freight, or<BR>
cargo that margin is even slimmer.<BR>
<BR>
> The workers are totally at the mercy of the corporation, because if they<BR>
> try to unionize to force even minimal improvements, the corporation can<BR>
> cry "illegal restraint of trade" and get the Imperium to crush any<BR>
> workers movement.<BR>
<BR>
They rarely need to bother. Firing your all workers and hiring<BR>
replacements (or buying robotic replacements) is sufficient to<BR>
stop most any labor actions. It is _only_ when the government<BR>
steps in to stop you from doing this that 'labor movements'<BR>
can exist. If I ran a company in the Imperium and my workers<BR>
agitated for more I would fire the lot of them. If they made trouble<BR>
I might declare a trade war (canon) and kill the lot of them. <BR>
<BR>
> If this is the case, we can expect the Imperium to spend quite a lot of<BR>
> its time suppressing 'evil trade unionist movements'.  And we all<BR>
> thought the Solomani were bad...<BR>
<BR>
It is only a twentieth century perspective that tells us<BR>
that they aren't evil. The fact that I personally don't<BR>
consider them to be evil is beside the point. The question<BR>
is what a feudal state founded on trade in an economic reality<BR>
(Book 8) which clearly establishes that robots are cheaper <BR>
than humans unless the humans accept cheap wages.<BR>
<BR>
> In the US, the trade union movement has slowed in part because the<BR>
> Federal government has assumed the role of guaranteeing minimal safe<BR>
> working conditions and rates of pay, and outlawing certain labor<BR>
> practices all together.  IYTU, is there some similar Imperial function?<BR>
<BR>
No of course not, except perhaps in areas of space the Imperium<BR>
purports to control. IMTU megacorporations regularly collude<BR>
with oppressive planetary governments to use gulag type forced<BR>
labor to produce their products. IMTU Burke from Aliens would be <BR>
viewed as a soft touch. IMTU low tech child laborers crawl into<BR>
conduits breathing carcinogenic fumes that are sure to kill them<BR>
horribly in a few years if the corporations use of said child labor<BR>
will come out even 0.1 credit cheaper than robotic labor. IMTU<BR>
space crews are constantly aware that they can, and possibly will,<BR>
be replaced by robots at any time.<BR>
<BR>
Read some of Margaret's (the Imperial leader most strongly associated <BR>
with the corporations) canonical statements and actions in Survival<BR>
Margin and you will get an idea of how the Imperium really works.<BR>
<BR>
> and if not, why aren't there workers rebellions springing up everywhere.<BR>
<BR>
Because no alternative exists. Look at the canon law levels and<BR>
government types. The Imperium does not give a damm. Why do you<BR>
think all those canon Mercenaries exist if not to serve as cadres <BR>
training government soldiers in how to oppress and murder their own <BR>
people or to commit those killings themselves.<BR>
<BR>
> Surely you won't suggest that corporations just treat their workers well<BR>
> out of an innate sense of kindness and fair play?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:17:29 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Luther Martin <lwmarti@pacbell.net> wrote<BR>
<BR>
> Peter Newman wrote:<BR>
> <BR>
> > The Imperium has got a potential labor pool of fifteen trillion<BR>
> > workers. They don't need you, you are replaceable.<BR>
> <BR>
> The Imperium may have zillions of people, but they don't have zillions of<BR>
> highly-skilled workers.<BR>
<BR>
> I remember talking to an acquaintance recently (a professor of computer<BR>
> science) about the quality of CS students. His position was that although<BR>
> the sheer number of students has increased dramatically over the past 25<BR>
> years, the number of *good* students has stayed the same. <BR>
<BR>
The situations are not the same. We don't have high skill robots.<BR>
The Imperium does. Nor does the Imperium, unlike most western<BR>
counties artifically increase the cost of labor (wages) by<BR>
limiting immigration. Many people in the west would be out<BR>
of a job today if not for immigration laws stopping 3rd world<BR>
workers willing to work for $10 a day or less from immigrating<BR>
and replacing them.<BR>
<BR>
Any well skilled Imperial worker can be replaced by a robot that <BR>
is just as skilled and educated (if not as Intelligent) for under <BR>
a million credits. That robot will (if properly designed) be able <BR>
to work four or five times as many hours per year as you will. <BR>
That robot (if TL 14+) has a longer work life than you do (well <BR>
maybe not if you're pure Vilani).<BR>
<BR>
> Either you have<BR>
> the aptitude for it or you don't, and the offer of high salaries can't<BR>
> really change that. As the demand for people with the right background<BR>
> increases, but the supply of qualified people does not (or increases more<BR>
> slowly), you have a situation where your qualified tech people are extremely<BR>
> valuable. Even today, market forces are telling us that an experienced<BR>
> engineer is worth more than a VP is at a small to medium-sized company.<BR>
> <BR>
> In my own personal vision of the future, the shortage of skilled workers is<BR>
> going to get worse and worse as technology advances. So that if you treat<BR>
> that gravitics tech badly, you may have a very hard time finding anyone else<BR>
> to replace him.<BR>
<BR>
Look at Book 8. See how cheap Gravitics skill-4 is. That's what<BR>
you are competing with. If you are not cheaper than the robot<BR>
why shouldn't your boss fire and replace you? Book 8's costs<BR>
clearly establish that the Imperium must be a low wage dystopia.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:18:47 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
> Why can't you fire them? [1] I readily concede that you can''t<BR>
> take away their ownership share in the ship but why can't<BR>
> you fire them from their job. Their position as part owner<BR>
> of the ship is not  related to their job as crew worker. If<BR>
> you can't fire people you are not the Captain. If a shareholders<BR>
> vote to reinstate them is made then you will probably have to<BR>
> quit. Probably the best way to handle this would be to fire<BR>
> them and (in they elect to remain on board for future jumps)<BR>
> make them pay passage costs.<BR>
<BR>
How do you force an owner to pay passage on his own ship?<BR>
<BR>
>If they can't afford to pay passage<BR>
> costs but wish to stay on the ship they should sell their shares.<BR>
<BR>
Doesn't work that way.  If they are an owner, they have a say in how<BR>
their property is used, unless there is very specific legal language in<BR>
a corporate document.  Let say the captain you and I all own 1/3 of a<BR>
ship.  The captain fires me.  He's now going to force me to pay passage<BR>
on a ship 1/3 of which is mine.  I don't think so.  I'd  force a<BR>
dissolution of the 'corporation' and force you and the captain to pay me<BR>
the value of my holding if you are going to withold my right of 'fair<BR>
use'.<BR>
<BR>
If there is a larger holding company, and my share represent only a<BR>
fraction of the 'voting' shares, that is another matter.<BR>
><BR>
> The Ref's desire to see that the players remain in the game<BR>
> does not necessarily mean that they must keep their jobs.<BR>
><BR>
> [1] Not why _shouldn't_ you fire them which is a different issue.<BR>
><BR>
<BR>
Well, the specific case I had in mind is this.<BR>
<BR>
A group of PC's are all equal owners of a small trader (them and the<BR>
bank).  There is a 'captain', but he is also a part owner.  How does the<BR>
captain 'fire' another crewman who is also and equal share owner of the<BR>
ship?  Particularly if the other owners don't agree with the captain.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:27:19 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker <BR>
<BR>
><BR>
> > I do hope that the locker can be opened when the computer is down<BR>
(which is<BR>
> > moderately likely in a real emergency).<BR>
><BR>
> If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
> is have a manual backup on locker door. If the Computer is down<BR>
> they use a _mechanical_ key to unlock the door.<BR>
><BR>
<BR>
So who has this key?  And what happens in an emergency if the key holder<BR>
is not available? If emergency supplies are locked up, then they're not<BR>
really available in an emergency.  What would happen if we locked up<BR>
fire extinguishers to prevent theft or tampering?<BR>
<BR>
Rather than being locked, I suggest that you have a tamper seal on them,<BR>
possibly signed by the captain or other person.  Anyone can open the<BR>
locker in an emergency, but it will be obvious that the locker has been<BR>
opened.<BR>
<BR>
My big objection to the 'zero tolerence' policy is the same for all such<BR>
policies.  They're popular because the captain doesn't have to think  A<BR>
good captain knows when to let something drop, and when to 'drop the<BR>
hammer'. A captain who doesn't know when to bend the rules isn't worth<BR>
spit, IMHO.  Same for any other leader.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2954<BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2955<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: Arbellatra <BR>
Re: Solomani paper money money <BR>
Re: Ship's Locker<BR>
RE: TML Reference Questions<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Re: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: Ships as subs<BR>
Re: planetary/subsector/Imperial fleets.<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: Jump Drives needing power (was re:Ships Locker)<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
Re: Mis-jumps in MTU<BR>
Re: Ship's Locker<BR>
Re: economic slavery<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:27:31 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Arbellatra <BR>
<BR>
> Hans Rancke-Madsen <rancke@diku.dk><BR>
<BR>
> Peter Newman writes:<BR>
> <BR>
> >"Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
> >>she's never spent a moment in command of anything larger than the<BR>
> >>Admiral's Gig.<BR>
<BR>
> >Probably not, but the career listed is about the only way to<BR>
> >get to be a 28 year old Admiral (even though not a Sector Admiral)<BR>
> >using the canon CG system.<BR>
> <BR>
> But then, there's no need to use the canon CG system since she is an NPC and a<BR>
> historical character to booth.<BR>
<BR>
The NPC's in Book 1 & 4 (except for the ones from fiction) were<BR>
all generated with that system hence it must be the canonical<BR>
NPC generation system as well. :)<BR>
<BR>
As for the 'historical character' argument is it your assertion<BR>
that at the time of the Civil War it was easier to get a promotion<BR>
as higher ups had a habit of dying and opening up slots. This<BR>
does have a sort of logic to it and is certainly supported by<BR>
the promotion rated prevalent in the US Civil War. However if<BR>
wars in the OTU led to an increase in promotion rates this would<BR>
have to be reflected in the MT character generation system. Promotion<BR>
in MT (during the Rebellion) is no faster than promotion in<BR>
(peacetime) promotion was. :)<BR>
 <BR>
> The persistent use of the CG system by Traveller authors is IMO a really Bad<BR>
> Thing leading to such absurdities as barons serving as Marine privates on<BR>
> auxiliary vessels and customs inspectors in backwater systems.<BR>
<BR>
The proper way to handle this would be simply to rule that<BR>
SOC 0-9 = join as enlisted, SOC 10+ = join as an officer.<BR>
This is more similar to the way some historical feudal states<BR>
handled things.<BR>
<BR>
> Have a look at the standard career path of a Roman nobleman and compare it with<BR>
> that of someone like Julius Caesar and Pompey the Great. Some people just don't<BR>
> use the canon career system.<BR>
<BR>
Obviously Caesar and Pompey were serving as 'Nobles' not as<BR>
'Army' or 'Barbarians' hence they had different results.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:34:40 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Solomani paper money money <BR>
<BR>
> >SolSec is probably pushing for the elimination of large denomination<BR>
> >coins,and all currency when this is feasible.<BR>
><BR>
> This will no doubt lead to a black market counter-culture that uses<BR>
barter<BR>
> (including service for service exchanges) and foreign currency, but it<BR>
is<BR>
> the direction in which I expect SolSec to go.<BR>
><BR>
<BR>
Well, I also suggested that unlawful possession of foreign currency is,<BR>
in itself, a crime.  Now as for barter, the trick is to make sure it's<BR>
'laundered'.  If I buy a 'gift' for my local party official in return<BR>
for consideration (using electronic money), even a slow-witted SolSec<BR>
monitor will be able to figure out what's going on with a simple review<BR>
of financial record.<BR>
<BR>
If , on the other hand, I buy a nice entertainment center, trade it to a<BR>
ship's captain (newly arrived from off planet) for a case of good booze,<BR>
and gift said booze to my local party official, the trail is harder to<BR>
track.  Add a few more transactions in the middle and it's almost<BR>
anonymous.  But still more complicated than that convenient paper money.<BR>
<BR>
Just the kind of stuff to make players' lives interesting.<BR>
<BR>
Tod "Corruption Happens" Glenn<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:37:46 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
"David P. Summers" <summers@alum.mit.edu> wrote<BR>
<BR>
> Situations where you get fired for misplacing routine eqiupment<BR>
> are pretty oppressive ones.  <BR>
<BR>
Perhaps by our cultural standards but the Imperium is a feudal<BR>
state in which honor is important. When I hire you you swear<BR>
to work according to my rules and I swear to pay you. If you<BR>
would break my rules than you are an honorless p'tok who<BR>
should not be working for me. If your word and your duty to<BR>
be responsible for my equipment mean nothing to you than I<BR>
don't want you. Nor would your coworkers want to work with<BR>
you. Nor would people want to travel on a ship you crew.<BR>
<BR>
> >  Anyone who takes anything from it and<BR>
> >does not return is, at best criminally negligent, and at worse is<BR>
> >a party to barratry and murder. I take no chances at all with that.<BR>
> <BR>
> This never works.  You end up having to fire, or arrest, someone<BR>
> who merely forgot to return it (or wasn't sure they were done<BR>
> with it, or whatever).  In real life, either you don't let anyone<BR>
> takes something for any reason, or you accept that it will eventually<BR>
> be missing.<BR>
<BR>
Only because of our cultural attitudes. If borrowing your employers<BR>
Mechanical Tool Set while you take his credits gives you a feudal<BR>
duty. Then either you will replace it, you will immediately confess <BR>
if it is lost, or you have no honor. If you have no honor and duty<BR>
means nothing to you you should be fired.<BR>
<BR>
Disclaimer: The views expressed above are not necessarily my own.<BR>
I do think they would be representative of the ideals of many<BR>
Imperial citizens, especially Nobles. YMMV.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:37:39 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: TML Reference Questions<BR>
<BR>
>>>>>> We're using different definitions of 'hard radiation'.  I'm only<BR>
counting<BR>
>>>>>> gamma and neutrons, not soft X-rays.<BR>
>>>><BR>
>>>> Well, if it can kill me inside a space suit, that's hard enough for me.<BR>
>><BR>
>> I suspect (high-tech) spacesuits other than skinsuits are designed to<BR>
stop<BR>
>> radiation at the penetration level of soft X-rays.<BR>
<BR>
>With skinsuits, the radiation protection would likely be part of the<BR>
>coverall.<BR>
<BR>
>> There's a _lot_ of<BR>
>> low-penetration radiation out there, if you don't have enough shielding<BR>
to<BR>
>> stop soft X-rays you also don't have enough to stop the mixed beta, and<BR>
>> outside of a planetary magnetic field you're going to absorb a lethal<BR>
>> radiation dose in a couple of minutes.<BR>
<BR>
>I thought the soft X-rays from a nuke were a *lot* more penetrating than<BR>
>beta? For that matter, what about helmets?<BR>
<BR>
>The astronauts on the moon were "outside of a planetary magnetic field<BR>
>for *hours*, and I seriously doubt that their suits were all *that*<BR>
>well shielded<BR>
<BR>
Last time I checked the accumulated dose of the U.S. astronauts were<BR>
**classified**. Don't forget that doses allowed to workers (and military)<BR>
under NRC/DOE rules are extremely low. The dose accumulated by the<BR>
astronauts might reasonably be dozens of times that without noticeable short<BR>
term or even provable long term effects.<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: Fri, 18 Aug 2000 14:42:15 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
"Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk> wrote<BR>
<BR>
> I actually had a go at that once - the problem I found was that<BR>
> either the system was nice and broad and playable and gave some<BR>
> weird results (for my purposes that is) or it got so detailed it was<BR>
> beginning to resemble the kind of detailed economic models<BR>
> used by the treasury. Except of course I didn't have a Phd in <BR>
> Econometrics so they were probably inaccurate.<BR>
<BR>
Models created by people _with_ Phd's are not necessarily<BR>
accurate. Garbage in, garbage out... See von Mises Socialism<BR>
for an explanation/theory as to why this _can't_ work.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:55:28 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Jim Cooper <tloql@home.com> wrote<BR>
<BR>
> Yes. This is 'sort of ' established in the same SOM. Under the theory of<BR>
> jumpspace, following  the so called 'big bang',  a multitude of spacial<BR>
> dimensions existed. Most of these unfortunately collapsed into nothingness<BR>
> within seconds and were lost, but the number (more than the 4 we perceive)<BR>
> cosmology of the era set to be 'no fewer' than 62.  Many (22) are in force<BR>
> only at the subatomic level, while the reaming three dozen (36) are accessible<BR>
> only via jump drive.<BR>
> <BR>
> Ok. we have a (believable) precident for the 36 'levels' of jump space. Now to<BR>
> my point. The quantity of the charge produced from a normal and stable jump-1<BR>
> engine into the capacitor (zuchai crystals) ...must.... be less than that<BR>
> produced from a jump-6 because,  the one only 'lifts you to level 1,  the<BR>
> other to level 6.  If, in a misjump, is it not then conceivable that the same<BR>
> malfunction that enabled you to get to the 36th jumpspace level could also<BR>
> carry you 6 times farther away i.e. 216 parsecs??<BR>
<BR>
Not necessarily. Imagine that jump space is shaped approximately <BR>
like a sphere much as most planets are (approximately) spherical.<BR>
When you enter jump 1 space you are effectively drilling a straight<BR>
line subway tunnel between two cities. This tunnel does not follow<BR>
the surface of the Earth but cuts a chord through the earth. Thus<BR>
the middle of the 'subway tunnel' is fairly deep. As you dig a tunnel<BR>
(jump) between cities (hexes) that are farther away the middle of<BR>
this tunnel gets 'deeper'. If your 'tunnel' is more than X kilometers<BR>
(jump 6) long the middle of your tunnel (jump) is so deep that you<BR>
are no longer in the 'crust' and your tunnel drilling machine (your<BR>
starship) gets lost (misjumps). When your tunnel driller comes back<BR>
to the surface (normal space) you will be in a random area (you have<BR>
misjumped). If you get really lost when tunneling (have a catastrophic<BR>
misjump) then you go down so far into the 'magma' that your tunneler<BR>
burns up. Similarly there are dimensions for Jump 37+ but they are<BR>
so chaotic that your ship will be destroyed.<BR>
<BR>
In a sufficiently illuminated TU. you can establish that jump 37+<BR>
space destroys ships because the cthulhuoid monsters living there<BR>
will destroy anyone who enters it. See the Babylon 5 movie<BR>
'Thirdspace' for an example of this sort of space.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 14:59:54 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Tod Glenn <webmaster@travellercentral.com> wrote<BR>
<BR>
> The most minute systems failure can bring down an aircraft.  If starships<BR>
> are as 'delicate' then yes, anal retentiveness is the order of the day.<BR>
> However, if they are more like ships, slack maintenance and upkeep can be<BR>
> tolerated more easily.<BR>
<BR>
The ships hull is quite sturdy and is much more like a ship<BR>
than an aircraft. However keeping the crew and passengers<BR>
alive is more difficult and requires an anal retentive attitude.<BR>
This attitude can also help reduce the dangers of hijacking,<BR>
mutiny, and barratry.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:54:46 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Ships as subs<BR>
<BR>
[sub-quotation moved to fit my preferences]<BR>
<BR>
Bruce Johnson wrote:<BR>
><BR>
> Koji Suzuki wrote:<BR>
> > <BR>
> > I've been reading these posts on ship's locker equipment, and the comparison<BR>
> > of star/space ships to ships and planes.  Any former pig boat types drivers<BR>
> > to make a comparison to a sub?  I would think that in our world, that might<BR>
> > be the best comparison.  Thick hull, pressure instead of vaccum, reverse<BR>
> > results from a hull breach, but similar DC problems, life support, controls<BR>
> > (can't really see where you're going in either), dependence on sensors, etc.<BR>
>  <BR>
> This has been mentioned more than once. Coupled with 'go active and<BR>
> you're a target' kind of tactics for combat, and flying starships and<BR>
> flying subs starts to sound really similar.<BR>
<BR>
Agreed; passive telescopes on a ship might tell you a lot more than passive<BR>
sonars on a sub, though, . <BR>
 <BR>
> OTOH, in interior design and living spaces, a starship is a lot more<BR>
> like a ship than a sub...there isn't the absolute premium on space<BR>
> enforced by a streamlined pressure hull as in subs.<BR>
<BR>
This seems like it might be very TL-dependent. A Traveller warship needs to <BR>
have a tough armored hull, which yields high mass-to-volume ratio and a <BR>
premium on space. <BR>
<BR>
I think more detailed rules on ship design could push things even tighter. <BR>
If, for example, you assume that stateroom volume includes a share of <BR>
passageways, common areas, and galleys[1], then double-occupancy military<BR>
ships might well have 2.5-foot (0.75m) wide corridors, or slightly wider <BR>
ones with ceilings lowered to compensate, which seems to agree with my <BR>
memories of touring the Growler[2].<BR>
<BR>
> Doing SDB duty is going to be a lot like submariner service...cooped up<BR>
> for weeks on end in a little ship.<BR>
<BR>
And, canonically, SDBs are sometimes stationed in gas giants or in planetary <BR>
oceans, which brings the analogy even closer. SDBs in fact are going to have<BR>
far thicker hulls than modern wet navy subs, which should make them very <BR>
cramped.<BR>
<BR>
- -Russell B<BR>
<BR>
[1] This assumption is made with varying degrees of explicitness in the <BR>
various rulesets and supplements.<BR>
<BR>
[2] Growler is one of the first US cruise missile subs, now docked alongside<BR>
the USS Intrepid in New York City, open to public tours. Very educational if <BR>
you've never had the opportunity to be aboard a sub.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 16:00:57 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: planetary/subsector/Imperial fleets.<BR>
<BR>
>From: Hans Rancke-Madsen <rancke@diku.dk><BR>
[deleted]<BR>
>I hope this will be useful to some. Comments welcome.<BR>
<BR>
I found that analysis very helpful. It largely tracks my own basic<BR>
concepts, but provides more detail.  I'm largely adopting it for my<BR>
Traveller universe.  Thank you, Hans.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Send instant messages & get email alerts with Yahoo! Messenger.<BR>
http://im.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:07:13 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
<BR>
> In a truly feudal system, getting a rep for screwing the people under<BR>
> you means that you not only won't have them under you long, but that<BR>
> the people you are under will start seriously wondering how far they<BR>
> can trust you. <BR>
<BR>
Yes it will but 'screwing the people under you' does not mean<BR>
treating them poorly by twentieth century western standards<BR>
it means treating them _differently_ than you said you would<BR>
treat them. If you recruit maids (assistant cabin stewards)<BR>
on a TL 4 planet by promising them clean air, a pound of rice<BR>
a day, and being hot bunked 8 to a cabin you will get recruits.<BR>
(Modern cruise ships treat many of their 3rd world staff little<BR>
better than this for instance). Their life on ship will be<BR>
better than what they experience at home.<BR>
<BR>
If you give these maids the working conditions you promised them<BR>
you are not 'screwing them'. If you then force them on threat<BR>
of spacing to serve as prostitutes you are 'screwing them' in<BR>
more ways than one but we probably shouldn't go there. The <BR>
issue is not how you treat them but if you treat them as you swore<BR>
you would.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 16:14:39 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
> > The workers are totally at the mercy of the corporation, because if<BR>
they<BR>
> > try to unionize to force even minimal improvements, the corporation<BR>
can<BR>
> > cry "illegal restraint of trade" and get the Imperium to crush any<BR>
> > workers movement.<BR>
><BR>
> They rarely need to bother. Firing your all workers and hiring<BR>
> replacements (or buying robotic replacements) is sufficient to<BR>
> stop most any labor actions. It is _only_ when the government<BR>
> steps in to stop you from doing this that 'labor movements'<BR>
> can exist. If I ran a company in the Imperium and my workers<BR>
> agitated for more I would fire the lot of them. If they made trouble<BR>
> I might declare a trade war (canon) and kill the lot of them.<BR>
<BR>
You assume that this would be easy.  Even a relatively untrained group<BR>
of rebels can wreak havoc with a corporation of government, particularly<BR>
if they feel that they have nothing to lose and have the sympathy of<BR>
even a fraction of the displaced workers.  An those same displace<BR>
workers are likely to find support from some 'liberal' group or perhaps<BR>
one of your competitors.  Perhaps if you resort to genocide, this might<BR>
work. Giving ammuntion to you competitors or even the Imperiums rivals?<BR>
<BR>
> No of course not, except perhaps in areas of space the Imperium<BR>
> > and if not, why aren't there workers rebellions springing up<BR>
everywhere.<BR>
><BR>
> Because no alternative exists. Look at the canon law levels and<BR>
> government types. The Imperium does not give a damm. Why do you<BR>
> think all those canon Mercenaries exist if not to serve as cadres<BR>
> training government soldiers in how to oppress and murder their own<BR>
> people or to commit those killings themselves.<BR>
<BR>
And we've seen how well this works.  A well run guerilla campaign can<BR>
keep a government or corporation on it's knees for years.  And what's<BR>
happening to your profits if you paying out huge sums to mercenary<BR>
units.  They will never be 100% successful in eliminating the guerilla,<BR>
unless you resort to genocide.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:11:30 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Jump Drives needing power (was re:Ships Locker)<BR>
<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Ship's Locker<BR>
> Jump drives aren't used *during* jump. Once you've entered jumpspace,<BR>
> the cheif engineer can tear down the drive and do maintenance if he<BR>
> feels like it.<BR>
<BR>
Not true under FFS2. You need power to stay in jumpspace.<BR>
<BR>
This is good for two reasons.<BR>
<BR>
Firstly, it stops you playing silly games with battery-powered starships<BR>
(well, until you get to TL15 at least). If you dont need power to stay in<BR>
jump, then you run a 5 MW power plant for the lights, the computers, the air<BR>
and the artificial gravity, and you use a 30 minute battery pack to get into<BR>
jump space. This cuts the power plant size by 80%, with all sorts of<BR>
economic concequences.<BR>
<BR>
Secondly, it means you can put a 'power spike event' as a potential misjump.<BR>
Rather than the usual 26 MW per 100 dtons per jump number, the power<BR>
requirement goes up for a while. If an engineer is awake and you have the<BR>
horses to deal with this, no problem. If you have some Third Assistant<BR>
Engineer playing cards with the gunner's mate, or if you bought a ship that<BR>
has one spare megawatt over the minimum, then you are probably looking at<BR>
some sort of misjump event.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:17:13 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
<BR>
> > When a missing or misrepresented item in the Ship's Locker can mean someone<BR>
> > dies ("What do you mean you forgot to recharge the air tanks?!?!"), I think<BR>
> > a Captain is fully justified in firing anyone who engages in shoddy record<BR>
> > keeping in regards to it. I'd prefer traveling on such a ship to one with a<BR>
> > reputation for taking everything in stride.<BR>
<BR>
> the *normal* way this sort of thing is handled is to<BR>
> inspect/inventory the "storage area" in question at regular intervals.<BR>
> On a ship, the obvious time to do this is either just after landing or<BR>
> during prep for the next flight. <BR>
<BR>
> The former is recommended for ships that make a habit of having to<BR>
> leave "suddenly" (ie, most players). You land, put the ship into<BR>
> "landed" mode, deal with the port authorities and arrange to offload<BR>
> cargo and wastes. You then check the ship over and order any<BR>
> replacements and spares needed. After that, you start letting folks<BR>
> take liberty. <BR>
<BR>
But this will only reveal what was in the locker at that time.<BR>
Anything the crew 'borrowed' (stole) while they were on leave<BR>
will still be missing when you lift. This is probably the best way <BR>
to replace things that are missing but it does not seem to be as<BR>
effective a means for ensuring that they are on board when you<BR>
take off.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:31:19 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
<BR>
> it's quite likely that the engineers and techs will tool carts or<BR>
> at least tool boxes so they aren't always running back to the locker.<BR>
> On ships, I can see magnetic mounts so you can lock the box or "cart"<BR>
> to a bulkhead, deck, or even the overhead. <BR>
> <BR>
> Anybody know if you can make a CG unit small enough to use in a tool<BR>
> cart (think box about 120 cm wide x 75 cm deep x 100 cm tall) without<BR>
> severely compromising the usable volume?<BR>
<BR>
The smallest grav modules in CT is Book 8's robotic Lt Grav Module <BR>
which has a volume of 3 liters, weighs 2 kilos, uses 1 kw/hr of power, <BR>
produces 100 kilos of thrust, and costs Cr 30,000.<BR>
<BR>
Your box has a volume of (1.2m x 0.75m x 1m) 900 liters so<BR>
yes it is easily possible. With a Tl C 7 kilowatt hour 7 kilogram, <BR>
7 liter battery (Cr 5,950) or a Tl F 7 kilowatt hour 1 kilo, 1 <BR>
liter battery (Cr 10,000) it can float for 7 hours. I'm not sure its <BR>
worth doing given that its _cost_ but its very feasible.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:30:45 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
> >On any ship I Captain the XO and I are the only ones who can get<BR>
>> >into that locker without declaring an Emergency<BR>
><BR>
>> I do hope that the locker can be opened when the computer is down (which<BR>
is<BR>
>> moderately likely in a real emergency).<BR>
><BR>
>If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
>is have a manual backup on locker door. If the Computer is down<BR>
>they use a _mechanical_ key to unlock the door.<BR>
><BR>
<BR>
I must admit that when in the Navy all of the Damage Control Lockers were<BR>
locked and had little lock boxes right outside the door. Each box had glass<BR>
front and a little hammer to "break the glass in case of emergency". Very<BR>
doable on a military vessel. Not likely to be practical on a civilian ship.<BR>
<BR>
><BR>
>> This is the kind of thing best left as a simple warning, and completely<BR>
>> ignored if a good reason is provided afterwards.<BR>
><BR>
>No. A 'good reason' must be presumed to be a 'good lie' until<BR>
>_proven_ otherwise, trust is for the gullible. Every single<BR>
>member of your crew is a potential hijacker, as Captain it<BR>
>is your moral duty to be ready to take any means necessary to<BR>
>stop this. As Heinlein said in 'Time for the Stars': "A small<BR>
>breech in ships discipline is like a small breech in the ships<BR>
>hull."<BR>
><BR>
<BR>
I think that if the level of trust is so low on the ship that such<BR>
extraordinary measures have to be taken that **no one** will choose to work<BR>
there. Don't get me wrong. Some Megacorp fleet ships might be run in such a<BR>
way, if they pay enough, or have people lock in with onerous contracts, they<BR>
(the crew) might even put up with it, for awhile. Canon seems to indicate<BR>
that crew is free to quit. (It might interest you all to know that up until<BR>
the end of the 1800's seamen were not free to quit post on ships at ports<BR>
other than the one they signed on at. The right to quit at any port was a<BR>
major victory for the seafarers unions and resulted in much better treatment<BR>
for sailors overall. Canon seems to indicate that spacers have this right,<BR>
how else would new PC's be able to find a billet on a vessel?)<BR>
<BR>
><BR>
>Working on a starship is not like working in a convenience store.<BR>
>The ship itself is fairly sturdy but its life support systems<BR>
>are not and it is frighteningly vulnerable to hijacking.<BR>
><BR>
>Starships will have higher security than banks. They will have<BR>
>tighter protocols than many military units.<BR>
><BR>
<BR>
I just don't see it. For one thing highly skilled people will just not put<BR>
up with being treated this way. They expect to be trusted. This might work<BR>
in the Confederation or among the mind raping Zho's but a citizen of the<BR>
Imperium would just move on to another ship<BR>
<BR>
><BR>
>Why can't you fire them? [1] I readily concede that you can''t<BR>
>take away their ownership share in the ship but why can't<BR>
>you fire them from their job. Their position as part owner<BR>
>of the ship is not  related to their job as crew worker. If<BR>
>you can't fire people you are not the Captain. If a shareholders<BR>
>vote to reinstate them is made then you will probably have to<BR>
>quit. Probably the best way to handle this would be to fire<BR>
>them and (in they elect to remain on board for future jumps)<BR>
>make them pay passage costs. If they can't afford to pay passage<BR>
>costs but wish to stay on the ship they should sell their shares.<BR>
<BR>
I suppose a lot would depend on how big their share is. If they own a bigger<BR>
share than the Captain it might just be the Captain who ends up being fired.<BR>
It also might not be so easy to fire the only certified chief engineer or<BR>
astrogator or communication tech one board if you're in a  class C starport<BR>
and there are no replacements handy.<BR>
<BR>
"I'm sorry Captain, but I'm afraid the Port Manager has pulled your flight<BR>
clearance. You can't leave until we see papers showing that you have a<BR>
certified jump engineer on board. We expect a liner in next week, maybe<BR>
they'll have an extra engineer who's not on contract."<BR>
<BR>
"Frek the load of cultivated lobsters will be spoiled if I can't get them to<BR>
Fraklin by next week."<BR>
<BR>
"Sorry Captain, I hear that engineer you fired is working for SYStem Fuel<BR>
Inc. They've been wanting to crew up another scoopship for months. Guess<BR>
their gain is your loss."<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 15:42:25 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Mis-jumps in MTU<BR>
<BR>
Jim Cooper <tloql@home.com> wrote<BR>
<BR>
> Peter Neuman writes:<BR>
> IMTU the reason misjumps from a jump 1 ship can take you<BR>
> up to jump 36 [1] is that in a misjump the ship enters jump<BR>
> space wrong and ends up in the wrong layer and/or pointed the<BR>
> wrong way. <BR>
> >IMTU jumpspace exists in layers around a central core. Jump<BR>
> >1 space through jump 6 space are somewhat stable and ships<BR>
> >can usually enter this space and come out all right. Jump<BR>
> >space 7 through jump space 36 are a bit further down and are<BR>
> >more chaotic, thus a ship can survive in these layers but cannot<BR>
> >control their passage. <BR>
> >Lower down (jumpspace 37+) the conditions are sufficiently<BR>
> >destructive that no ship that enters this space ever returns<BR>
> >to normal space. Thus a jump 37+ is impossible for anyone (even<BR>
> >the Ancients) because any ships that go that far down are<BR>
> >destroyed (or at least can never return).<BR>
<BR>
> So IYTU I can assume your greater scientific minds have at least reviewed the<BR>
> question and admit to the possibility that there may be layers beyond the 36,<BR>
> indeed beyond the 62 originally determined.<BR>
<BR>
In MTU (and the OTU, see the early Challenge article on jump<BR>
space) the 'why' is a mystery. Knowledge about jump space is<BR>
more like: If you push this button this happens. Test ships<BR>
sent out to do X usually misjump. Test ships sent out to do<BR>
Y are never heard from again. We think this is so because<BR>
[insert theory there]. Since jump space is not really measurable<BR>
without exposing yourself to it (a bad idea) most jump space<BR>
physics is theoretical and most Engineers and Navigators stick <BR>
with 'When you push this button this happens'.<BR>
<BR>
IMTU there is a wide body of 'urban legends' about jumpspace<BR>
physics among spacers however most of it is of the "This guy<BR>
I used to ship with knew a guy when he was in the Scouts<BR>
who knew a scientist who turned on a second jump drive while <BR>
the first one was still running and got his ship to go jump <BR>
eight but the Empire is suppressing it because the megacorporations <BR>
don't want the competition" sort.<BR>
<BR>
> >Jump 1 to jump 6 space are the 'crust' of the jumpspace universe<BR>
> >(universes?) and you can dig stable tunnels in one end and out<BR>
> >the other with a jump drive although you can occasionally get<BR>
> >lost here. Jump 7 through jump 36 space are 'farther down' in<BR>
> >the 'upper magma'. Your ship may survive here but you can't<BR>
> >control where you go since this is controlled by the 'currents' in the<BR>
> >'magma'. Lower down in jump 37+ space the 'magma' is 'hot' enough<BR>
> >to destroy (or at least capture) any ship.<BR>
<BR>
> A very interesting theory, and much better than has been proposed<BR>
> here-to-fore. Thank you.<BR>
<BR>
Thank you, I have proposed a geology metaphor here before without<BR>
much response.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 16:47:04 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 2:37 PM -0800 8/18/00, Peter Newman wrote:<BR>
>"David P. Summers" <summers@alum.mit.edu> wrote<BR>
><BR>
>  > Situations where you get fired for misplacing routine eqiupment<BR>
>  > are pretty oppressive ones.<BR>
><BR>
>Perhaps by our cultural standards but the Imperium is a feudal<BR>
>state in which honor is important. When I hire you you swear<BR>
>to work according to my rules and I swear to pay you. If you<BR>
>would break my rules than you are an honorless p'tok who<BR>
>should not be working for me. If your word and your duty to<BR>
>be responsible for my equipment mean nothing to you than I<BR>
>don't want you. Nor would your coworkers want to work with<BR>
>you. Nor would people want to travel on a ship you crew.<BR>
<BR>
The problem is, people just don't get so stuck over routine<BR>
stuff.  They don't now and they never have, even in feudal<BR>
societies with strong sense of honor.  What you talk<BR>
about might be OK for vital equipment, or religous items, but<BR>
were are just talking "stuff" here.<BR>
<BR>
Nor has the Imperium ever been present, to me at least, in<BR>
way that say you can be fired because you were a day late in<BR>
putting meter back.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:50:59 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: economic slavery<BR>
<BR>
> From: Peter Newman <pnewman@gci.net><BR>
> Subject: Re: economic slavery (was:Ship's Locker)<BR>
><BR>
> This is just good business practice. Remember humans are<BR>
> voluntarily produced in excess quantities by unskilled labor<BR>
> at no cost to the employer (unless the employer is foolish<BR>
> enough to offer insurance).<BR>
<BR>
Peter, think about that statement for a second.<BR>
<BR>
We are not talking about humans. We are talking about *workers*.<BR>
<BR>
Workers actually embody a whole heap of capital investment.<BR>
<BR>
You cant just grab someone off the street and have them as an effective<BR>
worker. You need a whole bunch of very specific social conditioning to work<BR>
on an assembley line, for example. And thats for 'unskilled labour'.<BR>
<BR>
><BR>
> People exist as workers _only_ to the extent that they are<BR>
> cheaper or better than robots. Given that a Skill-4 (more than<BR>
> most people have) program costs only a few thousand credits<BR>
> than this will be little more than a subsistence wage. In<BR>
> the case of ships crew who occupy valuable stateroom space<BR>
> that would be better served for paying passengers, freight, or<BR>
> cargo that margin is even slimmer.<BR>
><BR>
<BR>
Either that or the book is wrong. Wait, this is Peter Newman. The book is<BR>
never wrong. It doesnt matter how stupid a result it comes out with, the<BR>
book is always right.<BR>
<BR>
> > The workers are totally at the mercy of the corporation, because if they<BR>
> > try to unionize to force even minimal improvements, the corporation can<BR>
> > cry "illegal restraint of trade" and get the Imperium to crush any<BR>
> > workers movement.<BR>
><BR>
> They rarely need to bother. Firing your all workers and hiring<BR>
> replacements (or buying robotic replacements) is sufficient to<BR>
> stop most any labor actions. It is _only_ when the government<BR>
> steps in to stop you from doing this that 'labor movements'<BR>
> can exist. If I ran a company in the Imperium and my workers<BR>
> agitated for more I would fire the lot of them. If they made trouble<BR>
> I might declare a trade war (canon) and kill the lot of them.<BR>
<BR>
Peter, ignore the Captain Bligh/Heinrich Himmler mask for a second, and have<BR>
a look at history.<BR>
<BR>
This sort of shit was tried extensively by employers in the nineteenth<BR>
century, with a lot of state support.<BR>
<BR>
Labor organisers got shot, beaten up by goons, arrested, mordered, the whole<BR>
nine yards, and with total state support.<BR>
<BR>
It didnt work.<BR>
<BR>
The net result was the state passed a set of rules, that avoided the<BR>
situation spiralling into social unrest and civil war.<BR>
<BR>
Bluntly, if you pull some shit like that, a sufficient percentage of your<BR>
loyal employees will be in the toilet when someone pumps six shells into<BR>
you. This was, in fact, done. Not often. But often enough for enough<BR>
important people to realise that capitalism, red in tooth and claw, had to<BR>
be tamed for it's own good. Tamed how far ? Thats still a question.<BR>
<BR>
You also have the risk, if you declare a 'trade war' of coming in on the<BR>
wrong side of a very hostile takeover bid (another corp decides that it will<BR>
start formally supporting your workers, or ex-workers, on the grounds that<BR>
it immediately after it wins it has a bunch of committed employees. And<BR>
while it is fighting the war it has a whole bunch of angry, committed<BR>
recruits with good local knowledge. Sounds like a very rational deal for a<BR>
group who considers that the long term is important, and that a corporation,<BR>
whilst ruthless, should have loyalty to it's employees. Wait, thats the<BR>
Vilani attitude, who control three of the canon megacorps. Hmmmm.).<BR>
<BR>
Basically, the attitude you are projecting is morally reprehensible, and<BR>
will be seen as such by far too many Important People (when a necessary<BR>
value of Far Too Many may be one. A single subsector admiral could make a<BR>
whole shitload of trouble for a single company).<BR>
<BR>
<BR>
> It is only a twentieth century perspective that tells us<BR>
> that they aren't evil. The fact that I personally don't<BR>
> consider them to be evil is beside the point. The question<BR>
> is what a feudal state founded on trade in an economic reality<BR>
> (Book 8) which clearly establishes that robots are cheaper<BR>
> than humans unless the humans accept cheap wages.<BR>
<BR>
Peter, you are also missing another significant point (apart than the fact<BR>
that the authors of various Traveller supplements really, really screwed up<BR>
the economics of the Traveller universe. But you believe in the Cr 1000<BR>
freight rate, so arguing economic realities with you is absolutely<BR>
pointless. All this stuff is aimed at the rest of the audience).<BR>
<BR>
The Imperium seems to be based on trade - *not* on production.<BR>
<BR>
The sort of goods that would form the lifeblood of Imperial Trade are<BR>
high-quality, high value luxury goods, because of the cost of shipping goods<BR>
across parsecs.<BR>
<BR>
These goods are typically bought on the basis of things other than their<BR>
intrinsic qualities.<BR>
<BR>
We immediatly have three reasons to employ happy humans - firstly, product<BR>
differentiation (isnt there a 'Made by Humans' sticker on the Invasion:Earth<BR>
game ?). Secondly, your product's reputation flows through to other products<BR>
your wholesaler deals with ("TAS regrets to report a fifth massacre of<BR>
workers at the EvilCorp facility on Menorb". "Oh Bubbles, doesnt LSP<BR>
distribute EvilCorps product ... maybe we ought to wear Makhadurin's whale<BR>
fur coats instead"). Thirdly, luxury products need skilled workers, with<BR>
good quality control.<BR>
<BR>
><BR>
> > In the US, the trade union movement has slowed in part because the<BR>
> > Federal government has assumed the role of guaranteeing minimal safe<BR>
> > working conditions and rates of pay, and outlawing certain labor<BR>
> > practices all together.  IYTU, is there some similar Imperial function?<BR>
><BR>
> No of course not, except perhaps in areas of space the Imperium<BR>
> purports to control. IMTU megacorporations regularly collude<BR>
> with oppressive planetary governments to use gulag type forced<BR>
> labor to produce their products. IMTU Burke from Aliens would be<BR>
> viewed as a soft touch. IMTU low tech child laborers crawl into<BR>
> conduits breathing carcinogenic fumes that are sure to kill them<BR>
> horribly in a few years if the corporations use of said child labor<BR>
> will come out even 0.1 credit cheaper than robotic labor. IMTU<BR>
> space crews are constantly aware that they can, and possibly will,<BR>
> be replaced by robots at any time.<BR>
<BR>
Peter, are you wearing your 'Captain Bligh' mask ? Or is this what you<BR>
really see the future as ?<BR>
<BR>
Remember that the reforms of US labour laws occoured before the Forty<BR>
Glorious Years (1945-1970),and that Germany quite happily industrialised<BR>
with a social contract that went beyond "Grab what you can get".<BR>
<BR>
> Read some of Margaret's (the Imperial leader most strongly associated<BR>
> with the corporations) canonical statements and actions in Survival<BR>
> Margin and you will get an idea of how the Imperium really works.<BR>
<BR>
'Survival Margin' sums it up really. When you are at the edge of disaster,<BR>
you do bad things. But that doesnt mean that doing bad things is the optimum<BR>
measure in the long term.<BR>
<BR>
><BR>
> > and if not, why aren't there workers rebellions springing up everywhere.<BR>
><BR>
> Because no alternative exists. Look at the canon law levels and<BR>
> government types. The Imperium does not give a damm. Why do you<BR>
> think all those canon Mercenaries exist if not to serve as cadres<BR>
> training government soldiers in how to oppress and murder their own<BR>
> people or to commit those killings themselves.<BR>
<BR>
Now, is it more expensive to do this, or to have a happy workforce with a<BR>
level of commitment to your enterprise that goes beyond the next meal ?<BR>
<BR>
Remember Henry Ford. Relentlessly anti-union, prepared to use bribes and<BR>
force to keep organisers out of his plants. But while he did this, he<BR>
treated his workforce relatively well, and his training schools turned a lot<BR>
of unskilled labourers into far more valuable technicians.<BR>
<BR>
Lets also look at a classic brutal corporate state. The Soviet Union in the<BR>
1920s and 1930s. Lets look at how successful 'administrative measures' were<BR>
at securing the long-term supply of food inputs to the industrial workers.<BR>
<BR>
Why ? Happy cows give more milk.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2955<BR>
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Traveller-digest      Friday, August 18 2000      Volume 1999 : Number 2956<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: Ship's Locke<BR>
Re: Traveller-digest V1999 #2955<BR>
Re: Jump Drives needing power (was re:Ships Locker)<BR>
Re: Ship's Locke<BR>
RE: Ship's Locker <BR>
Re: Solomani paper money money<BR>
Re: Solomani paper money money<BR>
RE: economic slavery<BR>
Re: We don't care about the K'kree very much...<BR>
Re: Who appointed Arbellatra?<BR>
Re: Damage Control as a Proposed Skill (Silly, NOT a reply to Marc)<BR>
Re: GG@GDW<BR>
RE: Traveller-digest V1999 #2936<BR>
Re: Arbellatra - Honor Harrington spoiler<BR>
Re: Ship's Locker <BR>
Unicode<BR>
Gravity Effects<BR>
Re: Ship's Locker <BR>
Re: Development of the Terran Jump Drive<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 20:13:52 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: Ship's Locke<BR>
<BR>
>The situations are not the same. We don't have high skill robots.<BR>
>The Imperium does. Nor does the Imperium, unlike most western<BR>
>counties artifically increase the cost of labor (wages) by<BR>
>limiting immigration. Many people in the west would be out<BR>
>of a job today if not for immigration laws stopping 3rd world<BR>
>workers willing to work for $10 a day or less from immigrating<BR>
>and replacing them.<BR>
><BR>
Two points here. First canon states that imperials are highly suspicious of<BR>
robots. While you might be able to use robots to sweep the decks or even<BR>
cook the meals it is not likely that robots would be trusted to tune the<BR>
jump drive or repair the life support system, at least not without direct<BR>
sophont supervision. Whether or not they could do these jobs without<BR>
supervision is irrelevant. Second, in high tech fields immigrants can easily<BR>
get work visas to enter the U.S. There are special laws allowing them to<BR>
come in. In almost every case they are paid as much or nearly as much as<BR>
their U.S. counterparts. In the long term if great numbers of immigrants<BR>
came in they might initially work for low wages, until they found that they<BR>
could get more and until the unions got to them. Don't forget that it was<BR>
primarily immigrants who formed the working classes that organized and<BR>
pushed up wages in the last hundred years.<BR>
<BR>
>Any well skilled Imperial worker can be replaced by a robot that<BR>
>is just as skilled and educated (if not as Intelligent) for under<BR>
>a million credits. That robot will (if properly designed) be able<BR>
>to work four or five times as many hours per year as you will.<BR>
>That robot (if TL 14+) has a longer work life than you do (well<BR>
>maybe not if you're pure Vilani).<BR>
<BR>
See above. Robots are just not used that way in the Imperium, at least not<BR>
according to canon.<BR>
><BR>
>> Either you have<BR>
>> the aptitude for it or you don't, and the offer of high salaries can't<BR>
>> really change that. As the demand for people with the right background<BR>
>> increases, but the supply of qualified people does not (or increases more<BR>
>> slowly), you have a situation where your qualified tech people are<BR>
extremely<BR>
>> valuable. Even today, market forces are telling us that an experienced<BR>
>> engineer is worth more than a VP is at a small to medium-sized company.<BR>
>><BR>
>> In my own personal vision of the future, the shortage of skilled workers<BR>
is<BR>
>> going to get worse and worse as technology advances. So that if you treat<BR>
>> that gravitics tech badly, you may have a very hard time finding anyone<BR>
else<BR>
>> to replace him.<BR>
><BR>
>Look at Book 8. See how cheap Gravitics skill-4 is. That's what<BR>
>you are competing with. If you are not cheaper than the robot<BR>
>why shouldn't your boss fire and replace you? Book 8's costs<BR>
>clearly establish that the Imperium must be a low wage dystopia.<BR>
<BR>
Except that the number of Ri worlds doesn't back that up. Automation in that<BR>
way is a negative sum game. If you can make a billion aircars with robots<BR>
but no one can afford to buy them then what have you gained? It's the old<BR>
service economy voodoo economics. Low paid workers can't buy products. Well<BR>
paid workers buy more stuff. You can automate everyone out of a job and<BR>
create a cybertech world of unemployed highly skilled techs who have to<BR>
survive in an oppressive world-but that wouldn't be Traveller.<BR>
<BR>
>Perhaps by our cultural standards but the Imperium is a feudal<BR>
>state in which honor is important. When I hire you you swear<BR>
>to work according to my rules and I swear to pay you. If you<BR>
>would break my rules than you are an honorless p'tok who<BR>
>should not be working for me. If your word and your duty to<BR>
>be responsible for my equipment mean nothing to you than I<BR>
>don't want you. Nor would your coworkers want to work with<BR>
>you. Nor would people want to travel on a ship you crew.<BR>
<BR>
If you believe that I have so little honor that you need to use locks and<BR>
cameras and computer tracking because you don't believe I'll keep my word<BR>
then I would never swear service to you.  Prepare your ayloi , barbarian.<BR>
An earleatrais of mutual choice will preside.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 17:20:41 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2955<BR>
<BR>
Terry Carlino wrote:<BR>
> <BR>
> > >On any ship I Captain the XO and I are the only ones who can get<BR>
> >> >into that locker without declaring an Emergency<BR>
> ><BR>
> >> I do hope that the locker can be opened when the computer is down (which<BR>
> is<BR>
> >> moderately likely in a real emergency).<BR>
> ><BR>
> >If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
> >is have a manual backup on locker door. If the Computer is down<BR>
> >they use a _mechanical_ key to unlock the door.<BR>
> ><BR>
> <BR>
> I must admit that when in the Navy all of the Damage Control Lockers were<BR>
> locked and had little lock boxes right outside the door. Each box had glass<BR>
> front and a little hammer to "break the glass in case of emergency". Very<BR>
> doable on a military vessel. Not likely to be practical on a civilian ship.<BR>
<BR>
If the locker in question only needs to be secured against petty thievery, <BR>
then put the emergency-release handle behind a paper or plastic-wrap <BR>
barrier (safer than glass), with a self-contained photocell-and-camera <BR>
system which takes a photo of anyone who sticks his hand through the barrier,<BR>
which gives the captain what he needs to commend or condemn whoever<BR>
did it. <BR>
<BR>
If the locker in question has guns in it, you need mechanical keys as a <BR>
backup, given only to Those You Trust.<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:32:04 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Jump Drives needing power (was re:Ships Locker)<BR>
<BR>
Ian Whitchurch wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Secondly, it means you can put a 'power spike event' as a potential misjump.<BR>
> Rather than the usual 26 MW per 100 dtons per jump number, the power<BR>
> requirement goes up for a while. If an engineer is awake and you have the<BR>
> horses to deal with this, no problem. If you have some Third Assistant<BR>
> Engineer playing cards with the gunner's mate, or if you bought a ship that<BR>
> has one spare megawatt over the minimum, then you are probably looking at<BR>
> some sort of misjump event.<BR>
<BR>
This also accounts for jump dimming in two ways:<BR>
<BR>
1.  Jump dimming reduces the "hotel load" on the power plant, enabling<BR>
the power plant to provide the extra wattage needed to avoid at least<BR>
some misjumps.<BR>
<BR>
2.  By definition, if the engineer is initiating jump dimming, he/she/it<BR>
is at the controls, and can react to such a surge in power demand more<BR>
rapidly.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:34:56 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Ship's Locke<BR>
<BR>
Terry Carlino wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> >Perhaps by our cultural standards but the Imperium is a feudal<BR>
> >state in which honor is important. When I hire you you swear<BR>
> >to work according to my rules and I swear to pay you. If you<BR>
> >would break my rules than you are an honorless p'tok who<BR>
> >should not be working for me. If your word and your duty to<BR>
> >be responsible for my equipment mean nothing to you than I<BR>
> >don't want you. Nor would your coworkers want to work with<BR>
> >you. Nor would people want to travel on a ship you crew.<BR>
> <BR>
> If you believe that I have so little honor that you need to use locks and<BR>
> cameras and computer tracking because you don't believe I'll keep my word<BR>
> then I would never swear service to you.  Prepare your ayloi , barbarian.<BR>
> An earleatrais of mutual choice will preside.<BR>
<BR>
Did you deliberately change the thread's title to include such "social<BR>
contract" discussion?  ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 17:47:52 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Ship's Locker <BR>
<BR>
I was just thinking the same thing:<BR>
<BR>
"OHMYGOD - The captain just got sucked out into space! Quick get the EVA<BR>
suits... wait.. he has the only key to the locker...said sumpin about not<BR>
trusting him.....hmm.....poor bastard."<BR>
<BR>
IMHE it is far better to lead thru even handed, tolerant actions then zero<BR>
tolerance never trust anybody until they have proven themselves guilty. I<BR>
think that most sophonts would look at an emergency locker with it's classic<BR>
yellow/black stripes and not get into it. In the average HS (HS students are<BR>
not sophonts so this should doubly prove the point - 1) the are not in an<BR>
inherently dangerous area, and 20 they are less intelligent then some<BR>
rodents.. apologies to any that are here..) how many times are the fire<BR>
extinguishers actually stolen? not too often - in fact, almost never.<BR>
<BR>
Tyranny begets fear begets mistrust begets a 'friendly' grenade in your<BR>
foxhole.<BR>
<BR>
- -----<BR>
>><BR>
>> > I do hope that the locker can be opened when the computer is down<BR>
(which is<BR>
>> > moderately likely in a real emergency).<BR>
>><BR>
>> If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
>> is have a manual backup on locker door. If the Computer is down<BR>
>> they use a _mechanical_ key to unlock the door.<BR>
><BR>
<BR>
So who has this key?  And what happens in an emergency if the key holder<BR>
is not available? If emergency supplies are locked up, then they're not<BR>
really available in an emergency.  What would happen if we locked up<BR>
fire extinguishers to prevent theft or tampering?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:52:09 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Solomani paper money money<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
<<snip>><BR>
> ><BR>
> > Except that I can *guarantee* that the black market will run on foreign<BR>
> > currrency if local currency is controlled that way. And that there will<BR>
> > be quite a "gray market" as well.<BR>
> <BR>
> Yes, well we make possession of foreign currency itself a crime.  Some<BR>
> monitor is bound to notice, and report you.  At the very least unlawful<BR>
> currency will be subject to forfeiture.  You have to be a licensed broker or<BR>
> trader to have it, and your books will be carefully scrutinized.<BR>
<BR>
OTOH, since black-market dealing is _already_ illegal, I doubt that<BR>
black market dealers will worry too much about the additional illegality<BR>
of possessing foreign currency.<BR>
<BR>
I would recommend that, rather than a government-decreed fixed rate of<BR>
exchange, you simply mention that the Solomani Confederation pursues<BR>
sound monetary policies (see "Chicago School" for one such monetary<BR>
theory),<BR>
which tend to keep the Solar at a favorable rate of exchange with the<BR>
Imperial Credit.  This would reduce the black market in foreign currency<BR>
to manageable levels, while encouraging border worlds in the<BR>
Imperial-ruled regions of the Solomani Sphere to accept Solars as a<BR>
sound currency.<BR>
<BR>
IMHO, the Solomani Confederation gains more (in both the economic and<BR>
the propaganda arenas) by using monetary policy to maintain the Solar as<BR>
a "hard" currency than by distorting the market by setting the exchange<BR>
rate by fiat.<BR>
<BR>
After all, how many countries willingly accepted Soviet rubles as<BR>
payment for materials and goods?<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:00:11 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Solomani paper money money<BR>
<BR>
on 8/18/00 5:52 PM, John Groth at wombat@premier.net wrote:<BR>
<BR>
> I would recommend that, rather than a government-decreed fixed rate of<BR>
> exchange, you simply mention that the Solomani Confederation pursues<BR>
> sound monetary policies (see "Chicago School" for one such monetary<BR>
> theory),<BR>
<BR>
[snip]<BR>
<BR>
> IMHO, the Solomani Confederation gains more (in both the economic and<BR>
> the propaganda arenas) by using monetary policy to maintain the Solar as<BR>
> a "hard" currency than by distorting the market by setting the exchange<BR>
> rate by fiat.<BR>
<BR>
Thanks.  I agree.  I'm going to place this in my own Solomani 'canon'.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:03:56 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: economic slavery<BR>
<BR>
Clap Clap Clap<BR>
- ----<BR>
Lets also look at a classic brutal corporate state. The Soviet Union in the<BR>
1920s and 1930s. Lets look at how successful 'administrative measures' were<BR>
at securing the long-term supply of food inputs to the industrial workers.<BR>
<BR>
Why ? Happy cows give more milk.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:10:14 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
Alas, my reply has been time-lagged into pointlessness...<BR>
<BR>
> From: "DaveShayne" <BR>
> Did you see the poll on JTAS the other week. "Which is the greater threat<BR>
> to the Imperium" or words to that effect. Of course the hands down winner<BR>
> was the Imperium itself. (Duh that's what MT was all about) But looking<BR>
> over the choices I had to choose the Vargr.<BR>
<BR>
Unfortunately I haven't yet got my act together to subscribe to JTAS.<BR>
<BR>
The Imperium is of course the obvious answer.<BR>
<BR>
> Which leaves the Vargr. The impression that many get of them as overgrown<BR>
> puppies can only help to lull the Impie powers that be into the kind of<BR>
> false sense of security that has been proven fatal to empires time after<BR>
> time.<BR>
<BR>
I see the Vargr as being _the_ masters of commerce raiding.  They are<BR>
probably generally less good at "conventional" warfare.  (Of course, for<BR>
the Vargr, commerce raiding probably _is_ "conventional" warfare.)<BR>
<BR>
That doesn't mean that they can't get very good at it when they need to. <BR>
If they need to find a brilliant leader, and one is available, sooner or<BR>
later she will emerge.  This is when you start seeing stuff like the raid<BR>
into the Imperial rear during the Julian War.<BR>
<BR>
Basically, I don't see the Vargr as a threat to the Imperium while it is<BR>
reasonably strong.  What they are is a threat that will emerge when it<BR>
becomes weak.  Sooner or later, chunks of Imperial space will fall to the<BR>
Vargr.  Of course, this is true of the Aslan as well.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:17:03 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
Date: Wed, 16 Aug 2000 13:56:11 -0400<BR>
From: "Dan Lane" <BR>
> They have merit, especially in light of Strephon's mention of St. Elvis,<BR>
> which I believe indeed appeared in his interview with Akidda Laakgiir<BR>
> (sp?) in one of the TravDigests.  From my perspective, the whole problem<BR>
> is that while it may seem wholly appropriate to the folks of the 3I to<BR>
> use "Elvis" to denote the eccentrity of Cleon V (they might feel they<BR>
> were saying akin to "Moses") it tends just seems too anachronistic to me<BR>
> to the point that it degrades my ability to suspend disbelief.<BR>
...<BR>
> Nevertheless, I understand and accept your reasoning.  Its certainly not<BR>
> impossible, and sometimes that's enough.<BR>
<BR>
Well, OK, how do we go about dealing with this kind of thing without the<BR>
silly names?<BR>
<BR>
We do have a general problem in that there isn't a 3I popular culture (in<BR>
the real world) for us to draw these kinds of references from.  <BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:52:53 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Damage Control as a Proposed Skill (Silly, NOT a reply to Marc)<BR>
<BR>
From: Ian Ferguson <BR>
>	This is how I handle many of those "skills" that have been left out.<BR>
>	Just assign a skill level of (terms served -1) to anyone with navy,<BR>
>	scout, pirate, or merchant experience.  Perhaps half that to ex-marines.<BR>
>	Mechanical would still be superior for sealing holes in the hull, but<BR>
>	those with space experience are generally better at many ship-board<BR>
>	tasks.<BR>
<BR>
I would have thought that marines would be superior for sealing holes in<BR>
the hull.  After all, they come in those nice metal shells that are really<BR>
easy to weld.<BR>
<BR>
Alan Bradley<BR>
alan@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:33:33 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: GG@GDW<BR>
<BR>
> Date: Thu, 17 Aug 2000 20:30:39 EDT<BR>
> From: GDWGAMES@aol.com<BR>
<BR>
> That much is true and I have never denied it. Most of the rules were in <BR>
> Frank's head at any given time. It was more what used to be called "free <BR>
> kriegspiel" in wargaming circles . . . not a marketable product in any<BR>
way. <BR>
> This does not make it any less a game. ANyone can do what we did -- just<BR>
get <BR>
> a bunch of people together and do it.<BR>
<BR>
There are sites on the Net that deal with Free Kriegspiels, Matrix games<BR>
and other nifty things like that.  Do a search on "Wargame Developments". <BR>
They're a funny British mob who are into this kind of thing.  I think that<BR>
they have a bad dose of smug, but their stuff is interesting.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:53:52 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: RE: Traveller-digest V1999 #2936<BR>
<BR>
Me:<BR>
> > Actually, up until the start of the 2FW, the Marches were a quiet<BR>
> > backwater area, far away from the front lines of the Civil War.  That<BR>
> > is, it was a perfectly safe place to put an inexperienced Admiral.<BR>
From: Matt Bond <BR>
> Yes, the ideal place to put an inexperienced Admiral. After all, West<BR>
> Germany was obviously staffed with inexperienced officers during Korea<BR>
> and Vietnam as it was a 'quiet backwater' and a perfectly safe place to<BR>
> put inexperienced Generals...<BR>
<BR>
The difference is that there wasn't "inexperienced Generals" in the same<BR>
sense as Arbellatra.  I very much doubt that there were 28 year old Field<BR>
Marshals in any Nato army.  Instead, you would be dealing with seasoned<BR>
professional officers, who would usually have served in some not so much<BR>
lesser role, and thus had already learned most of what they needed to know<BR>
in the senior role.<BR>
<BR>
Cleon V, on the other hand, was suffering from a shortage of loyal and<BR>
experienced officers.  As a result, he had to trade off in some areas,<BR>
probably putting loyal, but raw officers in charge of experienced, but not<BR>
necessarily loyal subordinates.  It was a gamble, but he needed his best<BR>
officers at the front, and the officers sent off to the boonies would<BR>
hopefully learn their jobs quickly.<BR>
<BR>
Arbellatra was a rising star, certainly.  But she was also a rookie, and I<BR>
am not surprised that she was posted to a rear area, far away from the<BR>
battlezones of the Imperial Core.  If you have a problem with that, take it<BR>
up with Cleon.<BR>
<BR>
(And one of the reasons (IMTU) why Cleon had such a shortage of experienced<BR>
officers is that he carried out a massive purge of the Navy, in an attempt<BR>
to prevent a recurrence of the coups and counter-coups that had ripped the<BR>
Imperium apart.  He failed.)<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:28:36 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellatra - Honor Harrington spoiler<BR>
<BR>
From me:<BR>
<<<<<BR>
 There is, however, a Napoleon figure in Weber's books:<BR>
McQueen, the Peep admiral, who saves the Committee of Public Safety with<BR>
something very much like "a whiff of grapeshot".<BR>
<<<<<BR>
From: "Andrew Long" <BR>
Yes, that's what I thought was going to happen. However, I've just read the<BR>
newest Harrington book (Ashes of Victory - not up  to  scratch, in my<BR>
opinion.)<BR>
<<<<<BR>
<BR>
Well, my reading is a long way behind.  I'm not a super Harrington fan,<BR>
precisely because of the historical poaching.<BR>
<BR>
What I had in mind about McQueen was _prior_ to her being coopted by the<BR>
Committee of Public Safety.  She suppressed a revolt with an analogy for<BR>
grapeshot.  (This was the book where Honor was captured, or the one after.)<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 02:27:09 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Ship's Locker <BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
<BR>
> I was just thinking the same thing:<BR>
><BR>
> So who has this key?  And what happens in an emergency if the key holder<BR>
> is not available? If emergency supplies are locked up, then they're not<BR>
> really available in an emergency.  What would happen if we locked up<BR>
> fire extinguishers to prevent theft or tampering?<BR>
><BR>
>The key could be kept in a place which was either guarded, by some security<BR>
personnel, along with other items which required keeping secure,or in an<BR>
open spot which was in view most of the time, or with cctv. Any other crew<BR>
member would then require authorisation to remover the key, which required<BR>
signing for. And the replaced after it's use, signing for, on return, which<BR>
would imply the locker had been left secure.<BR>
    This would avoid the case where the single person, who had the key,<BR>
going down, leaving the other crew members without access to stores the key<BR>
allowed access to.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 21:34:09 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Unicode<BR>
<BR>
On Fri, 18 Aug 2000 15:05:49 -0400 (EDT), Russell Bornschlegel<BR>
<kaleja@estarcion.com> wrote:<BR>
<BR>
>Do we need to start lobbying for Bilandin in Unicode? Klingon and Tengwar <BR>
>made it...<BR>
<BR>
Actually, Klingon and Tengwar have been _proposed_ for inclusion in Plane 1<BR>
(BMP, the Basic Multilingual Plane); they have not been _approved_ (and are<BR>
therefore not official).  There is also a 'Constructed Scripts Unicode<BR>
Registry' which allocates portions of the Private Use Area(s) for use by<BR>
writing systems for fictitious languages.  I'll have to find the link.  If<BR>
we get a solid TrueType font for Bilanidin, and a collation order, a<BR>
proposal for inclusion in the CSUR can be written, and Bilanidin can have<BR>
'official' status among those who care about the Private Use Area registry.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 21:34:17 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Gravity Effects<BR>
<BR>
Robert, some questions:<BR>
<BR>
In your gravity article (which I'm formatting for Freelance Traveller as I<BR>
write this), you outline the development of osteo in microgravity.  Is it<BR>
reversible - IOW, if, after crossing the osteo threshold, the person is<BR>
returned to normal gravity, will bone density increase back to normal?  If<BR>
so, at what rate?<BR>
<BR>
Also, while I will concede the lack of any solid information, is there any<BR>
information suggesting that gravitational influence might be required in<BR>
human/primate gestation to ensure that the fetus turns to be delivered<BR>
head-first?<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:46:44 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker <BR>
<BR>
on 8/18/00 6:27 PM, michael.scanlon at michael.scanlon@bmthonline.net wrote:<BR>
<BR>
> The key could be kept in a place which was either guarded, by some security<BR>
> personnel, along with other items which required keeping secure,or in an<BR>
> open spot which was in view most of the time, or with cctv. Any other crew<BR>
> member would then require authorisation to remover the key, which required<BR>
> signing for. And the replaced after it's use, signing for, on return, which<BR>
> would imply the locker had been left secure.<BR>
> This would avoid the case where the single person, who had the key,<BR>
> going down, leaving the other crew members without access to stores the key<BR>
> allowed access to.<BR>
> <BR>
> <BR>
<BR>
Still not the best solution, IMHO.  What if the key itself is damaged?<BR>
Really, you don't need a key.  Just some way to prevent tampering.  Like a<BR>
seal, or even an alarm like an emergency exit door.  Have a key to disable<BR>
the alarm for inventory or service, and make sure the responsible person is<BR>
the only one who has that key.<BR>
<BR>
In a emergency, no one is going to worry about setting off the alarm.  They<BR>
probably want to.  But in routine flight, who wants to set it off, alert<BR>
everyone that someone is making entry into the locker, and possible waking<BR>
up sleeping crewmates (who will have their own more prosaic way of getting<BR>
even).<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 17:20:36 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
>> But in the case of the type of triangle I mention above, the center of<BR>
>> that circle is *outside* the triangle, while the "ideal intermediate<BR>
>> jump point" has to be *inside* the triangle. <BR>
>> <BR>
>> You aren't looking for a point that is equidistant from all three<BR>
>> points. You are looking for a point that minimizes the sum of the<BR>
>> distances to the three points (with a secondary desire that the<BR>
>> distances be as near equal as is consistent with the first requirement).<BR>
>> A *very* different thing.<BR>
><BR>
> The radius of the circle that circumscribes the three points of a triangle<BR>
> is going to be the best you can do to minimize the jump distances. If you<BR>
> take a arbitary set of three stars and the radius is larger than Jump-2<BR>
> than you can't set up point a jump 2 drive can reach from ALL three stars.<BR>
> It has nothing to do with the fact the center point lies inside or outside<BR>
> the triangle. <BR>
<BR>
Try it on paper with some real triangles. Any point outside the<BR>
triangle *can't* be the "mini-max" solution.<BR>
<BR>
Because for at least one of the vertices, the distance to that center<BR>
will be *longer* than the distance to any point *inside* the triangle<BR>
from that vertex.<BR>
<BR>
You are solving for "equal distance" not "minimum distance".<BR>
<BR>
> Look it is really simple you take three stars. You draw a circle touching<BR>
> all three stars. Calculate the radius and if it is less than or equal to<BR>
> the jump drive rating then you can place a station that allows you to<BR>
> stage jumps to all three stars. <BR>
<BR>
Yeah, but you can get a *shorter* distance my way.<BR>
<BR>
let's try a standard 3-4-5 right triangle. <BR>
<BR>
Your formulas were:<BR>
<BR>
p=(a+b+c)/2<BR>
A= Sqrt(p*(p-a)*(p-b)*(p-c))<BR>
R=(a*b*c)/(4*A)<BR>
<BR>
I'm assuming a, b, and c are the lengths of the sides, since you didn't<BR>
say.<BR>
<BR>
p=(3+4+5)/2<BR>
p=4.5<BR>
<BR>
A= Sqrt(p*(p-a)*(p-b)*(p-c))<BR>
A=sqrt(4.5*(4.5-3)*(4.5-4)*(4.5-5))<BR>
A=sqrt(4.5*1.5*.5*-.5)<BR>
A=1.299 i<BR>
<BR>
Hmm. An imaginary number? That doesn't look good. <BR>
<BR>
R=(a*b*c)/(4*A)<BR>
R=(3*4*5)/(4*1.299 i)<BR>
R=11.55?<BR>
<BR>
Ok, either the formulas are wrong or a b and c are something other than<BR>
the lengths of the sides. <BR>
<BR>
Let's try it another way. <BR>
  A<BR>
  |\<BR>
  |  \ 5<BR>
4 |    \<BR>
  |______\<BR>
  B   3   C<BR>
<BR>
All points inside the triangle are less than 5 from points A & C, less than<BR>
4 from point B. In fact, a waypoint *inside* the the triangle will be<BR>
less than 3 from points C & B, and less than 4 from point A. And the<BR>
center of your circumscribed circle will be *farther* than that from<BR>
each of those points. Therefore it's *not* the best point to locate a<BR>
waypoint. <BR>
<BR>
On the other hand, you locate the center of an inscribed circle by<BR>
constructing lines that bisect each angle. The center is where those<BR>
lines intersect. And that point is *also* the point that best minimizes<BR>
the sum of the distances to the vertices. <BR>
<BR>
>> That's what I meant about a "false assumption".<BR>
>> <BR>
>> Basicly, if the center of the circumscribed circle is *outside* the<BR>
>> triangle, it's not the point we are looking for. And even when it is<BR>
>> inside, it's unlikely to be what we want unless we are dealing with an<BR>
>> equilateral triangle or maybe an isoceles one.<BR>
><BR>
> You don't want the inscribed circle because the circle touches the center<BR>
> of the SIDEs of the triangle. It's center doesn't give the optimal point<BR>
> to stage jumps to all three stars.<BR>
<BR>
Yes it does. See above. <BR>
<BR>
><BR>
>       /|<BR>
>      / |<BR>
>     /  |<BR>
>    //\ |<BR>
>   //  \|<BR>
>  / \  /|<BR>
> /___\/_|<BR>
><BR>
> Inscribed<BR>
><BR>
><BR>
>      /\<BR>
>     /  \<BR>
>    /  /|\<BR>
>   /  / | \<BR>
>   \ /  | /<BR>
>    \ __|/ <BR>
>     \  /<BR>
>      \/<BR>
> Circumscribed<BR>
<BR>
Try it on paper, and you'll find that the distances to the vertices<BR>
from the center of the circumscribed circle are uniformly longer than<BR>
from the center of the inscribed circle.<BR>
<BR>
> Do you see what the different between inscribing a circle around a<BR>
> triangle and circumscribing a circle. (The best I can do with ASCII)<BR>
<BR>
I have *excellent* "spatial sense". Which is how I could tell that<BR>
you've got the wrong answer before I even tried and diagrams.<BR>
<BR>
>> I wonder if the center of the *inscribed* circle is what we are looking<BR>
>> for? I suspect it might be.<BR>
>> <BR>
>> Do you the formula for determining the center of the inscribed circle<BR>
>> handy? <BR>
><BR>
> No<BR>
> but I have the formula for computing it's radius<BR>
><BR>
> Calculate P and A as for the other formula<BR>
><BR>
> r = (2*A)/a+b+c<BR>
<BR>
What are a, b, and c. As you can see from my attempt above, they can't<BR>
be the lengths of the sides. <BR>
<BR>
Anyway, if I recall correctly, you determine the center of a<BR>
*circumscribed* circle by drawing lines that bisect the *sides* of the<BR>
triangle. They interesect at the center of the circle.<BR>
<BR>
Ah! I just figured out the perfect example of why the center of the<BR>
circumscribed circle is wrong. <BR>
<BR>
Draw an isoceles triangle with the following angles. <BR>
<BR>
140, 20, 20. Make the length of the short sides 1.5 parsecs. Your radius<BR>
will be *considerably* more than two parsecs. But the distances from<BR>
the center of an *inscribed* circle will be more reasonable. <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 #2956<BR>
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Traveller-digest     Saturday, August 19 2000     Volume 1999 : Number 2957<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: Ship's Locker<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Traveller-digest V1999 #2952<BR>
Re: Development of the Terran Jump Drive<BR>
Re:Sub-Sector Capital Question<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Ship's Locker<BR>
Re: We don't care about the K'kree very much...<BR>
Re: Jump Drives needing power (was re:Ships Locker)<BR>
WANTED: Data Tables for GT: Behind the Claw<BR>
GT-Q: Cargo Deck Heights and Container Stowage<BR>
Re: Vote: Solomani Money<BR>
RE: Damage Control as a Proposed Skill<BR>
Re: High Tech Theatrical Makeup<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 18:34:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Anthony Jackson <ajackson@molly.iii.com> wrote<BR>
><BR>
><BR>
>>> On any ship I Captain the XO and I are the only ones who can get<BR>
>>> into that locker without declaring an Emergency<BR>
><BR>
>> I do hope that the locker can be opened when the computer is down<BR>
>> (which is moderately likely in a real emergency).<BR>
><BR>
> If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
> is have a manual backup on locker door. If the Computer is down<BR>
> they use a _mechanical_ key to unlock the door.<BR>
<BR>
Much simpler. Just have the "latch" you release be in a recess with a<BR>
locked cover with a glass plate in it. "In emergency break glass".<BR>
<BR>
This is simple, can't get lost, and it's glaringly obvious if its been<BR>
used.<BR>
<BR>
>>> logged with the computer. Every single time that door is opened my<BR>
>>> ships computer takes a picture of whoever did it. If they don't<BR>
><BR>
>> Annoying, but as long as nothing in there is regularly needed...<BR>
><BR>
> Ships computers have massive storage capacity. We can easily<BR>
> store the last ten years of hi res. still pictures of the area being<BR>
> accessed on 'only' a few thousand gigs. If we go for low res. video <BR>
> we can store a years worth of 24/7 images in a similar space.<BR>
<BR>
Except that if you've got that kinda of capacity to spare, then I can<BR>
guarantee that a "low res" image will take up a gig or so (say<BR>
2048x2048 with 8 bits of "grayscale" in several different "colors" (ie<BR>
not merely R-G-B, but IR-R-O-Y-G-B-I-V-UV and maybe more))<BR>
<BR>
> No. A 'good reason' must be presumed to be a 'good lie' until<BR>
> _proven_ otherwise, trust is for the gullible. Every single<BR>
> member of your crew is a potential hijacker, as Captain it<BR>
> is your moral duty to be ready to take any means necessary to<BR>
> stop this.<BR>
<BR>
And any Captain that believes that isn't fit to command.<BR>
<BR>
> As Heinlein said in 'Time for the Stars': "A small<BR>
> breech in ships discipline is like a small breech in the ships<BR>
> hull."<BR>
<BR>
Yes, but there's a *big* difference between "discipline" and the<BR>
attitude above.<BR>
<BR>
>> >it out and don't log it back in its theft and I fire them. If they<BR>
><BR>
>> As above.<BR>
><BR>
> Working on a starship is not like working in a convenience store.<BR>
> The ship itself is fairly sturdy but its life support systems<BR>
> are not and it is frighteningly vulnerable to hijacking.<BR>
<BR>
Actually, the life support *will* be sturdy or the ships won't exist.<BR>
As I noted in another post, you can turn off the life support systems<BR>
for *hours* and merely be uncomfortable.<BR>
<BR>
As for hijacking, sure, they can be hijacked. So can cars, buses,<BR>
planes, etc. And once the ship enters jump, it's *going* to arrive in<BR>
the destination system and there's *nothing* anyone on board can do<BR>
about it.<BR>
<BR>
So there's a rather narrow window for hijacking a ship.<BR>
<BR>
> Starships will have higher security than banks. They will have<BR>
> tighter protocols than many military units. <BR>
<BR>
Nope, because if they did, then the sort of ships defined in the rules<BR>
won't exist. and neither will the culture.<BR>
<BR>
>>> do log it out and don't return it but admit this before we boost I<BR>
>>> make them go buy another one and take the cost, with steep interest<BR>
><BR>
>> More likely, the ship buys another one, and the crewmember is fined<BR>
>> unless the use was legitimate (in which case its just a regular<BR>
>> operating expense, and not the responsibility of the crewmember).<BR>
><BR>
> No, the question is not if the use was legitimate the question<BR>
> is if that crew person had the authority to use that piece of<BR>
> equipment up. If they did not have that authority than the Captain<BR>
> has the right, and arguably the duty, to sanction them even if<BR>
> the use was 'legitimate'. <BR>
<BR>
<sigh><BR>
<BR>
That's what "legitimate" *means*. <BR>
<BR>
If the situation did justify their use of the material, then it is by<BR>
definition legitimate. Likewise, if the situation didn't justify it,<BR>
then the use wasn't legitimate.<BR>
<BR>
"Authority" doesn't count. What counts is whether or not the use was<BR>
"appropriate" given what the crewbeing knew at the time.<BR>
<BR>
You don't "authorize" use of gear in an emergency, for example. The<BR>
fact that it *is* an emergency justifies the use.<BR>
<BR>
You are trying to set up an "Everything that is not mandatory is<BR>
forbidden" type system. And such systems *never* work.<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: Fri, 18 Aug 2000 18:31:17 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
>> Yes they are. Any convex polygon can be circumscribed with a circle that<BR>
>> touches all vertexes. In addition any convex polygon can be inscribed<BR>
> with<BR>
>> a circle that fits inside of the polygon.<BR>
><BR>
> Err...I dispute that statement.<BR>
><BR>
> Any triangle certainly can, but I'm sure I can give you an irregular<BR>
> hexagon which you can't circumscribe.<BR>
<BR>
Sorry, but he's right. I forget the proff, but I remember it being in<BR>
my old geometry text. <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: Fri, 18 Aug 2000 19:12:49 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2952<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>> In mail you write:<BR>
><BR>
>>> Hm, surely the currency symbol for the Sol would have started out as the <BR>
>>> abbreviation "SL" or "Sl", and eventually been corrupted to the glyph <BR>
>> "$".<BR>
>> <BR>
>> There are character sets where "$" isn't a "dollar sign" but the local<BR>
>> currency symbol (various ISO 696(?) variants).<BR>
><BR>
> I'm pretty sure that by the time the Solomani met the Vilani, they'd gotten <BR>
> their Unicode act together. <BR>
<BR>
I was pointing out that for refs playing *now*, the $ isn't always<BR>
available. At least the sol comes out as an *obviously* inappropriate<BR>
character when you have the wrong character set. On systems with the<BR>
weird ASCII variants, $ is replaced with a different currency marker<BR>
(pound, Yen, etc). <BR>
<BR>
> Do we need to start lobbying for Bilandin in Unicode? Klingon and Tengwar <BR>
> made it...<BR>
<BR>
Actually, they are merely part of a set of "special" user defined<BR>
characters. A sort of "default option". They've staked out first claim<BR>
to those code ranges, they haven't got *exclusive* use of them.<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: Sat, 19 Aug 2000 03:44:11 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> I said in a earlier post that all convex polygons can be circumscribed.<BR>
> The polygon you are talking about has one or more concave vertices.<BR>
<BR>
Obviously I'm failing to understand this. Can you explain how the<BR>
circumcircle would look on, for example, a rhombus with points at (-20,0)<BR>
(0,1) (20,0) and (0,-1) ? That's a convex polygon as I understand the<BR>
definition, but I can't figure out how to circumscribe it.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 22:41:16 -0400<BR>
From: Joseph J Alberti Jr <albertijjr@juno.com><BR>
Subject: Re:Sub-Sector Capital Question<BR>
<BR>
Joseph Alberti Jr. writes:<BR>
> Can any one tell me which system is the sub-sector capital of Ilelish<BR>
> sub-sector?  Ilelish sub-sector is sub-sector D of Ilelish Sector. <BR>
<BR>
Anthony Jackson writes:<BR>
>Good question.  I don't have it in my maps.  I'd try Mordred, as its a<BR>
decent<BR>
>population world with starport-A and TL F.<BR>
<BR>
I was thinking it could either be Mordred or Dilipuu.  Dilipuu (2807) is<BR>
Hi, In, tech E and has a central location, but it has a class B starport.<BR>
 Mordred (2509) has a class A starport, but is off to the corner of the<BR>
sub-sector and has a much lower population . <BR>
<BR>
 In the case of Dilipuu, would the Imperium make a star system with a<BR>
class B starport the sub-sector capital?  Maybe Dilipuu sided with<BR>
Ilelish in the Revolt of 418 and could not be made the sub-sector capital<BR>
(in the place of Ilelish) once the Revolt was over.<BR>
<BR>
Joe Alberti<BR>
"Long Live Emperor Dulinor!"<BR>
________________________________________________________________<BR>
YOU'RE PAYING TOO MUCH FOR THE INTERNET!<BR>
Juno now offers FREE Internet Access!<BR>
Try it today - there's no risk!  For your FREE software, visit:<BR>
http://dl.www.juno.com/get/tagj.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 03:51:33 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> Sorry, but he's right. I forget the proff, but I remember it being in<BR>
> my old geometry text.<BR>
<BR>
I don't want the proof, but I don't understand. Three points define a<BR>
circle, right?<BR>
<BR>
Therefore for any three points there is a limited locus where fourth and<BR>
subsequent points may exist - what happens when the fourth point is not on<BR>
that locus?<BR>
<BR>
See also previous question about a rhombus.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 19:56:41 -0700<BR>
From: "A. O'Mary" <omary@my-deja.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>Terry Carlino wrote:<BR>
>> <BR>
>> > >On any ship I Captain the XO and I are the only ones who can get<BR>
>> >> >into that locker without declaring an Emergency<BR>
>> ><BR>
>> >> I do hope that the locker can be opened when the computer is down (which<BR>
>> is<BR>
>> >> moderately likely in a real emergency).<BR>
>> ><BR>
>> >If the Computer is down it _is_ an Emergency. The way I'd do it<BR>
>> >is have a manual backup on locker door. If the Computer is down<BR>
>> >they use a _mechanical_ key to unlock the door.<BR>
<BR>
IMTU you can open doors which have lost power or control by using a 'power socket', a tool shpaed like the letter 'E'. The top and bottom extensions are cleats to anchor the tool and the middle extension turns a bolt, releasing the door latches or retracting the iris leaves, as appropriate. It won't open a security sealed door, though. The two anchor holes and the bolt are inside a panel beside the door.<BR>
ALO<BR>
<BR>
<BR>
- --== Sent via Deja.com http://www.deja.com/ ==--<BR>
Before you buy.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 00:32:38 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
>Date: Sat, 19 Aug 2000 10:10:14 +1000<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
<BR>
<snip><BR>
<BR>
>Unfortunately I haven't yet got my act together to subscribe to JTAS.<BR>
<BR>
I only just got around to it myself.<BR>
<BR>
><BR>
>The Imperium is of course the obvious answer.<BR>
<BR>
Well of course it's the obvious answer. Which is why I found it imediately<BR>
suspect. Embrace deviousness.<BR>
<BR>
<BR>
<snip><BR>
<BR>
>I see the Vargr as being _the_ masters of commerce raiding.  They are<BR>
>probably generally less good at "conventional" warfare.  (Of course, for<BR>
>the Vargr, commerce raiding probably _is_ "conventional" warfare.)<BR>
<BR>
Thinking in terms of the imperium as a trade confederation and commerce<BR>
raiding could well be the most effective form of warfare to employ against<BR>
it.<BR>
If the raiders are numerous and well co-ordinated they can give the Imperial<BR>
navy a hard time by croping up in force where the dreadnaughts aren't,<BR>
bagging a few mega-freighters, wilderness refueling, and jumping on to the<BR>
next target.<BR>
<BR>
<BR>
<snip><BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 18 Aug 2000 20:41:12 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Jump Drives needing power (was re:Ships Locker)<BR>
<BR>
On 08/19/00 at 09:11 AM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>> Subject: Re: Ship's Locker<BR>
>> Jump drives aren't used *during* jump. Once you've entered jumpspace,<BR>
>> the cheif engineer can tear down the drive and do maintenance if he<BR>
>> feels like it.<BR>
<BR>
>Not true under FFS2. You need power to stay in jumpspace.<BR>
<BR>
You need power to stay *healthy* in jumpspace.  If you lose power<BR>
the ship doesn't pop right out of jumpspace, it still stays for a<BR>
week, give or take.  What happens if you lose power is the jump<BR>
grid/jump bubble (or whatever you want to use) collapses and<BR>
"jumpspace" intrudes into the ship.  Jumpspace, of course, is not a<BR>
healthy environment for us or our toys.<BR>
<BR>
Personally, I've always done it that way.  Jump has two parts<BR>
*coil*, to get you in, and *grid*, to protect you while you're<BR>
there.  You power up the grid first, so it's active when you go in,<BR>
then you inject the "fuel" through the coil opening a "rift" into<BR>
jumpspace that enfolds the ship.  The quantity of fuel is volume<BR>
based because it has to make a rift large enough for the ship, and<BR>
changes based on distance of jump because it has to extend the rift<BR>
that far through jumpspace so the Astrogator can lock onto where you<BR>
want to "translate" the ship.  Once in jump space you are *instantly*<BR>
where you will emerge, but you won't until the rift/blister/hole/<BR>
whatever heals/closes/dissolves...and that takes approximately a<BR>
week *period.* Of course, this is GM knowledge and characters, NPC<BR>
and PC a like, just push the buttons and it works...or not.  <g><BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 02:16:33 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: WANTED: Data Tables for GT: Behind the Claw<BR>
<BR>
I just bought _GT: Rim of Fire_ and was most impressed with the<BR>
World and Navigational Data Tables that had been collated for each<BR>
subsector of the Solomani Rim sector. (Hopefully there won't be as<BR>
many errata as in _GT: Behind the Claw_ which I have also purchased<BR>
recently.) Has anyone done something similar for the GTU Spinward<BR>
Marches sector of GT:BtC (with corrections from the SJGames errata<BR>
webpage for the book included, of course)? I would do it myself, but<BR>
since the book has been out for nearly two years I'm hoping some<BR>
industrious and dedicated soul has beaten me to it. If this data has<BR>
appeared in JTAS, please let me know when and where; I subscribed<BR>
this week and as soon as my money order is processed I'll be able to<BR>
check the archives. (Yes, SJG has got a lot of my money recently.:))<BR>
<BR>
- -- <BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              | Hamlet was joined by the World Trade Center for  |<BR>
              |             the smoking oar. FNORD!              |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 02:16:33 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: GT-Q: Cargo Deck Heights and Container Stowage<BR>
<BR>
The "Hatches and Openings" sidebar on GT:FT p.55 says that standard<BR>
cargo hatches are 12 feet high, implying that standard cargo decks<BR>
are at least that height. This allows standard cargo containers to<BR>
be moved about using container racks (p.77) or grav lifters (p.78).<BR>
However, this means container ships may waste up to 1/6th of their<BR>
cargo space for container access, even if no extra space is allowed<BR>
between containers when stowed. This may be reduced by stacking the<BR>
containers vertically, but the topmost container layer should have a<BR>
cargo hatch either directly above or beside it and at least two feet<BR>
of clearance between it and the hold ceiling. While containerization<BR>
improves loading and unloading speed it also reduces effective cargo<BR>
volume. Should containerized cargo be charged 20% extra for access<BR>
space to compensate for this? Or would the cost of the unused space<BR>
be offset by the reduced handling fees?<BR>
<BR>
- -- <BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              | The disk drive imitates the tubular krugerrand.  |<BR>
              |                      FNORD!                      |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 02:16:32 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: Re: Vote: Solomani Money<BR>
<BR>
On Mon, 14 Aug 2000 20:41:50 -0700. Tod Glenn<BR>
<webmaster@travellercentral.com> wrote:<BR>
<BR>
> Voting on a Solomani currency.<BR>
<BR>
> As of Monday, Aug 14 at 20:40 PST, here's the score so far:<BR>
<BR>
> BUC (Basic Unit of Currency)    3<BR>
> Chit                            0<BR>
> Sol                             1<BR>
> Soland                          1<BR>
> Solar                           1<BR>
> Sollar                          0<BR>
<BR>
> Keep those votes coming (only one vote per person)<BR>
<BR>
I would have voted for Sol, but IIRC that one has already been used<BR>
in a specific SF universe (which for the life of me I can't identify<BR>
right now). I am afraid I will have side with the majority* on this<BR>
issue and vote for the Basic Currency Unit (BUC). To provide that<BR>
unique Traveller flavor, let's rule that while "foreigners" and the<BR>
lower classes may pronounce this as "buck" in casual conversation,<BR>
the upper strata of Confederation society and official sources will<BR>
at least spell out the acronym ("bee you see"). A classic cliche of<BR>
Imperial entertainment vids could be the sinister Solsec agent who<BR>
blows his cover by using the latter reference. Since according to<BR>
GT: Rim of Fire p.36, "Solomani Confederation starships very rarely<BR>
exceed (G)TL11," let us assume this defines the aggregate economic<BR>
productivity of the Confed as well, making the BUC a local currency<BR>
equal in value to 0.5 Imperial credits (see GT: Far Trader page 48).<BR>
<BR>
(* Yes, I know that the Solar has taken the lead since then, but at<BR>
the time I read my backlogged digests it was leading the poll. :))<BR>
<BR>
- --<BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              |  Follow plan x if Hobbes must take the electric  |<BR>
              |         jet from the corner bar. FNORD!          |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 08:12:12 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Damage Control as a Proposed Skill<BR>
<BR>
> I am contemplating something called Immediate Action. <BR>
> Basically, its a task <BR>
> that lets a person respond to a problem without necessarily <BR>
> knowing what the <BR>
> problem is (like slapping the side of your monitor when it <BR>
> goes haywire; <BR>
> sometimes it works).<BR>
<BR>
Kinda like the scene in Star Wars, where Han 'fixes' the hyperdrive by<BR>
slamming his head on the control panel :) I actually already use Immediate<BR>
Action rolls, although I don't call them that, and IMTU they work much like<BR>
the Mechanical IA below.<BR>
<BR>
>     Medical Immediate Action. The individual knows the steps <BR>
> to be taken <BR>
> immediately upon discovering an injured or ill subject, <BR>
> including stabilizing <BR>
> the condition, preventing further harm under the <BR>
> circumstances, and generally <BR>
> treating major immediate symptoms.<BR>
<BR>
Surely that is already First Aid anyway? The above pretty is much a<BR>
description of what first aid is IRL<BR>
<snip games mechanics><BR>
<BR>
>     Mechanical Immediate Action. Emergency procedures can <BR>
> sometimes correct <BR>
> malfunctions without regard to a diagnosis or an <BR>
> understanding of what is <BR>
> specifically wrong. When a malfunction occurs, a character <BR>
> may try (and <BR>
> should try) Immediate Action.<BR>
> <BR>
>     To perform Immediate Action (Gun)<BR>
>     (Edu + Gun Combat) > Average (2D)<BR>
> <BR>
>     Success make the problem go away (at least temporarily).<BR>
<BR>
Immediate action(PC): Reboot and try again. I work in IT support, so I got a<BR>
pretty high IA(Computers) and the above is actually how it works. Of course,<BR>
the GM should remember the differance between an Incident (PC crashes) and a<BR>
Problem (the PC is prone to crashing because the Virtual Memory settings are<BR>
wrong). Apologies to Linux and Mac users, you do indeed have better OSs :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 00:19:41 -0700<BR>
From: sneadj@mindspring.com<BR>
Subject: Re: High Tech Theatrical Makeup<BR>
<BR>
Russell Bornschlegel <kaleja@estarcion.com> wrote:<BR>
 <BR>
> Bruce Johnson wrote:<BR>
> > Second...I wonder what TL-15 theatrical makeup is like. New face<BR>
> > anyone? <BR>
> <BR>
> In John Varley's novel _The Golden Globe_, a stage actor is equipped<BR>
> with full body implants that can reshape his face and body on demand.<BR>
> The faster the change, the more painful. Though biologically male, he<BR>
> can play both Juliet and a secondary male character in a version of<BR>
> "Romeo and Juliet" -- and in this version, Romeo and Juliet have a sex<BR>
> scene. A very explicit sex scene. <BR>
> <BR>
> Since our hero is also a fugitive from the law, the facial distorters<BR>
> turn out to be useful for more than just the stage...<BR>
<BR>
Yep, sounds like good TL14 or 15 tech to me.<BR>
<BR>
On a similar note, here's something similar I wrote for a product <BR>
sadly never to be published:<BR>
<BR>
Bioforming and Plastic Surgery in Traveller:<BR>
<BR>
TL 6 & 7:<BR>
<BR>
Early Plastic Surgery, injury reconstruction <BR>
only.<BR>
<BR>
TL 8-9:<BR>
<BR>
Moderate Plastic Surgery, early body-sculpting, <BR>
basic disguises.  The surgery is undetectable, <BR>
but limited, disguises as a specific individual <BR>
are imperfect unless the individuals involved <BR>
are very similar.  No height modifications are <BR>
possible, but weight can be changed by up to +/- <BR>
10 kg.<BR>
<BR>
TL 10-11:<BR>
<BR>
Advance Plastic Surgery & body sculpting, <BR>
realistic disguises as anyone belonging within <BR>
the appropriate height and weight range who <BR>
belongs to the same human subspecies, and fully <BR>
function (sterile) sex-changes.  it is now <BR>
possible to change skin color, apparent gender, <BR>
height and weight (within limits).  It is <BR>
possible to change blood type, but not genetic <BR>
type.  Change height by up to +/- 5 cm, and <BR>
weight by up to +/- 20 kg.<BR>
<BR>
TL 12-13:<BR>
<BR>
Bioengineered Implants, fully fertile sex <BR>
changes, full disguise (retinal scan, genetic <BR>
profile, finger prints...)  Change height by up <BR>
to +/- 10 cm, and weight by up to any amount <BR>
desired.  Early vat grown implants are developed <BR>
here.  These early vat-grown implants can <BR>
enhance normal function (Light intensification, <BR>
enhanced smell and hearing) or they can add <BR>
wholly new functions such as full spectrum <BR>
vision, normal-looking skin as tough as Jack <BR>
armor, magnetic sense, gills....  However, each <BR>
implant can have only a single additional <BR>
function.  Modified eyes with the capacity for <BR>
both IR and telescopic vision are not possible <BR>
at these tech levels.  All Vat-grown implants <BR>
are fully living tissue which becomes a normal <BR>
part of the subjects body.      <BR>
<BR>
At these TLs Genetically engineered viruses as <BR>
used alongside surgery to perform most <BR>
modifications.<BR>
<BR>
By TL 13 an average human can be disguised as a <BR>
normal member of most other minor human races, a <BR>
Vilani could be disguised as a Darrian).  <BR>
<BR>
TL 14-15:<BR>
<BR>
Undetectable, genetic disguises, advanced vat-<BR>
grown implants and genetic modifications (IR <BR>
eyes, etc... ).  Change height by up to +/- 30 <BR>
cm.  At these TLs genetically engineered viruses <BR>
have replaced surgery in most applications.  <BR>
Advanced vat-grown implants can have multiple <BR>
functions, so modified eyes could be designed to <BR>
see both in the infrared and ultraviolet <BR>
spectrums (as well as seeing ordinary visual <BR>
light).<BR>
 <BR>
By TL 15, any human can be undetectably <BR>
disguised as a normal member of any of the human <BR>
minor races (a Darrian could even be disguised <BR>
as a Geonee). <BR>
<BR>
TL 16:<BR>
<BR>
Memory duplication to prepared targets (the <BR>
subject receives basic memories with few <BR>
details). By this TL impersonation is almost <BR>
impossible to detect unless specific precautions <BR>
have been taken to avoid it.  To duplicate <BR>
someone's memories the target must be scanned <BR>
for 6 full hours. This process is non-invasive, <BR>
and can be done while the target is unconscious. <BR>
 <BR>
<BR>
Sample Bioforms:<BR>
<BR>
Muscle Grafts:<BR>
<BR>
TL: 11, 10,000 CR/point<BR>
<BR>
This bioform involves cloning the subject's <BR>
muscle tissue and surgically grafting it on.  <BR>
This procedure can raise the subjects strength <BR>
by up to 2 points (+1 point for every 2 TL above <BR>
11).  However, all muscle implants require the <BR>
recipient to by physically inactive for at least <BR>
4 weeks after the surgery.<BR>
<BR>
Chameleon Skin:<BR>
<BR>
TL: 12, 20,000 CR<BR>
<BR>
This bioform allows the recipient to change the <BR>
color of their skin.  The recipient can change <BR>
the color of their skin to any color found in <BR>
human skin (albino, blue-black, red-brown, <BR>
ochre...).  This change takes around 6 hours to <BR>
complete and requires only a simple biofeedback <BR>
technique to initiate.  Hair color can also be <BR>
controlled, but the new hair color must then <BR>
grow in normally. <BR>
<BR>
Modified Eyes:<BR>
<BR>
TL: 13+  15,000 CR per eye<BR>
<BR>
At this tech level, it is possible to either <BR>
grow and replace an eye, or to modify an <BR>
existing eye. Low-light, IR, ultraviolet, and <BR>
telescopic enhancements are all possible.  The <BR>
low-light enhancement allows the character to <BR>
see normally in near darkness, the IR <BR>
enhancement allows characters to have the <BR>
equivalent of a built-in IR goggles, and the <BR>
telescopic enhancement allows the character to <BR>
have the equivalent of a 5 power magnifier.  To <BR>
avoid disorientation both eyes should have the <BR>
same modifications.  At TL 13 only one <BR>
enhancement per eye is possible.  By TL 15 each <BR>
eye can receive two enhancements, and at TL 16 <BR>
eyes can receive all up to three enhancements.  <BR>
Additional enhancements after the first cost <BR>
10,000 CR.  In all cases while the eyes can look <BR>
unusual if desired, they can also continue to <BR>
appear to be fully normal eyes without <BR>
additional expense.   <BR>
<BR>
Gills:<BR>
<BR>
TL: 13, 20,000 CR<BR>
<BR>
This bioform allows the recipient to breathe <BR>
water.  The bioform will only work on worlds <BR>
with atmosphere type 4-9, since the water must <BR>
contain dissolved oxygen to be breathable.  When <BR>
in use, the user collapses their lungs, and <BR>
breathes water through their mouth.  The water <BR>
then goes over specially designed gill tissues <BR>
on the inside of their ribcage and is ejected <BR>
through several small, sealable, slits in their <BR>
rib cage.  Using this adaptation, the user can <BR>
dive to depths of 1,000 meters without needing <BR>
to worry about problems with decompression or <BR>
"the bends".  <BR>
<BR>
Vacuum Tolerant Skin:<BR>
<BR>
TL: 13, 50,000 CR<BR>
<BR>
This bioform allows the recipient to safely <BR>
endure in vacuum without a vacc suit.  The <BR>
vacuum-tolerant skin actually grows on the <BR>
recipient's body, replacing their normal skin <BR>
with a tough, flexible living covering which <BR>
resembles the skin of a dolphin or whale in <BR>
texture and appearance.  This bioform is <BR>
obviously artificial, the recipient's skin is <BR>
smooth, uniform, and totally hairless.  Normally <BR>
the skin comes in either pale gray or pure <BR>
black, but for 2,000 CR more it is available in <BR>
any solid, uniform, color.  This modification <BR>
also allows all of the recipient's bodily <BR>
orifices to seal against vacuum and provides the <BR>
recipient with a vacuum-proof inner eyelid.  An <BR>
air mask and a life support system must still be <BR>
used, but with a steady supply of oxygen the <BR>
user can survive in vacuum unaided.  However, <BR>
the user can neither eat nor drink in vacuum <BR>
without special devices like squeeze bottles.  <BR>
Vacuum-tolerant skin has quite resilient and has <BR>
an armor value of 1. <BR>
<BR>
Vacuum Adaptation:<BR>
<BR>
TL 15:  100,000 CR<BR>
<BR>
This bioform allows the recipient to live in the <BR>
vacuum of space.  In addition to providing all <BR>
of the benefits of the vacuum-tolerant skin <BR>
bioform, this bioform also provides the user <BR>
with an altered lung structure so that they can <BR>
hold their breath safely in vacuum and can go <BR>
without breathing for up to 30 minutes.  <BR>
Photosynthetic organisms in the new skin allow <BR>
the recipient to survive for up to 10 days <BR>
without eating or drinking as long as the <BR>
recipient stays in bright light for at least 8 <BR>
hours a day.<BR>
       <BR>
This bioform includes an implanted, solar-<BR>
powered PLSM attached to the users back.  The <BR>
PLSM is quite small and does not form a <BR>
noticeable hump, but the two folding solar <BR>
panels do form odd wing-like structures on the <BR>
user's back.  Each solar panel is 1.5 m long <BR>
when fully extended, and has an area of 1 m2.  <BR>
If the recipient remains in full sunlight for at <BR>
least 8 hours a day the PLSM will allow the user <BR>
to survive comfortably in vacuum for up to 10 <BR>
days.  <BR>
<BR>
After 10 days, the user must either spend at <BR>
least 12 hours in a habitable environment eating <BR>
and breathing normally, or they must be hooked <BR>
up to a special machine which provides essential <BR>
nutrients and additional oxygen and eliminates <BR>
wastes.  The process takes around 2 hours. <BR>
Recipients of this bioform look radically non-<BR>
human.  Many unmodified sentients will react to <BR>
them oddly.   <BR>
<BR>
<BR>
- -John Snead sneadj@mindspring.com<BR>
<BR>
  <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2957<BR>
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Traveller-digest     Saturday, August 19 2000     Volume 1999 : Number 2958<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: WANTED: Data Tables for GT: Behind the Claw<BR>
Re: We don't care about the K'kree very much...<BR>
RE: High Tech Theatrical Makeup<BR>
Re:Jump Drives needing power<BR>
RE: Body Language (was CCTV Security)<BR>
RE: _Vaya Con Dios_ (was Mis-jumps in MTU)<BR>
RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
Re: Ship's Locker<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
Re: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
Re: Development of the Terran Jump Drive<BR>
re: Belter <BR>
Personal Space was Body Language (was CCTV Security)<BR>
Re: Body Language (was CCTV Security)<BR>
Re: Arbellatra <BR>
Arbellatra and Cleon<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Ship's Locker<BR>
Re : High Tech Cosmetic Surgery (was: re : High Tech Theatre<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 08:19:20 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: WANTED: Data Tables for GT: Behind the Claw<BR>
<BR>
> I just bought _GT: Rim of Fire_ and was most impressed with the<BR>
> World and Navigational Data Tables that had been collated for each<BR>
> subsector of the Solomani Rim sector. (Hopefully there won't be as<BR>
> many errata as in _GT: Behind the Claw_ which I have also purchased<BR>
> recently.) Has anyone done something similar for the GTU Spinward<BR>
> Marches sector of GT:BtC (with corrections from the SJGames errata<BR>
> webpage for the book included, of course)? I would do it myself, but<BR>
> since the book has been out for nearly two years I'm hoping some<BR>
> industrious and dedicated soul has beaten me to it. If this data has<BR>
> appeared in JTAS, please let me know when and where; I subscribed<BR>
> this week and as soon as my money order is processed I'll be able to<BR>
> check the archives. (Yes, SJG has got a lot of my money recently.:))<BR>
> <BR>
<BR>
No, haven't seen anything like that in JTAS. I will be interested to see it<BR>
when I finally get myself a  copy of RoF. To be honest, it never occurred to<BR>
me to knock up a World 'n' nav table for BtC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 00:37:52 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: We don't care about the K'kree very much...<BR>
<BR>
John Groth wrote:<BR>
<BR>
> Evyn MacDude wrote:<BR>
> ><BR>
> > John Groth wrote:<BR>
> ><BR>
> > > I like to marinate K'Kree in a mix of Worcestershire sauce and beer,<BR>
> > > with a couple dashes of Tabasco.  Not "sweet", but tasty.  K'Kree make<BR>
> > > good pot roast, too.  (I use a Crock Pot [tm].)<BR>
> ><BR>
> > I want every one to note I Didnt' start it this time......<BR>
> ><BR>
> > BTW any body got a good sauce to go with Poached Droyne Eggs?<BR>
><BR>
> Hmmm.  I think that a good salsa con queso would go nicely with poached<BR>
> Droyne eggs.  That way, you get a nice combination of spicy and cheesy.<BR>
> Go with a Monterey Jack for the cheese.<BR>
<BR>
Hummmm was going for a cotental Eggs benadict effect, ( With a thinly sliced<BR>
Procutto La K'Kree ) But south of the border has Potential.<BR>
<BR>
><BR>
> When in doubt, of course, you can _always_ rely on Tabasco.  For this<BR>
> dish, I would try the Tabasco with garlic.  It's a bit milder than<BR>
> regular Tabasco, and the garlic adds a certain flair.<BR>
><BR>
> And mushrooms.  Don't forget the mushrooms.<BR>
<BR>
Nice big Woody tasting ones......<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 08:37:41 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: High Tech Theatrical Makeup<BR>
<BR>
> <BR>
> TL 10-11:<BR>
> <BR>
> Advance Plastic Surgery & body sculpting, <BR>
> realistic disguises as anyone belonging within <BR>
> the appropriate height and weight range who <BR>
> belongs to the same human subspecies, and fully <BR>
> function (sterile) sex-changes.  it is now <BR>
> possible to change skin color, apparent gender, <BR>
> height and weight (within limits).  It is <BR>
> possible to change blood type, but not genetic <BR>
> type.  Change height by up to +/- 5 cm, and <BR>
> weight by up to +/- 20 kg.<BR>
> <BR>
<snip loadsa cool stuff><BR>
<BR>
How about rebuilding someone to become a differant species? What TL would<BR>
you put on that?<BR>
I shall avoid spoilers, but see some of David Pulver's new minor races in<BR>
the upcoming Alien Races 4 book for GURPS. Gonna be some cool things in<BR>
there if I'm not mistaken. I am lucky enough to own a copy of Aliens and<BR>
Artifacts, a previous Pulver book, and with the Alien Races series, it's<BR>
like I'm getting a preview of things to come :) <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 14:20:44 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re:Jump Drives needing power<BR>
<BR>
> Subject: Re: Jump Drives needing power (was re:Ships Locker)<BR>
><BR>
<BR>
<snip><BR>
<BR>
> This also accounts for jump dimming in two ways:<BR>
><BR>
> 1.  Jump dimming reduces the "hotel load" on the power plant, enabling<BR>
> the power plant to provide the extra wattage needed to avoid at least<BR>
> some misjumps.<BR>
><BR>
> 2.  By definition, if the engineer is initiating jump dimming, he/she/it<BR>
> is at the controls, and can react to such a surge in power demand more<BR>
> rapidly.<BR>
<BR>
It would be logical to have these sort of 'potential misjump events' are<BR>
more common on the edge of jump technology - if the drive you are using got<BR>
introduced this TL, then the misjump chance is 1 in 216. This falls to 1 in<BR>
1276 or so after a TL.<BR>
<BR>
If 10% of these jump events need the power to be babied by 1% or so, then<BR>
the power from 50 100 kW lamps becomes important enough to have it on hand<BR>
immediately, rather than having to throw the 'turn the lights down' switch<BR>
after you realise you need it.<BR>
<BR>
Basically, when the jump dimming tradition was formed, it may have been that<BR>
every available watt was relatively more important.than later on.<BR>
<BR>
Works for me ... it's a minor advantage for hi-tech drives, introduces more<BR>
for the crew to do in jump (I guess most spacers would have had a<BR>
near-misjump, while experienced ones have probably only seen one).<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:49:14 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Body Language (was CCTV Security)<BR>
<BR>
<snip><BR>
<BR>
>               Now apply that to body language - what will it be like for a<BR>
Solomani to >deal with a Vilani?  When upwards of... what? 70%? 80%?... of<BR>
communication nonverbal, how >easy will it be for people to talk to one<BR>
another?  Consider what it is like here on Earth >where a Brit is quite<BR>
happy to sit silently in a waiting room, but the American sitting in >the<BR>
other chair goes nuts after about 5 minutes and _has_ to say _something_ to<BR>
break the >silence?  Or when that same American, who is used to a personal<BR>
space of about 1 meter >gets buttonholed by someone from a Mediterranian<BR>
country where personal space is about 30cm >and the use of violent hand<BR>
gestures is standard for normal conversation?  You get the >amusing scene of<BR>
the American unconsciously backing away, getting chased all over the room<BR>
>until finally cornered like pushing one magnet across the table with<BR>
another by pointing >the north poles at each other.<BR>
<BR>
An excellent point, and we should remember that body language and personal<BR>
space are closely tied to the environment that is normal for the individual.<BR>
People tend to develop big personal space radii if they are from areas where<BR>
there is a lot of space. This may seem odd given the large cities prevalent<BR>
in the States, which would tend to suggest that Americans should have less<BR>
personal space, not more, but the way those cities is put together is very<BR>
differant from Europe. I remember my first visit to the US, one of the<BR>
things which struck me most was how incredibly wide your streets are! Also,<BR>
towns seen to be very sprawling...Jacksonville Fla. come to mind<BR>
<BR>
<BR>
>        How sophisticated must that Anti-Hijacking program be?  What could<BR>
be learned by ?carefully analyzing the camera data?  ("His passport says he<BR>
is from Regina, but his >mannerisms have a 78% match with someone from the<BR>
Domain of Deneb"...)<BR>
>        Just imagine what it must have been like for those first Terrans to<BR>
meet the >Vilani - the faces are completely human, but on the unconscious<BR>
level, the signals are >totally, utterly alien - it must have been very<BR>
disturbing, and for reasons that they >probably couldn't really articulate<BR>
until they sat down later and thought about it.<BR>
<BR>
Probably. Give the Vilani history, growing up with Ancient death machines<BR>
all over the place, I'd be surprised if Vilani body language was terribly<BR>
flamboyant. IMHO they'd probably also need less personal space. However,<BR>
Vilani are descended from the same primates as the rest of Humaniti, so the<BR>
basic stuff like smiling and frowning would be the same.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:59:36 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: _Vaya Con Dios_ (was Mis-jumps in MTU)<BR>
<BR>
<snip Ludowick Gambit><BR>
<BR>
<G> <BR>
<BR>
> <BR>
> I even designed a ship optimized for the Ludowick Gambit, the <BR>
> _Vaya Con<BR>
> Dios_ class (MCr 17.905, including 10% mass-production <BR>
> discount).  I can<BR>
> send an RTF file to any interested parties.<BR>
<BR>
I'll take one<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 10:06:08 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
> <BR>
> About the only way I can explain it to myself is to say that the vast<BR>
> majority of misjumps are fatal, it's just that player <BR>
> characters tend to<BR>
> get lucky.<BR>
<BR>
Evil GM trick: <BR>
1. Suspend your game for a session or two. <BR>
2.Knock up a few easily disposable cardboard cut out PCs and assign them to<BR>
your players. If the cut-outs are minor NPCs the real PCs have run into, and<BR>
you don't mind killing them, even better. <BR>
3.Have the cut-outs get involved in a misjump, a horribly fatal one.<BR>
4. Rince and repeat, until the players are terrified of misjumps. Make sure<BR>
they know that surviving a misjump is unlikely, and if they've survived<BR>
before, they're even less likely to again.<BR>
5. Resume your game as before.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 19 Aug 1988 00:44:34 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Shadow@krypton.rain.com (Leonard Erickson) wrote<BR>
><BR>
>> it's quite likely that the engineers and techs will tool carts or<BR>
>> at least tool boxes so they aren't always running back to the locker.<BR>
>> On ships, I can see magnetic mounts so you can lock the box or "cart"<BR>
>> to a bulkhead, deck, or even the overhead. <BR>
>> <BR>
>> Anybody know if you can make a CG unit small enough to use in a tool<BR>
>> cart (think box about 120 cm wide x 75 cm deep x 100 cm tall) without<BR>
>> severely compromising the usable volume?<BR>
><BR>
> The smallest grav modules in CT is Book 8's robotic Lt Grav Module <BR>
> which has a volume of 3 liters, weighs 2 kilos, uses 1 kw/hr of power, <BR>
> produces 100 kilos of thrust, and costs Cr 30,000.<BR>
><BR>
> Your box has a volume of (1.2m x 0.75m x 1m) 900 liters so<BR>
> yes it is easily possible. With a Tl C 7 kilowatt hour 7 kilogram, <BR>
> 7 liter battery (Cr 5,950) or a Tl F 7 kilowatt hour 1 kilo, 1 <BR>
> liter battery (Cr 10,000) it can float for 7 hours. I'm not sure its <BR>
> worth doing given that its _cost_ but its very feasible.<BR>
<BR>
Maybe a CG lifter that can act as a mobile crane or overhead hoist.<BR>
Most of the time it'd just get used to move the tool chest around. Some<BR>
of the time it comes in handy when you need to lift a heavy part or<BR>
assembly. <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: Fri, 19 Aug 1988 01:00:52 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
>> Sorry, but he's right. I forget the proff, but I remember it being in<BR>
>> my old geometry text.<BR>
><BR>
> I don't want the proof, but I don't understand. Three points define a<BR>
> circle, right?<BR>
<BR>
That may be the proof I recall. <BR>
<BR>
> Therefore for any three points there is a limited locus where fourth and<BR>
> subsequent points may exist - what happens when the fourth point is not on<BR>
> that locus?<BR>
><BR>
> See also previous question about a rhombus.<BR>
<BR>
Well, he may be using an odd definition of "circumscribe".<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: Sat, 19 Aug 2000 06:57:27 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
>Date: Sat, 19 Aug 2000 02:16:33 -0400 (EDT)<BR>
>From: Dalton Spence <dalton.spence@hwcn.org><BR>
>Subject: GT-Q: Cargo Deck Heights and Container Stowage<BR>
<BR>
>Should containerized cargo be charged 20% extra for access<BR>
>space to compensate for this? Or would the cost of the unused space<BR>
>be offset by the reduced handling fees?<BR>
<BR>
No version of Traveller to date has considered the problem of broken stowage: <BR>
<BR>
"The spaces that, under usual conditions, are unavoidably 'lost' or<BR>
unoccupied by cargo include (1) the space between and around packages or<BR>
containers; (2) the space occupied by dunnage; (3) the space at the sides,<BR>
ends, and top of cargo; and (4) the spaces occupied by hold pillars,<BR>
frames, brackets, bulkhead stiffeners, and other permanent or temporary<BR>
fixtures. These waste spaces, known as 'broken stowage,' vary with the kind<BR>
of cargo, ranging from 2 percent up to 40 percent of the total cargo space.<BR>
The average is, perhaps, 10 to 12 percent, and many steamship men, when<BR>
handling general cargo, allow about 10 to 15 percent of the vessel's cubic<BR>
capacity for this loss in stowage." US Dept of Commerce, _Modern Ship<BR>
Stowage_, p. 114.<BR>
<BR>
We looked at including a discussion of broken stowage in GT: Far Trader,<BR>
and dismissed it as being too complicated -- especially considering that we<BR>
only deal with "cargo" in a fairly generic sense.<BR>
<BR>
I see two ways to handle this; you can take your pick, use a combination<BR>
(my answer), or come up with your own solution:<BR>
<BR>
(1) Assume that the cargo hold is physically 10-15% larger than its<BR>
displacement suggests, to allow for broken stowage. This extra space is<BR>
taken from the allowable "slop" in deckplan design, but does not otherwise<BR>
affect performance.<BR>
<BR>
(2) Assume that the quoted volume of cargo already includes an allowance<BR>
for broken stowage, i.e., that 1 dton of cargo is actually 435-455 cf of<BR>
cargo plus 45-65 cf of broken stowage.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 12:10:32 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
> Evil GM trick:<BR>
> 1. Suspend your game for a session or two.<BR>
> 2.Knock up a few easily disposable cardboard cut out PCs and assign them<BR>
to<BR>
> your players. If the cut-outs are minor NPCs the real PCs have run into,<BR>
and<BR>
> you don't mind killing them, even better.<BR>
> 3.Have the cut-outs get involved in a misjump, a horribly fatal one.<BR>
> 4. Rince and repeat, until the players are terrified of misjumps. Make<BR>
sure<BR>
> they know that surviving a misjump is unlikely, and if they've survived<BR>
> before, they're even less likely to again.<BR>
> 5. Resume your game as before.<BR>
<BR>
I don't really spend that much time on it - I just make sure that they<BR>
*know* IC that it's a very very bad thing. It comes with the whole initial<BR>
explanation of what a Jump drive is. It lasts a week, it goes this far, and<BR>
it's so finnicky that if you don't fall within these parameters on entry<BR>
you have only a 12 percent chance of coming out of jumpspace alive. Ad lib.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 12:21:00 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> Well, he may be using an odd definition of "circumscribe".<BR>
<BR>
Possibly, but you agreed with him, so what definition were you using?<BR>
<BR>
As far as I'm concerned, a circumscribed circle is the one which passes<BR>
through every point of the polygon. Is this not the case?<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 05:34:36 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: re: Belter <BR>
<BR>
>From: Glenn Goffin <gmgoffin@yahoo.com><BR>
>Subject: trade unions<BR>
><BR>
>The game Belter (or was it Beltstrike?) has some stuff about trade unions.<BR>
> I have it, but have never played it.  Maybe I should bring it to the San<BR>
>Jose boardgame meeting sometime.<BR>
<BR>
  Belter; don't forget to check one of the indices (or the CD-ROM's) for<BR>
the Dragon magazine issue (#50-something?) with an article full of neat<BR>
optional rules/scenarios for it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 08:59:26 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Personal Space was Body Language (was CCTV Security)<BR>
<BR>
This thread's reference to personal space and body language reminded me of a<BR>
study I read above many years ago regarding personal space and the "socially<BR>
aberrant".  This American study was done on incarcerated, violent offenders,<BR>
if I am not mistaken.  As one might expect their sense of "comfort distance"<BR>
was different from the "norm".  It differed from the "norm"  in that both<BR>
the facing distance and rear distance were further out with the rear<BR>
distance being even more exaggerated.  I picture it for purposes of game<BR>
play in gravity as being a somewhat squashed vaguely egg shaped triaxial<BR>
ellipsoid with the being positioned at the axial intersection.  The shortest<BR>
axis being the vertical, the "point" of the egg  being directly behind the<BR>
being and positioned such that the side distance and front equal while the<BR>
rear distance, the "point" of the egg, is much further out.   For game play<BR>
I would suggest that this might hold true for beings raised in violent<BR>
societies as well.  Couple this with mannerisms such as obeying the old<BR>
Norse customs of "looking behind the door" when entering a room and "always<BR>
keeping your spear close at hand" when working in the field as well as a<BR>
refusal to sit "with one's back to the door" and a surveillance program of<BR>
common areas might be able to profile potential trouble makers for more in<BR>
depth observation.  Does this sound reasonable?<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 07:48:11 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Body Language (was CCTV Security)<BR>
<BR>
> <BR>
> Probably. Give the Vilani history, growing up with Ancient death machines<BR>
> all over the place, I'd be surprised if Vilani body language was terribly<BR>
> flamboyant. IMHO they'd probably also need less personal space. However,<BR>
> Vilani are descended from the same primates as the rest of Humaniti, so the<BR>
> basic stuff like smiling and frowning would be the same.<BR>
> <BR>
> <BR>
<BR>
I think you giving way too much emphasis on race and culture, where<BR>
environment is a much more important factor.  Some one who grows up in a<BR>
crowded city is likely to have a very different view of personal space<BR>
compared with some who is from the backwoods.  A very clear example of this<BR>
is the body language of prisoners, who regardless of background and<BR>
cultures, tend to develop the same "body language" after any real time in<BR>
prison--body language that is readily apparent to any experienced law<BR>
enforcement officer.<BR>
<BR>
Take an individual and place them in a different milieu and they will<BR>
usually adapt to it.  Body language is more likely to vary based on<BR>
location, environment and occupation more than any other factors like<BR>
culture.  Take anyone be they Solomani, Vilani, etc and cram them aboard the<BR>
confined spaced od an SDB for a few months, and they'll adopt 'SDB' body<BR>
language'.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 07:41:45<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Arbellatra <BR>
<BR>
At 02:27 PM 8/18/2000 -0800, you wrote:<BR>
>> Hans Rancke-Madsen <rancke@diku.dk><BR>
<BR>
>> But then, there's no need to use the canon CG system since she is an NPC<BR>
>> and a historical character to booth.<BR>
><BR>
>The NPC's in Book 1 & 4 (except for the ones from fiction) were<BR>
>all generated with that system hence it must be the canonical<BR>
>NPC generation system as well. :)<BR>
<BR>
OK, show me which gneration path in any edition has "become Emperor" as a<BR>
mustering-out benefit.<BR>
<BR>
>As for the 'historical character' argument is it your assertion<BR>
>that at the time of the Civil War it was easier to get a promotion<BR>
>as higher ups had a habit of dying and opening up slots. This<BR>
>does have a sort of logic to it and is certainly supported by<BR>
>the promotion rated prevalent in the US Civil War. However if<BR>
>wars in the OTU led to an increase in promotion rates this would<BR>
>have to be reflected in the MT character generation system. Promotion<BR>
>in MT (during the Rebellion) is no faster than promotion in<BR>
>(peacetime) promotion was. :)<BR>
<BR>
IIRC, most Rebellion campaigns assumed that the Rebellion had started only<BR>
recently.  I did in fact play in campaigns where our 30-something<BR>
middle-grade officers ended up commanding fleets.<BR>
<BR>
<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 07:53:17<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Arbellatra and Cleon<BR>
<BR>
Folks, I've read the arguments and counter-arguments, and we are all<BR>
forgetting a few important points:<BR>
<BR>
1.  During the time of the Civil War, the X-boat network was not yet in<BR>
place.  The Spinward Marches was, at minimum, a year's travel from Core.<BR>
<BR>
2.  The Barracks Emperors had enough on their minds.  615 is the end of the<BR>
period when there were a dozen Emperors, each ruling a fragment of the<BR>
Core.  Cleon V himself only lasted three years.  To think that he would<BR>
have the time or information to make decisions about a war being fought<BR>
over a hundred parsecs away is ludicrous.<BR>
<BR>
3.  Arbellatra was probably appointed by the Sector nobles of the Spinward<BR>
Marches.  As I said earlier, she probably pulled off a miraculous victory,<BR>
and had the admiration and support of the Fleet.  Some senior duke jumped<BR>
her up to Fleet Admiral, and let her loose.<BR>
<BR>
4.  Once it was clear that the war had turned, Arbellatra was sent to the<BR>
Core to end the damn Civil War.  She probably carried an Imperial Warrant,<BR>
and gathered ships from along her line of march.  By the time she reached<BR>
Zhimaway in 622, she was unstoppable.<BR>
- -- <BR>
<BR>
Douglas "Penguin Boy" Berry  gridlore@mindspring.com<BR>
  http://gridlore.home.mindspring.com/index.html<BR>
<BR>
"But that's not the point!" raged Ford. "The point is that I am now a<BR>
perfectly safe penguin, and my colleague here is rapidly running out of<BR>
limbs!"  - The Hitchhiker's Guide To The Galaxy<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:25:14 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
On Sat, 19 Aug 2000, Christopher Thrash wrote:<BR>
<BR>
>...These waste spaces, known as 'broken stowage,' vary with the kind<BR>
> of cargo, ranging from 2 percent up to 40 percent of the total cargo space.<BR>
> The average is, perhaps, 10 to 12 percent, and many steamship men, when<BR>
> handling general cargo, allow about 10 to 15 percent of the vessel's cubic<BR>
> capacity for this loss in stowage." US Dept of Commerce, _Modern Ship<BR>
> Stowage_, p. 114.<BR>
> <BR>
> We looked at including a discussion of broken stowage in GT: Far Trader,<BR>
> and dismissed it as being too complicated -- especially considering that we<BR>
> only deal with "cargo" in a fairly generic sense.<BR>
> <BR>
> I see two ways to handle this; you can take your pick, use a combination<BR>
> (my answer), or come up with your own solution:<BR>
> <BR>
> (1) Assume that the cargo hold is physically 10-15% larger than its<BR>
> displacement suggests, to allow for broken stowage. This extra space is<BR>
> taken from the allowable "slop" in deckplan design, but does not otherwise<BR>
> affect performance.<BR>
<BR>
One other possible scenario for this is that cargo holds are optimized for<BR>
some sort of conatiner storage. <BR>
<BR>
I'll bet the 'Broken Stowage' on a modern container vessel is a fraction<BR>
of that, say, on a Liberty Ship, down at that 2% number. 2% is well within<BR>
the slop for both deckplans and starship design under any system, and can<BR>
be pretty much ignored, unless used for plot purposes (stashing a SMG<BR>
between two containers in the hold, foex.)<BR>
<BR>
Remember, containerization has been around for millenia by the time cargo<BR>
starships are invented.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 09:27:20 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
On Sat, 19 Aug 2000, Nick Bradbeer wrote:<BR>
<BR>
> > I said in a earlier post that all convex polygons can be circumscribed.<BR>
> > The polygon you are talking about has one or more concave vertices.<BR>
> <BR>
> Obviously I'm failing to understand this. Can you explain how the<BR>
> circumcircle would look on, for example, a rhombus with points at (-20,0)<BR>
> (0,1) (20,0) and (0,-1) ? That's a convex polygon as I understand the<BR>
> definition, but I can't figure out how to circumscribe it.<BR>
<BR>
Well, Nick, it's like this. You start with a horse torus....;-)<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 11:16:51 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
on 8/18/00 7:56 PM, A. O'Mary at omary@my-deja.com wrote:<BR>
<BR>
> <BR>
> IMTU you can open doors which have lost power or control by using a 'power<BR>
> socket', a tool shpaed like the letter 'E'. The top and bottom extensions are<BR>
> cleats to anchor the tool and the middle extension turns a bolt, releasing the<BR>
> door latches or retracting the iris leaves, as appropriate. It won't open a<BR>
> security sealed door, though. The two anchor holes and the bolt are inside a<BR>
> panel beside the door.<BR>
> ALO<BR>
<BR>
How common is this traveller tool anyway?  IMTU there is the door wrench,<BR>
similar to your 'power socket', but C shaped and manually operated.  The two<BR>
points of the C are counter-rotating drivers that fit into standard sockets.<BR>
Every door in the ship has a small access panel under which one can access<BR>
the hydralics and where one finds a a door wrench (folded up much like a car<BR>
jack).  Mind, you can't manually open a door quickly with one of these<BR>
things, and the doors can be rigged so that they can't even be opened with a<BR>
door wrench.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, Aug 20 2000 6:01:10 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Re : High Tech Cosmetic Surgery (was: re : High Tech Theatre<BR>
<BR>
John Snead wrote :-<BR>
> On a similar note, here's something similar I wrote for a product<BR>
> sadly never to be published:<BR>
That's a shame.<BR>
<BR>
Comments follow :-<BR>
> TL 8-9:<BR>
> The surgery is undetectable,<BR>
by anyone with Medical-2 or less, or anyone without close physical<BR>
examination.<BR>
 <BR>
> No height modifications are possible,<BR>
You can actually get a height increment of up to six inches by <BR>
lengthening the legs. Fracture the bones, distract, externally fixate,<BR>
wait for the bone to grow together. This is TTL 7-8 stuff.<BR>
<BR>
Growth hormone treatment will enable children to attain normal or<BR>
supranormal growth velocity (so from 3d height and weight centile to<BR>
50th+). Increments could be obtained in children and adolescents with<BR>
normal growth velocity until the ossification centres in their bones have<BR>
fused (aet. ca. 14-17 yrs).<BR>
<BR>
> TL 10-11:<BR>
> It is possible to change blood type, but not genetic type.<BR>
To what extent? <BR>
Even minor changes to blood group antigens (MNS/P system, minor<BR>
named agglutinins) could lead to lethal haemolysis.<BR>
Changing someone's blood group antigens without reprogramming their<BR>
immune system would be murder.<BR>
<BR>
Does 'genetic type' = tissue type = MHC (Major<BR>
Histocompatibility Complex) proteins, or even larger chunks of the genome?<BR>
Changing the MHC antigens on their cells would lead to equally <BR>
horrendous problems (due to MHC restriction,<BR>
antigen presentation in association with a foreign MHC leads to no response<BR>
by immune effector cells). Optionally, you could have a acute rejection <BR>
response mounted by your immune cells against all your other tissues...<BR>
<BR>
> TL 12-13 :<BR>
> full disguise (retinal scan, genetic profile, finger prints...) <BR>
Genetic profile?? Only by giving tissue or body fluid samples from<BR>
someone else.<BR>
Against other possible biometrics like cerebral convolutions, liver size, <BR>
cardiac performance or chamber size, lung unit ventilation-perfusion ratio distributions,<BR>
or pharmacogenetic spectra (P450 isoenzyme activities vs. test compounds),<BR>
I think fakery would require nothing less than cloning, or mind control<BR>
of a 'trusted person', known to the system.<BR>
<BR>
> full spectrum vision, normal-looking skin as tough as Jack <BR>
> armor, magnetic sense, gills....<BR>
Plausibly near infrared and ultraviolet without too much<BR>
augmentation of the eyes, as per the description at the bottom of your post.<BR>
As for telescopic vision, I'll have to read up on eagle's eyes.<BR>
Viper pit gland type sensors for further into the IR.<BR>
Microwaves and radar are right out (a conductive layer in the skin, perhaps?).<BR>
The big problem is altering the brain to accommodate all the additional<BR>
processing hardware.<BR>
<BR>
> TL 14-15 :<BR>
> At these TLs genetically engineered viruses have replaced surgery in<BR>
> most applications.<BR>
Plugging in new grafts, and controlling haemorrhage not responsive to<BR>
medical treatments (coagulation factors, drugs, ultrasound beams)<BR>
look like the only uses for surgery at these sort of TLs.<BR>
<BR>
> The water then goes over specially designed gill tissues<BR>
> on the inside of their ribcage and is ejected through several small,<BR>
> sealable, slits in their rib cage.<BR>
> Using this adaptation, the user can dive to depths of 1,000 meters<BR>
> without needing to worry about problems with decompression or "the bends". <BR>
The problem is our basal metabolic rate is a fair bit higher than that<BR>
of a fish, weight for weight.<BR>
(Oxygen requirement 3.5mL/kg/min for man at rest ; can be up to ten times this with exercise - a fish<BR>
would have consume perhaps 1/10-1/5 this).<BR>
This arrangement implies a very large parallel circulation to effect<BR>
gas exchange (remember that the lungs get 100% of cardiac output), and<BR>
I wonder if you could pack in the necessary surface area into the<BR>
chest wall (water at 20 degrees C contains ~0.01mL<BR>
O2 per 100mL water).<BR>
<BR>
The anatomy of the vascular shunts inside the chest would be impressive.<BR>
<BR>
Regarding the vacuum modifications :-<BR>
I'd greatly increase tissue oxygen stores by packing the muscles with myoglobin, and repleting muscle and liver with glycogen to reduce the need for the photosynthetic business. Its efficiency is low - much less than 1 percent IIRC - and with an<BR>
average of 1.7m^2 body surface area, I'm not sure whether you could keep up with much more than basal glucose consumption (the 1g/kg of glycogen in your liver will last you 24 hours).<BR>
<BR>
Resuming lurk mode.<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2958<BR>
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Traveller-digest     Saturday, August 19 2000     Volume 1999 : Number 2959<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: Arbellattra<BR>
Re: Development of the Terran Jump Drive<BR>
Re: Damage Control as a Proposed Skill<BR>
Re: Arbellatra<BR>
Re : High Tech Cosmetic Surgery<BR>
RE: High Tech Theatrical Makeup<BR>
FELs<BR>
Re : High tech reconstructive surgery/theatre makeup, etc.<BR>
Re: Personal Space was Body Language (was CCTV Security)<BR>
RE: FELs<BR>
unsubscribe<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
RE: economic slavery (was:Ship's Locker)<BR>
RE: Ship's Locker <BR>
Re: Development of the Terran Jump Drive<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 15:52:57 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Arbellattra<BR>
<BR>
<Doug><BR>
Folks, I've read the arguments and counter-arguments, and we are all<BR>
forgetting a few important points:<BR>
<BR>
1.  During the time of the Civil War, the X-boat network was not yet in<BR>
place.  The Spinward Marches was, at minimum, a year's travel from Core.<BR>
</Doug><BR>
<BR>
The Xboats weren't in place, as I mentioned before, but they still had<BR>
jump-4 or jump-5 ships, and these presumably would have been at the<BR>
emperor's disposal for delivering messages.  Even at a year's travel time,<BR>
there's still time for news of the beginning of the war to reach core and<BR>
get back before the war is over.<BR>
<BR>
<BR>
<Doug><BR>
2.  The Barracks Emperors had enough on their minds.  615 is the end of<BR>
the period when there were a dozen Emperors, each ruling a fragment of the<BR>
Core.  Cleon V himself only lasted three years.  To think that he would<BR>
have the time or information to make decisions about a war being fought<BR>
over a hundred parsecs away is ludicrous. <BR>
</Doug><BR>
<BR>
Why?  He was only emperor for three years, but he'd been around the scene<BR>
for much longer.  And who's to say that his decision was well informed? <BR>
Maybe AAA's appointment was a rush job:  <BR>
<BR>
"Emperor, the Archduke of Deneb has sent a message asking who you think<BR>
they should appoint as next fleet admiral."<BR>
<BR>
"What? Deneb?  I don't have time for this!  Who was that smart young<BR>
captain...?"<BR>
<BR>
"Alkhalikhoi?"<BR>
<BR>
"That's the one.  She'll do." <waves hand dismissively> <BR>
<BR>
As for why the Archduke would seek out the Emperor's advice at the time,<BR>
well that the fealty thing coming into play. Failing to seek an Imperial<BR>
appointment just wouldn't do.<BR>
<BR>
<BR>
<Doug><BR>
3.  Arbellatra was probably appointed by the Sector nobles of the Spinward<BR>
Marches.  As I said earlier, she probably pulled off a miraculous victory,<BR>
and had the admiration and support of the Fleet.  Some senior duke jumped<BR>
her up to Fleet Admiral, and let her loose.<BR>
</Doug><BR>
<BR>
Well, this is less a "fact we've forgotten" than "Doug's idea on how it<BR>
went" :-).  Not that I disagree necessarily, but I think it _could_ have<BR>
been an Imperial appointment.<BR>
<BR>
<Doug><BR>
4.  Once it was clear that the war had turned, Arbellatra was sent to the<BR>
Core to end the damn Civil War.  She probably carried an Imperial Warrant,<BR>
and gathered ships from along her line of march.  By the time she reached<BR>
Zhimaway in 622, she was unstoppable.<BR>
</Doug><BR>
<BR>
I wonder if she would have been "sent" at all.  Wouldn't the nobles of<BR>
Deneb be loath to mess with the upper levels?  (The Fealty thing again) I<BR>
see it more as her idea to go to the core.  Someone from "outside the<BR>
system" is going to be more likely to tear it down (or prop it up,<BR>
depending on your POV). <BR>
<BR>
Charles C.<BR>
<BR>
PS. What's all this about Elvis?  I've only been skimming...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 13:47:35 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
>> Well, he may be using an odd definition of "circumscribe".<BR>
><BR>
> Possibly, but you agreed with him, so what definition were you using?<BR>
<BR>
And I said I was wrong, too.<BR>
<BR>
> As far as I'm concerned, a circumscribed circle is the one which passes<BR>
> through every point of the polygon. Is this not the case?<BR>
<BR>
I think it may sometimes be used in the sense of "minimum circle that<BR>
will contain all of the polygon".<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: Sat, 19 Aug 2000 14:04:22 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
In mail you write:<BR>
<BR>
> Immediate action(PC): Reboot and try again. I work in IT support, so I got a<BR>
> pretty high IA(Computers) and the above is actually how it works. Of course,<BR>
> the GM should remember the differance between an Incident (PC crashes) and a<BR>
> Problem (the PC is prone to crashing because the Virtual Memory settings are<BR>
> wrong). Apologies to Linux and Mac users, you do indeed have better OSs :)<BR>
<BR>
You forgot OS/2! :-)<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: Sat, 19 Aug 2000 14:23:33<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Arbellatra<BR>
<BR>
At 03:52 PM 8/19/2000 -0400, you wrote:<BR>
<BR>
>1.  During the time of the Civil War, the X-boat network was not yet in<BR>
>place.  The Spinward Marches was, at minimum, a year's travel from Core.<BR>
></Doug><BR>
><BR>
>The Xboats weren't in place, as I mentioned before, but they still had<BR>
>jump-4 or jump-5 ships, and these presumably would have been at the<BR>
>emperor's disposal for delivering messages.  Even at a year's travel time,<BR>
>there's still time for news of the beginning of the war to reach core and<BR>
>get back before the war is over.<BR>
<BR>
Except of course for the fact that the Core is a war zone.  Even if Cleon V<BR>
is the guy currently on the Throne, he's still fighting for his life.<BR>
Would you waste a high-jump vessel to appoint an Admiral in a backwater<BR>
sector?<BR>
><BR>
><BR>
><Doug><BR>
>2.  The Barracks Emperors had enough on their minds.  615 is the end of<BR>
>the period when there were a dozen Emperors, each ruling a fragment of the<BR>
>Core.  Cleon V himself only lasted three years.  To think that he would<BR>
>have the time or information to make decisions about a war being fought<BR>
>over a hundred parsecs away is ludicrous. <BR>
></Doug><BR>
><BR>
>Why?  He was only emperor for three years, but he'd been around the scene<BR>
>for much longer.  And who's to say that his decision was well informed? <BR>
>Maybe AAA's appointment was a rush job:  <BR>
><BR>
>As for why the Archduke would seek out the Emperor's advice at the time,<BR>
>well that the fealty thing coming into play. Failing to seek an Imperial<BR>
>appointment just wouldn't do.<BR>
<BR>
There wasn't an Archduke at the time.  Also, that request would take a year<BR>
to reach Cleon (assuming the ship wasn't destroyed or captured by another<BR>
faction) and the order would take a year to get back, even at jump-5!<BR>
<BR>
The nobles in the Marches would probably be deluged with claims from<BR>
various nobles, all claiming to be the one true Emperor.  Every idiot with<BR>
half a claim would be seeking support.<BR>
<BR>
><Doug><BR>
>4.  Once it was clear that the war had turned, Arbellatra was sent to the<BR>
>Core to end the damn Civil War.  She probably carried an Imperial Warrant,<BR>
>and gathered ships from along her line of march.  By the time she reached<BR>
>Zhimaway in 622, she was unstoppable.<BR>
></Doug><BR>
><BR>
>I wonder if she would have been "sent" at all.  Wouldn't the nobles of<BR>
>Deneb be loath to mess with the upper levels?  (The Fealty thing again) I<BR>
>see it more as her idea to go to the core.  Someone from "outside the<BR>
>system" is going to be more likely to tear it down (or prop it up,<BR>
>depending on your POV). <BR>
<BR>
The Marches were left to fight the war without any support.  Remember,<BR>
Arbellatra didn't seize the crown, she became Regent and *seven* years<BR>
searching for a legitimate heir to the Iridium Throne.  When one could not<BR>
be located, the Moot offered her the crown.<BR>
<BR>
As for legitimacy, it could be argued that there hadn't been a legitimate<BR>
Emperor since Jaqueline I was murdered.  I severely doubt that any of the<BR>
nobles of the Marches fealty any sort of fealty to the maniacs in the Core.<BR>
<BR>
Remember that time lag!  Even if say, Emperor Nicolai sent out a demand for<BR>
pledges of obedience, and had them returned, they wouldn't reach Core until<BR>
he was already dead!<BR>
<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TML Great Old One, The Keeper of Penguins<BR>
Plague of the Traveller Riders of the Apocalypse<BR>
Chant "Gridlore" thrice to summon.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 14:50:21 -0700<BR>
From: sneadj@mindspring.com<BR>
Subject: Re : High Tech Cosmetic Surgery<BR>
<BR>
robocon@ozemail.com.au wrote:<BR>
<BR>
> John Snead wrote :-<BR>
<BR>
> Comments follow :-<BR>
> > TL 8-9:<BR>
> > The surgery is undetectable,<BR>
> by anyone with Medical-2 or less, or anyone without close physical<BR>
> examination.<BR>
<BR>
Very true<BR>
 <BR>
> > No height modifications are possible,<BR>
> You can actually get a height increment of up to six inches by <BR>
> lengthening the legs. Fracture the bones, distract, externally fixate,<BR>
> wait for the bone to grow together. This is TTL 7-8 stuff.<BR>
> <BR>
> Growth hormone treatment will enable children to attain normal or<BR>
> supranormal growth velocity (so from 3d height and weight centile to<BR>
> 50th+). Increments could be obtained in children and adolescents with<BR>
> normal growth velocity until the ossification centres in their bones<BR>
> have fused (aet. ca. 14-17 yrs).<BR>
<BR>
All the changes I was describing was for adults, changes on <BR>
children would naturally be more effective.  Thanks for the info on <BR>
the leg lengthing trick. <BR>
<BR>
> > TL 10-11:<BR>
> > It is possible to change blood type, but not genetic type.<BR>
> To what extent? <BR>
> Even minor changes to blood group antigens (MNS/P system, minor<BR>
> named agglutinins) could lead to lethal haemolysis.<BR>
> Changing someone's blood group antigens without reprogramming their<BR>
> immune system would be murder.<BR>
<BR>
It would be the whole deal.  This would have no medical or really no <BR>
legitimate use, it would be used exclusively by folks seeking not to <BR>
be identified.   <BR>
<BR>
> Does 'genetic type' = tissue type = MHC (Major<BR>
> Histocompatibility Complex) proteins, or even larger chunks of the<BR>
> genome? Changing the MHC antigens on their cells would lead to equally<BR>
> horrendous problems (due to MHC restriction, antigen presentation in<BR>
> association with a foreign MHC leads to no response by immune effector<BR>
> cells). Optionally, you could have a acute rejection response mounted<BR>
> by your immune cells against all your other tissues...<BR>
<BR>
I'm assuming some sort of virus therapy which changed your tissue <BR>
type enough that it would no longer match your original tissue type <BR>
(or at higher levels so that it would watch someone elses).  Gene <BR>
scan locks are canon and this is designed to fool them.  It might <BR>
well be that changing your tissue type to match someone else's <BR>
could only be done as a short-term procedure where the person <BR>
would need to be one some form of anti-rejection medicine until <BR>
they were changed back.  (ccol spy scenario hook that, you need <BR>
to impersonate someone, but must accomplish the mission within <BR>
a few days or some nastily obvious form of rejection will set in...)<BR>
<BR>
> > TL 12-13 :<BR>
> > full disguise (retinal scan, genetic profile, finger prints...) <BR>
> Genetic profile?? Only by giving tissue or body fluid samples from<BR>
> someone else. Against other possible biometrics like cerebral<BR>
> convolutions, liver size, cardiac performance or chamber size, lung<BR>
> unit ventilation-perfusion ratio distributions, or pharmacogenetic<BR>
> spectra (P450 isoenzyme activities vs. test compounds), I think fakery<BR>
> would require nothing less than cloning, or mind control of a 'trusted<BR>
> person', known to the system.<BR>
<BR>
Fair enough, fooling detailed biometrics like cerebral convolutions <BR>
would likely be impossible w/o tech higher than 15.<BR>
<BR>
> > full spectrum vision, normal-looking skin as tough as Jack <BR>
> > armor, magnetic sense, gills....<BR>
> Plausibly near infrared and ultraviolet without too much<BR>
> augmentation of the eyes, as per the description at the bottom of your<BR>
> post. As for telescopic vision, I'll have to read up on eagle's eyes.<BR>
> Viper pit gland type sensors for further into the IR. Microwaves and<BR>
> radar are right out (a conductive layer in the skin, perhaps?). The<BR>
> big problem is altering the brain to accommodate all the additional<BR>
> processing hardware.<BR>
<BR>
I agree that things like microwaves and radar are out.  I'm <BR>
assuming only sense that can be found in various animals.<BR>
<BR>
> > TL 14-15 :<BR>
> > At these TLs genetically engineered viruses have replaced surgery in<BR>
> > most applications.<BR>
> Plugging in new grafts, and controlling haemorrhage not responsive to<BR>
> medical treatments (coagulation factors, drugs, ultrasound beams) look<BR>
> like the only uses for surgery at these sort of TLs.<BR>
> <BR>
> <BR>
> Regarding the vacuum modifications :-<BR>
> I'd greatly increase tissue oxygen stores by packing the muscles with<BR>
> myoglobin, and repleting muscle and liver with glycogen to reduce the<BR>
> need for the photosynthetic business. Its efficiency is low - much<BR>
> less than 1 percent IIRC - and with an average of 1.7m^2 body surface<BR>
> area, I'm not sure whether you could keep up with much more than basal<BR>
> glucose consumption (the 1g/kg of glycogen in your liver will last you<BR>
> 24 hours).<BR>
<BR>
Good point about the myoglobin and glycogen.  I'm also thinking <BR>
that the photosynthesis would work better if the two extensible <BR>
photosynthetic "wings" were each larger than 1 m^2.  In zero-G <BR>
they could each perhaps be easily up to 5 m^2.  Even a 1% <BR>
efficiency (which would perhaps be boosted somewhat) I believe <BR>
that 10m^2 would do fairly well for life-support. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 14:50:21 -0700<BR>
From: sneadj@mindspring.com<BR>
Subject: RE: High Tech Theatrical Makeup<BR>
<BR>
"Jones, Dean" <Dean.Jones@fox-europe.com> wrote:<BR>
 <BR>
> > <BR>
> > TL 10-11:<BR>
> > <BR>
> > Advance Plastic Surgery & body sculpting, <BR>
> > realistic disguises as anyone belonging within <BR>
> > the appropriate height and weight range who <BR>
> > belongs to the same human subspecies, and fully <BR>
> > function (sterile) sex-changes.  it is now <BR>
> > possible to change skin color, apparent gender, <BR>
> > height and weight (within limits).  It is <BR>
> > possible to change blood type, but not genetic <BR>
> > type.  Change height by up to +/- 5 cm, and <BR>
> > weight by up to +/- 20 kg.<BR>
> > <BR>
> <snip loadsa cool stuff><BR>
> <BR>
> How about rebuilding someone to become a differant species? What TL<BR>
> would you put on that?<BR>
<BR>
Disgusing a human as a K'Kree or Hiver would likely be TL 19 <BR>
technomagic.  Disguise as a Vargr or Aslan would perhaps be TL <BR>
14 or 15, and the changes would be purely cosmetic and would not <BR>
pass even a cursory medical exam by anyone who knew what the <BR>
real thing looked like inside.<BR>
<BR>
<BR>
- -John Snead sneadj@mindspring.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 18:43:40 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: FELs<BR>
<BR>
	<BR>
	Could someone post a semi-technical explanation of what a Free Electron <BR>
Laser is, how it works and what "gear" is required for one.  I am adding <BR>
chrome to my TNEC game, and I suspect as laser tech goes FELs are the right <BR>
answer for space combat.  I just want to be sure.<BR>
<BR>
	Thanks in advance!<BR>
<BR>
	---------------------------------------	<BR>
	The TNEC Guy<BR>
	-- Michel R. Vaillancourt<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:27:11 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : High tech reconstructive surgery/theatre makeup, etc.<BR>
<BR>
Dean Jones wrote :-<BR>
> How about rebuilding someone to become a differant species? What TL would<BR>
> you put on that?<BR>
<BR>
From the MT Ref's Companion :-<BR>
'advanced bioengineering' - TTL 19<BR>
Memory transfer into an entirely new body - TTL 20-21<BR>
<BR>
> I shall avoid spoilers, but see some of David Pulver's new minor races in<BR>
> the upcoming Alien Races 4 book for GURPS. Gonna be some cool things in<BR>
> there if I'm not mistaken.<BR>
Yes, we'll have to see what gets submitted. Hopefully I'll get my two in<BR>
on time, and David won't just regurgitate his previous work for this<BR>
volume. <BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
Hopefully building, or helping to build, better aliens.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 21:00:56 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Personal Space was Body Language (was CCTV Security)<BR>
<BR>
In a message dated 8/19/00 1:07:53 PM !!!First Boot!!!, phelpsd@gate.net <BR>
writes:<BR>
<BR>
<<  Does this sound reasonable?<BR>
  >><BR>
<BR>
No; one persons' (or societies) definition of paranoid may be another one's <BR>
simply being prudent. I don't like to sit with my back to the door-does that <BR>
make me violent?<BR>
<BR>
Ob Trav: Whooh-wee! a SM could have lots of fun with this one...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 21:27:06 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: FELs<BR>
<BR>
<snip><BR>
 Could someone post a semi-technical explanation of what a Free Electron<BR>
Laser is, how it works and what "gear" is required for one.  I am adding<BR>
chrome to my TNEC game, and I suspect as laser tech goes FELs are the right<BR>
answer for space combat.  I just want to be sure.<BR>
<BR>
        Thanks in advance!<BR>
<BR>
        ---------------------------------------<BR>
        The TNEC Guy<BR>
        -- Michel R. Vaillancourt<BR>
           (ICQ # 31172292)<BR>
<snip><BR>
<BR>
Try this site for information on the state of the art present day FEL:<BR>
<BR>
http://www.jlab.org/FEL/overview.html<BR>
<BR>
Future FEL will replace Superconducting Radio Frequency Accelerators with<BR>
plasma wake fields.<BR>
<BR>
http://www.slac.stanford.edu/pubs/confproc/ssi85/ssi85-013.html<BR>
<BR>
Both these sources are rather technical. In as non-technical a manner as<BR>
possible:<BR>
<BR>
A Free Electron Laser creates light by taking a high energy electron beam<BR>
and wiggling it. Because the electron beam is traveling at relativistic<BR>
speeds (speeds approaching the speed of light) it gives off photons when you<BR>
bend the beam. This is typically accomplished by using a magnetic "wiggler".<BR>
If the electrons are polarized electrons they will create a polarized laser<BR>
beam. The energy of the electrons is related to the frequency of the<BR>
photons. (Their wavelength really, but it's the same thing since wavelength<BR>
and frequency related.) Present day FEL's operate in everything from the<BR>
infrared to UV ranges.<BR>
<BR>
Present day FEL's use a seed laser and a cathode wafer to create the<BR>
electron beam. The wafer is made of a substance that expels electrons when<BR>
it is hit by a laser beam. Then energy is transmitted to the electron beam<BR>
using a radio frequency cavity. You increase the energy of the beam by using<BR>
a radio klystron tube, like a microwave. The more energy you put into the<BR>
beam the faster it travels until its almost moving at the speed of light. It<BR>
becomes relativistic. (And yes it moves fast enough that time passes more<BR>
slowly for the beam than for the components around it.)<BR>
<BR>
Plasma wake field accelerators use multiple lasers and plasma to accelerate<BR>
the electrons. The advantage is in size. The linear accelerator at Stanford<BR>
(SLAC) is two miles long. When we work out the bugs we'll be able to build<BR>
an equivalent plasma wake accelerator that will be eight meters long.<BR>
<BR>
So your 1200 Imperial FEL is probably a folded wake field accelerator FEL<BR>
using a set of seed lasers with gravity lens optics operating in the x-ray<BR>
region. It may or may not use superconducting magnets optics for the<BR>
electron beam. If it does I would expect high temperature superconducting<BR>
magnets to be used. All this means that the components can be small enough<BR>
to fit into a standard turret.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 21:35:08 EDT<BR>
From: OMENSIGIL@aol.com<BR>
Subject: unsubscribe<BR>
<BR>
unsubscribe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 17:17:08 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
>Date: Sat, 19 Aug 2000 09:25:14 -0700 (MST)<BR>
>From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
>Subject: Re: Cargo Deck Heights and Container Stowage<BR>
><BR>
>One other possible scenario for this is that cargo holds are optimized for<BR>
>some sort of conatiner storage. <BR>
><BR>
>I'll bet the 'Broken Stowage' on a modern container vessel is a fraction<BR>
>of that, say, on a Liberty Ship, down at that 2% number. <BR>
<BR>
That 2% figure refers to liquid bulk cargoes, like oil.<BR>
<BR>
>2% is well within<BR>
>the slop for both deckplans and starship design under any system, and can<BR>
>be pretty much ignored, unless used for plot purposes (stashing a SMG<BR>
>between two containers in the hold, foex.)<BR>
<BR>
Depends: <BR>
<BR>
Containers, being unitized, have a minimum size requirement (2 dtons for a<BR>
series 4D in Far Trader; 1.27 dtons for an international standard series 1D<BR>
container). Quick check: how many ships in Traveller have cargo capacities<BR>
in even multiples of 2 dtons, much less 8 dtons (for 4A containers)?<BR>
<BR>
Do you need access to the containers during transit (to inspect for damage,<BR>
leakage, life support failure)? Then you'll need open aisles (at least 1m<BR>
wide) every two rows = 4-14% broken stowage. (In fact, all the ships in my<BR>
copy of Jane's Freight Containers seem to be arranged this way.)<BR>
<BR>
Do you need to pull individual containers for delivery at intermediate<BR>
destinations? Now every other aisle has to be at least a container-length<BR>
across (and probably somewhat more) = 33% broken stowage. (Actually, there<BR>
is a system to partially get around this and guarantee that any container<BR>
is available in at most 4 moves. Broken stowage is reduced to 17%, but<BR>
handling rates drop by a factor of 3 as well.)<BR>
<BR>
Is your ship streamlined? Then your cargo spaces aren't likely to all be<BR>
perfectly cubical. <BR>
<BR>
Is your ship multipurpose, designed to accommodate RO/RO, general, or bulk<BR>
cargo if needed? Then those 'tween-deck floors, baffles, rollers, ramps,<BR>
nets, etc. have to stow somewhere, at the expense of cargo space. (Ask an<BR>
Air Force loadmaster how much stuff they have to carry around, "just in<BR>
case.")<BR>
<BR>
All these considerations (which are likely to apply especially to PC-scale<BR>
vessels) eat usable stowage space, as do the racks and tracks for handling<BR>
the containers themselves. Dedicated container liners on established,<BR>
regular routes might approach the 2% figure (though I'd guess more like 5%,<BR>
based on my designs for GT: Far Trader); most vessels that PCs find<BR>
themselves on will not.<BR>
<BR>
>Remember, containerization has been around for millenia by the time cargo<BR>
>starships are invented.<BR>
<BR>
How many millenia has general cargo stowage been around? Sometimes, you<BR>
just can't do any better than the best. Keep in mind also that<BR>
containerization only shifts the problem of broken stowage to the shipper:<BR>
the waste space is stuffed inside the container, with any<BR>
irregularly-shaped or -sized general cargo.<BR>
<BR>
That said, I do agree with you: broken stowage has been ignored in<BR>
Traveller heretofore, and can probably be safely ignored in the future.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 02:55:45 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: economic slavery (was:Ship's Locker)<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> Peter Newman<BR>
> Sent: Friday, August 18, 2000 11:08 PM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: economic slavery (was:Ship's Locker)<BR>
><BR>
><BR>
> "Tod Glenn" <webmaster@travellercentral.com> wrote<BR>
><BR>
> > > What Guilds? None are established in Traveller canon. The<BR>
> > > Imperium doesn't really give a damm unless you're Noble and/or<BR>
> > > rich. Cleon set up the Imperium to protect trade.<BR>
> > > The Imperium has got a potential labor pool of fifteen trillion<BR>
> > > workers. They don't need you, you are replaceable. Unions<BR>
> > > succeed primarily when it is difficult or illegal to fire all<BR>
> > > their workers are replace them with other cheaper workers.<BR>
> > > IMTU these conditions do not exist.<BR>
><BR>
> > This seems to suggest that while chattel slavery is<BR>
> outlawed, economic<BR>
> > slavery is not,<BR>
> > For example, take a corporate owned world.  If they hold all the<BR>
> > meaningful employment on a world, they are free to pay<BR>
> the lowest wages<BR>
> > and operate with the most unhealthy and dangerous working<BR>
> conditions.<BR>
> > The workers are not 'slaves' as they are technically able<BR>
> to quit and<BR>
> > work elsewhere.  However, the company keeps wages low and<BR>
> no one can<BR>
> > afford to go off planet, and there are no other jobs.<BR>
><BR>
> This is just good business practice. Remember humans are<BR>
> voluntarily produced in excess quantities by unskilled labor<BR>
> at no cost to the employer (unless the employer is foolish<BR>
> enough to offer insurance).<BR>
><BR>
> People exist as workers _only_ to the extent that they are<BR>
> cheaper or better than robots. Given that a Skill-4 (more than<BR>
> most people have) program costs only a few thousand credits<BR>
> than this will be little more than a subsistence wage. In<BR>
<BR>
But if you only pay them subsistence wages, then they can't purchase<BR>
'luxury' goods or entertainment etc. This is bad for business (witness<BR>
most economic depressions).<BR>
<BR>
> the case of ships crew who occupy valuable stateroom space<BR>
> that would be better served for paying passengers, freight, or<BR>
> cargo that margin is even slimmer.<BR>
><BR>
> > The workers are totally at the mercy of the corporation,<BR>
> because if they<BR>
> > try to unionize to force even minimal improvements, the<BR>
> corporation can<BR>
> > cry "illegal restraint of trade" and get the Imperium to crush any<BR>
> > workers movement.<BR>
><BR>
> They rarely need to bother. Firing your all workers and hiring<BR>
> replacements (or buying robotic replacements) is sufficient to<BR>
> stop most any labor actions. It is _only_ when the government<BR>
> steps in to stop you from doing this that 'labor movements'<BR>
> can exist. If I ran a company in the Imperium and my workers<BR>
> agitated for more I would fire the lot of them. If they made trouble<BR>
> I might declare a trade war (canon) and kill the lot of them.<BR>
<BR>
A dead worker is a dead consumer. When their family dies through<BR>
starvation after the loss of income then they are dead consumers too.<BR>
Bad for business.<BR>
<BR>
> > If this is the case, we can expect the Imperium to spend<BR>
> quite a lot of<BR>
> > its time suppressing 'evil trade unionist movements'.  And we all<BR>
> > thought the Solomani were bad...<BR>
><BR>
> It is only a twentieth century perspective that tells us<BR>
> that they aren't evil. The fact that I personally don't<BR>
> consider them to be evil is beside the point. The question<BR>
> is what a feudal state founded on trade in an economic reality<BR>
> (Book 8) which clearly establishes that robots are cheaper<BR>
> than humans unless the humans accept cheap wages.<BR>
<BR>
This is fine if your economy is based on using robots to build robots<BR>
to extract raw materials to build robots etc.<BR>
<BR>
Robots rarely watch pay-per-view tri-D, drink beer or coffee, go to<BR>
the cinema, eat pizza, subscribe to magazines, shave, get influenced<BR>
by advertising, take vacations, or do any of the things that keep<BR>
economies buoyant. Except make stuff.<BR>
<BR>
> > In the US, the trade union movement has slowed in part because the<BR>
> > Federal government has assumed the role of guaranteeing<BR>
> minimal safe<BR>
> > working conditions and rates of pay, and outlawing certain labor<BR>
> > practices all together.  IYTU, is there some similar<BR>
> Imperial function?<BR>
><BR>
> No of course not, except perhaps in areas of space the Imperium<BR>
> purports to control. IMTU megacorporations regularly collude<BR>
> with oppressive planetary governments to use gulag type forced<BR>
> labor to produce their products. IMTU Burke from Aliens would be<BR>
> viewed as a soft touch. IMTU low tech child laborers crawl into<BR>
> conduits breathing carcinogenic fumes that are sure to kill them<BR>
> horribly in a few years if the corporations use of said child labor<BR>
> will come out even 0.1 credit cheaper than robotic labor. IMTU<BR>
> space crews are constantly aware that they can, and possibly will,<BR>
> be replaced by robots at any time.<BR>
<BR>
Again, dead kids don't grow up to be live consumers...<BR>
<BR>
> Read some of Margaret's (the Imperial leader most strongly<BR>
> associated<BR>
> with the corporations) canonical statements and actions in Survival<BR>
> Margin and you will get an idea of how the Imperium really works.<BR>
<BR>
Sure Corps don't give a damn about individuals, but they are very<BR>
careful to keep their consumers happy...<BR>
<BR>
A happy consumer is one that can afford to buy stuff. For this they<BR>
need money. For this they need well paid jobs or ample state handouts.<BR>
<BR>
YMMV<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 02:55:47 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: Ship's Locker <BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
<BR>
<snip><BR>
<BR>
> The key could be kept in a place which was either guarded,<BR>
> by some security<BR>
> personnel, along with other items which required keeping<BR>
> secure,or in an<BR>
> open spot which was in view most of the time, or with cctv.<BR>
> Any other crew<BR>
> member would then require authorisation to remover the key,<BR>
> which required<BR>
> signing for. And the replaced after it's use, signing for,<BR>
> on return, which<BR>
> would imply the locker had been left secure.<BR>
<BR>
Emphasis on the 'imply'...<BR>
<BR>
The return of the key means only that the key was dutifully returned.<BR>
It does *not* mean that the thing it unlocks is now locked (though I<BR>
suppose that the lock could be constructed so that the key can only be<BR>
inserted or removed when it is in the 'locked' state. Even then the<BR>
door it locked could still be open. Again the lock could be designed<BR>
to only work if it successfully mates with the holding device. This<BR>
could still be rigged to give a false positive by unscrupulous<BR>
people...)<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 03:13:47 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
> > As far as I'm concerned, a circumscribed circle is the one which passes<BR>
> > through every point of the polygon. Is this not the case?<BR>
><BR>
> I think it may sometimes be used in the sense of "minimum circle that<BR>
> will contain all of the polygon".<BR>
<BR>
Okay, that sounds reasonable.<BR>
<BR>
(Sorry for the slightly confrontational tone of my post. It wasn't<BR>
intended, but it did rather read that way.)<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2959<BR>
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Traveller-digest      Sunday, August 20 2000      Volume 1999 : Number 2960<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: Arbellatra and Cleon<BR>
RE: FELs<BR>
Re: Arbellattra<BR>
RE: FELs<BR>
Re: Ship's Locker<BR>
Re: Striker spreadsheets wanted<BR>
RE: Striker spreadsheets wanted<BR>
More TLM Landgrab: Esalin<BR>
RE: Striker spreadsheets wanted<BR>
Landgrab: Vantage/Capella<BR>
RE: Better OSs (WasDamage Control as a Proposed Skill)<BR>
Ground Forces test shots...<BR>
Oops! (Re : High-Tech Cosmetic Surgery) <BR>
RE: High Tech Theatrical Makeup<BR>
RE: Rebuilding GDW's "Great Game"<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
Anyone wanna see an MT Corsair?<BR>
Re: More TLM Landgrab: Esalin<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
hoards of little critters<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:48:31 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellatra and Cleon<BR>
<BR>
> From: "Douglas E. Berry" <BR>
> Folks, I've read the arguments and counter-arguments, and we are all<BR>
> forgetting a few important points:<BR>
> <BR>
> 1.  During the time of the Civil War, the X-boat network was not yet in<BR>
> place.  The Spinward Marches was, at minimum, a year's travel from Core.<BR>
<BR>
The travel time would depend on whether or not there was still a<BR>
functioning (J-5?) Naval courier network.  Presumably such a thing would<BR>
have existed before the War.  It _might_ have functioned throughout most of<BR>
the war, if we assume that the fighting was fairly sporadic.<BR>
<BR>
That still doesn't change the fact that the Marches are a heck of a long<BR>
journey away from Core.  Even with the X-boats, it takes almost a year for<BR>
messages to reach Regina from Capital, according to Rebellion Sourcebook. <BR>
The J-6 courier networks are quicker, but not enough to invalidate your<BR>
point.<BR>
<BR>
> 2.  The Barracks Emperors had enough on their minds.  615 is the end of<BR>
> the period when there were a dozen Emperors, each ruling a fragment of<BR>
> the Core.  Cleon V himself only lasted three years.  To think that he<BR>
> would have the time or information to make decisions about a war being<BR>
> fought over a hundred parsecs away is ludicrous.<BR>
<BR>
That's why I don't think Arbellatra was appointed to fight the war.  If<BR>
Cleon appointed her, it was to hold the Sector:  something completely<BR>
different.<BR>
<BR>
> 3.  Arbellatra was probably appointed by the Sector nobles of the<BR>
> Spinward Marches.  As I said earlier, she probably pulled off a<BR>
> miraculous victory, and had the admiration and support of the Fleet. <BR>
> Some senior duke jumped her up to Fleet Admiral, and let her loose.<BR>
<BR>
Unless _she_ was a senior duke.<BR>
<BR>
> 4.  Once it was clear that the war had turned, Arbellatra was sent to the<BR>
> Core to end the damn Civil War.  She probably carried an Imperial<BR>
> Warrant, and gathered ships from along her line of march.  By the time<BR>
> she reached Zhimaway in 622, she was unstoppable.<BR>
<BR>
An Imperial Warrant issued by whom?  <BR>
<BR>
As for being unstoppable by the time she reached Zhimaway:  I would go for<BR>
something a little more dramatic.  Arbellatra, alas, is a fairly space<BR>
operatic character.  It would be better if there is a little more balance<BR>
in her conflict with Gustus (disgusting, gustatory).  This is easy enough<BR>
to do.  Make it a race, where Aunty Bella's fleets are trying to catch<BR>
Gustus before he is reinforced by the Antarean fleet.  <BR>
<BR>
This gives Soegz something to do:  he is the commander of the column that<BR>
has to hold off the superior Antarean forces while Arbellatra stomps Gus. <BR>
If we really want to get silly, there could be something of a<BR>
Jena-Auerstadt situation, where Soegz actually defeats the Antareans<BR>
simultaneously with Bella beating the Central Fleet.<BR>
<BR>
On the age problem:<BR>
It could be the case that Grand Admiral is both a rank and a title.  That<BR>
is, the Grand Admiral of the Marches is the commander of the Fleets in the<BR>
Marches.  The Grand Admiral of the Imperium is the commander of the<BR>
Imperial Fleets.  If anybody, even a civilian, is appointed to be the<BR>
commander of the Fleets, they get to be a Grand Admiral.  <BR>
<BR>
This is not canonical.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 23:13:28 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: FELs<BR>
<BR>
At 10:27 PM 8/19/00, you wrote:<BR>
>Plasma wake field accelerators use multiple lasers and plasma to accelerate<BR>
>the electrons. The advantage is in size. The linear accelerator at Stanford<BR>
>(SLAC) is two miles long. When we work out the bugs we'll be able to build<BR>
>an equivalent plasma wake accelerator that will be eight meters long.<BR>
><BR>
>So your 1200 Imperial FEL is probably a folded wake field accelerator FEL<BR>
>using a set of seed lasers with gravity lens optics operating in the x-ray<BR>
>region. It may or may not use superconducting magnets optics for the<BR>
>electron beam. If it does I would expect high temperature superconducting<BR>
>magnets to be used. All this means that the components can be small enough<BR>
>to fit into a standard turret.<BR>
><BR>
>Terry C<BR>
<BR>
         A TL10 FEL would not require any sort of "race track" for the <BR>
electron stream?<BR>
<BR>
         Thanks for the info, Terry.  Very informative.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:03:52 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellattra<BR>
<BR>
> From: Charles Collin <BR>
> PS. What's all this about Elvis?  I've only been skimming...<BR>
<BR>
It was a joke on my part.  <BR>
<BR>
Basically, I postulated that Cleon V and Martin VI were the "legitimate"<BR>
claimants to the throne, but that their claims were actually pretty<BR>
unlikely, and treated with disdain by most people.<BR>
<BR>
To mirror that disdain, I suggested that Cleon V's real name was "Elvis<BR>
Cleon Zhunastu Lentuli", and that people outside his hearing were prone to<BR>
call him "Elvis Cleon".  This is akin to Australians calling the current<BR>
Prime Minister "Little Johnny".<BR>
<BR>
There are references to "St Elvis of Terra" in canon.  It isn't therefore<BR>
that unreasonable that the name Elvis might still be in use.  <BR>
<BR>
The name is actually reasonably plausible.  However, it carries<BR>
associations for us that give a little bit of the flavour of how Cleon V<BR>
was viewed by his subjects.<BR>
<BR>
In other words, it wasn't quite a joke.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 22:57:44 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: FELs<BR>
<BR>
>><BR>
>>So your 1200 Imperial FEL is probably a folded wake field accelerator FEL<BR>
>>using a set of seed lasers with gravity lens optics operating in the x-ray<BR>
>>region. It may or may not use superconducting magnets optics for the<BR>
>>electron beam. If it does I would expect high temperature superconducting<BR>
>>magnets to be used. All this means that the components can be small enough<BR>
>>to fit into a standard turret.<BR>
>><BR>
>>Terry C<BR>
><BR>
>         A TL10 FEL would not require any sort of "race track" for the<BR>
>electron stream?<BR>
<BR>
No the race track is used to make the accelerator cheaper. SLAC (Stanford<BR>
Linear Accelerator) uses a two mile long strait accelerator. Jefferson Lab's<BR>
CEBA (Continuous Electron Beam Accelerator)  uses two 1/4 mile strait<BR>
section with an east arc and west arc. The beam is injected into the strait<BR>
section, called a linac and goes into the first arc. It then goes through<BR>
the second strait section and into another arc that joins up with the first<BR>
linac. The next time around it goes into a different arc and back into the<BR>
second linac, etc to do five turn around the 'race track". Because the beam<BR>
is continuously accelerated it will have more energy in every pass. It is<BR>
bent in the arcs be magnets, and whenever it bends it gives off photons,<BR>
This is called synchrotron radiation, just like the radiation from the<BR>
wiggler in the FEL. The Jefferson Lab FEL has a racetrack like design, with<BR>
a beam that goes through a superconducting RF module containing 8 RF<BR>
cavities before it goes through a wiggler. The beam could be sent directly<BR>
to a beam dump from the wiggler, but engineers hate to waste energy and<BR>
money. So what is done it to send the beam back through the RF module, but<BR>
in such a way that it is out of phase. Instead of picking up energy the beam<BR>
gives up energy to the accelerating electron beam. Then the weaker beam goes<BR>
to a smaller dump. This allows a smaller RF module to be used.<BR>
<BR>
In the plasma wake field accelerator the plasma tube is very short in<BR>
comparison, only a few **meters** long, instead of kilometers long. The beam<BR>
goes through once or is reflected back to be redirected back through the<BR>
device to pick up even more acceleration. That's why its "folded."<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
<BR>
         Thanks for the info, Terry.  Very informative.<BR>
<BR>
<BR>
        -- Michel R. Vaillancourt<BR>
           (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 20:23:54 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
>From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
>Subject: Re: Ship's Locker<BR>
...<BR>
>Doing SDB duty is going to be a lot like submariner service...cooped up<BR>
>for weeks on end in a little ship.<BR>
<BR>
  Although somewhat embarrasingly, under High Guard most SDB designs <BR>
(unless quite small) will end up with lots of spare tonnage for cargo<BR>
and rec rooms, unless you pile on the extra fuel tankage to soak up<BR>
the Fuel-1 hits that your armour is going to prevent anyway.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 22:45:23 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
Luther Martin wrote:<BR>
> Glenn Goffin wrote:<BR>
> > I'm too lazy for actually designing Striker vehicles anymore (although I<BR>
...<BR>
> Exactly. That's why I'm more inclined to just SWAG it. Make up the armor<BR>
<BR>
Let's not SWAG it.  That could be OK for other games, but I'd like to<BR>
really see what Striker is like.  Besides, I'd like to start a<BR>
semi-campaign game for the rest of the year.  (Remember, that perfidious<BR>
Ming is still hiding out after the 5FW.  And I've finished a terrain<BR>
piece to be his secret bunker today.)<BR>
<BR>
> Kristian must secretly hate it when a person who doesn't even finish <BR>
> painting his miniatures inflicts over 60% casualties on him in one turn. <BR>
<BR>
Actually, the only thing I hated at our last Striker game is that Glenn<BR>
lost some sleep preparing really detailed units for the game and I<BR>
didn't have time to contribute anything.  Which of course, meant that<BR>
the Mongo Royal Scouts had to ride into battle in civilian riot control<BR>
cars instead of "The Eye Of His Protuberance" <funny echoing sound<BR>
effect here> class armored cars.  Now that another deadline at work is<BR>
passed, I've finished over 50 miniatures and terrain pieces this month,<BR>
as well as some designs.<BR>
<BR>
> Hey, maybe I<BR>
> will carefully paint that batch of grav APCs and grav tanks I just bought...<BR>
<BR>
You go!  Also for the next meet, I'll be spending time creating<BR>
equipment and units.  If anyone has Excel on a laptop I could also work<BR>
on a vehicle spreadsheet.<BR>
<BR>
<usual blurb here><BR>
Remember!  The next San Jose Traveller meet is 26 August (next<BR>
Saturday).  We start about 11:00.  The main focus this time will be<BR>
miniature painting, terrain prep and TO&E for future Striker games. <BR>
Email me for directions.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 23:27:41 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
Kristian Miller wrote:<BR>
<BR>
> Now that another deadline at work is<BR>
> passed, I've finished over 50 miniatures and terrain pieces this month,<BR>
> as well as some designs.<BR>
<BR>
That's more free time than I get in a year!!! I'm starting to get envious. I<BR>
don't count time spent on airplanes or in hotel rooms as free time.<BR>
<BR>
> You go!  Also for the next meet, I'll be spending time creating<BR>
> equipment and units.  If anyone has Excel on a laptop I could also work<BR>
> on a vehicle spreadsheet.<BR>
<BR>
One laptop with Excel on the way. If the spreadsheet is not too complicated,<BR>
we can even use Quicksheet to put it on the Palm.<BR>
<BR>
I can't wait to get these grav vehicles into play.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 23:38:28 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: More TLM Landgrab: Esalin<BR>
<BR>
I really hate to read too much into bits of published GDW material, but the<BR>
following has me puzzled concerning Esalin.<BR>
<BR>
In the Fifth Frontier War game, there are two ground forces units on Esalin,<BR>
both of which are *motorized* infantry divisions. There are no other<BR>
motorized units anywhere in the game. Since Esalin is TL 8, the technology<BR>
for mechanized units is certainly there, but it is apparently not used. Why?<BR>
<BR>
My thinking is that Esalin, or at least the inhabited part, is heavily<BR>
forested. Perhaps the forests impede the movement of mechanized units, so<BR>
that the (smaller, lighter vehicles?) motorized units are useful. I thought<BR>
of this today while in one of our California Redwood parks, so I'm modeling<BR>
the Esalin forests on the Redwoods, in particular those near Santa Cruz.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 23:45:16 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
Kristian Miller wrote:<BR>
<BR>
> Actually, the only thing I hated at our last Striker game is that Glenn<BR>
> lost some sleep preparing really detailed units for the game and I<BR>
> didn't have time to contribute anything.  Which of course, meant that<BR>
> the Mongo Royal Scouts had to ride into battle in civilian riot control<BR>
> cars instead of "The Eye Of His Protuberance" <funny echoing sound<BR>
> effect here> class armored cars.<BR>
<BR>
So you are explaining your defeat due to your virtually unarmored and<BR>
severely undergunned vehicles rather than exceptional tactical brilliance on<BR>
my part?<BR>
<BR>
Lesson learned: never assume that just because a vehicle is written up in<BR>
some gaming magazine that it's anywhere near useful in a game.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 01:22:27 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Landgrab: Vantage/Capella<BR>
<BR>
Anyone have a claim on Vantage in the rim?  I plan on setting my next<BR>
campaign there and am staking my claim if it's available.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:39:52 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Better OSs (WasDamage Control as a Proposed Skill)<BR>
<BR>
 Apologies to Linux and Mac users, you do indeed <BR>
> have better OSs :)<BR>
> <BR>
> You forgot OS/2! :-)<BR>
<BR>
and BeOS, and the abacus etc :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 02:12:27 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: Ground Forces test shots...<BR>
<BR>
Since it's been WAAAAY too long since I posted anything new to the<BR>
site............<BR>
<BR>
http://www.vision-forge-graphics.com/jesse/traveller/trav_news.htm<BR>
<BR>
BTW, sculpting the prop version of battledress kept getting interrupted by<BR>
RealLife (tm), so I had to backpeddle and do it in 3D for the cover.  I<BR>
still plan on having prop versions of battledress and other things available<BR>
in the very near future (pending license agreement with Marc).<BR>
<BR>
Best,<BR>
Jesse<BR>
<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Jones, Dean<BR>
> Sent: Sunday, August 20, 2000 1:40 AM<BR>
> To: 'traveller@lists.imagiconline.com'<BR>
> Subject: RE: Better OSs (WasDamage Control as a Proposed Skill)<BR>
><BR>
><BR>
>  Apologies to Linux and Mac users, you do indeed<BR>
> > have better OSs :)<BR>
> ><BR>
> > You forgot OS/2! :-)<BR>
><BR>
> and BeOS, and the abacus etc :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 19:28:13 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Oops! (Re : High-Tech Cosmetic Surgery) <BR>
<BR>
I wrote :-<BR>
(talking about gills)<BR>
> I wonder if you could pack in the necessary surface area into the<BR>
> chest wall (water at 20 degrees C contains ~0.01mL<BR>
> O2 per 100mL water).<BR>
> <BR>
This value is incorrect.<BR>
The amount of oxygen dissolved depends on the partial pressure of oxygen<BR>
in the overlying gas phase, the temperature and the solubility<BR>
coefficient of the dissolving medium.<BR>
<BR>
Water at 20 degrees C will hold up to 0.0434g oxygen per kilogram/litre,<BR>
with a pressure of 1 atmosphere of oxygen overlying it.<BR>
<BR>
Blood plasma will hold 0.003mL O2/100mL blood/mmHg partial pressure<BR>
oxygen at 37 C. So 21% oxygen has a partial pressure of 159mmHg.<BR>
<BR>
One litre of plasma (probably closer to salt water than pure water in<BR>
terms of solubility) will thus hold ~4.7mL of O2.<BR>
<BR>
Gas solubility increases with decreasing temperature.<BR>
<BR>
John Snead wrote :-<BR>
> I'm assuming some sort of virus therapy which changed your tissue <BR>
> type enough that it would no longer match your original tissue type <BR>
> (or at higher levels so that it would match someone elses).<BR>
> Gene scan locks are canon and this is designed to fool them.<BR>
I'd rely on electronic or computer skill to spoof the lock, or use<BR>
tissue samples from someone else. An option might be some sort of<BR>
storage sac which was protected from your immune system, where you could<BR>
store foreign tissue (e.g. a cheek pouch for someone else's buccal<BR>
cells). The problem there is that the testers just have to access<BR>
another tissue to defeat this.<BR>
<BR>
By changing tissue type in the way you have described, you have either<BR>
completely immunosuppressed yourself (via MHC restriction), or are<BR>
inviting overwhelming acute rejection. Anti-rejection drugs and<BR>
broad-spectrum antimicrobials would be mandatory.<BR>
<BR>
If the effect could be switched on and off, autoimmune disease is a<BR>
likely long-term problem, although if you can fiddle with MHC<BR>
expression, manipulating immune regulation should be a cinch.<BR>
<BR>
> you need <BR>
> to impersonate someone, but must accomplish the mission within <BR>
> a few days or some nastily obvious form of rejection will set in...)<BR>
Hyperacute rejection can kill you in hours, acute rejection in days.<BR>
When transplants go wrong, people get horrendously sick, quickly.<BR>
<BR>
> I'm also thinking <BR>
> that the photosynthesis would work better if the two extensible <BR>
> photosynthetic "wings" were each larger than 1 m^2. <BR>
A gill could be built using the same principle to get the necessary<BR>
exchange area, but air breathing might be difficult to return to.<BR>
The gill wearer would be highly vulnerable to gaseous agents, due to the<BR>
enhanced diffusion characteristics of the gill.<BR>
<BR>
> I believe <BR>
> that 10m^2 would do fairly well for life-support. <BR>
Assuming roughly 1kW/m^2 incident on the photosynthetic area (solar<BR>
constant at 1AU) and an efficiency of 5% (best plants), that gives us<BR>
50W/m^2.<BR>
Let's shoot for a metabolic rate of 2000kcal/d (basal) - this is<BR>
8360kJ/day, or ~97W.<BR>
<BR>
So we need at least 2m^2 of photosynthetic area to get all the glucose<BR>
and oxygen required. The next trick is dealing with nitrogenous wastes<BR>
and non-volatile acids (though the latter is a small problem compared to<BR>
carbon dioxide, which the photosynthesis deals with).<BR>
<BR>
The bat-wing look seems reasonable for our vacuum dwellers.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:37:01 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: High Tech Theatrical Makeup<BR>
<BR>
Russell Bornschlegel wrote :<BR>
> Bruce Johnson wrote:<BR>
> > Second...I wonder what TL-15 theatrical makeup is like. New<BR>
> face anyone?<BR>
><BR>
> In John Varley's novel _The Golden Globe_, a stage actor is equipped with<BR>
> full body implants that can reshape his face and body on demand.<BR>
<BR>
I'm reminded of Herbert's Tlielaxu "Face Dancers".<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:43:24 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Rebuilding GDW's "Great Game"<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Peter Newman<BR>
> Sent: Saturday, 19 August 2000 10:42<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Rebuilding GDW's "Great Game"<BR>
><BR>
><BR>
> "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk> wrote<BR>
><BR>
> > I actually had a go at that once - the problem I found was that<BR>
> > either the system was nice and broad and playable and gave some<BR>
> > weird results (for my purposes that is) or it got so detailed it was<BR>
> > beginning to resemble the kind of detailed economic models<BR>
> > used by the treasury. Except of course I didn't have a Phd in<BR>
> > Econometrics so they were probably inaccurate.<BR>
><BR>
> Models created by people _with_ Phd's are not necessarily<BR>
> accurate. Garbage in, garbage out... See von Mises Socialism<BR>
> for an explanation/theory as to why this _can't_ work.<BR>
<BR>
Fully agree. Look at the "Club of Rome" model.<BR>
<BR>
It is obviously incorrect, seeing as we are still producing oil and enough<BR>
to food to feed the planet's population. Whwne was it theor model predicted<BR>
we'd be out of oil ?<BR>
Mid-eighties I think it was from memory.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 08:08:15 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
On Sat, 19 Aug 2000 06:57:27 -0400, Christopher Thrash <thrash@io.com><BR>
wrote:<BR>
> >Date: Sat, 19 Aug 2000 02:16:33 -0400 (EDT)<BR>
> >From: Dalton Spence <dalton.spence@hwcn.org><BR>
> >Subject: GT-Q: Cargo Deck Heights and Container Stowage<BR>
> <BR>
> >Should containerized cargo be charged 20% extra for access<BR>
> >space to compensate for this? Or would the cost of the unused space<BR>
> >be offset by the reduced handling fees?<BR>
> <BR>
> No version of Traveller to date has considered the problem of broken stowage: <BR>
<snip> <BR>
> I see two ways to handle this; you can take your pick, use a combination<BR>
> (my answer), or come up with your own solution:<BR>
<BR>
> (1) Assume that the cargo hold is physically 10-15% larger than its<BR>
> displacement suggests, to allow for broken stowage. This extra space is<BR>
> taken from the allowable "slop" in deckplan design, but does not otherwise<BR>
> affect performance.<BR>
 <BR>
> (2) Assume that the quoted volume of cargo already includes an allowance<BR>
> for broken stowage, i.e., that 1 dton of cargo is actually 435-455 cf of<BR>
> cargo plus 45-65 cf of broken stowage.<BR>
<BR>
Ordinarily option two is the obvious answer, and one I already allowed for<BR>
with bulk and break-bulk cargos (RO/RO space is already declared as twice<BR>
the vehicle's volume). The problem with containerized cargo is that the<BR>
broken stowage is doubled; once for the container's contents (already<BR>
handled) and one for the stowage of the container itself. <BR>
 <BR>
On Sat, 19 Aug 2000 09:25:14 -0700 (MST), Bruce Johnson<BR>
<johnson@Pharmacy.Arizona.EDU> replied: <BR>
<snip> <BR>
> One other possible scenario for this is that cargo holds are optimized for<BR>
> some sort of conatiner storage. <BR>
<BR>
For that I think I'd have to consider the container an "auxilary vehicle"<BR>
and the cellular container hold a "vehicle bay." However none of the<BR>
existing designs I've seen even hinted at this solution, and it does not<BR>
allow for the extra volume of "racked" containers. While the rack itself<BR>
only adds 5% to the container's volume (similar to the cellular solution),<BR>
it would have to be loaded as RO/RO cargo. Should it be treated as such?<BR>
<BR>
> I'll bet the 'Broken Stowage' on a modern container vessel is a fraction<BR>
> of that, say, on a Liberty Ship, down at that 2% number. 2% is well within<BR>
> the slop for both deckplans and starship design under any system, and can<BR>
> be pretty much ignored, unless used for plot purposes (stashing a SMG<BR>
> between two containers in the hold, foex.)<BR>
<BR>
I think the 2% applies to bulk cargos. My study of internal vs external<BR>
container volumes indicates the 10-12% number is much more realistic. A 1<BR>
inch space around the outside of 4C container adds up to 1/6 of a dton or<BR>
a bit over 4% of the container's volume. Is there really that much give in<BR>
the design specs?<BR>
<BR>
- -- <BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              |  You must meet The Computer at the World Trade   |<BR>
              |      Center and get the wimpy saber. FNORD!      |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 12:02:31 +1000<BR>
From: "Karen and Michael Hughes" <kmhughes@dynamite.com.au><BR>
Subject: Anyone wanna see an MT Corsair?<BR>
<BR>
It's a re-fitted bulk far trader which has the ability to 'steal' entire<BR>
ships. Deck plan (word graphics - sorry) included.<BR>
<BR>
Go on, anyone wanna see?<BR>
<BR>
Michael<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:02:46 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: More TLM Landgrab: Esalin<BR>
<BR>
Luther Martin wrote:<BR>
> <BR>
> I really hate to read too much into bits of published GDW material, but the<BR>
> following has me puzzled concerning Esalin.<BR>
> <BR>
> In the Fifth Frontier War game, there are two ground forces units on Esalin,<BR>
> both of which are *motorized* infantry divisions. There are no other<BR>
> motorized units anywhere in the game. Since Esalin is TL 8, the technology<BR>
> for mechanized units is certainly there, but it is apparently not used. Why?<BR>
> <BR>
> My thinking is that Esalin, or at least the inhabited part, is heavily<BR>
> forested. Perhaps the forests impede the movement of mechanized units, so<BR>
> that the (smaller, lighter vehicles?) motorized units are useful. I thought<BR>
> of this today while in one of our California Redwood parks, so I'm modeling<BR>
> the Esalin forests on the Redwoods, in particular those near Santa Cruz.<BR>
<BR>
Esalin is a major agricultural world (Supp 3, page 12), so it seems<BR>
unlikely that its inhabited regions would remain heavily forested. <BR>
Since Esalin is jointly occupied and run by the Third Imperium and the<BR>
Zhodani Consulate, my take is that the forces on Esalin are limited by<BR>
treaty.  They are motorized for tactical mobility, but the treaty<BR>
between the 3I and the Consulate prohibits heavy armored fighting<BR>
vehicles on either side.<BR>
<BR>
Of course, post-5FW, this treaty requirement would be nullified by the<BR>
fact that Esalin "is now firmly part of the Imperium" (BtC, page 57).<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:05:31 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
Michael Hughes wrote:<BR>
> <BR>
> It's a re-fitted bulk far trader which has the ability to 'steal' entire<BR>
> ships. Deck plan (word graphics - sorry) included.<BR>
> <BR>
> Go on, anyone wanna see?<BR>
> <BR>
> Michael<BR>
<BR>
Sure, why not?  Send a copy this way.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 15:30:19 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
- ----- Original Message -----<BR>
From: "Christopher Thrash" <thrash@io.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Saturday, August 19, 2000 11:57 AM<BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
<BR>
<BR>
> (2) Assume that the quoted volume of cargo already includes an allowance<BR>
> for broken stowage, i.e., that 1 dton of cargo is actually 435-455 cf of<BR>
> cargo plus 45-65 cf of broken stowage.<BR>
><BR>
IMHO, this above statement to the fact, is the most likliest explanation to<BR>
the argument. Though lack of foresight for the, "packaging" of goods, has<BR>
got to be the reason why this has been brought up.<BR>
    Without even looking at the rules it stands to reason that something has<BR>
to be doen to rectify this misdemeanor.<BR>
    I'm still waiting to get a set of rules which I can work form, get them<BR>
Tomorow,.... yippeee!!!!!!<BR>
<BR>
    Getting back to the Packaging from reading the previous, I see there the<BR>
problem that someone will buy goods at sa a specific weight then want them<BR>
ferried for sale, to another worl, then expecting not to pay for the<BR>
required storage space, required by the goods.<BR>
    Handling has to be a problem also, I men the extra cost for having goods<BR>
packaged, has to be exspensive, though the benefits are obvious. Say loose<BR>
grain for instance, not only is it difficult to move, whilst not suitabley<BR>
contained, it's positively dangerous....<BR>
<BR>
Michael<BR>
<BR>
<BR>
<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 10:13:48 -0500<BR>
From: Joseph Heck <heckj@missouri.edu><BR>
Subject: hoards of little critters<BR>
<BR>
So I've gotten all excited with the CT reprints, and ran a game last night<BR>
for a crew that hadn't played traveller in some time. I ran the game<BR>
"Shadows", and laughed about the scenario being 20 years old.<BR>
<BR>
I ran into an interesting quandary however, and thought I'd ask how you all<BR>
would deal with it. One of the animal encounters in the game is a pack of 12<BR>
chasers - low hits, claws for weapons, very aggressive, about 6Kg each. One<BR>
good shot from a pistol will wipe one out, but as a group they're incredibly<BR>
deadly, even to a pack of four humans. I'm cool with that - makes sense. One<BR>
of the players split off and walked some distance from the rest of the party<BR>
- - well, it wasn't a pretty fate. Even knowing he was going to buy it pretty<BR>
hard, how would you all determine how many of these nasty little critters<BR>
got a swipe in on the player at once?<BR>
<BR>
At 6Kg, they're pretty small. Speed was 3, so they're fast, and given<BR>
they're nature (chasers), they're pretty agile. I had a vision of a pack of<BR>
cheetahs, just swirling around and only a few coming in at any one moment,<BR>
so I only had two attack at once... (that was really one more than was<BR>
needed).<BR>
<BR>
The other quandary was a different animal encounter, although a similar<BR>
question. 1kb herbivores, weapons of "teeth-1", dozen or so. So two other<BR>
players walk into a pile of these things, and the roll say the snake-things<BR>
attack. Now we're talking pretty small critters, so how many at once?<BR>
<BR>
The last part is these things make their hit roll, and even one snake bite<BR>
is enough to knock a player unconscious. I fudged it a little (claimed the<BR>
bite ripped open the suit and the local insidious atmosphere did the rest),<BR>
but still knocked out the player. Even knowing how lethal Traveller can be,<BR>
this seemed a bit extreme to me. How have you dealt with it? Allow the<BR>
critters to be "scared off" or "pushed back"?<BR>
<BR>
In the end it was a really good game. Six players - three of them rendered<BR>
unconscious at various times (but saved by other party members), and one<BR>
other horribly killed. In the end, they escaped - but shutting down the<BR>
power to the whole complex - but never really learned many of the secrets of<BR>
the creators of the pyramids.<BR>
<BR>
- -joe<BR>
heckj@missouri.edu<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2960<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2961</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Sunday, August 20 2000      Volume 1999 : Number 2961<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>
short (convention) scenarios...<BR>
Re: K'Kree/Hiver disguises<BR>
Re: hoards of little critters<BR>
RE: Development of the Terran Jump Drive<BR>
HORDES of little critters<BR>
Re: Striker spreadsheets wanted<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Striker spreadsheets wanted<BR>
Re: traveller mini's<BR>
Re: Ground Forces test shots...<BR>
Re: Landgrab: Vantage/Capella<BR>
Re: More TLM Landgrab: Esalin<BR>
Re: Hordes (not 'hoards'! :-) of little critters<BR>
Re: Hordes of little critters<BR>
Re: Arbellatra<BR>
Re: Arbellatra<BR>
Re: Hordes (not 'hoards'! :-) of little critters<BR>
Arbellatra's Age<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Arbellatra<BR>
Re: Ground Forces test shots...<BR>
RE: Arbellatra<BR>
Re: Arbellatra and Cleon<BR>
RE: HORDES of little critters<BR>
RE: Ground Forces test shots...<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 10:13:48 -0500<BR>
From: Joseph Heck <heckj@missouri.edu><BR>
Subject: short (convention) scenarios...<BR>
<BR>
Anybody run a little traveller at conventions recently? What kinds of<BR>
scenarios are you playing out there?<BR>
<BR>
- -joe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:16:57 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: K'Kree/Hiver disguises<BR>
<BR>
In a message dated 8/19/00 7:12:36 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> <BR>
>  Disgusing a human as a K'Kree or Hiver would likely be TL 19 <BR>
>  technomagic.  Disguise as a Vargr or Aslan would perhaps be TL <BR>
>  14 or 15, and the changes would be purely cosmetic and would not <BR>
>  pass even a cursory medical exam by anyone who knew what the <BR>
>  real thing looked like inside.<BR>
<BR>
Actually disguising a human as a K'kree would be realitively easy, you just <BR>
build a robotic body for the human to fit in, of course it won't pass most <BR>
scans. A Hiver would be harder (you'd need someone with no legs and/or arms <BR>
or a midget).<BR>
A Vargr would be harder because of the legs (once again you'd need someone <BR>
who's missing theirs.<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 10:35:11 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: hoards of little critters<BR>
<BR>
On Sun, 20 Aug 2000, Joseph Heck wrote:<BR>
<BR>
> In the end it was a really good game. Six players - three of them rendered<BR>
> unconscious at various times (but saved by other party members), and one<BR>
> other horribly killed. In the end, they escaped - but shutting down the<BR>
> power to the whole complex - but never really learned many of the secrets of<BR>
> the creators of the pyramids.<BR>
<BR>
Have they perchance played Call of Cthulhu in those years since last<BR>
playing Traveller?  If so, you know where they learned not to stick their<BR>
noses in things.  They might have figured they didn't _want_ to know the<BR>
secrets of the creators of the pyramids.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:37:57 -0400<BR>
From: "Robert Conley" <estar@toolcity.net><BR>
Subject: RE: Development of the Terran Jump Drive<BR>
<BR>
Since much of my work deal with triangles I forget that circumscribing<BR>
polygons with more than three sides can only be done under specific<BR>
circumstances. I apologize for the confusion.<BR>
<BR>
The critisism about the formula not work for a 3 4 5 right triangle is valid<BR>
and there is a different formula that you can use in order to find out the<BR>
diameter of the circle that goes through all the points on that triangle. I<BR>
will look it up on Monday when I have access to my math text.<BR>
<BR>
Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:36:12 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: HORDES of little critters<BR>
<BR>
>At 6Kg, they're pretty small. Speed was 3, so they're fast, and given<BR>
>they're nature (chasers), they're pretty agile. I had a vision of a pack of<BR>
>cheetahs, just swirling around and only a few coming in at any one moment,<BR>
>so I only had two attack at once... (that was really one more than was<BR>
>needed).<BR>
><BR>
>The other quandary was a different animal encounter, although a similar<BR>
>question. 1kb herbivores, weapons of "teeth-1", dozen or so. So two other<BR>
>players walk into a pile of these things, and the roll say the snake-things<BR>
>attack. Now we're talking pretty small critters, so how many at once?<BR>
><BR>
<BR>
 Housecats and small rabbits? Oh, wait, there's artwork already in place.<BR>
<BR>
 Your description of the gruesome events brings to mind the recent run on <BR>
Sluggy Freelance, right down to the size of the, er, chasers...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:24:19 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
Luther Martin wrote:<BR>
<BR>
> So you are explaining your defeat due to your virtually unarmored and<BR>
> severely undergunned vehicles rather than exceptional tactical brilliance on<BR>
> my part?<BR>
<BR>
Shhh.  OK, listen up everyone.  We'll say that it was Luther's tactical<BR>
brilliance.  OK?  ;-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:09:37 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
Yes, please. I'm always happy to view a new<BR>
way to snag swag.<BR>
<BR>
Thanks<BR>
Pat Connaughton <BR>
ICQ # 2535086<BR>
pconn@i1.net<BR>
"He who knows not how to dissemble knows not<BR>
how to reign"<BR>
Tiberius, Emperator and Princips of Rome<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:30:15 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
Luther Martin wrote:<BR>
<BR>
> That's more free time than I get in a year!!! I'm starting to get envious. I<BR>
> don't count time spent on airplanes or in hotel rooms as free time.<BR>
<BR>
Yea, and the airlines seem to have a thing about spray primer being<BR>
hazardous or something.<BR>
<BR>
Actually, I learned a lot of tricks from the Games Workshop painters and<BR>
Frank Chadwick wrote an article on fast painting tips.  Allegedly, he<BR>
painted a whole WWII regiment in a few hours and won a painting contest<BR>
with it!  If there is interest, I'll make photocopies of a few painting<BR>
articles for our next San Jose meeting.<BR>
<BR>
I've become a master of drybrush and washing techniques.  Yesterday I<BR>
finished three 25mm Zhodani troopers in less than a hour.  If you don't<BR>
look too close they look good.<BR>
<BR>
> One laptop with Excel on the way. If the spreadsheet is not too complicated,<BR>
> we can even use Quicksheet to put it on the Palm.<BR>
> <BR>
> I can't wait to get these grav vehicles into play.<BR>
<BR>
I think I have some of the same minis.  The "Triton heavy grav tank"? <BR>
I'm probably going to use the sample TL 9 grav tank from Striker for our<BR>
next game.<BR>
<BR>
See you on the 26th!<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:33:47 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: traveller mini's<BR>
<BR>
Hi Joseph,<BR>
<BR>
> I'll use 15's, or 25's (or something in between) - looking primary for<BR>
> boarding actions type of play. (ye olde Snapshot and the like)<BR>
> <BR>
> Any theories you might share?<BR>
<BR>
Sure!  15mm sci-fi miniatures are pretty hard to find these days.  For<BR>
25mm and micro scale, I really like Ground Zero Games miniatures.  In<BR>
the US they can be ordered from Geo-Hex:<BR>
http://www.geohex.com/gzgindex.htm<BR>
<BR>
I've had a really good experience dealing with Geo-Hex before.  The 25mm<BR>
miniatures really have a hard sci-fi military look to them.  They GZG<BR>
even makes serious looking female troopers (not the scantily clad, big<BR>
guns types you usually see associated with sci-fi minis).  The combat<BR>
armor and vacc suited trooped look good too.  The United Nations powered<BR>
armor troops look exactly like the Traveller style battle dress.<BR>
<BR>
Good luck, and if you are ever in San Jose give me an email and maybe<BR>
stop by to play.<BR>
<BR>
Kristian<BR>
<BR>
p.s.  I hope you don't mind if I share this with the list.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:16:30<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
At 02:12 AM 8/20/2000 -0700, you wrote:<BR>
>Since it's been WAAAAY too long since I posted anything new to the<BR>
>site............<BR>
><BR>
>http://www.vision-forge-graphics.com/jesse/traveller/trav_news.htm<BR>
<BR>
Well, I like it.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:17:43<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Landgrab: Vantage/Capella<BR>
<BR>
At 01:22 AM 8/20/2000 -0700, you wrote:<BR>
>Anyone have a claim on Vantage in the rim?  I plan on setting my next<BR>
>campaign there and am staking my claim if it's available.<BR>
<BR>
I think you are the first person to stake a claim in the Rim, so go for it!<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 09:18:40<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: More TLM Landgrab: Esalin<BR>
<BR>
At 11:38 PM 8/19/2000 -0700, you wrote:<BR>
>I really hate to read too much into bits of published GDW material, but the<BR>
>following has me puzzled concerning Esalin.<BR>
><BR>
>In the Fifth Frontier War game, there are two ground forces units on Esalin,<BR>
>both of which are *motorized* infantry divisions. There are no other<BR>
>motorized units anywhere in the game. Since Esalin is TL 8, the technology<BR>
>for mechanized units is certainly there, but it is apparently not used. Why?<BR>
<BR>
The units on Esalin are limited by treaty to the local tech level.<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:42:20 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Hordes (not 'hoards'! :-) of little critters<BR>
<BR>
(Well, I guess it could be 'hoards' in a way)<BR>
<BR>
Damn, 'Shadows', that brings back alot of memories...<BR>
<BR>
<Joseph Heck><BR>
I ran into an interesting quandary however, and thought I'd ask how you<BR>
all would deal with it. One of the animal encounters in the game is a pack<BR>
of 12 chasers - low hits, claws for weapons, very aggressive, about 6Kg<BR>
each.  One<BR>
</JH><BR>
<BR>
Ah, they didn't take the revolver shot shells did they?  Those are vital<BR>
for surviving that adventure.  How good were the creatures hitting?  IIRC<BR>
cloth is pretty effective against claws and teeth.<BR>
<BR>
The last party I ran through a simiar scenario were forever panic firing<BR>
with shotguns or auto-weapons.  You can wipe out a lot of little critters<BR>
that way.  Of course, if they get the jump on you, that's not an option.<BR>
<BR>
I would allow just about any number of 6kg creatures to attack at once,<BR>
but maybe I'd roll seperate reaction rolls for each of them, so some would<BR>
scoot and some would just stand around.  Makes for a lot of rolls, though,<BR>
so just guage a percentage from the attack/flee rolls.<BR>
<BR>
<JH><BR>
question. 1kb herbivores, weapons of "teeth-1", dozen or so. So two other<BR>
players walk into a pile of these things, and the roll say the<BR>
snake-things attack. Now we're talking pretty small critters, so how many<BR>
at once? <BR>
</JH><BR>
<BR>
Definately as many as want to attack, but to save the players from certain<BR>
doom, I'd make only a few want to attack at a time.  Others would run.  If<BR>
they're chasers they're likely stick together, but with something like a<BR>
high-jacker there could be division (I'm thinking of the classic 'Wild<BR>
dogs vs. Hyenas comparison). <BR>
<BR>
<JH><BR>
The last part is these things make their hit roll, and even one snake bite<BR>
is enough to knock a player unconscious. I fudged it a little (claimed the<BR>
bite ripped open the suit and the local insidious atmosphere did the<BR>
rest), but still knocked out the player. Even knowing how lethal Traveller<BR>
can be, this seemed a bit extreme to me. How have you dealt with it? Allow<BR>
the critters to be "scared off" or "pushed back"? <BR>
</JH><BR>
<BR>
Shoot, it's been too long!  There are morale rules aren't there?  I can't<BR>
remember...  As for the lethality, you _could_ have the PCs all get<BR>
knocked out.  Presumably the little guys aren't going to eat much of them. <BR>
They'll wake up a little later with bad head-aches a paranoia of moving<BR>
shadows (which is what it's all about, right? :-). <BR>
<BR>
As a final remark, always include a couple of expendable crew-members...<BR>
<BR>
Damn, I wasn't going to pick up the new editions, but I have a b-day<BR>
coming up and this is making me nostalgic...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, Aug 21 2000 3:44:39 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Re: Hordes of little critters<BR>
<BR>
Joe Heck wrote :-<BR>
> Even knowing he was going to buy it pretty<BR>
> hard, how would you all determine how many of these nasty little critters<BR>
> got a swipe in on the player at once?<BR>
<BR>
At 6kg, they are the size of large cats or small dogs.<BR>
I'd tend to use AD&D style rules e.g. <BR>
6 size S creatures, 3 size M creatures or one size L creature<BR>
can attack a size M figure from the front.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:57:29 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: Arbellatra<BR>
<BR>
Alan Bradley alanb@elf.brisnet.org.au writes:<BR>
<BR>
>>On the age problem:<BR>
It could be the case that Grand Admiral is both a rank and a title.  That<BR>
is, the Grand Admiral of the Marches is the commander of the Fleets in the<BR>
Marches.  The Grand Admiral of the Imperium is the commander of the<BR>
Imperial Fleets.  If anybody, even a civilian, is appointed to be the<BR>
commander of the Fleets, they get to be a Grand Admiral.  <<<BR>
<BR>
I prefer this explanation myself. After all, her title was Grand Admiral of<BR>
the Marches...perhaps this is a kind of honorary rank given to the noble<BR>
selected to be in charge, so that they can give orders (in the name of the<BR>
Emperor, of course) to naval forces. According to "Rebellion Sourcebook,"<BR>
the Sector Dukes only have supervisory powers and aren't in direct command<BR>
of the forces in the sector. I also thinks this might explain some of<BR>
Arbellatra's appeal to the nobles in Core: she's not some warlord basing her<BR>
claim on "right of fleet control" but a dedicated noble fighting to restore<BR>
the Imperium.<BR>
<BR>
>>This is not canonical.<<<BR>
<BR>
Don't let that stop us! :)<BR>
<BR>
Fred Ramen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 13:18:37 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Arbellatra<BR>
<BR>
<Allan Bradley><BR>
As for being unstoppable by the time she reached Zhimaway:  I would go for<BR>
something a little more dramatic.  Arbellatra, alas, is a fairly space<BR>
operatic character.  It would be better if there is a little more balance<BR>
in her conflict with Gustus (disgusting, gustatory).  This is easy enough<BR>
to do.  Make it a race, where Aunty Bella's fleets are trying to catch<BR>
Gustus before he is reinforced by the Antarean fleet.<BR>
</AB><BR>
<BR>
"Alas"?  Are you folks dedicated to making this dull?  I say she's a space<BR>
opera character, and that's a good thing!  Let's go with it!<BR>
<BR>
I agree with Allan, the final fight shouldn't be a push-over.  BO-RING! <BR>
Some things that might make it more even:<BR>
<BR>
1. The canonical references say she took on the "remains of the central<BR>
fleet".  The remains of the biggest fleet in the Imperium could still be<BR>
pretty massive.  <BR>
<BR>
2. Gustus presumably has defender's advantage (monitors, fuel levels,<BR>
ground-based sensors, etc). <BR>
<BR>
3. AAA would not have been able to get all of the SM fleet there.  She had<BR>
to leave some behind for the Zhos. <BR>
<BR>
4. AAA moved pretty fast, so perhaps only the higher jump ships were<BR>
brought.  High jump ships are at a disadvantage against lower jump ones,<BR>
of course. <BR>
<BR>
5. She might have encountered forces loyal to the present emperor (whoever<BR>
that happens to be this month) or those who just think it's wrong to go<BR>
into the core and take Capital that way.  Not everyone is guaranteed to<BR>
buy her 'regency' proposal. <BR>
<BR>
6. AAA's ships might not be in the best of repair even if she hasn't seen<BR>
much combat.  She certainly didn't stop for the "one-year tune-up".  There<BR>
are bound to be supply and logistics problems for a fleet that size moving<BR>
through ambivalent if not hostile space.<BR>
<BR>
<AB><BR>
On the age problem:<BR>
It could be the case that Grand Admiral is both a rank and a title.  That<BR>
is, the Grand Admiral of the Marches is the commander of the Fleets in the<BR>
Marches.  The Grand Admiral of the Imperium is the commander of the<BR>
Imperial Fleets.  If anybody, even a civilian, is appointed to be the<BR>
commander of the Fleets, they get to be a Grand Admiral.<BR>
<BR>
This is not canonical.<BR>
</AB><BR>
<BR>
What is canonical about Grand Admiralty?  I don't recall seeing any other<BR>
references to it.  Given this, we can pretty much say what we want about<BR>
it.  Any differences with canon for the 1100's can be explained as<BR>
differences that took place in the intervening centuries.<BR>
<BR>
Hmm...who was the youngest general in the American Civil war?  Might be<BR>
interesting to look at his career.<BR>
<BR>
As for the appointment, are we all in agreement that it was unlikely to<BR>
come from Cleon and that it was more likely to be a local thing?<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:25:38 -0500<BR>
From: Joseph Heck <heckj@missouri.edu><BR>
Subject: Re: Hordes (not 'hoards'! :-) of little critters<BR>
<BR>
hoards, hordes - yeah, it was really early in the morning (3am) when I wrote<BR>
it - I was up because of a thunderstorm... And I sent it out in the AM when<BR>
I later awoke again.<BR>
<BR>
- -j<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 13:29:59 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Arbellatra's Age<BR>
<BR>
I did a little checking about.  General custer was 24 when he became a<BR>
general in the American Civil war.  This was a brevet rank, but still.<BR>
<BR>
How old was Franco when he became a general in the Spanish Civil War?<BR>
<BR>
Just thought these might provide some interesting ideas on AA's meteoric<BR>
rise to AAA.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 19:42:11 +0200<BR>
From: Michael Koehne <kraehe@copyleft.de><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
Moin Karen and Michael Hughes,<BR>
<BR>
> It's a re-fitted bulk far trader which has the ability to 'steal' entire<BR>
> ships. Deck plan (word graphics - sorry) included.<BR>
> <BR>
> Go on, anyone wanna see?<BR>
<BR>
  I always like deckplans - is there a way to convert the 'word graphic' to<BR>
  postscript, pdf, png, gif or jpeg ?<BR>
<BR>
  If yes - post an URI here - and send me a copy by private eMail.<BR>
<BR>
Bye Michael<BR>
- -- <BR>
  mailto:kraehe@copyleft.de             UNA:+.? 'CED+2+:::Linux:2.2.14'UNZ+1'<BR>
  http://www.xml-edifact.org/           CETERUM CENSEO MSDOS ESSE DELENDAM<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:40:33 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Arbellatra<BR>
<BR>
Charles Collin wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Hmm...who was the youngest general in the American Civil war?  Might be<BR>
> interesting to look at his career.<BR>
<BR>
According to:<BR>
<BR>
http://www.gdg.org/gcuster.html<BR>
<BR>
George Custer was promoted to the rank of Brigadier General, US<BR>
Volunteers, at the age of 23.  After the War of Secession ended, he<BR>
reverted to his Regular Army rank of Lieutenant Colonel, US Army.<BR>
<BR>
For more details on Custer's career, see:<BR>
<BR>
http://www.civilwarhome.com/custerbi.htm<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:53:20 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
Great work as usual, Jesse.  I like the fact that the battle-dress is<BR>
mimicking the local terrain, in this case the tank they're standing on. <BR>
You're going to get all sorts of arguments about the "realism" of this<BR>
shot ("AP grenades, sensor nets, turret spin rate, blah, blah, blah"), but<BR>
don't listen.  It's cool the way it is. <BR>
<BR>
Just one nit:  The one guy looks like he has a gun for a hand. This is<BR>
just the pose and perspective at work, but you might want to change it.<BR>
As you are no doubt destined to become a canonical source, we don't want<BR>
any flame-wars about built-in weapons in battledress in the future :-).<BR>
<BR>
Yes, I can just see it:  Traveller's version of iconoclasm. "The words are<BR>
what's important, you idolator!" "No, the images of the Jesse are also<BR>
important sources of guidance, heathen!"  Sheesh. <BR>
<BR>
Uh, this is a really long way of saying "I love it!"<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 13:57:40 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Arbellatra<BR>
<BR>
<snip><BR>
<BR>
What is canonical about Grand Admiralty?  I don't recall seeing any other<BR>
references to it.  Given this, we can pretty much say what we want about<BR>
it.  Any differences with canon for the 1100's can be explained as<BR>
differences that took place in the intervening centuries.<BR>
<BR>
Hmm...who was the youngest general in the American Civil war?  Might be<BR>
interesting to look at his career.<BR>
<BR>
As for the appointment, are we all in agreement that it was unlikely to<BR>
come from Cleon and that it was more likely to be a local thing?<BR>
<BR>
Charles C.<BR>
 <snip><BR>
<BR>
Not at all. I'm much more inclined to go with the premise that AAA was<BR>
personally appointed by Cleon and sent to the Marches to consolidate the<BR>
fleet there under someone he could trust. I expect that Arbellatra was a<BR>
noble, from a family that had strong ties to Cleon. I prefer to think that<BR>
they were lovers. She was a dashing young captain who was a member of his<BR>
fleet. He sent her to the Marches with a warrant to consolidate his hold<BR>
there and prevent another "Fleet Emperor" from coming out of the frontier.<BR>
She arrive after the @(#* hit the fan, an astute tactician whose battlefield<BR>
skills brought the Zho's to the table. An equally skillful politician she<BR>
negotiated a peace with the Zho and then took the fastest ships in her fleet<BR>
back to Capital to avenge her Emperor, who was by now deposed.<BR>
This pretty much covers all the bases. It is very space operatic, but I like<BR>
that. After all so was Caesar's life and Napoleon's.  It has AAA appointed<BR>
by Cleon, which is according to canon. It explains why she was an Admiral at<BR>
so young an age, a combination of her noble background, military skill, and<BR>
personal relationship.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:14:37 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Arbellatra and Cleon<BR>
<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
>Subject: Re: Arbellatra and Cleon<BR>
...<BR>
>The travel time would depend on whether or not there was still a<BR>
>functioning (J-5?) Naval courier network.  Presumably such a thing would<BR>
>have existed before the War.  It _might_ have functioned throughout most of<BR>
>the war, if we assume that the fighting was fairly sporadic.<BR>
<BR>
  Per Mr. Miller's post of 20 Feb 1998:<BR>
<BR>
" MILIEUX<BR>
Date 	Name                  Max TL<BR>
...		<BR>
 500 3I	First Survey            13			<BR>
 600 3I	Civil War               14			<BR>
 700 3I	Solomani Expansion.	14 "<BR>
<BR>
  So J-5 Naval couriers should have been available, and probably easily so<BR>
in quantity; under the circumstances of a civil war it doesn't automatically<BR>
follow that those would always get through in anything like the shortest time.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:10:29 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: HORDES of little critters<BR>
<BR>
ROFL!!!!!  I hadn't even made the connection!<BR>
<BR>
Worship the Comic!<BR>
<BR>
Jesse<BR>
<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> GypsyComet@aol.com<BR>
> Sent: Sunday, August 20, 2000 8:36 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: HORDES of little critters<BR>
><BR>
><BR>
> >At 6Kg, they're pretty small. Speed was 3, so they're fast, and given<BR>
> >they're nature (chasers), they're pretty agile. I had a vision<BR>
> of a pack of<BR>
> >cheetahs, just swirling around and only a few coming in at any<BR>
> one moment,<BR>
> >so I only had two attack at once... (that was really one more than was<BR>
> >needed).<BR>
> ><BR>
> >The other quandary was a different animal encounter, although a similar<BR>
> >question. 1kb herbivores, weapons of "teeth-1", dozen or so. So two other<BR>
> >players walk into a pile of these things, and the roll say the<BR>
> snake-things<BR>
> >attack. Now we're talking pretty small critters, so how many at once?<BR>
> ><BR>
><BR>
>  Housecats and small rabbits? Oh, wait, there's artwork already in place.<BR>
><BR>
>  Your description of the gruesome events brings to mind the recent run on<BR>
> Sluggy Freelance, right down to the size of the, er, chasers...<BR>
><BR>
> GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:20:40 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: Ground Forces test shots...<BR>
<BR>
You mean the trooper on the right?  His FGMP is going to be replaced with a<BR>
satchel charge that he's about to drop down the hatch the other guy's<BR>
blasting open, so that shouldn't be an issue.  As for the camo, they're<BR>
actually two seperate designs, it's just REALLY hard to tell in a night shot<BR>
with most of the lighting coming from "slices of the Sun" firing :)<BR>
<BR>
While the shot as spec'd by SJG may not be the most realistic, it's not<BR>
supposed to be.  It's supposed to be an action-packed way of grabbing your<BR>
attention and bringing new folks to the Traveller universe.  I think that's<BR>
worth a little reality fudging ;)<BR>
<BR>
Great comments btw, and thanks!<BR>
Best,<BR>
Jesse<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Charles<BR>
> Collin<BR>
> Sent: Sunday, August 20, 2000 9:53 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Ground Forces test shots...<BR>
><BR>
><BR>
> Great work as usual, Jesse.  I like the fact that the battle-dress is<BR>
> mimicking the local terrain, in this case the tank they're standing on.<BR>
> You're going to get all sorts of arguments about the "realism" of this<BR>
> shot ("AP grenades, sensor nets, turret spin rate, blah, blah, blah"), but<BR>
> don't listen.  It's cool the way it is.<BR>
><BR>
> Just one nit:  The one guy looks like he has a gun for a hand. This is<BR>
> just the pose and perspective at work, but you might want to change it.<BR>
> As you are no doubt destined to become a canonical source, we don't want<BR>
> any flame-wars about built-in weapons in battledress in the future :-).<BR>
><BR>
> Yes, I can just see it:  Traveller's version of iconoclasm. "The words are<BR>
> what's important, you idolator!" "No, the images of the Jesse are also<BR>
> important sources of guidance, heathen!"  Sheesh.<BR>
><BR>
> Uh, this is a really long way of saying "I love it!"<BR>
><BR>
> Charles C.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:39:42 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
>Dalton Spence: <BR>
...<BR>
>For that I think I'd have to consider the container an "auxilary vehicle"<BR>
>and the cellular container hold a "vehicle bay." However none of the<BR>
>existing designs I've seen even hinted at this solution, and it does not<BR>
>allow for the extra volume of "racked" containers. While the rack itself<BR>
>only adds 5% to the container's volume (similar to the cellular solution),<BR>
>it would have to be loaded as RO/RO cargo. Should it be treated as such?<BR>
<BR>
  The Type R plans in Supp: 7 are pretty clearly meant to be box carriers.<BR>
The cargo deck appears to be meant for 3.85 Dt "cargo modules", which it<BR>
can hold two high, four wide, and six deep in the full-width hull section<BR>
(i.e., before the nose narrows).<BR>
<BR>
  If, as Mr. Thrash offered as a solution, the freight rates include broken<BR>
stowage as the shippers problem (which certainly encourages containerization)<BR>
then the "four-ton" rate cargo modules (48-50 of which will fit in a Type R's<BR>
hold deck-plan) already include ~4% slop.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2961<BR>
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Traveller-digest      Sunday, August 20 2000      Volume 1999 : Number 2962<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>
[www] 20 Aug 00 - Freelance Traveller Updated<BR>
RE: Mis-jumps in MTU<BR>
Re: Arbellatra's Age<BR>
re: Imperial Spacecraft Safety & Navigation Act ><BR>
re: Core Sector<BR>
RE: Getting ships under control<BR>
Re: FirSylAbb<BR>
RE: Ground Forces test shots...<BR>
Re: Re : High Tech Cosmetic Surgery<BR>
Re: FELs<BR>
RE: More TLM Landgrab: Esalin<BR>
Re: Striker<BR>
Re: More TLM Landgrab: Esalin<BR>
RE: More TLM Landgrab: Esalin<BR>
RE: More TLM Landgrab: Esalin<BR>
Re: economic slavery (was:Ship's Locker)<BR>
Re: Arbellatra<BR>
Building Weapons grade lasers (Was RE: FEL)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 14:51:35 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: [www] 20 Aug 00 - Freelance Traveller Updated<BR>
<BR>
Freelance Traveller, the Electronic Fan-Supported Traveller Resource has<BR>
posted its most recent update to http://come.to/FreelanceTraveller and<BR>
http://www.downport.com/freelancetraveller/Default.htm.  <BR>
<BR>
This update features:<BR>
<BR>
 - Some minor corrections and additions have been made to the following<BR>
   ship designs: Les Torpilleurs, Stretched Type A Free Traders, Stretched<BR>
   Type R Merchanters, Type T Patrol Cruiser Variants, Type SD Scouts and<BR>
   Express Freighters. Find them all in The Shipyard. <BR>
<BR>
 - A better explanation of the Cost/Efficiency Ratio has been included in<BR>
   the Stretched Type A Free Traders, Stretched Type A Bulk Merchanters,<BR>
   Stretched Type R Merchanters, and Express Freighters. Find them all in<BR>
   The Shipyard. <BR>
<BR>
 - Ken Pick gives us an article on Plantier Shields as an alternative to<BR>
   Black Globes. Find it in The Shipyard. <BR>
<BR>
 - The Fifth Edition of 101 Starships is now available for download. Find<BR>
   it in The Shipyard. <BR>
<BR>
 - Updated the Published Products listings in the FAQ, which can be found<BR>
   in the Information Center. Our thanks to Kevin Stevens, who kindly<BR>
   provided an extensive list of miniatures. <BR>
<BR>
 - Some web links in the Infocenter have been added and updated. <BR>
<BR>
 - Robert O'Connor gives us another article, this one on gravity and<BR>
   acceleration. Find it in Doing It My Way (and cross-referenced in The<BR>
   Lab Ship). <BR>
<BR>
<BR>
Your questions, comments, and ideas are always welcome at Freelance<BR>
Traveller.  Please write to freelancetraveller@yahoo.com with any and all<BR>
of them, as we are in the process of reconfiguring the forms, and they may<BR>
be temporarily disabled.  Freelance Traveller depends on the good will of<BR>
Traveller fans both to visit our site and justify our existence, and to<BR>
write for us, making our existence possible.<BR>
<BR>
Freelance Traveller is mirrored at http://w3.execnet.com/jeffz.<BR>
<BR>
Freelance Traveller wishes to extend its thanks and appreciation to The<BR>
Traveller Downport (http://www.downport.com) and to Executive Network<BR>
Information Systems (http://www.execnet.com) for hosting services. Without<BR>
organizations willing to cooperate with Freelance Traveller's ever-growing<BR>
needs, we would be unable to bring you the articles and other resources<BR>
that have made Freelance Traveller one of the premier Traveller sites on<BR>
the 'net.<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 11:56:00 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: RE: Mis-jumps in MTU<BR>
<BR>
>From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
>Subject: RE: Mis-jumps in MTU<BR>
...<BR>
>I must admit I quite like the variant misjump distance calculation of<BR>
>Jn*1d6 parsecs, which represents the more powerful drives misjumping<BR>
>further, though there may be canon issues with smaller J-drives (eg<BR>
>J-1/J-2) misjumping more than 6 or 12 parsecs. IIRC there was a TNS<BR>
>article about the first ship to successfully return after a 36 parsec<BR>
>misjump, if it was less than J-6 capable then Jn*1d6 won't recreate<BR>
>canonical events...<BR>
<BR>
  Couldn't you get around that by having there be two levels of mis-jump<BR>
for distance calculations? As long as the greater is possible (even if<BR>
very rare) it covers all of the "canon" issues even if you don't feel<BR>
that there need to be rules to reproduce everything (e.g., the Trimkhana<BR>
Brilliance oops).<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 15:36:41 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: Arbellatra's Age<BR>
<BR>
>How old was Franco when he became a general in the Spanish Civil War?<BR>
<BR>
Thiry-Six. Franco was a general in Spain's own foreign legion years before<BR>
the SCW. <BR>
<BR>
He was forced into retirement and sent to one of the remaining colonies<BR>
lest he lead a coup de e'tat. He took over leadership of the Nationalists<BR>
after someone else's coup failed to take all the cities including Madrid.<BR>
(Idea for a scenario. Hmmm....)<BR>
<BR>
The John Birch Society conciders him to be one of saviors of Western<BR>
(Christian) Civilization. They have a short bio of him somewhere on their<BR>
website. <BR>
<BR>
(www.jbs.org)<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:32:39 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: re: Imperial Spacecraft Safety & Navigation Act ><BR>
<BR>
At 20:03 -0400 12/8/00, Peter Newman <pnewman@gci.net> s wrote:<BR>
>"Ms. Smith this court holds that Imperial law clearly establishes<BR>
>that White Star Lines had no legal duty to put sufficient lifeboats<BR>
>on their ship.<BR>
<BR>
I always thought it was interesting that the Titanic actually carried <BR>
more lifeboat spaces pro-rata than most of its rivals (it may have <BR>
been more than all of its rivals but my source on it was 'borrowed' <BR>
by a friend when the Cameron film came out and disappeared).<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:28:15 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: re: Core Sector<BR>
<BR>
At 16:45 -0400 12/8/00, "James Pearson" <james@pearson.net> wrote:<BR>
>What is the best resource for info about the Core Sector?<BR>
>(regardless of Traveller Version).  Of course, I can get UWP info<BR>
>from Galactician and the like.  I'm looking for more detailed info ala<BR>
>GURPS: Spinward Marches, or Rim of Fire.<BR>
<BR>
DGP's Traveller Digest issues around 10 and 9? They did Core in M1100.<BR>
Milieu 0 Campaign - M0 work over of the sector, some minor <BR>
astrographic errors due to First Survey errors.<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:17:39 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: RE: Getting ships under control<BR>
<BR>
At 17:45 -0400 11/8/00, "Mark Preston" <mark@mpreston.demon.co.uk> wrote:<BR>
>I can manage the same, if I knew how far away I am and how fast I'm<BR>
>going - as yet I don't know, but the braking should be at 1.5G, with<BR>
>luck and if I can seal off the fuel to avoid radiation from the<BR>
>plasma. Right now, Gergy (the engineer) is trying to set up a radio<BR>
>reciever, since someone pointed out that the only way I could have got<BR>
>that fragmentary message as I came insystem is if there is a vessel<BR>
>out here with me - assuming that I came in at least 100 planetary<BR>
>diameters out. That also means there must be a navy or scout base here<BR>
>as well, which means I am either at Regina (please, no...not again),<BR>
>Jae Tellona, Adabicci, Jewell, Nasemin, Towers, Junidy, Lysen or Ruby,<BR>
>or less likely at Hefry, Jenghe or Ghandi.<BR>
<BR>
Some other thoughts -<BR>
<BR>
Canon breaks you out of jump at 100D - you can't precipitate out at <BR>
less, even with a misjump. You can enter at less but this will kill <BR>
you. There's nothing to say you can't precipitate out beyond 100D <BR>
though.<BR>
<BR>
This could be 100D from the primary, in which case you've got more <BR>
time, but this is unlikely as I guess that the light lag would be <BR>
significant on the message.<BR>
<BR>
As you've said, without knowledge of your initial vector you can't <BR>
run Newton's laws. It may be more effective to slightly angle your <BR>
course to try and avoid impact.<BR>
<BR>
Do you any small craft with communicators?<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:02:38 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: Re: FirSylAbb<BR>
<BR>
At 7:50 -0400 11/8/00, Volker Greimann <volker@greimann.de> wrote:<BR>
>In the US, on the other hand, sometimes the spelled out version is already<BR>
>designed for a funny first-letter abbreviation.<BR>
<BR>
Hmm.<BR>
<BR>
One UK company I know uses 'CATNIP' (a herb which attracts felines!) <BR>
as a code word for<BR>
<BR>
'Cheapest Available Technology Not Involving Prosecution'.<BR>
<BR>
And a few of my friends use TLAR as an abbreviation for meetings with <BR>
the marketeers and accountants ('That Looks About Right'.)<BR>
<BR>
As in "We designed the front end to that system using basic TLAR <BR>
principles to get the best response from the user'.<BR>
<BR>
;-)<BR>
<BR>
Dom<BR>
<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 12:11:08 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: Ground Forces test shots...<BR>
<BR>
I just did a quick shot showing the Invader & battledress in a familiar (if<BR>
you have Starports) daytime environment.  There is SOME varience in the camo<BR>
I used.  The Invader's is kinda' reminiscent of some WWII German schemes,<BR>
while the closest I could describe the battledress camo is a kind of Saudi<BR>
lizard, or French desert lizard......<BR>
<BR>
Later, gotta' get back to the cover shot.<BR>
Jesse<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Charles<BR>
> Collin<BR>
> Sent: Sunday, August 20, 2000 9:53 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Ground Forces test shots...<BR>
><BR>
><BR>
> Great work as usual, Jesse.  I like the fact that the battle-dress is<BR>
> mimicking the local terrain, in this case the tank they're standing on.<BR>
> You're going to get all sorts of arguments about the "realism" of this<BR>
> shot ("AP grenades, sensor nets, turret spin rate, blah, blah, blah"), but<BR>
> don't listen.  It's cool the way it is.<BR>
><BR>
> Just one nit:  The one guy looks like he has a gun for a hand. This is<BR>
> just the pose and perspective at work, but you might want to change it.<BR>
> As you are no doubt destined to become a canonical source, we don't want<BR>
> any flame-wars about built-in weapons in battledress in the future :-).<BR>
><BR>
> Yes, I can just see it:  Traveller's version of iconoclasm. "The words are<BR>
> what's important, you idolator!" "No, the images of the Jesse are also<BR>
> important sources of guidance, heathen!"  Sheesh.<BR>
><BR>
> Uh, this is a really long way of saying "I love it!"<BR>
><BR>
> Charles C.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 19 Aug 2000 21:16:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Re : High Tech Cosmetic Surgery<BR>
<BR>
In mail you write:<BR>
<BR>
>> > TL 10-11:<BR>
>> > It is possible to change blood type, but not genetic type.<BR>
>> To what extent? <BR>
>> Even minor changes to blood group antigens (MNS/P system, minor<BR>
>> named agglutinins) could lead to lethal haemolysis.<BR>
>> Changing someone's blood group antigens without reprogramming their<BR>
>> immune system would be murder.<BR>
><BR>
> It would be the whole deal.  This would have no medical or really no <BR>
> legitimate use, it would be used exclusively by folks seeking not to <BR>
> be identified.   <BR>
<BR>
I *think* that you can make certain changes to the ABO type (such as<BR>
making a type O have A, B or AB antigens, or a type A or B have type AB<BR>
antigens. <BR>
<BR>
In each of these casers, you are essentially inducing an "allergy" to<BR>
the A or B factors. I doubt it'd fool a *thourough* lab workup, but<BR>
it'd likely pass gross typing procedures.<BR>
<BR>
You might also be able to turn an Rh negative into an Rh positive the<BR>
same way.<BR>
<BR>
>> Does 'genetic type' = tissue type = MHC (Major<BR>
>> Histocompatibility Complex) proteins, or even larger chunks of the<BR>
>> genome? Changing the MHC antigens on their cells would lead to equally<BR>
>> horrendous problems (due to MHC restriction, antigen presentation in<BR>
>> association with a foreign MHC leads to no response by immune effector<BR>
>> cells). Optionally, you could have a acute rejection response mounted<BR>
>> by your immune cells against all your other tissues...<BR>
><BR>
> I'm assuming some sort of virus therapy which changed your tissue <BR>
> type enough that it would no longer match your original tissue type <BR>
> (or at higher levels so that it would watch someone elses).  Gene <BR>
> scan locks are canon and this is designed to fool them.  It might <BR>
> well be that changing your tissue type to match someone else's <BR>
> could only be done as a short-term procedure where the person <BR>
> would need to be one some form of anti-rejection medicine until <BR>
> they were changed back.  (ccol spy scenario hook that, you need <BR>
> to impersonate someone, but must accomplish the mission within <BR>
> a few days or some nastily obvious form of rejection will set in...)<BR>
<BR>
The "obvious form of rejection" is called "systemic lupus". A real<BR>
disease where your immune system decides that your own tissue is<BR>
"foreign". Nasty. And slow. Though I expect in the case of an altered<BR>
tissue typing, it'd progress a *lot* faster.<BR>
<BR>
Some forms of arthritis are also auto-immune disorders.<BR>
<BR>
I doubt the effects would be *exactly* the same, but they should be<BR>
close. So you can look them up and have a great description for the<BR>
players. <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: Sat, 19 Aug 2000 21:24:02 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FELs<BR>
<BR>
In mail you write:<BR>
<BR>
>         Could someone post a semi-technical explanation of what a<BR>
> Free Electron Laser is, how it works and what "gear" is required for<BR>
> one.  I am adding chrome to my TNEC game, and I suspect as laser tech<BR>
> goes FELs are the right answer for space combat.  I just want to be<BR>
> sure.<BR>
<BR>
Essentially, an FEL is a cavity with a wide electron beam moving thru<BR>
it, there's a magnetic field that is varied to "wiggle" the path of the<BR>
electrons at the right frequency to make them give off photons of the<BR>
desired wavelength.<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: Sun, 20 Aug 2000 13:05:17 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: More TLM Landgrab: Esalin<BR>
<BR>
John Groth wrote:<BR>
<BR>
> Esalin is a major agricultural world (Supp 3, page 12), so it seems<BR>
> unlikely that its inhabited regions would remain heavily forested.<BR>
> Since Esalin is jointly occupied and run by the Third Imperium and the<BR>
> Zhodani Consulate, my take is that the forces on Esalin are limited by<BR>
> treaty.  They are motorized for tactical mobility, but the treaty<BR>
> between the 3I and the Consulate prohibits heavy armored fighting<BR>
> vehicles on either side.<BR>
<BR>
I think that Esalin is *supposed* to be demilitarized by treaty, actually.<BR>
So the units there in the Fifth Frontier War game are puzzling. In FFW, each<BR>
side has a *division* there, say between 10,000 and 15,000 combat troops,<BR>
plus lots of additional support personnel, perhaps doubling that number.<BR>
That's a lot of troops on a world with such a low population.<BR>
<BR>
Maybe the best thing to do is to just ignore the FFW stuff.<BR>
<BR>
> Of course, post-5FW, this treaty requirement would be nullified by the<BR>
> fact that Esalin "is now firmly part of the Imperium" (BtC, page 57).<BR>
<BR>
I believe that BtC also says that about 800,000 of the 2 million inhabitants<BR>
are Zhodani. Since the Zhodani only had ownership of the planet for a couple<BR>
of decades, I have a hard time with that. It's probably more like 80,000<BR>
Zhodani, or even less.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 13:25:01 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Striker<BR>
<BR>
>From: Kristian Miller <travellerne@3rd-imperium.com><BR>
>Subject: Re: Striker spreadsheets wanted<BR>
...<BR>
>I've become a master of drybrush and washing techniques.  Yesterday I<BR>
>finished three 25mm Zhodani troopers in less than a hour.  If you don't<BR>
>look too close they look good.<BR>
<BR>
  What figures (manufacturer/line) are you using for 25mm Zho's?<BR>
Stone Mountains' Denizens?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 17:01:47 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: More TLM Landgrab: Esalin<BR>
<BR>
Luther Martin wrote:<BR>
> <BR>
> John Groth wrote:<BR>
> <BR>
> > Since Esalin is jointly occupied and run by the Third Imperium and the<BR>
> > Zhodani Consulate, my take is that the forces on Esalin are limited by<BR>
> > treaty.<BR>
> <BR>
> I think that Esalin is *supposed* to be demilitarized by treaty, actually.<BR>
> So the units there in the Fifth Frontier War game are puzzling. In FFW, each<BR>
> side has a *division* there, say between 10,000 and 15,000 combat troops,<BR>
> plus lots of additional support personnel, perhaps doubling that number.<BR>
> That's a lot of troops on a world with such a low population.<BR>
> <BR>
> Maybe the best thing to do is to just ignore the FFW stuff.<BR>
> <BR>
> I believe that BtC also says that about 800,000 of the 2 million inhabitants<BR>
> are Zhodani. Since the Zhodani only had ownership of the planet for a couple<BR>
> of decades, I have a hard time with that. It's probably more like 80,000<BR>
> Zhodani, or even less.<BR>
<BR>
How's this for an attempt to reconcile these issues?<BR>
<BR>
<<puts on "Willie and the Hand-Jive">><BR>
<BR>
Following the Zhodani conquest of Esalin in 1082, the Zhos began to<BR>
construct major military installations on Esalin, where they stationed a<BR>
division, along with support elements.  As the Zhos originally expected<BR>
to retain Esalin, they also transported the families of the soldiers<BR>
stationed there, along with a degree of civilian infrastructure. <BR>
Finally, they encouraged veterans of the 4FW to settle on Esalin,<BR>
granting land to such veterans.<BR>
<BR>
When Esalin was neutralized by treaty in 1098, the Zhodani were required<BR>
to remove all high-tech military equipment.  However, they left the<BR>
soldiers and their families as colonists, equipping them with TL-8<BR>
materiel (supportable at Esalin's TL).  The soldiers formed the nucleus<BR>
of a largely reservist self-defense force, equipped as a light motorized<BR>
division (the treaty forbade heavy AFVs).<BR>
<BR>
Similarly, the Imperial portion of the world was allowed to raise a<BR>
militia light motorized division as a self-defense force.<BR>
<BR>
Neither the 3I nor the Consulate were permitted to station regular<BR>
forces on Esalin, nor could they upgrade the equipment of the two<BR>
self-defense forces beyond TL-8.<BR>
<BR>
The number of personnel and dependents the Zhodani could have settled on<BR>
Esalin thus easily reaches 120,000 (15,000 combat troops, an equal<BR>
number of support troops, and an average of three dependents per soldier<BR>
[as per WTH, pages 27 and 33]), plus any additional colonists.  A<BR>
dedicated colonization effort could double this population.  Assuming<BR>
annual population growth of 4% (it is an agricultural world, with<BR>
demographics originally skewed toward youth), over 30 years (1090-1120),<BR>
we get about 778,000 Zhodani inhabitants.  Pretty close the 800,000<BR>
mentioned in BtC.  Of course, as the original colonists age, this growth<BR>
rate could slow down to the standard 2% per annum.<BR>
<BR>
Now if y'all will excuse me, I have to catch my breath after all that<BR>
hand-waving....<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:38:01 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: More TLM Landgrab: Esalin<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
<BR>
<snip><BR>
<BR>
> I believe that BtC also says that about 800,000 of the 2<BR>
> million inhabitants<BR>
> are Zhodani. Since the Zhodani only had ownership of the<BR>
> planet for a couple<BR>
> of decades, I have a hard time with that. It's probably<BR>
> more like 80,000<BR>
> Zhodani, or even less.<BR>
<BR>
Well, it depends on whether it is talking about racial Zhodani or<BR>
Zhodani Citizens... Everyone born there under the Zhodani occupation<BR>
will have Zhodani citizenship, plus any immigrant Zhodani. 800,000 is<BR>
high, but not impossible, especially as small populations will tend to<BR>
have a higher birth rate compared to large populations (ample<BR>
resources to go around etc...)<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 15:33:52 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: More TLM Landgrab: Esalin<BR>
<BR>
John Groth wrote:<BR>
<BR>
><BR>
> When Esalin was neutralized by treaty in 1098, the Zhodani were required<BR>
> to remove all high-tech military equipment.  However, they left the<BR>
> soldiers and their families as colonists, equipping them with TL-8<BR>
> materiel (supportable at Esalin's TL).  The soldiers formed the nucleus<BR>
> of a largely reservist self-defense force, equipped as a light motorized<BR>
> division (the treaty forbade heavy AFVs).<BR>
><BR>
> Similarly, the Imperial portion of the world was allowed to raise a<BR>
> militia light motorized division as a self-defense force.<BR>
<BR>
I like this bit about the ground forces on Esalin being reservists. You<BR>
can't really expect much more, I suppose. TL 8 forces aren't good for much<BR>
against the TL 13+ forces which either the Zhodani or the 3I would employ in<BR>
a real conflict. On the other hand, two divisions out of a population of<BR>
only 2 million is a lot. Maybe both the Zhodani and the 3I have a<BR>
fully-staffed, active-duty battallion, and all of the other units are<BR>
reservists. The reservists get together for two or three weeks of training<BR>
in a schedule that works around the farmers' schedules, perhaps in the<BR>
winter, after the crops are harvested and sold.<BR>
<BR>
> The number of personnel and dependents the Zhodani could have settled on<BR>
> Esalin thus easily reaches 120,000 (15,000 combat troops, an equal<BR>
> number of support troops, and an average of three dependents per soldier<BR>
> [as per WTH, pages 27 and 33]), plus any additional colonists.  A<BR>
> dedicated colonization effort could double this population.  Assuming<BR>
> annual population growth of 4% (it is an agricultural world, with<BR>
> demographics originally skewed toward youth), over 30 years (1090-1120),<BR>
> we get about 778,000 Zhodani inhabitants.  Pretty close the 800,000<BR>
> mentioned in BtC.  Of course, as the original colonists age, this growth<BR>
> rate could slow down to the standard 2% per annum.<BR>
<BR>
But you forget that it's only 1105 now. And since the 800k figure comes from<BR>
BtC, I can feel good about ignoring it.<BR>
<BR>
More seriously, though, I'm not sure that soldiers would necessarily make<BR>
good colonists on a low-technology world. Sure, it worked for the Romans,<BR>
but, as previous discussions of demographics and TL have stated, the average<BR>
guy in the Traveller universe probably comes from TL 14 or higher. Making<BR>
these guys TL 8 farmers could be hard, and it's probably not the sort of<BR>
thing that the Zhodani would do.<BR>
<BR>
A valliant hand wave in any case.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:01:28 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
>Date: Fri, 18 Aug 2000 14:08:16 -0800<BR>
>From: Peter Newman <pnewman@gci.net><BR>
>Subject: Re: economic slavery (was:Ship's Locker)<BR>
<BR>
>People exist as workers _only_ to the extent that they are<BR>
>cheaper or better than robots. <BR>
<BR>
Yes, in a pure free-market economy.<BR>
<BR>
In a feudal society, the ruling class will give employment to "their"<BR>
people even if there are cheaper alternatives, because it is their<BR>
duty.  Noblesse oblige - no true noble would count pennies when it's a<BR>
matter of honour.  The whole basis of the feudal contract is that<BR>
nobles enjoy power *because* they provide better conditions to their<BR>
people than they would otherwise get.  <BR>
<BR>
For that matter, people aren't just pawns of the market; if enough of<BR>
them feel strongly about something they have the power to change the<BR>
rules (either by voting, or by revolution...).  If robots are forcing<BR>
wages down to starvation level, then the result is likely to be either<BR>
wage control legislation, a ban on robots, or acts of violence and<BR>
terrorism directed against robots and their owners.<BR>
<BR>
>They rarely need to bother. Firing your all workers and hiring<BR>
>replacements (or buying robotic replacements) is sufficient to<BR>
>stop most any labor actions. <BR>
<BR>
*If* you have a large pool of non-unionised workers available.  If, on<BR>
the other hand, virtually all the people qualified to do the job<BR>
belong to the same trade union, you're in trouble.<BR>
<BR>
>If I ran a company in the Imperium and my workers<BR>
>agitated for more I would fire the lot of them. If they made trouble<BR>
>I might declare a trade war (canon) and kill the lot of them. <BR>
<BR>
I thought that to qualify as a trade war, the opponent had to be<BR>
another company?  Since you've fired them, they're just a bunch of<BR>
private individuals and fighting them would be plain, ordinary murder.<BR>
OTOH, you *could* declare a trade war against a trade union...<BR>
<BR>
>(not Peter)<BR>
>> If this is the case, we can expect the Imperium to spend quite a lot of<BR>
>> its time suppressing 'evil trade unionist movements'.  And we all<BR>
>> thought the Solomani were bad...<BR>
<BR>
>It is only a twentieth century perspective that tells us<BR>
>that they aren't evil. <BR>
<BR>
For that matter, it's only the Marxist perspective that says that<BR>
unions are automatically the enemies of trade and capital...  <BR>
<BR>
For the sake of the argument, here are some reasons why an Imperial<BR>
company might *prefer* it if its workers are unionised:<BR>
<BR>
It gives the workers a legitimate channel to express grievances, which<BR>
might otherwise result in wildcat strikes, sabotage, etc.<BR>
<BR>
It means the company only has to negotiate terms and conditions with<BR>
one group, not separately with hundreds - and the union will have a<BR>
vested interest in convincing its members that it got them the best<BR>
deal possible so they shouldn't agitate for more.<BR>
<BR>
It means that potential troublemakers are co-opted and made part of<BR>
the system.<BR>
<BR>
The union can provide training and leisure opportunities to its<BR>
members, so the company doesn't have to spend as much in this area.<BR>
<BR>
When dealing with highly-skilled workers, the union (or "professional<BR>
association" if you prefer) can certify qualifications, take action<BR>
against incompetent members of the profession, and offer a central<BR>
recruitment service.<BR>
<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:01:25 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Arbellatra<BR>
<BR>
>Date: Sat, 19 Aug 2000 15:52:57 -0400 (EDT)<BR>
>From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
<BR>
>"Emperor, the Archduke of Deneb has sent a message asking who you think<BR>
>they should appoint as next fleet admiral."<BR>
<BR>
Try this as an alternative scenario:<BR>
<BR>
"Emperor, the situation in the Marches looks serious - Intelligence<BR>
thinks the Zhodani will be ready to launch another attack by 616, or<BR>
even this year."<BR>
<BR>
"Hmm.  Who's our senior officer there?"<BR>
<BR>
"Admiral Gustus, sir"<BR>
<BR>
"Uh-oh.  I know him.  He's well-connected and he's ambitious.  If he<BR>
beats the Zhos, he's likely to pull a Plankwell and bring his fleet<BR>
back here to try for the throne.  We'd better recall him and put some<BR>
competent but safe nonentity in charge.  Any suggestions?"<BR>
<BR>
"Well... <tapping of keys> there's a Captain Alkhalikoi;  her record<BR>
is flagged with a recommendation for early promotion, so she must be<BR>
pretty good..."<BR>
<BR>
"Alkhalikoi?  Never heard of her.  What sort of political support does<BR>
she have?"<BR>
<BR>
"I doubt she has any, sir.  She's not from a noble family, although<BR>
she seems to be some kind of protege of the Baron of Regina;  she's<BR>
spent her entire working life in the Navy, on active service;  and<BR>
best of all, she's only 28 years old."<BR>
<BR>
"28?  She sounds ideal.  There's no way the fleet admirals would back<BR>
some girl their daughters' age as Emperor.  Get me some of that fancy<BR>
stationery and I'll write her a Warrant.  Hopefully she won't screw<BR>
things up *too* badly;  then in a few years, when I've settled things<BR>
here, I'll lead the Central Fleet out there in person and end the war.<BR>
'Emperor Cleon V, Conquerer of the Zhodani' will look good in the<BR>
history books, don't you think?"<BR>
<BR>
...<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:09:14 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Building Weapons grade lasers (Was RE: FEL)<BR>
<BR>
	After figuring out how the Free Electron Laser systems for Traveller<BR>
weapons were supposed to work, I decided I really didn't like them. And<BR>
what particularly bothers me is the large Gravity Lens. <BR>
<BR>
	Instead of having one large laser generation device, why not have a<BR>
very large number of very small ones. It is possible to build a very<BR>
small semiconductor based laser, so weapons grade lasers consist of a<BR>
large array of semiconductor lasers each topped with a small lens and<BR>
mounted on an individual pivot. <BR>
<BR>
	Depending upon your comfort with sizing semiconductors in the far<BR>
future, here is a range of sizes laser arrays available:<BR>
<BR>
Emitter        Emitter Strength              Emitters<BR>
Size            0.1 mw    1 mw      10 mw       per m^2<BR>
 0.1 * 10^-6m   0.1 m^2   0.01 m^2  0.001 m^2    10^14<BR>
 1   * 10^-6m   10 m^2    1 m^2     0.1 m^2      10^12<BR>
 10  * 10^-6m   1000 m^2  100 m^2   10 m^2       10^10<BR>
<BR>
	The table values are the area required for a 1 MW output laser array. <BR>
<BR>
	The idea behind the pivot mount for each emitter is to allow the<BR>
computer control to focus the individual laser beams. For space based<BR>
laser system, this allows a focus of 10,000 km to about 2 AU, with a<BR>
skew focus of about 1 degree. For ground based laser systems (like laser<BR>
guns), the focus range is much shorter, but also allows the system to<BR>
focus through the plasma clouds (to some extent) the beam is generating<BR>
between the emitter and the target. <BR>
<BR>
	This would be the design for a basic beam laser. For a pulse laser,<BR>
each laser emitter would be topped with a two or three wavelength<BR>
chamber each end of which has a controllable perfect mirror. The laser<BR>
is pulsed, and the chamber closed at the top end, after the pulse<BR>
bounces off the top then bottom mirror, the laser is pulsed again, and<BR>
the chamber gains more photons. After a few cycles, the top mirror is<BR>
opened (on all the emitters at the same time) and you get a very short<BR>
and powerful pulse. <BR>
<BR>
	There are some limitations to this method. The lasers are all fixed<BR>
wavelength. Because of the limitations of the semiconductor laser they<BR>
generally don't go beyond the UV range.  You loose the laser "gun<BR>
barrel" effect. <BR>
<BR>
	This is the advanced laser hand wave I use IMTU.<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2962<BR>
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Traveller-digest      Sunday, August 20 2000      Volume 1999 : Number 2963<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>
Once was Sylea<BR>
Re: Ship's Locker<BR>
Re : High Tech Cosmetic Surgery<BR>
Re: Traveller-digest V1999 #2961<BR>
Re: Damage Control as a Proposed Skill<BR>
Re: Arbellatra<BR>
Re: Arbellatra and Cleon<BR>
Re: Arbellatra<BR>
Re: Who appointed Arbellatra?<BR>
RE: Better OSs (WasDamage Control as a Proposed Skill)<BR>
RE: More TLM Landgrab: Esalin<BR>
New! optional wound table for Striker exploding rounds<BR>
old Traveller advertisements<BR>
RE: FELs<BR>
Re:  More TLM Landgrab: Esalin<BR>
Re: More TLM Landgrab: Esalin<BR>
Re: CCTV Security<BR>
Re: Striker<BR>
Re: GURPS: OGRE<BR>
Re: GURPS: OGRE<BR>
RE: More TLM Landgrab: Esalin<BR>
TML Landgrab: Esalin (even more)<BR>
Re: Getting ships under control<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:41:47 -0500<BR>
From: "James Pearson" <james@pearson.net><BR>
Subject: Once was Sylea<BR>
<BR>
In researching the Core subsector for my Milieu 0 campaign I've <BR>
tracked down a couple of old Traveller Digetst with Core data in it.  <BR>
It seems that a whole lot more systems than just Sylea underwent <BR>
name changes as the 3rd Imperium grew.<BR>
<BR>
Does anyone know when these changes took effect?  The TD <BR>
implies that Sylea became Capital right when Cleon announced the <BR>
reinstatement of the Imperium.  However, I suspect that it was <BR>
much later.<BR>
<BR>
There are more things in heaven and earth, Horatio,<BR>
Than are dreamt of in your philosophy.<BR>
- -Hamlet, Act 1 Scene 5<BR>
http://www.james.pearson.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 01:46:08 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Upon recent inspection the ships locker of the Sweet Sixteen, a<BR>
modified, upgraded and uninsurable Beowulf Free Trader was found to<BR>
contain the following.<BR>
<BR>
2.5 kilograms of vacuum exposed chocolate icecream (melted).<BR>
<BR>
Sunrise's(1) entire winter weather fashion collection which included<BR>
the furs of at least 2 endangered species.<BR>
<BR>
An empty space where the pressure suits were supposed to be kept(2).<BR>
<BR>
Two rolls of gaffer tape(3).<BR>
<BR>
(1) Sunrise is the Sweet Sixteen's steward (she prefers the term hostess), part<BR>
owner and occassional Imperial Agent.<BR>
<BR>
(2) I did remind them about the pressure suits but they forgot...Ai!<BR>
<BR>
(3) Duct Tape in American.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: MJ Dougherty <martinjd@globalnet.co.uk><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 13, 2000 1:51 PM<BR>
Subject: Ship's Locker<BR>
<BR>
<BR>
> > My vessel is thus equipped to Imperial Statute 291 standard; capable of<BR>
> conducting emergency repairs, repelling boarders and supporting passengers<BR>
> and crew in a crash or abandonment situation.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 09:44:42 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : High Tech Cosmetic Surgery<BR>
<BR>
Leonard Erickson wrote :-<BR>
> I *think* that you can make certain changes to the ABO type (such as<BR>
> making a type O have A, B or AB antigens, or a type A or B have type AB<BR>
> antigens. <BR>
It would take a little work. Both the red cells and the B-cells that<BR>
produce the relevant antibodies would need to be fixed.<BR>
<BR>
Type O blood has the H antigen on the cells and anti-A and anti-B<BR>
antibodies in the plasma.<BR>
Type A blood has A antigens on the cells and anti-B antibodies in the<BR>
plasma.<BR>
Type B has the opposite of type A.<BR>
AB has both A and B antigens on the cells and no circulating antibodies.<BR>
Massive intravascular haemolysis is a dreadful way to die, so it would<BR>
be worth getting this right.<BR>
<BR>
> The "obvious form of rejection" is called "systemic lupus".<BR>
Systemic lupus erythematosus (SLE) is an interesting disease.<BR>
I agree that other members of the connective tissue disease group, as<BR>
well as the arthritides, are useful things to look up.<BR>
<BR>
The obvious forms of rejection, though, are those seen following organ<BR>
transplants (hyperacute, acute, chronic). Having your newly installed<BR>
lung/liver/heart/kidney turn to sludge on you is bad. Having your bone<BR>
marrow transplant eat you alive is fairly nasty too ('graft vs. host<BR>
disease').<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 00:29:00 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Traveller-digest V1999 #2961<BR>
<BR>
>Date: Sun, 20 Aug 2000 12:57:29 -0400<BR>
>From: "VonRammen" <von_rammen@email.msn.com><BR>
>Subject: Re: Arbellatra<BR>
><BR>
<BR>
>Date: Sun, 20 Aug 2000 13:18:37 -0400 (EDT)<BR>
>From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
>Subject: Re: Arbellatra<BR>
><BR>
>Hmm...who was the youngest general in the American Civil war?  Might be<BR>
>interesting to look at his career.<BR>
<BR>
Not sure about the *American* Civil War, but in the *English* Civil<BR>
War Prince Rupert was commanding the Royalist army at 24 (in 1643),<BR>
and Sir Thomas Fairfax was commander-in-chief of the Parliamentarian<BR>
army at 33 (in 1645 - Oliver Cromwell was 46 at this time)<BR>
<BR>
Also, Franco was 44 in 1936, Napoleon was 30 in 1799, and Julius<BR>
Caesar was 52 in 49 BC.<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:44:57 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Damage Control as a Proposed Skill<BR>
<BR>
Thanks for the feedback.  In light of your responses, I'll add one other<BR>
statement and that will be the end of it.<BR>
<BR>
The reason that I feel seriously about this is that after 11 years of<BR>
experience, practicaly the only mentionable skill that new recruits (who<BR>
haven't been to an A school) carry with them is DC skill.  Although it does<BR>
indeed involve several realted fields, it is unique in that it is taught in<BR>
formalized classes, as a skill and is rated as such by the Navy.  Beyond any<BR>
other skill, it is the skill which defines the seagoing sailor, although<BR>
this was not always so.  There is a specific rating for this skill, Damage<BR>
Controlman, which is closely related to the Hull Technician rating.<BR>
<BR>
If there were any basic skill that spacers will need, it is the ability to<BR>
repair hull damage and fight shipboard fires.  It could be considered an<BR>
automatic side-benefit of Vacc suit skill, since this would be almost as<BR>
common, but in fact, the reverse would actually be true.  Vac suit skill<BR>
would be learned as a consequence of shipboard DC skill.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:13:32 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellatra<BR>
<BR>
> From: Charles Collin <BR>
> <Allan Bradley><BR>
> As for being unstoppable by the time she reached Zhimaway:  I would go<BR>
> for something a little more dramatic.  Arbellatra, alas, is a fairly<BR>
> space operatic character.  <BR>
> </AB><BR>
> <BR>
> "Alas"?  Are you folks dedicated to making this dull?  I say she's a<BR>
> space opera character, and that's a good thing!  Let's go with it!<BR>
<BR>
Damn, we've been sprung!  It looks like "Arbellatra Alkhalikoi, Space<BR>
Accountant" is off then. :)<BR>
<BR>
Seriously though, we also need to keep things at least remotely plausible. <BR>
"Remotely" being the key word. <BR>
<BR>
> What is canonical about Grand Admiralty?  I don't recall seeing any other<BR>
> references to it.  Given this, we can pretty much say what we want about<BR>
> it.  Any differences with canon for the 1100's can be explained as<BR>
> differences that took place in the intervening centuries.<BR>
<BR>
Grand Admiral is the highest rank shown in the chargen sequence in High<BR>
Guard.  All Grand Admirals generated under that system will be quite old.<BR>
<BR>
You are right about being able to break canon because of the differences<BR>
with the 1100s.  One thing I am likely to do this for is the whole<BR>
relationship between Nobles and Admirals.  I can't really see a situation<BR>
where none of the Archdukes succeeded in making themselves Emperor in a<BR>
situation where lots and lots of Admirals did.  This is especially a<BR>
problem given that Arbellatra felt the need to cut back on the power of the<BR>
Archdukes.  It sounds to me that the Archdukes were Admirals too!  Other<BR>
nobles may have had fleet command responsibilities too.<BR>
<BR>
This makes the Imperial military structure distinctly feudal.  I'm not sure<BR>
I am happy with this, so I will think about it a bit more.<BR>
<BR>
> As for the appointment, are we all in agreement that it was unlikely to<BR>
> come from Cleon and that it was more likely to be a local thing?<BR>
<BR>
Well, there are these supposed DGP references....<BR>
<BR>
It _could_ have been Cleon.  It wouldn't have been in response to the 2FW,<BR>
though.<BR>
<BR>
I've kind of got a bit of a story floating around my head connecting<BR>
Arbellatra with the Marches, and giving her some very serious political<BR>
connections in the Core.  Basically, she had an elder sister called Lucia,<BR>
who was Chancellor under Emperor Olav....  Lucia is named after Lucien<BR>
Bonaparte, Napoleon's brother, who was a confidante of the Robespierre<BR>
brothers.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:22:05 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellatra and Cleon<BR>
<BR>
> From: Steven Hudson<BR>
>   Per Mr. Miller's post of 20 Feb 1998:<BR>
> <BR>
> " MILIEUX<BR>
> Date 	Name                  Max TL<BR>
> ...		<BR>
>  500 3I	First Survey            13			<BR>
>  600 3I	Civil War               14			<BR>
>  700 3I	Solomani Expansion.	14 "<BR>
<BR>
Oh crud.  There goes that plan.<BR>
<BR>
I had been thinking that the Imperium was right at the brink of TL14, and<BR>
that most of it was TL13 or less.  That is, most of the Imperial _Navy_ was<BR>
TL13, and only the newest and spiffiest ships were TL14.  These would have<BR>
included the new dreadnoughts built during the 2FW.<BR>
<BR>
This would have made TL14 gear an endless supply of gimmicks and new toys<BR>
to enjoy.<BR>
<BR>
I suppose this is still possible.  Marc has the change located between 500<BR>
and 600.  It wouldn't be the case that it would be "complete" by 600. <BR>
Jaqueline I's policies depended on "cost-effectiveness" (penny pinching),<BR>
so it is unlikely that the Navy would have obtained many new ships during<BR>
her reign (apart from the Old Earth Union fleet!).<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:25:24 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Arbellatra<BR>
<BR>
> From: Stephen Tempest<BR>
> Try this as an alternative scenario:<BR>
<wonderful story snipped><BR>
<BR>
Scarily likely.  :)<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 21:29:42 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
Its hard to tell how you felt about my last post from the way your response<BR>
was written.<BR>
<BR>
I guess this (the lack of a well described 3I culture) is the basic problem.<BR>
A lot of "Imperial Culture" just isn't known to us.  Admittedly, if the<BR>
emperor of the 3I refers to St. Elvis in a non-denigrating tone, then St.<BR>
Elvis must be a part of the 3I culture.  My personal opinion on the<BR>
appropriateness of the whole matter is irrelevant.  No doubt the citizens of<BR>
the 3I had some like term to describe this particular Cleon.<BR>
<BR>
> Well, OK, how do we go about dealing with this kind of thing without the<BR>
> silly names?<BR>
><BR>
> We do have a general problem in that there isn't a 3I popular culture (in<BR>
> the real world) for us to draw these kinds of references from.<BR>
><BR>
> Alan Bradley<BR>
> alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:45:16 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: RE: Better OSs (WasDamage Control as a Proposed Skill)<BR>
<BR>
In mail you write:<BR>
<BR>
>  Apologies to Linux and Mac users, you do indeed<BR>
>> have better OSs :)<BR>
>><BR>
>> You forgot OS/2! :-)<BR>
><BR>
> and BeOS, and the abacus etc :)<BR>
<BR>
Don't have BeOS, I do have two abacuses. :-)<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: Sun, 20 Aug 2000 22:00:39 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: More TLM Landgrab: Esalin<BR>
<BR>
>> When Esalin was neutralized by treaty in 1098, the Zhodani were required<BR>
>> to remove all high-tech military equipment.  However, they left the<BR>
>> soldiers and their families as colonists, equipping them with TL-8<BR>
>> materiel (supportable at Esalin's TL).  The soldiers formed the nucleus<BR>
>> of a largely reservist self-defense force, equipped as a light motorized<BR>
>> division (the treaty forbade heavy AFVs).<BR>
>><BR>
>> Similarly, the Imperial portion of the world was allowed to raise a<BR>
>> militia light motorized division as a self-defense force.<BR>
><BR>
>I like this bit about the ground forces on Esalin being reservists. You<BR>
>can't really expect much more, I suppose. TL 8 forces aren't good for much<BR>
>against the TL 13+ forces which either the Zhodani or the 3I would employ<BR>
in<BR>
>a real conflict. On the other hand, two divisions out of a population of<BR>
>only 2 million is a lot. Maybe both the Zhodani and the 3I have a<BR>
>fully-staffed, active-duty battallion, and all of the other units are<BR>
>reservists. The reservists get together for two or three weeks of training<BR>
>in a schedule that works around the farmers' schedules, perhaps in the<BR>
>winter, after the crops are harvested and sold.<BR>
><BR>
><BR>
> I'm not sure that soldiers would necessarily make<BR>
>good colonists on a low-technology world. Sure, it worked for the Romans,<BR>
>but, as previous discussions of demographics and TL have stated, the<BR>
average<BR>
>guy in the Traveller universe probably comes from TL 14 or higher. Making<BR>
>these guys TL 8 farmers could be hard, and it's probably not the sort of<BR>
>thing that the Zhodani would do.<BR>
><BR>
How much difference is there between TL14 farmers and TL8 farmers? You can't<BR>
plow with an air/raft. So are we talking robotic tractors? Genetically<BR>
enhanced seed? Planting and harvesting from inside an air-conditioned booth<BR>
while machines do all the manual labor?<BR>
<BR>
Maybe the Zho's and the Imperials both recruited guys from TL8 agro-worlds,<BR>
and paid them off on Esalin. Do the reserve things. Keep the Godless enemy<BR>
in check and have your one true dream your own farm free and clear.<BR>
<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: Sun, 20 Aug 2000 22:15:19 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: New! optional wound table for Striker exploding rounds<BR>
<BR>
I know that Kristian Miller & others are having a Striker game<BR>
meet soon, so here's an old house rule for them to try.<BR>
<BR>
Striker rule 28D has wounds resulting from energy weapons, <BR>
contact hits from exploding rounds, (& presumably incendiaries,<BR>
if you add rules for them) being increased in severity by one<BR>
class (light becomes serious, etc.).  As an option, here is a<BR>
new wound table that makes these weapons more dangerous, but<BR>
still permits "light wounds" ("I'm okay, sarge, that laser <BR>
just grazed me.").<BR>
<BR>
<BR>
EXPLODING ROUND PERSONNEL WOUND TABLE<BR>
<BR>
Die Wound<BR>
<BR>
2-  No effect<BR>
3   Light wound<BR>
4   Light wound<BR>
5   Light wound<BR>
6   Serious wound<BR>
7   Serious wound<BR>
8   Serious wound<BR>
9   Death<BR>
10  Death<BR>
11  Death<BR>
12+ Death<BR>
<BR>
DMs:<BR>
<BR>
+ Weapon penetration<BR>
- - Target armor<BR>
<BR>
<BR>
The old explosive wound rule gave 8% no effect, 50% serious wound,<BR>
42% dead.  The new table is 3% no effect, 25% light wound, 44% <BR>
serious wound, 28% dead.  By comparison, regular Striker wounds <BR>
are 8% no effect, 50% light wound, 39% serious wound, 3% dead.<BR>
<BR>
Feel free to tinker with the table to get the degree of bloodiness<BR>
you want.  Another option is to roll 1D if the target is hit by<BR>
an explosive round (as defined in rule 28D); on a 3+ increase the <BR>
wound by one level, otherwise it is unchanged.  No effect always<BR>
remains no effect (i.e. don't roll).  This results in 8% no effect,<BR>
17% light wound, 46% serious wound, 29% dead.<BR>
<BR>
Striker is copyright (c) Far Future Enterprises.  You know the drill.<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 22:18:05 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: old Traveller advertisements<BR>
<BR>
Hi there.  Traveller nostalgia questions headed your way.<BR>
<BR>
I think the first place that I heard of Traveller was in the old <BR>
"Squadron/Signal" catalog, circa 1981.  It was mostly a <BR>
catalog of model-building supplies (Tamiya, Testors, et al.).<BR>
I'm not sure if my memory is accurate here.  Did anyone else<BR>
see the Traveller ads there?  I think they ran for about a <BR>
year, and had half of a page to themselves.  <BR>
<BR>
How did the other TML'ers first hear/read about Traveller?<BR>
I know some have said that they started in 1977.<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:13:03 -0300<BR>
From: Michel Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: FELs<BR>
<BR>
At 11:57 PM 8/19/00, you wrote:<BR>
<BR>
>In the plasma wake field accelerator the plasma tube is very short in<BR>
>comparison, only a few **meters** long, instead of kilometers long. The beam<BR>
>goes through once or is reflected back to be redirected back through the<BR>
>device to pick up even more acceleration. That's why its "folded."<BR>
><BR>
>Terry C<BR>
<BR>
         Ok, cool.  Next question.  If there was a "view port" into the <BR>
side of a PWFA-based FEL, what would you see when the thing is <BR>
firing?  Nothing?  Bright-purple/pink glowing plasma?  Any associated noise <BR>
with the thing?<BR>
<BR>
         Thanks for the answers.  This is very useful info to me.<BR>
<BR>
	<BR>
	-- Michel R. Vaillancourt	<BR>
	   (ICQ # 31172292)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:31:46 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re:  More TLM Landgrab: Esalin<BR>
<BR>
"Douglas E. Berry" <gridlore@pop.mindspring.com> wrote<BR>
<BR>
> At 11:38 PM 8/19/2000 -0700, you wrote:<BR>
> > the following has me puzzled concerning Esalin.<BR>
> >In the Fifth Frontier War game, there are two ground forces units on Esalin,<BR>
> >both of which are *motorized* infantry divisions. There are no other<BR>
> >motorized units anywhere in the game. Since Esalin is TL 8, the technology<BR>
> >for mechanized units is certainly there, but it is apparently not used. Why?<BR>
> <BR>
> The units on Esalin are limited by treaty to the local tech level.<BR>
<BR>
I believe what he meant was "Why are Esalin's forces TL 8 motorized<BR>
infantry rather than TL 8 armor, artillery, planes, etc?" <BR>
Presumably the answer is that motorized infantry is all Esalin<BR>
is allowed to build under the terms of the treaty.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:41:57 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: More TLM Landgrab: Esalin<BR>
<BR>
Luther Martin <lwmarti@pacbell.net><BR>
<BR>
> I believe that BtC also says that about 800,000 of the 2 million inhabitants<BR>
> are Zhodani. Since the Zhodani only had ownership of the planet for a couple<BR>
> of decades, I have a hard time with that. It's probably more like 80,000<BR>
> Zhodani, or even less.<BR>
<BR>
You can move 800,000 people to a planet in less than twenty<BR>
years on _one_ship_ of only ten thousand tons. It simply<BR>
carries 2,000 people per jump 20 jumps per year. When you<BR>
consider that the Zhodani who moved to Esalin in year one<BR>
presumably had a few children by year twenty it becomes<BR>
even easier. The hard part is not moving in people it is moving<BR>
in all the support industry those people need. If the planet<BR>
already has a million plus Imperials that you can buy, rent,<BR>
or trade the big stuff from it's a lot easier to colonize a<BR>
planet.<BR>
<BR>
It might be interesting if a lot of the 'Zhodani' on Esalin<BR>
were actually malcontent, unabsorbed, Zhodani subjects (presumably<BR>
almost exclusively proles) of Imperial descent who were native<BR>
to planets conquered by the Zhodani in the earlier Frontier Wars.<BR>
By moving the malcontents to Esalin the Zhodani have a better<BR>
chance of absorbing the other planets. By moving them to a<BR>
'neutral' planet with lots of Imperials the malcontents are likely <BR>
to cooperate with the move and the Imperials are less likely to<BR>
protest it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 13:01:34 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: Re: CCTV Security<BR>
<BR>
- ----- Original Message -----<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Saturday, August 19, 2000 1:23:am<BR>
Subject: Re: CCTV Security<BR>
<BR>
<BR>
> On Fri, 18 Aug 2000, The Roc wrote:<BR>
><BR>
> Ka-snippo<BR>
><BR>
> > They say the system cannot be abused, that<BR>
> > those in the database must have been caught previously IN THAT STORE or<BR>
hold<BR>
> > a current criminal record (I understand that the data comes off police<BR>
> > records?).  The unit has been shown to be approximately 99% accurate,<BR>
and is<BR>
> > not fooled by hats, glasses, or facial hair.<BR>
><BR>
> If they claim that, they're lying through their, uhhh, hats. Unless the<BR>
> stores are making every customer stop and give a high resolution front and<BR>
> side mug shot upon entering, there's just no way they could ever make that<BR>
> claim...there aren't enough pixels in the store security camera shot of a<BR>
> person to do anything like that, particularly if they're only looking at<BR>
> faces. Particularly if they're looking at them from the average store<BR>
> camera view, which is above and from an angle.<BR>
<BR>
I don't know what the Americans used it for, that was never discussed, but<BR>
it came up because an Aussie firm is about to offer it to Aussie shops.  The<BR>
system was never offered to the public sector in the US, but it is<BR>
apparently working just fine in the UK from "ordinary" shop security CCTV<BR>
cameras.  The prono also said that beards and glasses could not fool it - I<BR>
don't think they mentioned hats??<BR>
<BR>
However, the story did say that to be in the databsae, the criminal would<BR>
have to have been caught in THAT store previously and have been charged.<BR>
The photo-data is the same the police keep on record and are taken from<BR>
those records.  So if you have been caught in every shop in the street other<BR>
than one, that one does not have you on file.<BR>
<BR>
><BR>
> About the only facial features that've been shown to be at all<BR>
> helpful in distinguishing biometrics are eye iris patterns, and ear folds.<BR>
> Distinguishing someone with or without a hat, beard, glasses is hard<BR>
> enough for live humans, and we're still, by far, the best complex<BR>
> pattern-recognition systems we know about.<BR>
<BR>
Apparently it maps the face?  Others may know more about that, but it picks<BR>
up shapes and features that are "unique" to individuals.<BR>
<BR>
><BR>
> If your shoplifter dresses the same, walks the same and never wears a hat,<BR>
> yeah, this unit could work.<BR>
><BR>
> But then everyone seems to think a surveillance police state is just the<BR>
> peachiest thing since sliced bread, so they'll swallow these systems<BR>
> whole without too critical an eye. :-(<BR>
<BR>
Sad thing is that they HAVE been using it successfully in the UK for ages,<BR>
ordinary folk "on the street" love the idea, and because of it's high<BR>
profile(?) success, an Aussie has bought the rights to bring it into<BR>
Australia to be used as the POM's are using it.  Apparently it is working<BR>
quite successfully and I simply wanted to know how well it must work in the<BR>
"Traveller future?"<BR>
<BR>
><BR>
> > So, my ponderings... to be realistic, in the 3I, would CCTV or something<BR>
> > similar be in widespread use?  Would such a system be part of a<BR>
Starship's<BR>
> > security package with the anti-hijacking program?  Would there be a<BR>
> > Interstellar-wide database on known hijackers accessible to ship<BR>
captains<BR>
> > (perhaps downloading local - within several jumps - subject matter<BR>
up-dates,<BR>
> > locally in system?).  Would Starports have such systems in effect to<BR>
watch<BR>
> > for known criminals, hijackers, and terrorists?<BR>
><BR>
> Well, the trick is '_known_ criminals, hijackers and terrorists'. How does<BR>
> one get 'known'? Usually by getting caught. While shoplifters may get<BR>
> caught dozens of times and still ply their trade, terrorists and hijackers<BR>
> tend to be one-act performances. No one makes a living at hijacking<BR>
> starships in such a showy fashion that they're caught on tape. You either<BR>
> succeed, in which case the ship disappears into a chop shop, the<BR>
> passengers disappear into space somewhere, and the hikjackers continue on.<BR>
<BR>
Well, working on the basis that some suspected terrorists and even suspected<BR>
criminals do have photos on law enforcement records/files, I would assume<BR>
these are all that would be required for SPA for example?  A copper mate of<BR>
mine does VIP protection and everytime he has to look after the PM, Premier,<BR>
or other state official, he tells me he has a huge file of photos of<BR>
"suspected criminal/terrorist/etc.'s to wade through.  Will the 3I need more<BR>
proof than suspiscion to keep photos on file?<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:28:10 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker<BR>
<BR>
Steven Hudson wrote:<BR>
<BR>
>   What figures (manufacturer/line) are you using for 25mm Zho's?<BR>
> Stone Mountains' Denizens?<BR>
<BR>
????<BR>
<BR>
That might be it.  I don't remember.  I bought them at a convention for<BR>
pennies on the dollar.  They really look Zho, but one of the miniatures<BR>
had its helmet off and looked sort of like an alien gray with pointed<BR>
ears.  I gave the pointy eared on to a friend for a present and painted<BR>
up the rest as Zhodani.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:30:51 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
  Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
Traveller_ resources? :><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:57:14 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Hi Steve,<BR>
<BR>
>   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> Traveller_ resources? :><BR>
<BR>
Just you.  :-0<BR>
<BR>
Actually, I've considered it.  Especially since some of my Striker<BR>
miniatures are the Ogre Heavy Tank miniatures.  It might work...<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:42:47 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: More TLM Landgrab: Esalin<BR>
<BR>
Terry Carlino wrote:<BR>
<BR>
> Maybe the Zho's and the Imperials both recruited guys from TL8<BR>
> agro-worlds,<BR>
> and paid them off on Esalin. Do the reserve things. Keep the Godless enemy<BR>
> in check and have your one true dream your own farm free and clear.<BR>
<BR>
The big difference between the perfidious Zhodani and the Imperials on<BR>
Esalin is that the Zhodani only had a window of about 20 years or so (1082<BR>
to the present, which I am assuming is 1105) to get established on Esalin,<BR>
while the original Imperial settlers have been there since 835. Because of<BR>
this, the established culture is probably that of the original settlers who<BR>
put up with years of hardships to make their fortune, and the Zhodani<BR>
latecomers are looked down on a bit.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:50:17 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: TML Landgrab: Esalin (even more)<BR>
<BR>
From the Regency Sourcebook: "Esalin was maintained in a demilitarised<BR>
status and its Zhodani citizens were not treated as conquered subjects but<BR>
were allowed to retain their lifestyles within Zhodani cultural enclaves."<BR>
<BR>
Thus I can't believe that there are 800,000 Zhodani out of 2 million. In the<BR>
absence of a compelling argument otherwise, it's 80,000 Zhodani, but 800,000<BR>
people living in the Zhodani-controlled areas.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 19:15:40 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
> Canon breaks you out of jump at 100D - you can't precipitate out at <BR>
> less, even with a misjump. You can enter at less but this will kill <BR>
> you.<BR>
<BR>
Not true. You can initiate jump at *any* distance.<BR>
<BR>
You misjump on a 13+ on 2d6. The ship is destroyed on 16+.<BR>
<BR>
Modifiers:<BR>
     within 100D: +5<BR>
      within 10D: +10  (for a total of +15!)<BR>
  unrefined fuel: +1<BR>
      naval ship: -1<BR>
      scout ship: -2<BR>
<BR>
<BR>
Inside 10D:<BR>
<BR>
misjump destroyed  ship/fuel<BR>
- ------- ---------  -----------------<BR>
(-3)+   0+         normal/unrefined<BR>
(-2)+   1+         normal/refined, naval/unrefined<BR>
(-1)+   2+         naval/refined, scout/unrefined<BR>
0+      3+         scout/refined<BR>
<BR>
So a scout ship using refined fuel can jump from inside 10D, and<BR>
have a 1/36th chance of surviving. They'll misjump, but they won't be<BR>
destroyed. Anybody else can kiss their ass goodbye.<BR>
<BR>
For jumps inside 100D, but outside 10D:<BR>
<BR>
misjump destroyed  ship/fuel<BR>
- ------- ---------  -----------------<BR>
7+      10+        normal/unrefined<BR>
8+      11+        normal/refined, naval/unrefined<BR>
9+      12+        naval/refined, scout/unrefined<BR>
10+     13+        scout/refined<BR>
<BR>
Risky, but more than worth the risk if the situation is desperate.<BR>
<BR>
For jumps outside 100D:<BR>
<BR>
misjump destroyed  ship/fuel<BR>
- ------- ---------  -----------------<BR>
12+     15+        normal/unrefined<BR>
13+     16+        normal/refined, naval/unrefined<BR>
14+     17+        naval/refined, scout/unrefined<BR>
15+     18+        scout/refined<BR>
<BR>
Pretty safe, even with unrefined fuel.<BR>
<BR>
I note that the rules I'm looking at (Traveller Book), don't list any<BR>
modifiers for engineering skill. :-)<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 #2963<BR>
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Traveller-digest      Monday, August 21 2000      Volume 1999 : Number 2964<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: Development of the Terran Jump Drive<BR>
Re: How did you find out about Traveller?<BR>
New Striker Design Up<BR>
Re: Getting ships under control<BR>
RE: short (convention) scenarios...<BR>
RE: Ground Forces test shots...<BR>
Re: Ship's Locker<BR>
Re: Getting ships under control<BR>
Re: Arbellatra and Cleon<BR>
Re: GURPS: OGRE<BR>
RE: CCTV Security<BR>
Re: Lupus (was re:HIgh Tech Cosmetic Surgery)<BR>
Who on Earth are the Khuur League<BR>
RE: CCTV Security<BR>
Re: Building Weapons grade lasers (Was RE: FEL)<BR>
Re: Ship's Locker<BR>
Re: FELs<BR>
Re: Who appointed Arbellatra?<BR>
Re: GURPS: OGRE<BR>
OT Catnip (Was: Re: FirSylAbb)<BR>
Re: Ground Forces test shots...<BR>
Re: More TLM Landgrab: Esalin<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 18:53:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Development of the Terran Jump Drive<BR>
<BR>
In mail you write:<BR>
<BR>
> The critisism about the formula not work for a 3 4 5 right triangle is valid<BR>
> and there is a different formula that you can use in order to find out the<BR>
> diameter of the circle that goes through all the points on that triangle. I<BR>
> will look it up on Monday when I have access to my math text.<BR>
<BR>
I figured out a simple way to show that for *all* triangles, the best<BR>
location for a waypoint is inside the triangle.<BR>
<BR>
Pick a point (D) on one of the sides of the triangle (line AB). Unless<BR>
it's the midpoint of that side, it'll be closer to one of the endpoints<BR>
than to the other. The sum of the distances (AD + DB) is (obviously)<BR>
the length of the side.<BR>
<BR>
Now, consider a point (E) outside the triangle, but still "on that<BR>
side" of it. The sum of the distance to the vetrices (AE & EB) will be<BR>
larger (definition of a line: shortest distance between two points. :-)<BR>
<BR>
Figure the point (F) on AB where the ratio of the distances to A and to<BR>
B is the same as at the point outside the triangle (easily done by<BR>
drawing a EC, the point where it intersects AB is F). <BR>
<BR>
AF+FB+FC < AE+EB+EC<BR>
<BR>
And if you try it with points *inside* the triangle, you get an even<BR>
smaller sum.<BR>
<BR>
Thus, the sum of the distances to a point *inside* the triangle is less<BR>
than the sum of the distances to a point *outside* the triangle.<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: Mon, 21 Aug 2000 00:48:23 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
<Ludowick><BR>
How did the other TML'ers first hear/read about Traveller?<BR>
I know some have said that they started in 1977.<BR>
</L><BR>
<BR>
Hmm, looks like it's 'nostalgia week' here on the TML.  First Joe's<BR>
playing Shadows with the CT reprints and now this.<BR>
<BR>
My memory is kinda fuzzy.  I know my brother introduced me to it (before<BR>
he punked out and decided he was too cool for RPGs), but  I'm not sure<BR>
where he got the books.  We were a little confused by the chargen system,<BR>
I remember.  We thought they wanted you to roleplay the whole career!<BR>
Idiots.<BR>
<BR>
Oh well, we got it figured out in due course and ran a few fun but simple<BR>
things with our gaming buddies. Then I introduced my friend Bill to it and<BR>
he said it was the best RPG experience of his life. It _was_ a fun<BR>
campaign, and it pretty much hooked us all on Traveller.  About a year<BR>
later, though, Rod convinced Bill that RPGs were too nerdy and suggested<BR>
beer was better for his social life.  They've been drinkin' buddies ever<BR>
since.<BR>
<BR>
It took me a few more years to discover that the best thing to do is<BR>
drink beer _and_ play RPGs! (Ideally at the same time!)<BR>
<BR>
And that's how I got into Traveller... ;-)<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 22:14:54 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: New Striker Design Up<BR>
<BR>
Hi All,<BR>
<BR>
I've posted another Striker design to my web site:<BR>
http://www.3rd-imperium.com/Military/COACC-A3476.html<BR>
<BR>
It's based on a sci-fi miniature that a friend gave me.  It originally<BR>
came from a start-up miniatures company in South Dakota--I have no idea<BR>
if they ever made any money or if they are still in business.  The mini<BR>
looks like a cross between an A-10 and a Russian Frogger(?).  The design<BR>
might be a dog; but, it was designed by a COACC commitee so that would<BR>
be fitting.  We'll see how it does at the San Jose Traveller Groups next<BR>
Striker game.  I'm sure Glenn will give an after action report on it<BR>
that I might add to the web site.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 21:59:59 -0700 (PDT)<BR>
From: William Molendyk <wmolendyk@yahoo.com><BR>
Subject: Re: Getting ships under control<BR>
<BR>
> Leonard Erickson (aka Shadow) writes:<BR>
> SNIP<BR>
> You misjump on a 13+ on 2d6. The ship is destroyed<BR>
> on 16+.<BR>
> <BR>
> Modifiers:<BR>
>      within 100D: +5<BR>
>       within 10D: +10  (for a total of +15!)<BR>
>   unrefined fuel: +1<BR>
>       naval ship: -1<BR>
>       scout ship: -2<BR>
<BR>
> So a scout ship using refined fuel can jump from<BR>
> inside 10D, and have a 1/36th chance of surviving. <BR>
> They'll misjump, but they won't be destroyed.<BR>
> Anybody else can kiss their ass goodbye.<BR>
> SNIP<BR>
<BR>
Actually, I believe the modifiers for being within the<BR>
100D limit and 10D limit are not cumulative.  This<BR>
gives a ship using refined fuel a 1/36 chance of<BR>
making the jump, a 9/36 chance of misjumping and a<BR>
26/36 chance of being destroyed.  This gives players<BR>
in a non-scout/naval ship a (slight) chance of<BR>
survivng the attempt. It also makes for a tough<BR>
decision for desperate players.<BR>
<BR>
   William Molendyk <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 17:38:22 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: short (convention) scenarios...<BR>
<BR>
> Anybody run a little traveller at conventions recently? What kinds of<BR>
> scenarios are you playing out there?<BR>
<BR>
I ran BITS christmas present "White Dwarf" at our last local con.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 17:54:56 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Ground Forces test shots...<BR>
<BR>
Jesse DeGraff wrote :<BR>
><BR>
> You mean the trooper on the right?  His FGMP is going to be<BR>
> replaced with a<BR>
> satchel charge that he's about to drop down the hatch the other guy's<BR>
> blasting open, so that shouldn't be an issue.  As for the camo, they're<BR>
> actually two seperate designs, it's just REALLY hard to tell in a<BR>
> night shot<BR>
> with most of the lighting coming from "slices of the Sun" firing :)<BR>
<BR>
I think you might need some of other lighting, if you can arrange it,<BR>
perhaps a glow from the horizon or a distant star-shell, because the colours<BR>
look a bit too washed out as only glare reflections.<BR>
<BR>
Of course, I have no idea how you manage to do that anyway, and it's<BR>
probably quite a realistic effect, I'm just being picky.<BR>
<BR>
> While the shot as spec'd by SJG may not be the most realistic, it's not<BR>
> supposed to be.  It's supposed to be an action-packed way of grabbing your<BR>
> attention and bringing new folks to the Traveller universe.  I<BR>
> think that's worth a little reality fudging ;)<BR>
<BR>
Yeah, I agree.<BR>
<BR>
The cover of the Renegade Legion RPG is completely ridiculous too,( a<BR>
picture of someone standing heroically on the front of a grav-tank that<BR>
looks to be moving at speed) but is definitely action packed, as opposed to<BR>
the cover for Prefect which is just boring.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 20:47:28 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Ship's Locker<BR>
<BR>
At 5:15 PM -0800 8/17/00, Leonard Erickson wrote:<BR>
>In mail you write:<BR>
><BR>
>  > One problem is that the situation is a bit unrealistic.  A<BR>
>  > ship's locker started out as a hodgepodge of equipment that<BR>
>  > happened to be things the PCs needed.  It was sort of a<BR>
>  > handwave for the stuff to be there (I always felt that if a<BR>
>  > GM wanted PC to have more stuff, then he should just give more<BR>
>  > starting money and let the PC choose.  To me, that choice<BR>
>  > is part of roleplaying).  Realistically, a ship<BR>
>  > would store equipment by use in appropriate areas.  Tools will<BR>
>  > be in engineering, safety equipment will be in emergency storage,<BR>
>  > etc.<BR>
><BR>
>Nope. There is no "Engineering". There's the power plant and drives,<BR>
>which are the biggest pieces of equipment that the Engineering<BR>
>department has primary responsibility for. The *rest* of the equipment<BR>
>tnhey have responsibility for is scattered all over the ship.<BR>
<BR>
Well, it depends on what designs in what system.  In the end,<BR>
however, they must have at least a workbench someplace....<BR>
<BR>
>And it's quite likely that the engineers and techs will tool carts or<BR>
>at least tool boxes so they aren't always running back to the locker.<BR>
>On ships, I can see magnetic mounts so you can lock the box or "cart"<BR>
>to a bulkhead, deck, or even the overhead.<BR>
<BR>
I can see a cart if they don't keep them at a bench.  Of course<BR>
then they need a place to park the cart.<BR>
<BR>
>Safety equipment will mostly be stored near wear it is going to be<BR>
>used. In fact, much of it will be required by *law* to be stored in<BR>
>such places.<BR>
<BR>
Seems reasonable.<BR>
[snip]<BR>
<BR>
>  > Each will have its own protocol.  Tools might be the<BR>
>  > responsibility of the engineers.  Safety equipment might be<BR>
>  > in a central repository but people would not be allowed to<BR>
>  > take stuff out for non-emergencies (and so wouldn't be<BR>
>  > available routine for a game).  If weapons aren't allowed<BR>
>  > on a ship, then weapons will be locked in a weapon locker.<BR>
>  > Cleaning supplies would be in the mop closet and the Steward<BR>
>  > would make sure he had enough.<BR>
><BR>
>Keep in mind that on the size ship most players are on, all those<BR>
>places are likely to be the *same* room, even if they are seperate<BR>
>sections of it.<BR>
<BR>
Yeah, though the main point is that there won't be some<BR>
locker that is a bottomless supply of stuff....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 02:10:29 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: Getting ships under control<BR>
<BR>
>Date: Sun, 20 Aug 2000 19:15:40 PST<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
><BR>
>In mail you write:<BR>
><BR>
>> Canon breaks you out of jump at 100D - you can't precipitate out at<BR>
>> less, even with a misjump. You can enter at less but this will kill<BR>
>> you.<BR>
><BR>
>Not true. You can initiate jump at *any* distance.<BR>
><BR>
>You misjump on a 13+ on 2d6. The ship is destroyed on 16+.<BR>
><BR>
>Modifiers:<BR>
>     within 100D: +5<BR>
>      within 10D: +10  (for a total of +15!)<BR>
>  unrefined fuel: +1<BR>
>      naval ship: -1<BR>
>      scout ship: -2<BR>
><BR>
><BR>
>Inside 10D:<BR>
><BR>
>misjump destroyed  ship/fuel<BR>
>- ------- ---------  -----------------<BR>
>(-3)+   0+         normal/unrefined<BR>
>(-2)+   1+         normal/refined, naval/unrefined<BR>
>(-1)+   2+         naval/refined, scout/unrefined<BR>
>0+      3+         scout/refined<BR>
<BR>
Or (and perhaps I am being overly generous on this one)<BR>
if the <10D and<100D modifiers are not cumulative:<BR>
<BR>
Misjump destroyed ship/fuel<BR>
- ---------- ------------- ----------<BR>
   2+            5+      normal/unrefined<BR>
   3+            6+      normal/refined, naval/unrefined<BR>
   4+            7+      naval/refined, scout/unrefined<BR>
   5+            8+      scout/refined<BR>
<BR>
Still an option only for the truly desperate as even in the best case<BR>
the ship will be destroyed 15/36ths (42%) of the time.<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:20:13 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Arbellatra and Cleon<BR>
<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
>Subject: Re: Arbellatra and Cleon<BR>
...<BR>
>>   Per Mr. Miller's post of 20 Feb 1998:<BR>
>> <BR>
>> " MILIEUX<BR>
>> Date 	Name                  Max TL<BR>
>> ...		<BR>
>>  500 3I	First Survey            13			<BR>
>>  600 3I	Civil War               14			<BR>
>>  700 3I	Solomani Expansion.	14 "<BR>
...<BR>
>I had been thinking that the Imperium was right at the brink of TL14, and<BR>
>that most of it was TL13 or less.  That is, most of the Imperial _Navy_ was<BR>
>TL13, and only the newest and spiffiest ships were TL14.  These would have<BR>
>included the new dreadnoughts built during the 2FW.<BR>
<BR>
  AFAIK (and as you suggested) you'd be right - by 990 TL E IN units are<BR>
not only _still_ current, but haven't yet been replaced by deployment of<BR>
any TL F units that we've been told of (I'd assume the first new fleet <BR>
couriers were already being series produced, though).<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 00:46:45 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Steven Hudson wrote:<BR>
<BR>
>   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> Traveller_ resources? :><BR>
<BR>
Ya mean..... Right between shockwave and TGB's.<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:22:56 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: CCTV Security<BR>
<BR>
<scissors><BR>
> <BR>
> Sad thing is that they HAVE been using it successfully in the <BR>
> UK for ages,<BR>
> ordinary folk "on the street" love the idea, and because of it's high<BR>
> profile(?) success, an Aussie has bought the rights to bring it into<BR>
> Australia to be used as the POM's are using it.  Apparently <BR>
> it is working<BR>
> quite successfully and I simply wanted to know how well it <BR>
> must work in the<BR>
> "Traveller future?"<BR>
<BR>
I believe the system the Roc talks about uses a system of Eigenfaces...There<BR>
was an article about this technique in New Scientist quite some time ago.<BR>
see this article:<BR>
<BR>
http://www.newscientist.com/ns/19990925/caughtonca.html<BR>
<BR>
 <blam><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:11:59 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Lupus (was re:HIgh Tech Cosmetic Surgery)<BR>
<BR>
> From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
> Subject: Re : High Tech Cosmetic Surgery<BR>
> > The "obvious form of rejection" is called "systemic lupus".<BR>
> Systemic lupus erythematosus (SLE) is an interesting disease.<BR>
> I agree that other members of the connective tissue disease group, as<BR>
> well as the arthritides, are useful things to look up.<BR>
<BR>
Yup. Lupus is interesting.<BR>
<BR>
I'd strongly recommend not having it, in fact.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:56:08 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Who on Earth are the Khuur League<BR>
<BR>
Has anyone, anywhere, ever, heard anything about the Khuur League<BR>
who own a subsector in the Ley Sector.<BR>
<BR>
I can't find any reference beyond the DGP map and an allegience code.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 11:22:14 +0100<BR>
From: "Trevor, Peter" <Peter.Trevor@rb.cwplc.com><BR>
Subject: RE: CCTV Security<BR>
<BR>
The Roc wrote:<BR>
> Sad thing is that they HAVE been using it successfully in the<BR>
> UK for ages, ordinary folk "on the street" love the idea, and<BR>
> because of it's high profile(?) success, an Aussie has bought<BR>
> the rights to bring it into Australia to be used as the POM's<BR>
> are using it.  Apparently it is working quite successfully and<BR>
> I simply wanted to know how well it must work in the "Traveller<BR>
> future?"<BR>
<BR>
Correction:  In the UK widespread use of *CCTV* has  been  around<BR>
for ages (there's now 1 camera for every 60 people in the UK  ...<BR>
but they are mainly in shopping areas).  *Politicians*  love  the<BR>
idea 'cos the street crime  in  CCTV  areas  goes  down  and  its<BR>
cheaper than getting more police.  However, street crime  in  the<BR>
surrounding areas goes up ... crime is moved  not  reduced.  Many<BR>
"ordinary folk" do love the idea too, but this is not universal.<BR>
<BR>
The face  recognition  system  is  currently  being  trialled  in<BR>
Illford (east London), and has been for 6  months.  The  database<BR>
of criminals used was supplied by the police and is linked to the<BR>
CCTV cameras in the street.  Due to the volume  of  faces  to  be<BR>
processed and limitations on the current hardware it only scans 1<BR>
out of every 3 people who walk passed these cameras.  Store  CCTV<BR>
remains separate.<BR>
<BR>
There is another system under development  that  can  read  basic<BR>
postures and from that get body language.  Apparently  there  has<BR>
been a lot of success in determining criminal  intent  from  body<BR>
language prior to a crime being committed ... in the lab.  As far<BR>
as I'm aware there has not yet been a pilot scheme.  The idea  is<BR>
this system can catch car thieves prowling public car parks,  and<BR>
shoplifters in shops before anything  happens.  (A  sort  of  TL8<BR>
non-psionic thought-police!)<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 20 Aug 2000 23:14:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Building Weapons grade lasers (Was RE: FEL)<BR>
<BR>
In mail you write:<BR>
<BR>
>         After figuring out how the Free Electron Laser systems for Traveller<BR>
> weapons were supposed to work, I decided I really didn't like them. And<BR>
> what particularly bothers me is the large Gravity Lens. <BR>
<BR>
You are stuck with the lens since it is the "magic" that lets the beam<BR>
overcome the range limits set by diffraction.<BR>
<BR>
>         Instead of having one large laser generation device, why not have a<BR>
> very large number of very small ones. It is possible to build a very<BR>
> small semiconductor based laser, so weapons grade lasers consist of a<BR>
> large array of semiconductor lasers each topped with a small lens and<BR>
> mounted on an individual pivot. <BR>
<BR>
Because a large emitter is less affected by diffraction. And because<BR>
multi-element emitters require that you synchronize the *phase* of<BR>
each element.<BR>
<BR>
>         Depending upon your comfort with sizing semiconductors in the far<BR>
> future, here is a range of sizes laser arrays available:<BR>
><BR>
> Emitter        Emitter Strength              Emitters<BR>
> Size            0.1 mw    1 mw      10 mw       per m^2<BR>
>  0.1 * 10^-6m   0.1 m^2   0.01 m^2  0.001 m^2    10^14<BR>
>  1   * 10^-6m   10 m^2    1 m^2     0.1 m^2      10^12<BR>
>  10  * 10^-6m   1000 m^2  100 m^2   10 m^2       10^10<BR>
><BR>
>       The table values are the area required for a 1 MW output laser array. <BR>
><BR>
>         The idea behind the pivot mount for each emitter is to allow the<BR>
> computer control to focus the individual laser beams. For space based<BR>
> laser system, this allows a focus of 10,000 km to about 2 AU, with a<BR>
> skew focus of about 1 degree. For ground based laser systems (like laser<BR>
> guns), the focus range is much shorter, but also allows the system to<BR>
> focus through the plasma clouds (to some extent) the beam is generating<BR>
> between the emitter and the target. <BR>
<BR>
Sorry, but it doesn't work that way. To "focus" the beam you can't just<BR>
*pivot* the individual emitters. Instead, you have to change the<BR>
*phase* of the emitted waves. Otherwise, you'll get destructive<BR>
interference between the individual beams, resulting in *less* energy<BR>
being delivered to the target (as little as *zero* energy). <BR>
<BR>
And because the individual emitters are so small, you hit the<BR>
diffraction limit in (at a guess) less than 100 miles. Remember, the<BR>
point at which diffraction causes the beam to start spreading is<BR>
dependent on both wavelength *and* the diameter of the emitter. You<BR>
don't get to claim the entire array as the emitter, it's each *element*<BR>
of the array that counts. <BR>
<BR>
Also, diode lasers are so much less efficient than FEL lasers that it<BR>
isn't funny. diode lasers are maybe 10% efficient, FELs are well above<BR>
50% maybe as high as 80%. That means that for 1 MW output power, an FEL<BR>
needs 1.25 MW input, while a diode array would need 10 MW.<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: Sun, 20 Aug 2000 23:06:18 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
><BR>
> Upon recent inspection the ships locker of the Sweet Sixteen, a<BR>
> modified, upgraded and uninsurable Beowulf Free Trader was found to<BR>
> contain the following.<BR>
><BR>
> 2.5 kilograms of vacuum exposed chocolate icecream (melted).<BR>
<BR>
Nope. If it was exposed to vacuum for any length of time, it'd be<BR>
freeze-dried (that's *how* you freeze dry stuff. Freeze it, and expose<BR>
it to a vacuum so the water sublimes out of the material).<BR>
<BR>
Freeze dried ice cream is a solid rather like weak styrofoam. Or like<BR>
the freeze-dried marshmallow bits in some breakfast cereals.<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: Sun, 20 Aug 2000 23:27:36 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: FELs<BR>
<BR>
In mail you write:<BR>
<BR>
> At 11:57 PM 8/19/00, you wrote:<BR>
><BR>
>>In the plasma wake field accelerator the plasma tube is very short in<BR>
>>comparison, only a few **meters** long, instead of kilometers long. The beam<BR>
>>goes through once or is reflected back to be redirected back through the<BR>
>>device to pick up even more acceleration. That's why its "folded."<BR>
>><BR>
>>Terry C<BR>
><BR>
>          Ok, cool.  Next question.  If there was a "view port" into the <BR>
> side of a PWFA-based FEL, what would you see when the thing is <BR>
> firing?  Nothing?  Bright-purple/pink glowing plasma?  Any associated noise <BR>
> with the thing?<BR>
<BR>
Just off the top of my head:<BR>
<BR>
Any "glow" would be an inefficiency (ie energy leaving the system as<BR>
something other than the beam, or unavoidable heat losses). <BR>
<BR>
Since there should be no moving parts bigger than atoms, it oughta be<BR>
pretty quiet. You can always have a hum from some slight (and unwanted)<BR>
waver in the mag field.<BR>
<BR>
Yes, I know it's disappointing. <BR>
<BR>
On the other hand, it gives you the opportunity for someone observing<BR>
to comment to the person watching the controls for the FEL:<BR>
<BR>
"Gee, the colors in there sure are pretty"<BR>
<BR>
Which ought to get a response much like the one you'd get for<BR>
mentioning smoke in an ammo dump. <eg><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, 21 Aug 2000 21:18:53 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
> From: "Dan Lane" <BR>
> Its hard to tell how you felt about my last post from the way your<BR>
> response was written.<BR>
<BR>
Vague interest sums it up pretty well.  A little bit of irritation that I<BR>
have to undo one of the few bits of characterisation I've managed on this<BR>
horrible list of names and years called the Emperors List.<BR>
<BR>
I'm genuinely interested in how we are going to stick personalities onto<BR>
all these "people".  Do you have any ideas?<BR>
<BR>
I'm particularly having trouble with the people between Cleon V and Martin<BR>
VI.  The handles I used on the people before the 613-615 (or whenever it<BR>
was) Interregnum don't apply in this case.  In particular, they are almost<BR>
all Moot approved, which takes out a key faction indicator.<BR>
<BR>
We also will need to stick surnames onto them.  My personal favourite is<BR>
Gus Greenstreet:  "Fatty" to his friends, Emperor Gustus to you.  <BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:18:26 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
> From: Kristian Miller <BR>
> Hi Steve,<BR>
> <BR>
> >   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> > Traveller_ resources? :><BR>
> <BR>
> Just you.  :-0<BR>
> <BR>
> Actually, I've considered it.  Especially since some of my Striker<BR>
> miniatures are the Ogre Heavy Tank miniatures.  It might work...<BR>
<BR>
I haven't seen it yet.  What does it have that is worth stealing?<BR>
<BR>
I very much suspect that it would get put in with my Traveller resources:<BR>
you should see all the other "stuff" I've got in there.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:19:34 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
SD Mooney wrote:<BR>
> ... uses 'CATNIP' (a herb which attracts felines!) ...<BR>
<BR>
I am sorry about this OT post, but...<BR>
<BR>
What is it in that herb which makes cats go crazy about it? I have seen<BR>
it several times, but no one I've met has yet been able to explain why.<BR>
<BR>
Perhaps there is someone among the great minds of the TML? I really have<BR>
to know.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:24:04 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
Jesse DeGraff wrote:<BR>
> I just did a quick shot showing the Invader & battledress in a familiar (if<BR>
> you have Starports) daytime environment.  There is SOME varience in the camo<BR>
> I used.  The Invader's is kinda' reminiscent of some WWII German schemes,<BR>
> while the closest I could describe the battledress camo is a kind of Saudi<BR>
> lizard, or French desert lizard......<BR>
<BR>
Another nice picture. However...<BR>
<BR>
The starport looks kind of empty. How about adding some cargo trucks,<BR>
containers, or similiar scenery in the background? If you have the<BR>
models from the Starports cover somewhere, you might just paste them in.<BR>
<BR>
Or, for fun, add some dropships, smoke rising behind the building<BR>
somewhere, and break a few of the windows...  ;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:29:03 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: More TLM Landgrab: Esalin<BR>
<BR>
Luther Martin wrote:<BR>
> I think that Esalin is *supposed* to be demilitarized by treaty, actually.<BR>
> So the units there in the Fifth Frontier War game are puzzling. In FFW, each<BR>
> side has a *division* there, say between 10,000 and 15,000 combat troops,<BR>
> plus lots of additional support personnel, perhaps doubling that number.<BR>
> That's a lot of troops on a world with such a low population.<BR>
> <BR>
> Maybe the best thing to do is to just ignore the FFW stuff.<BR>
<BR>
Vacation resort for troops?<BR>
<BR>
Seriously, why not? Let the local goverment have declared the place<BR>
neutral, and instead make heaps of money on selling drinks and live<BR>
music to the soldiers. I bet that it would be hard to convince an army<BR>
to attack the planet.<BR>
<BR>
Could make for a lot of interesting intrigue as well. Imagine someone<BR>
trying to frame another side for causing trouble at the freezone.<BR>
Imagine, for instance, the PCs getting framed...   ;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2964<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2965</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Monday, August 21 2000      Volume 1999 : Number 2965<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: GURPS: OGRE<BR>
Re: How did you find out about Traveller?<BR>
Re: GURPS: OGRE<BR>
RE: GURPS: OGRE<BR>
RE: Who on Earth are the Khuur League<BR>
RE: Ground Forces test shots...<BR>
Re: Ground Forces test shots...<BR>
RE: Ground Forces test shots...<BR>
RE: Getting ships under control<BR>
RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
Re: GURPS: OGRE<BR>
"I started Travelling because..."<BR>
Re: OT Catnip (Was: Re: FirSylAbb)<BR>
Re: OT Catnip (Was: Re: FirSylAbb)<BR>
Re: Ground Forces test shots...<BR>
It's all the spin, was High Tech Cosmetic Surgery<BR>
Re: OT Catnip (Was: Re: FirSylAbb)<BR>
Re: Who on Earth are the Khuur League<BR>
Re: Ground Forces test shots...<BR>
Re:  More TLM Landgrab: Esalin<BR>
Re: Ship's Locker<BR>
Traveller Graphics wanted<BR>
Re: GURPS: OGRE<BR>
Re: How did you find out about Traveller?<BR>
Re: How did you find out about Traveller?<BR>
Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 07:28:01 -0500<BR>
From: "D. Smart" <dsmart@imagin.net><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Steve posted:<BR>
><BR>
>   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> Traveller_ resources? :><BR>
<BR>
That is sick and evil.<BR>
<BR>
I *like* that in a gamer!  ;)<BR>
<BR>
BTW, has anyone tried using GURPS: Vehicles to build a Bolo?<BR>
<BR>
David<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 08:29:07 -0400<BR>
From: "Jeffrey D. Greenly" <jgreenly@intelos.net><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
I started at the tender age of twelve. My Junior High School in Las Cruces,<BR>
NM had this great teacher by the name of Jeff Ziegler and he ran the gaming<BR>
club. I, being the severely nerdy chess club type, joined as did all of my<BR>
D&D buddies. He told us there was this great game out called Traveller and<BR>
did we want to try it? He ran that first campaign, and I've been Travelling<BR>
ever since. Because of him, and the game, I opened my eyes to science (and<BR>
Sci-Fi!) math, geography and so much more. I still have the first Traveller<BR>
book I bought in 1982, a hardcover copy of the Traveller Book. It's a little<BR>
dog-eared and well-read now, but still a priceless treasure to me. I worked<BR>
for a month doing extra chores just to buy it. My parents never saw me work<BR>
so hard!  Anyway, I know this was a bit schmaltzy, but I wanted to put my<BR>
.02Cr in...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 07:38:55 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
"D. Smart" wrote:<BR>
> <BR>
> Steve posted:<BR>
> ><BR>
> >   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> > Traveller_ resources? :><BR>
> <BR>
> That is sick and evil.<BR>
> <BR>
> I *like* that in a gamer!  ;)<BR>
<BR>
Also pertaining to this topic:<BR>
<BR>
SJG is looking for an essay on current and future trends in armored<BR>
warfare, as part of the upcoming reissue of _The Ogre Book_.  See<BR>
yesterday's Daily Illuminator for details:<BR>
<BR>
http://www.sjgames.com/ill/<BR>
> <BR>
> BTW, has anyone tried using GURPS: Vehicles to build a Bolo?<BR>
<BR>
"They may have Claymores and Dragons, but we have Bolos and Ogres!"<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:17:16 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GURPS: OGRE<BR>
<BR>
Sadly, I still only have the playtest files for Ogre, not got around to<BR>
getting the book yet. What I DO keep with my Traveller stuff is Bio-tech,<BR>
Reign of Steel and Compendium 1 (for alien race conversions).<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: shudson@lightspeed.bc.ca [mailto:shudson@lightspeed.bc.ca]<BR>
> Sent: 21 August 2000 04:31<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: GURPS: OGRE<BR>
> <BR>
> <BR>
>   Is it just me, or has anyone else put GURPS: OGRE in with their<BR>
> Traveller_ resources? :><BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:24:00 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Who on Earth are the Khuur League<BR>
<BR>
Can't find anything on them posted on the Internet. Make something up and<BR>
post it. What I did find though, is that a 'morin khuur' is a two-stringed<BR>
mongolian horse-headed fiddle. Make of that what you will... :)<BR>
<BR>
> -----Original Message-----<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
> Sent: 21 August 2000 10:56<BR>
> To: Traveller Mailing List<BR>
> Subject: Who on Earth are the Khuur League<BR>
> <BR>
> <BR>
> <BR>
> Has anyone, anywhere, ever, heard anything about the Khuur League<BR>
> who own a subsector in the Ley Sector.<BR>
> <BR>
> I can't find any reference beyond the DGP map and an allegience code.<BR>
> <BR>
> Ben Aaronovitch<BR>
> <BR>
> 'Let's be honest here - you paid for the women.'<BR>
>                                        Bill Murrey - Scrooged<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 07:19:11 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: Ground Forces test shots...<BR>
<BR>
Criminy, that shot was only a quickie to show the difference in the camo,<BR>
not tell a story of a major invasion!  Picky picky ;)  Maybe when I'm done<BR>
with the cover.<BR>
<BR>
Jesse<BR>
<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Jens<BR>
> 'Spacejens' Rydholm<BR>
> Sent: Monday, August 21, 2000 5:24 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Ground Forces test shots...<BR>
><BR>
><BR>
> Jesse DeGraff wrote:<BR>
> > I just did a quick shot showing the Invader & battledress in a<BR>
> familiar (if<BR>
> > you have Starports) daytime environment.  There is SOME<BR>
> varience in the camo<BR>
> > I used.  The Invader's is kinda' reminiscent of some WWII<BR>
> German schemes,<BR>
> > while the closest I could describe the battledress camo is a<BR>
> kind of Saudi<BR>
> > lizard, or French desert lizard......<BR>
><BR>
> Another nice picture. However...<BR>
><BR>
> The starport looks kind of empty. How about adding some cargo trucks,<BR>
> containers, or similiar scenery in the background? If you have the<BR>
> models from the Starports cover somewhere, you might just paste them in.<BR>
><BR>
> Or, for fun, add some dropships, smoke rising behind the building<BR>
> somewhere, and break a few of the windows...  ;-)<BR>
><BR>
> * Jens 'Spacejens' Rydholm       * Student at the university *<BR>
> | jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
> | ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
> * http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 07:34:33 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
on 8/21/00 7:19 AM, Jesse DeGraff at jdegraff@pacbell.net wrote:<BR>
<BR>
> Criminy, that shot was only a quickie to show the difference in the camo,<BR>
> not tell a story of a major invasion!  Picky picky ;)  Maybe when I'm done<BR>
> with the cover.<BR>
> <BR>
> Jesse<BR>
> <BR>
<BR>
Jesse,<BR>
<BR>
I thought the shots were great.  Were all just envious of you skill.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:37:04 +0000 (GMT)<BR>
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: RE: Ground Forces test shots...<BR>
<BR>
On Mon, 21 Aug 2000, Jesse DeGraff wrote:<BR>
<BR>
> Criminy, that shot was only a quickie to show the difference in the camo,<BR>
> not tell a story of a major invasion!  Picky picky ;)  Maybe when I'm done<BR>
> with the cover.<BR>
> <BR>
> Jesse<BR>
> <BR>
	The fire-at-night images are very pretty, and I like the cammo<BR>
schemes for the daytime shots.  In fact, I kinda like 'em in the context<BR>
you have 'em...  the tank is in a "hide in bush" scheme, and the BD<BR>
Troopie looks a bit cold and mean in that "Lizard" scheme.  Nice.<BR>
	<BR>
	--Michel<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 01:29:32 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Getting ships under control<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> SD Mooney<BR>
> Sent: 20 August 2000 18:18<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: Getting ships under control<BR>
><BR>
><BR>
> At 17:45 -0400 11/8/00, "Mark Preston"<BR>
> <mark@mpreston.demon.co.uk> wrote:<BR>
><BR>
[snip]<BR>
><BR>
> >that fragmentary message as I came insystem is if there is a vessel<BR>
> >out here with me - assuming that I came in at least 100 planetary<BR>
> >diameters out. That also means there must be a navy or<BR>
[snip]<BR>
> Canon breaks you out of jump at 100D - you can't precipitate out at<BR>
> less, even with a misjump. You can enter at less but this will kill<BR>
> you. There's nothing to say you can't precipitate out beyond 100D<BR>
> though.<BR>
That's what worries me - we are near either a system gas giant or a<BR>
system planet (presumably the inhabited one), but definately off<BR>
course. The navigator has estimated we are about 110 diameters out<BR>
from it, using manual gear - his hobby is collecting old astrogation<BR>
gear. At the moment he's trying to estimate our vector to see if we<BR>
are heading for the planet we can see, so that we can make a guess<BR>
about which planet in the system we are near.<BR>
><BR>
[snip]<BR>
><BR>
> As you've said, without knowledge of your initial vector you can't<BR>
> run Newton's laws. It may be more effective to slightly angle your<BR>
> course to try and avoid impact.<BR>
><BR>
Just did that.<BR>
><BR>
> Do you any small craft with communicators?<BR>
><BR>
We do, Dom - a 10-ton launch that the steward is currently trying to<BR>
power up while Gergy (the engineer) locks down the main systems before<BR>
he goes over to use the comms. I expect to be safe (ish) and know<BR>
where I am in a day or two's playing. God, but I love playing solo<BR>
with the Matrix system to make what goes on so completely unknown<BR>
while you play!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 01:36:46 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Nick<BR>
> Bradbeer<BR>
> Sent: 19 August 2000 20:11<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
><BR>
><BR>
[snip]<BR>
><BR>
> I don't really spend that much time on it - I just make<BR>
> sure that they *know* IC that it's a very very bad thing.<BR>
> It comes with the whole initial explanation of what a<BR>
> Jump drive is. It lasts a week, it goes this far, and<BR>
> it's so finnicky that if you don't fall within these<BR>
> parameters on entry you have only a 12 percent<BR>
> chance of coming out of jumpspace alive. Ad lib.<BR>
><BR>
Nick, you are a cruel and vicious man to remind me of that when my<BR>
current game has me misjumped, lost, in a ship with no comms or<BR>
sensors, due to a failing power plant, leaking fuel and - recently<BR>
controlled - unreliable HEPlaR manoeuver drive. Oh, and one man short<BR>
on the basic crew requirement as well, though I haven't mentioned that<BR>
before.<BR>
<BR>
At a time like this, I need reminding how small a chance my characters<BR>
have of surviving??<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:03:37 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
<chop><BR>
<BR>
> Nick, you are a cruel and vicious man to remind me of that when my<BR>
> current game has me misjumped, lost, in a ship with no comms or<BR>
> sensors, due to a failing power plant, leaking fuel and - recently<BR>
> controlled - unreliable HEPlaR manoeuver drive. Oh, and one man short<BR>
> on the basic crew requirement as well, though I haven't mentioned that<BR>
> before.<BR>
> <BR>
> At a time like this, I need reminding how small a chance my characters<BR>
> have of surviving??<BR>
<BR>
Personally, having just narrowly survived a misjump from within the 10-D<BR>
limit, I find the odds of surviving to be life-affirming. Of course, I fell<BR>
out of jump sideways with a fused jump grid, a wiped computer core and no<BR>
manoeuvre drive, but luckily I was in system, and was picked up by a group<BR>
of Aslan. Now I gotta work for them to pay off the cost of repairing my ship<BR>
:(<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 08:16:49 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
>Subject: Re: GURPS: OGRE<BR>
...<BR>
>I haven't seen it yet.  What does it have that is worth stealing?<BR>
<BR>
  Just finished reading the copy I got on Friday, and it's pretty<BR>
reasonable (128pps, $19.95 US). Art quality is fair, text quality <BR>
is better, and sheer goofiness is minimal (c'mon, _huge_ tanks and<BR>
practical battlesuits are de rigeur for OGRE, and BPC is a better<BR>
hand-wave than most of that milieu manages (e.g., Battletech...).<BR>
<BR>
  Sure, the lack of anti-gravity means that it can't really be a<BR>
suitable plug-in module for the standard 3I universe - the presence<BR>
of OGRE-type AI's is a bit easier to hand-wave away; they're not<BR>
true AI's, they're just erratic simulators - but the OTU has plenty<BR>
of places where you can drop something like this in, especially in<BR>
periods prior to CT/1100.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:25:38 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: "I started Travelling because..."<BR>
<BR>
Loduwick asked:<BR>
><Ludowick><BR>
>How did the other TML'ers first hear/read about Traveller?<BR>
>I know some have said that they started in 1977.<BR>
></L><BR>
My name is Jeff, and I'm a Traveller addict (worth 10 points in G:T).<BR>
I bought a Sinclair Spectrum computer in 1986, shortly after starting work, <BR>
cos I'd seen a great game called "Elite" on the BBC micro.  Then I saw <BR>
Traveller - a pair of black A4-sized books, containing a complete Universe <BR>
to play with.  Then came MegaTraveller, Traveller: new Era, Marc Miller's <BR>
Traveller and now GURPS:Traveller.  My bank balance has never been the same <BR>
since!  (Especially since about March, when I first got my grubby little <BR>
mitts on G:T...).<BR>
<BR>
Jeff (aka Captain Chicken, Leg-end in his own lunchbox).<BR>
<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 08:30:17 -0700 (PDT)<BR>
From: William Molendyk <wmolendyk@yahoo.com><BR>
Subject: Re: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
> Jens 'Spacejens' Rydholm wrote:<BR>
> What is it in that herb which makes cats go crazy<BR>
> about it? I have seen it several times, but no one <BR>
> I've met has yet been able to explain why.<BR>
<BR>
If I remember correctly, and it's been many years<BR>
since I read a short article about it, catnip releases<BR>
chemicals in the cat's brain that usually get released<BR>
during sex.  I can see why they act like that if<BR>
that's the case.<BR>
<BR>
William Molendyk<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 09:00:12 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
Via electronic medium on 8/21/00 5:19 AM, jenry023@student.liu.se issued<BR>
forth:<BR>
<BR>
> I am sorry about this OT post, but...<BR>
<BR>
Traveller has cats. ;)<BR>
> <BR>
> What is it in that herb which makes cats go crazy about it? I have seen<BR>
> it several times, but no one I've met has yet been able to explain why.<BR>
<BR>
Not all cats like it. I grow it for mine, but some seem to not care about it<BR>
and one of my kitties actually /hates/ it. My aunts cat likes oregeno better<BR>
and will just sit on the plant and chew it. Some cats like cannibis too, so<BR>
I wonder if any humans can get high on catnip? I can't stand the smell of<BR>
catnip and have to wash my hands after picking it for my kitties. It is<BR>
/real/ strong, vaguely minty, and takes some serious scrubbing to remove.<BR>
Although Aslan are not feline, they may have something like catnip on their<BR>
world. I doubt they would be affected by catnip itself though, at least not<BR>
the same way as cats.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:31:38 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
Tod Glenn wrote:<BR>
> I thought the shots were great.  Were all just envious of you skill.<BR>
<BR>
If that wasn't the case, I would have made the suggested changes myself<BR>
:-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 12:29:57 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: It's all the spin, was High Tech Cosmetic Surgery<BR>
<BR>
"Robert O'Connor" <robocon@ozemail.com.au> puts into the Ether:<BR>
>Leonard Erickson wrote :-<BR>
> > I *think* that you can make certain changes to the ABO type (such as<BR>
> > making a type O have A, B or AB antigens, or a type A or B have type AB<BR>
> > antigens.<BR>
>It would take a little work. Both the red cells and the B-cells that<BR>
>produce the relevant antibodies would need to be fixed.<BR>
>Type O blood has the H antigen on the cells and anti-A and anti-B<BR>
>antibodies in the plasma.<BR>
>Type A blood has A antigens on the cells and anti-B antibodies in the<BR>
>plasma.<BR>
>Type B has the opposite of type A.<BR>
>AB has both A and B antigens on the cells and no circulating antibodies.<BR>
>Massive intravascular haemolysis is a dreadful way to die, so it would<BR>
>be worth getting this right.<BR>
<BR>
Fred Saberhagen pointed out in one of his books, that in the original novel <BR>
Dracula, the learned professor from Austria put the blood of three <BR>
different men into poor Mr. Lucy without any typing.  Dracula's spin is <BR>
that is what killed her.  Only his infusions of good healthy vampire blood <BR>
(taken orally), kept her from dying quickly.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"We don't just borrow words; on occasion, English has pursued<BR>
other languages down alleyways to beat them unconscious and<BR>
rifle their pockets for new vocabulary." - James D. Nicoll<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 09:35:56 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
> Although Aslan are not feline, they may have something like catnip on<BR>
their<BR>
> world. I doubt they would be affected by catnip itself though, at<BR>
least not<BR>
> the same way as cats.<BR>
<BR>
IMTU we have a drug that is favored by Aslans, and known in galanglic by<BR>
the colloquial "Cracknip".<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:44:19 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Who on Earth are the Khuur League<BR>
<BR>
Dean Jones wrote:<BR>
> Can't find anything on them posted on the Internet. Make something up and<BR>
> post it. What I did find though, is that a 'morin khuur' is a two-stringed<BR>
> mongolian horse-headed fiddle. Make of that what you will... :)<BR>
<BR>
An Altavista search ("+khuur +league") gets the following URL:<BR>
<BR>
http://members.aol.com/yikhmongol/cerem-fn.htm<BR>
<BR>
It is a page about Mongolian culture. Apparently, a "khuurchag" is some<BR>
kind of relic box.<BR>
<BR>
Can you imagine Mongols in space? I suddenly think I can. In my head<BR>
there is an image of an aggressive empire let by some kind of<BR>
deity-appointed dictator. Relic shrines are present on all warships, or<BR>
at least in all fleets. Warriors are sort of an elite class in society.<BR>
<BR>
Could be something like the Klingon culture I guess, but with more<BR>
religious undertones.<BR>
<BR>
There are lots of great Mongolian names on the page...<BR>
<BR>
If anyone likes this idea, please use it. Just be sure to post the<BR>
writeup somewhere accessible. I don't have the data, so I can't do it<BR>
myself. Besides, I don't have time.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:15:58<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
At 02:24 PM 8/21/2000 +0200, you wrote:<BR>
<BR>
>The starport looks kind of empty. How about adding some cargo trucks,<BR>
>containers, or similiar scenery in the background? If you have the<BR>
>models from the Starports cover somewhere, you might just paste them in.<BR>
<BR>
A shattered Gridlore Technologies cargo carrier might be a fun touch.. :)<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/index.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:19:00<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re:  More TLM Landgrab: Esalin<BR>
<BR>
At 06:31 PM 8/20/2000 -0800, you wrote:<BR>
<BR>
>I believe what he meant was "Why are Esalin's forces TL 8 motorized<BR>
>infantry rather than TL 8 armor, artillery, planes, etc?" <BR>
>Presumably the answer is that motorized infantry is all Esalin<BR>
>is allowed to build under the terms of the treaty.<BR>
<BR>
Those infantry divisions probably have a tank battalion, brigade and<BR>
divisional artillery assets, and organic air support.<BR>
<BR>
Remember, just because the label says infantry, that doesn't mean that<BR>
every body in the unit is a rifle-toting grunt.<BR>
- -- <BR>
<BR>
Douglas E. Berry   Templar Agent at Large.<BR>
gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TravGeekCode: <BR>
tc+ tm+ !tn- t4@ ?tg+ tt@ to(CORPS)++ ru@ $ge++ 3i<BR>
ii+ au st+ ls+ pi kk+ so(++) va++ dr+ zh+ sw++ ?da<BR>
         <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:34:44 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
>From: Peter Newman <pnewman@gci.net><BR>
<BR>
>Tod Glenn <webmaster@travellercentral.com> wrote<BR>
>> Also, there's the matter of what happens when the ship's <BR>
>>crew are also part owners?  Can't exactly fire them.  The differents<BR>
>>between having tenants and room mates.<BR>
><BR>
>Why can't you fire them? [1] I readily concede that you can''t take away<BR>
>their ownership share in the ship but why can't you fire them from their<BR>
>job. Their position as part owner of the ship is not  related to their<BR>
>job as crew worker. If you can't fire people you are not the Captain. If<BR>
>a shareholders vote to reinstate them is made then you will probably have<BR>
<BR>
>to quit. Probably the best way to handle this would be to fire them and <BR>
>(in they elect to remain on board for future jumps) make them pay passage<BR>
>costs. If they can't afford to pay passage costs but wish to stay on the<BR>
>ship they should sell their shares.<BR>
<BR>
Well, the first step in this analysis is, what do the shareholder<BR>
agreement, articles of incorporation, and bylaws say?  The second is, what<BR>
does the governing law say?  <BR>
<BR>
I think that the governing documents will have to provide that when the<BR>
ship is underway, the captain and other officers have all of the powers of<BR>
the captain and other officers of a merchant vessel that is not owned by<BR>
its officers and crew.  If the captain makes an unpopular decision, it<BR>
would be mutiny for the crew to attempt to reverse it while in space or in<BR>
jump by calling a shareholders' meeting or a board of directors' meeting,<BR>
just as it would be mutiny simply to refuse to obey it.  Now when the ship<BR>
sets down, the shareholders and/or the directors may call an emergency<BR>
meeting, or they can just wait until the next scheduled meeting (usually<BR>
annual).<BR>
<BR>
Someday maybe I'll draft rough articles of incorporation and bylaws for<BR>
this type of corporation -- maybe after I retire.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 11:49:27 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Traveller Graphics wanted<BR>
<BR>
Greetings all,<BR>
<BR>
I have set up a Traveller graphics repository on my website<BR>
(http://www.travellercentral.com see graphics under 'General Data' on<BR>
the menu).  I am looking for Traveller web graphics to share with other<BR>
Trav fans.  If you have graphics you can/would like to share with<BR>
others, please email me at webmaster@travellercentral.com.<BR>
<BR>
Also, does anyone know the copyright restrictions on the MegaCorp logos<BR>
and if there is an 'official'  scheme.  I'd like to do color MegaCorp<BR>
logos to make available to others.<BR>
<BR>
Thanks<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:01:23 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
In a message dated 8/21/00 3:36:59 AM !!!First Boot!!!, <BR>
travellerne@3rd-imperium.com writes:<BR>
<BR>
<< Actually, I've considered it.  Especially since some of my Striker<BR>
 miniatures are the Ogre Heavy Tank miniatures.  It might work...<BR>
 <BR>
 Kristian<BR>
  >><BR>
<BR>
I STILL want to see Ogre stats in Striker format (and I bet others want it in <BR>
FF+S format) if it's OK with Marc and Steve....<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 12:11:04 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
My friend James Polk introduced me to it when we were in college.  James<BR>
played every role-playing game and war game, and did a lot of playtesting<BR>
for friends of his in the Washington DC area who were designing games<BR>
(Fantasy Games Unlimited, as I recall).  <BR>
<BR>
We all played a lot of D&D (this was the late 1970s), and one of our<BR>
friends once commented, "oh, yeah, we tried playing Traveller.  It's like<BR>
D&D in space, except that all you do all the time is go around trying to<BR>
pay off your debts."  I was immediately intrigued and rolled some<BR>
characters up with James.  We played a little in college, but I got into<BR>
much more heavily after graduation, when I returned home and found myself<BR>
with winters off (I was a landscaper/nurseryman, and only worked when<BR>
there was no snow on the ground).  <BR>
<BR>
I rolled those characters up at the beginning of a school year, but I<BR>
don't recall if it was 1978 or 1979, but that's where I mark the first<BR>
time I played Traveller.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:20:35 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
John Nowak (Autoduel East Coast book author) was playing it in the College <BR>
Coffee shop back in 81 or 82.<BR>
I wasn't part of the campaign, but I followed it.<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Hillary's gut political judgment is always the same:<BR>
go for the jugular even when it's self-destructive. - Dick Morris<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:26:19 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
On Mon, 21 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> Can you imagine Mongols in space? I suddenly think I can. In my head<BR>
> there is an image of an aggressive empire let by some kind of<BR>
> deity-appointed dictator. Relic shrines are present on all warships, or<BR>
> at least in all fleets. Warriors are sort of an elite class in society.<BR>
<BR>
On the other hand, it could be argued that historical Mongolian militarism<BR>
was an artifact of the superiority of mounted archers relative to whatever<BR>
forces their non-mobile, village-dwelling, agricultural victims could put<BR>
on the field.  In space, would-be Mongol raiders would be using the same<BR>
astronautical technology as everyone else, and would be quickly chopped up<BR>
by the same forces that keep non-Mongolian "morally different merchants"<BR>
under control.<BR>
<BR>
On the other hand, there's nothing to keep spacegoing Mongols from being<BR>
basically peaceful nomads (living aboard their starships, just like the<BR>
nomads in Heinlein's "Citizen of the Galaxy"), with a very strong<BR>
tradition of "taking care of themselves" (by force, when necessary).<BR>
<BR>
                                                            - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2965<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2966</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/21/00 3:52:21 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest      Monday, August 21 2000      Volume 1999 : Number 2966<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: GURPS: OGRE<BR>
RE: How did you find out about Traveller?<BR>
Re: How did you find out about Traveller?<BR>
TML script- please check<BR>
Re: How did you find out about Traveller?<BR>
Re: How did you find out about Traveller?<BR>
RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
Re: How did you find out about Traveller?<BR>
A Mathematical Problem<BR>
Re: Ship's Locker<BR>
Re: Getting ships under control<BR>
Re: How did you find out about Traveller?<BR>
Re: How did you find out about Traveller?<BR>
RE: Striker spreadsheets wanted<BR>
Newbie Q: Artificial Gravity? <BR>
Cargo question<BR>
Re: Rebuilding GDW's "Great Game"<BR>
Happy Fun Balls and Titan A.E.<BR>
re: Titan A.E.<BR>
Godzilla 2000<BR>
Re: Lupus (was re:HIgh Tech Cosmetic Surgery)<BR>
RE: Striker spreadsheets wanted<BR>
Re: Aslan "catnip" was OT Catnip<BR>
How do you deal with biotech in your TU? <BR>
Re: Getting ships under control<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:40:46 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Sethkimmel@aol.com wrote:<BR>
> I STILL want to see Ogre stats in Striker format (and I bet others want it<BR>
> in FF+S format) if it's OK with Marc and Steve....<BR>
<BR>
Publishing stats on the list would probably be OK, since it is<BR>
non-profit material that doesn't replace published material in any way.<BR>
<BR>
Besides, it just might add more sales, both for Traveller and for Ogre<BR>
:-)<BR>
<BR>
I don't know much about Ogre (huge tanks, but that's about it), but I<BR>
kind of like the idea. I imagine such technology being in use on some<BR>
high-tech world that for some reason hasn't developed jump drive or<BR>
antigrav (or meson guns), but are advanced in other aspects (materials,<BR>
computers, WEAPONS). That way, they wouldn't do horrible things to the<BR>
setting.<BR>
<BR>
It would be really interesting to crash... ahem... insert the PCs in<BR>
such a setting. Watch the city, hear a strange sound, watch the<BR>
buildings come crashing down... watch the PCs panic!<BR>
<BR>
And yes, I like the idea of mechs too. So sue me  ;-)<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:43:46 -0400<BR>
From: Glenn Myers <glenn.myers@ansys.com><BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
Heyo,<BR>
<BR>
In 1980 my family went on a camping vaction in Arizona and Utah.  I found a<BR>
boxed set of LBBs in a hobby store while waiting for my laundry to dry.  I<BR>
spent the rest of the trip trying to roll dice inside the box while riding<BR>
in the third seat of the '76 Chevy Caprice Estate. You know, the one with<BR>
the clamshell rear door...<BR>
<BR>
Now that was a Ground Car, Wheeled...<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, 21 Aug 2000 12:47:25 -0700 (PDT)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
This guy I knew kept asking me to play, and I agreed to get them to get<BR>
off my back, and it was fun!  (I'd tried D&D and hated it.)<BR>
<BR>
So I kept coming back!<BR>
<BR>
Kiri  =)<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 12:53:56 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: TML script- please check<BR>
<BR>
Greetings,<BR>
<BR>
I have created a simple TML subscribe script and form that users are<BR>
free to include on their website.  I've tested this on my site, but I'd<BR>
like to get someone with their own website to check and make sure the<BR>
following html will work correctly.  Just insert the code below into a<BR>
page and try sending a majordomo command with the form.<BR>
<BR>
Thanks all,<BR>
<BR>
Tod<BR>
<BR>
Code Follows:<BR>
<BR>
<BR>
<BR>
<!--Begin TML form--><BR>
<form name="tml"<BR>
action="http://www.travellercentral.com/trav-bin/mailList.pl"<BR>
method="post"><BR>
<table border="2" cellpadding="0" cellspacing="0" width="80%"><BR>
<tr><BR>
<td><BR>
<table border="0" cellpadding="5" cellspacing="0" width="100%"><BR>
<tr><BR>
<td colspan="2"><BR>
<center><BR>
<img height="37" width="221"<BR>
src="http://www.travellercentral.com/media/tml.gif"></center><BR>
<BR>
The <B>Traveller Mailing List</B> is an excellant place to exchange<BR>
thoughts and ideas on all things Traveller. The form below makes sending<BR>
majordomo commands easy. If you are subscribed to the list and want to<BR>
change to digest mode, first send a <I>Subscribe Digest</I> command, and<BR>
then send an <I>unsubscribe</I> command to remove yourself from the<BR>
regular mail list.</td><BR>
</tr><BR>
<tr><BR>
<td align="right" width="30%"><B>Email</B></td><BR>
<td><input type="text" name="email" size="40"></td><BR>
</tr><BR>
<tr><BR>
<td align="right" width="30%"><B>Action</B></td><BR>
<td><select name="action" size="1"><BR>
<option value="info traveller" selected>List Info<BR>
<option value="subscribe traveller">Subscribe<BR>
<option value="subscribe traveller-disgest">Subscribe Digest<BR>
<option value="unsubscribe traveller">Unsubscribe<BR>
<option value="unsubscribe traveller-digest">Unsubscribe Digest<BR>
<option value="help">Majordomo Help<BR>
<option value="index traveller">List Archives<BR>
</select></td><BR>
</tr><BR>
<tr><BR>
<td width="30%"></td><BR>
<td><input type="submit" value="Submit" name="submitButtonName"><input<BR>
type="reset" value="Clear"></td><BR>
</tr><BR>
</table><BR>
</td><BR>
</tr><BR>
</table><BR>
</form><BR>
<!--end TML form--><BR>
<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:54:16 -0400<BR>
From: Bob Kovalchick <Kovalchick@wbgh.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
I started around '78 or '79. I was around 10 years old. Me and a friend of<BR>
mine went to the local mall to see a movie (can't remember which) but when<BR>
we got there we found out it was rated R. My dad had dropped us off so we<BR>
had a couple of hours to kill. There was  some kind of gaming function going<BR>
on at the mall and browsing through the games for sale I cam across the<BR>
Little Black Books (Box). Me and my friends were just figuring out D&D but<BR>
being a sci-fi fan I thought I would try Traveller out. Of course, I loved<BR>
it. <BR>
I remember spending hours and hours fleshing out worlds, subsectors,<BR>
characters and adventures. I attribute my choice of study, Sociology, to<BR>
Traveller. For me it was always more fun Ref'n than playing. I was always<BR>
curious (as many of us on the list are) of how the Imperium worked. What<BR>
would societies in certain enviroments be like? Etc. I always liked the<BR>
articles in JTAS about Travelling Without Jumping (title?) and the article<BR>
on Craw and all the adventures that can happen on just one world!<BR>
I haven't played in years, but occasionally I get the bug and comb through<BR>
the books. Of course, subscribing to the TML doesn't help my addiction...<BR>
<BR>
How has Traveller influenced your career paths/academic interests?<BR>
<BR>
Bob Kovalchick<BR>
Washington Business Group on Health<BR>
E: kovalchick@wbgh.com <mailto:kovalchick@wbgh.com> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:03:44 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
Glenn Goffin wrote:<BR>
> We all played a lot of D&D (this was the late 1970s), and one of our<BR>
> friends once commented, "oh, yeah, we tried playing Traveller.  It's like<BR>
> D&D in space, except that all you do all the time is go around trying to<BR>
> pay off your debts."<BR>
<BR>
LOL! Kind of sums it up, doesn't it?<BR>
<BR>
I might as well describe how I got into Traveller. It happened very<BR>
recently (2-3 years ago), but the beginnings go further back.<BR>
<BR>
I think that my first contact with this kind of setting was (as for many<BR>
others) the computer game Elite (and later, as soon as it hit the<BR>
shelves, Elite II). I was playing fantasy RPGs at the time, but I read<BR>
about other games in some gaming magazines. One of them mentioned<BR>
Traveller (which reminded me of Elite), but my group didn't have any<BR>
interest in SF-gaming, so the subject dropped.<BR>
<BR>
Many years passed (well, more than five anyway)...<BR>
<BR>
I had just begun studying at the university here in Linkoeping. This<BR>
place had something that my hometown didn't: A RPG store. One day, while<BR>
browsing through their shelves, I saw a black book with a nice picture<BR>
on the cover. Marc Miller's Traveller.<BR>
<BR>
Fifteen minutes later I was even more economically challenged than<BR>
before.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:14:57 -0400<BR>
From: "Walt Smith" <smithw@hartwick.edu><BR>
Subject: RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
Dean Jones wrote:<BR>
>>><BR>
Evil GM trick:<BR>
1. Suspend your game for a session or two.<BR>
2.Knock up a few easily disposable cardboard cut out PCs and assign them to<BR>
your players. If the cut-outs are minor NPCs the real PCs have run into, and<BR>
you don't mind killing them, even better.<BR>
3.Have the cut-outs get involved in a misjump, a horribly fatal one.<BR>
4. Rince and repeat, until the players are terrified of misjumps.<BR>
>>><BR>
<BR>
Depending on the players, you may be teaching them the<BR>
difference in life expectancy between their "real" PC's and<BR>
the "throwaway PC's" you hand out.  Especially if the ref<BR>
has handed any "script immunity" saves to the PC's recently.<BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 13:18:34 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
I started playing while at college in 1977.  Lots of friends were<BR>
playing D&D, while I was a serious war gamer, particularly Napoleonic<BR>
games from SPI.  I got invited to a D&D game.  Not being much of a<BR>
fantasy enthusiast, I was none the least intrigued by this role-playing<BR>
concept.  Almost immediately, I set about trying to create a military or<BR>
sci-fi version of D&D.  A trip to my local game store (Merlyn's in<BR>
Spokane WA) for some source material and the clerk there introduced my<BR>
to this brand new game: Traveller.  I've been playing (actually mostly<BR>
GMing) CT ever since.<BR>
<BR>
Interestingly, my LBBs are the 1st printing, before weapons went to even<BR>
dice numbers, which I'm told is a 'heretical version'.  These books are<BR>
showing some wear, but are still in use 23 years later. Since then I've<BR>
bought just about every milieu, borrowing bits here and there, but<BR>
sticking with the CT system.  Our original games started with just the 3<BR>
LBB, so we had to create our own universe, which is now pretty<BR>
'non-canon', though we try to keep thing close.<BR>
<BR>
The Imperium is strong.  The virus never happened.  Strephon is dead of<BR>
natural causes, but the battle for a successor has put a new Imperial<BR>
dynasty on the throne. There has been a 6th frontier war, which ended<BR>
fairly quicky and without accomplishing much.  A demilitarized zone<BR>
existed for a while, where Regina and other local planets were<BR>
independent.  Norris was killed by a bomb, and was followed by a PC who<BR>
served as duke before being brought down in disgrace and ultimately<BR>
dying at the hands of Ancient technology.<BR>
<BR>
There were so many great stories that were being lost by time that at<BR>
the end of 1998 we created our Traveller website<BR>
(http://www.travellercentral.com), where thanks to the hard work of our<BR>
loyal scribe, each weekly gaming session is recorded for posterity. It's<BR>
a pretty decent narrative too, IMHO. In 1999, I discovered the TML.  I<BR>
found out I'm not the only one suffering from the Traveller obsession.<BR>
<BR>
Four members of our current gaming group (including myself) date back to<BR>
1978.  More than 20 years of weekly gaming--the mind boggles.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:49:37 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: A Mathematical Problem<BR>
<BR>
For reasons that defy quick and easy explanation, I need a method of<BR>
randomly selecting star systems within a sector such that they will be, on<BR>
average, about 3.5 hexes (parsecs) apart.  Ideally, this method (whatever<BR>
it may be) should be "scale-able," to allow the random distribution of<BR>
star systems seperated by (again, on average) multiples of 3.5 parsecs.  <BR>
Unfortunately, my knowledge of mathematics is not quite up to this task.  <BR>
I suspect the answer is absurdly simple, and I'm just not seeing it, and<BR>
any help would be gratefully appreciated.<BR>
                                                              - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 13:31:23 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> At 5:15 PM -0800 8/17/00, Leonard Erickson wrote:<BR>
>>And it's quite likely that the engineers and techs will tool carts or<BR>
>>at least tool boxes so they aren't always running back to the locker.<BR>
>>On ships, I can see magnetic mounts so you can lock the box or "cart"<BR>
>>to a bulkhead, deck, or even the overhead.<BR>
><BR>
> I can see a cart if they don't keep them at a bench.  Of course<BR>
> then they need a place to park the cart.<BR>
<BR>
Well, keep in mind that the tool carts I've seen have a topp intended<BR>
to be used *as* a workbench!<BR>
<BR>
>>> Each will have its own protocol.  Tools might be the<BR>
>>> responsibility of the engineers.  Safety equipment might be<BR>
>>> in a central repository but people would not be allowed to<BR>
>>> take stuff out for non-emergencies (and so wouldn't be<BR>
>>> available routine for a game).  If weapons aren't allowed<BR>
>>> on a ship, then weapons will be locked in a weapon locker.<BR>
>>> Cleaning supplies would be in the mop closet and the Steward<BR>
>>> would make sure he had enough.<BR>
>><BR>
>>Keep in mind that on the size ship most players are on, all those<BR>
>>places are likely to be the *same* room, even if they are seperate<BR>
>>sections of it.<BR>
><BR>
> Yeah, though the main point is that there won't be some<BR>
> locker that is a bottomless supply of stuff....<BR>
<BR>
But at the same time the compartment that all those lockers are in is<BR>
likely to become the "catch all" storage location.<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, 21 Aug 2000 13:33:57 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
>> Leonard Erickson (aka Shadow) writes:<BR>
>> SNIP<BR>
>> You misjump on a 13+ on 2d6. The ship is destroyed<BR>
>> on 16+.<BR>
>> <BR>
>> Modifiers:<BR>
>>      within 100D: +5<BR>
>>       within 10D: +10  (for a total of +15!)<BR>
>>   unrefined fuel: +1<BR>
>>       naval ship: -1<BR>
>>       scout ship: -2<BR>
><BR>
>> So a scout ship using refined fuel can jump from<BR>
>> inside 10D, and have a 1/36th chance of surviving. <BR>
>> They'll misjump, but they won't be destroyed.<BR>
>> Anybody else can kiss their ass goodbye.<BR>
>> SNIP<BR>
><BR>
> Actually, I believe the modifiers for being within the<BR>
> 100D limit and 10D limit are not cumulative. <BR>
<BR>
Nope, the text in the Traveller book makes it clear that they are<BR>
cumulative:<BR>
<BR>
While the *table* is set up as above, here's a quote of the *text*:<BR>
<BR>
P.51, column 2, paragraph 4:<BR>
<BR>
	Misjump: Each time a ship engages in a jump, throw 13+<BR>
	for a misjump. Apply the following DMs: +1 if using<BR>
	unrefined fuel (and not equipped to do so), +5 if<BR>
	within 100 planetary diameters of a world, +15 if<BR>
	within 10 planetary diameters of a world. If the result<BR>
	is 16+, then the ship is destroyed.<BR>
<BR>
Note the "+15"...<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, 21 Aug 2000 13:41:54 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
In mail you write:<BR>
<BR>
> I started at the tender age of twelve. My Junior High School in Las Cruces,<BR>
> NM had this great teacher by the name of Jeff Ziegler and he ran the gaming<BR>
> club. <BR>
<BR>
Aha! Now we can nail Jeff for "contributing to the deliquency of<BR>
minors", I mean *really* all those guns, and the fighting... :-)<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, 21 Aug 2000 14:07:14 -0700<BR>
From: "Brian Jenkins" <Brian.Jenkins@grpwise1.westek.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
I remember vividly my first encounter with Traveller and the LBBs.  We had no Canon then...:)<BR>
<BR>
I went over to the house of one of my D&D playing friends.  He said he had bought this "Really Neat" Sci Fi RPG.  I had always been looking for something like that so I jumped in the old Mustang and hurtled over.  He refereed a game for me and one other person.  To tell the truth the scenario was not very good, and he was not a very good referee.  But the Genre hooked me.  I realized that I could relive all of my scifi novels now! I could be a scout, a ranger, an intersteller rougue!  For the first time in my life I can honestly say that I was addicted to a game.<BR>
<BR>
And I have been ever since.<BR>
<BR>
Brian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:09:27 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
>From: Luther Martin <lwmarti@pacbell.net><BR>
<BR>
>Lesson learned: never assume that just because a vehicle is written up in<BR>
>some gaming magazine that it's anywhere near useful in a game.<BR>
<BR>
Well, that's a little harsh.  The game modelled reality fairly well.  Riot<BR>
control vehicles are designed to protect police officers from civilians<BR>
armed with civilian small arms (and bottles and rocks), not from soldiers<BR>
armed with anti-tank weapons.  <BR>
<BR>
The riot control vehicle written up in JTAS would be very useful in a game<BR>
involving control of a riot, or many other situations that come up in<BR>
Traveller games -- but they were rather outgunned in a confrontation with<BR>
heavily armed troops.  <BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
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Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 13:58:43 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: Newbie Q: Artificial Gravity? <BR>
<BR>
Gleets.<BR>
<BR>
I am gearing up to run a CT campaign. It appears to me (having not read the<BR>
basic LBBs in full detail as yet) that while the ships are designed to have<BR>
gravity (i.e. there's a floor and a ceiling, and there are bunks), there<BR>
isn't explicit mention of artificial gravity generators.<BR>
<BR>
My assumption is that gravity is provided while in normal space by running<BR>
the maneuver drive, which I assume drives the ship along the Z axis<BR>
("up")... which means that there are periods of zero G in orbit, during<BR>
turnover, etc.<BR>
<BR>
Is this how most GMs run their universes? Or is artificial gravity assumed?<BR>
<BR>
If artificial gravity is assumed, is inertia damping also assumed? Do the<BR>
ship's occupants experience one G even if the ship is accelerating at a<BR>
higher level?<BR>
<BR>
thanks<BR>
Andrew Douglas<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:21:20 -0700<BR>
From: "Koji Suzuki" <kzuke@compuserve.com><BR>
Subject: Cargo question<BR>
<BR>
I've never dealt with trade before in an adventure or campaign, but I have a<BR>
player that's interested.  What's the best way to take care of it, and are<BR>
there any programs out there to generate a cargo availablity for a planet?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:22:26 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Rebuilding GDW's "Great Game"<BR>
<BR>
Frank G. Pitt wrote:<BR>
> <BR>
<BR>
> Fully agree. Look at the "Club of Rome" model.<BR>
> <BR>
> It is obviously incorrect, seeing as we are still producing oil and enough<BR>
> to food to feed the planet's population. Whwne was it theor model predicted<BR>
> we'd be out of oil ?<BR>
> Mid-eighties I think it was from memory.<BR>
<BR>
minor nit...the CoR model depended on what we now know as incomplete<BR>
data regarding the available petroleium reserves, as well as no<BR>
knowledge of undeveloped methods of petroleum recovery that make then<BR>
marginal and played out fields productive today.<BR>
<BR>
They based their model on then-current (and quite conservative)<BR>
estimates of petroleum reserves. <BR>
<BR>
Theirs is not a case of GIGO, but of insufficient refinement of the<BR>
model to match corrected intial conditions.<BR>
<BR>
Of course, their critics love to point out how wrong they are, but trust<BR>
me...Malthus still laughs last...it just takes longer. :-/<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:26:44 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Happy Fun Balls and Titan A.E.<BR>
<BR>
Hello, just one thing that struck my mind while i was watching this movie:<BR>
<BR>
Am I the only one who thought that the Titan looked very much like the <BR>
Happy Fun Ball?<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 10:43:45 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: re: Titan A.E.<BR>
<BR>
At 21:12 14.08.00, you wrote:<BR>
>At 18:40 -0400 10/8/00, Volker Greimann <volker@greimann.de> wrote:<BR>
>>BTW: What did you folks think of this movie. I thought that even it though<BR>
>>it was very predictable and used up every SF-clichee in the book, it still<BR>
>>was very entertaining. I especially loved large parts of the animation,<BR>
>>especially the ships and other vehicles. The spaceviews were pretty amazing<BR>
>>as well.<BR>
>>All in all, id rate it 7/10. Not great, but better than the other SciFi we<BR>
>>got lately.<BR>
><BR>
>The studio which made it has just been closed because it flopped, AFAIK.<BR>
<BR>
Yup, I heard that too, but it still has some very nice moments and views.<BR>
I wasnt exactly overawed by this movie, and the plot was noting new, but <BR>
it still<BR>
wasnt THAT bad.<BR>
<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:50:50 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Godzilla 2000<BR>
<BR>
Not really Traveller related, but for all you TMLers who grew up<BR>
watching Godzilla on Creature Feature, and were disappointed by the<BR>
recent Godzilla movie, Godzilla 2000 is a fun trip down memory lane.<BR>
All the cheesiness that you remember and love is there, especially the<BR>
guys in the big rubber suits.  If you thinking about taking kids, the PG<BR>
rating probably comes from language.  I heard on cr*p and one assh*le.<BR>
Great fun.<BR>
<BR>
Tod<BR>
- ----<BR>
"SolSec:  Keeping the Confederation Safe for Humaniti"<BR>
- ----<BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
http://www.travellercentral.com<BR>
http://www.grandsurvey.com<BR>
http://www.solsec.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:03:39 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Lupus (was re:HIgh Tech Cosmetic Surgery)<BR>
<BR>
In a message dated 8/21/00 9:30:12 AM !!!First Boot!!!, <BR>
katts@globalfreeway.com.au writes:<BR>
<BR>
<< Yup. Lupus is interesting.<BR>
 <BR>
 I'd strongly recommend not having it, in fact.<BR>
 <BR>
 Ian Whitchurch >><BR>
<BR>
Yeah; my aunt died of it in the 70's. It sucks...:-(<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 15:02:53 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
Glenn Goffin wrote:<BR>
<BR>
> >Lesson learned: never assume that just because a vehicle is written up in<BR>
> >some gaming magazine that it's anywhere near useful in a game.<BR>
><BR>
> Well, that's a little harsh.  The game modelled reality fairly well.  Riot<BR>
> control vehicles are designed to protect police officers from civilians<BR>
> armed with civilian small arms (and bottles and rocks), not from soldiers<BR>
> armed with anti-tank weapons.<BR>
<BR>
Perhaps it is a bit harsh, but I am now wary of vehicles in magazines.<BR>
Before I use any vehicles which are printed in a magazine I will certainly<BR>
check the armor of the vehicle and compare it to the penetration of common<BR>
infantry weapons at its TL. Maybe I'm just saying the painfully obvious:<BR>
don't use someone else's vehicle design without making sure that it makes<BR>
sense for your needs. Or at least keep a careful eye out for its<BR>
limitations.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:14:27 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Re: Aslan "catnip" was OT Catnip<BR>
<BR>
Was written:<BR>
<BR>
Although Aslan are not feline, they may have something like catnip on their<BR>
>world. I doubt they would be affected by catnip itself though, at least not<BR>
>the same way as cats.<BR>
<BR>
<BR>
I seem to remember some canon references to Aslan "Teas" which might fit the<BR>
bill.  Does anyone else?<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 14:07:32 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: How do you deal with biotech in your TU? <BR>
<BR>
Given the breakneck pace of advances in biotech these days, it seems<BR>
reasonable to assume that biotechnology (and the associated ethics) will<BR>
have outstripped anything we see in the Traveller rules (I'm using CT, with<BR>
GT supplements) by the time the Third Imperium crops up.<BR>
<BR>
How does the Traveller gaming community at large deal with biotech issues?<BR>
Do we have genetically engineered humans, tailored for hostile environments?<BR>
Astronauts immune to loss of bone mass due to prolonged zero G (real effect,<BR>
observed in Mir crews), or possibly with hands where feet should be? Humans<BR>
with gills? Do we have spare parts? Do we have the ability to grow a new<BR>
spleen from stem cells? Do we carry around data crystals with our<BR>
fully-mapped genome for use as ID? Do we have genetic bigotry? Breeding<BR>
laws? Genetic engineering as a replacement for cosmetic surgery? (The list<BR>
of possible issues is long, fascinating, difficult and highly significant to<BR>
the world view of PCs and NPCs.)<BR>
<BR>
How about it? How do you deal with biotech?<BR>
<BR>
Andrew Douglas<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:32:38 +0000 (GMT)<BR>
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Getting ships under control<BR>
<BR>
On Mon, 21 Aug 2000, Leonard Erickson wrote:<BR>
> 	within 100 planetary diameters of a world, +15 if<BR>
> 	within 10 planetary diameters of a world. If the result<BR>
> 	is 16+, then the ship is destroyed.<BR>
> <BR>
> Note the "+15"...<BR>
> <BR>
<BR>
	Yuck.  That makes it *impossible* to jump within 10D. 2+15=17.<BR>
Boom.  I think I am going to keep doing it the way I have always been<BR>
doing it...  allows for some calculated heroism/ risk-taking.<BR>
<BR>
	-Michel<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:49:17 +0000 (GMT)<BR>
From: Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
On Mon, 21 Aug 2000, John P. Raynor wrote:<BR>
<BR>
> On the other hand, it could be argued that historical Mongolian militarism<BR>
> was an artifact of the superiority of mounted archers relative to whatever<BR>
> forces their non-mobile, village-dwelling, agricultural victims could put<BR>
> on the field.  In space, would-be Mongol raiders would be using the same<BR>
> astronautical technology as everyone else, and would be quickly chopped up<BR>
> by the same forces that keep non-Mongolian "morally different merchants"<BR>
> under control.<BR>
<BR>
	True.  On the other hand, you could allow them some odd-ball<BR>
weapons tech advantage that is an "artifact" of thier culture...  Ships<BR>
who's manuever drives work as though one USP better and all thier vessels<BR>
have an +2 to thier agility.  Handwave that its a secret part of the<BR>
construction process and the 3i hasn't been able to duplicate it.  Slight<BR>
advantage over other neightbour states, enough that they need to be<BR>
considered, but no enough for them to steam-roller the rest of the<BR>
millieu.<BR>
<BR>
> <BR>
> On the other hand, there's nothing to keep spacegoing Mongols from being<BR>
> basically peaceful nomads (living aboard their starships, just like the<BR>
> nomads in Heinlein's "Citizen of the Galaxy"), with a very strong<BR>
> tradition of "taking care of themselves" (by force, when necessary).<BR>
> <BR>
>                                                             - J. Raynor<BR>
> <BR>
<BR>
	That works nicely too.  Perhaps with "garden" ships and "mining"<BR>
ships, so the entire cultre doesn't nessecarily need to go planetside.<BR>
Except to trade for things they can't do themselves.<BR>
<BR>
	--Michel<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2966<BR>
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Traveller-digest      Monday, August 21 2000      Volume 1999 : Number 2967<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: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Famile Spofulam 'Ming' class Medium Laser ACV<BR>
Re: Newbie Q: Artificial Gravity? <BR>
Re:  More TLM Landgrab: Esalin<BR>
Re: Striker<BR>
RE: FELs<BR>
Re: How do you deal with biotech in your TU?<BR>
RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: How did you find out about Traveller?<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: How did you find out about Traveller?<BR>
Re: K'Kree/Hiver disguises<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: Who appointed Arbellatra?<BR>
Re: Who on Earth are the Khuur League<BR>
Re: Cargo question<BR>
Re: CCTV Security<BR>
Re: Cargo question<BR>
Re: "I started Travelling because..."<BR>
Re: Titan A.E.<BR>
RE: Titan A.E.<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:05:53 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
> > On the other hand, it could be argued that historical Mongolian<BR>
militarism<BR>
> > was an artifact of the superiority of mounted archers relative to<BR>
whatever<BR>
> > forces their non-mobile, village-dwelling, agricultural victims<BR>
could put<BR>
> > on the field.  In space, would-be Mongol raiders would be using the<BR>
same<BR>
> > astronautical technology as everyone else, and would be quickly<BR>
chopped up<BR>
> > by the same forces that keep non-Mongolian "morally different<BR>
merchants"<BR>
> > under control.<BR>
><BR>
> True.  On the other hand, you could allow them some odd-ball<BR>
> weapons tech advantage that is an "artifact" of thier culture...<BR>
Ships<BR>
> who's manuever drives work as though one USP better and all thier<BR>
vessels<BR>
<BR>
Their superior mobility is already supported in Traveller.  Their great<BR>
advantage was to appear in huge numbers with no warning, and as the<BR>
speed of communication is the speed of travel, this still works.<BR>
Without warning, huge numbers of Space Mongols appear to pillage your<BR>
planet, overwhelming the local forces.  Even if a ship gets out and help<BR>
is only 1 jump away, that's two weeks before help arrives. If no ships<BR>
get out, no warning can get to the next system before the Space Mongols<BR>
again arrive.<BR>
<BR>
Eventually, the Imperium can just bring superior forces to bear and<BR>
encircle the Mongol active area.  Unlike Europe, the Imperium is a huge<BR>
empire with vast forces it can bring into play.  Such space Mongols<BR>
won't last long.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 09:12:30 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Famile Spofulam 'Ming' class Medium Laser ACV<BR>
<BR>
FS are going back to their roots with Striker.<BR>
<BR>
I built it at TL9, but it should be useful on a more modern battlefield. It<BR>
lacks point defense systems, however. Use it in mixed platoons, with some<BR>
dedicated PD vehicles (and a missile-firer, to take advantage of the nice<BR>
capbility the Ming has to lay radar- and ladar-suppressing chaff).<BR>
<BR>
********************<BR>
<BR>
The Ming class medium ACV tank is a powerful force on a modern battlefield.<BR>
<BR>
A classic low-slung FS design, the Ming is only slightly taller than an<BR>
average sophont, thus assuring it a good chance to get the first effective<BR>
shot off.<BR>
<BR>
Featuring a lethal main laser backed up by a HEAP-firing mortar to deal with<BR>
those annoying pop-up grav tanks, the Ming provides affordable punch.<BR>
<BR>
Over half a meter of main turret armour protects the Ming, allowing it to<BR>
make effective use of hull-down positions.<BR>
<BR>
The ACV motion system is powered by a reliable 2 megawatt fusion plant,<BR>
allowing basically unlimited range.<BR>
<BR>
An affordable but effectivve EW suite is included, featuring Standard ECM,<BR>
thermal imaging and image enhancement. A 'Las-beep' laser sensor is<BR>
included, linked to an adequate supply of anti-laser aerosols. Chaff rounds<BR>
can also be fired from the secondary weapon system, allowing effective<BR>
suppression of the battlefield emitters that allow PD systems to function.<BR>
<BR>
The Ming. Built to be merciless.<BR>
<BR>
**************************************************************<BR>
<BR>
First of all, the weapon systems ...<BR>
<BR>
TL9 10 MW pulse laser (1 lens). 710 kg, KCr 60 (including TL9 DFC). Pen 54<BR>
<BR>
90 mm TL 8 Vehicle Mortar<BR>
<BR>
Tube            250 kg, KCr 3.4<BR>
Autoloader   350 kg, KCr 3.3<BR>
TL8 IFC        50 kg, KCr 5.0<BR>
<BR>
Total 630 kg, KCr 11.7<BR>
<BR>
Ammo ; 11 kg, so with 100 rounds it goes to 1730 kg<BR>
<BR>
Chaff : 11 kg, Cr 55, 750 m radius (NB stops Lidar as well as radar. Used to<BR>
neutralise point defense AEMS)<BR>
CBM : 11 kg, Cr 99 ; Pen 21/7, +1 to hit , burst size 4cm (use it while<BR>
hull-down over open sights to neutralise pesky infantry)<BR>
Chem Smoke : 11 kg, Cr 66<BR>
HEAP : 11 kg, Cr 50, Pen 38 (use to bombard the positions of nasty pop-up<BR>
grav tanks)<BR>
<BR>
OK, the vehicle itself ...volume left in the tank is in (). Volume left in<BR>
the turret is in []<BR>
<BR>
6m x 3m x 1.5m hull (+1 to hit)<BR>
<BR>
ACV suspension ; 2.7 m3, 2.7t, KCr 10.8<BR>
<BR>
Turret : 2m x 2m x 0.5m (+1 to hit)<BR>
<BR>
10 MW pulse laser (in turret) 0.71 m3 [1.29 m3], 0.71t, KCr 60<BR>
<BR>
Co-ax HMG + 12 clips (in turret) ; 0.14m3 [1.15 m3], 0.14t, KCr 6<BR>
<BR>
12 m3 MHD plant ; 12m3 (12.3 m3), 12t, KCr 120 [10.2 MW. Powers main laser]<BR>
300 l fuel ; 0.3 m3 (12.0 m3), 0.3 t [Fuel for 6 minutes/12 fire phases]<BR>
<BR>
1m3 Fusion plant ; 1m3 (11 m3), 4t, KCr 200 [powers vehicle itself]<BR>
<BR>
Gunner, Driver, Commander ; 4m3 (7 m3), 0.6 t, KCr 0.3<BR>
<BR>
90 mm Vehicle Mortar ; 1.73 m3 (5.27 m3), 1.73 t, KCr 11.7 [NB Assumes 100<BR>
rounds, which are not paid for]<BR>
<BR>
TL9 laser sensor, 40 bottles aerosol, Basic ECM, Map Box, Image Enhance,<BR>
Thermal Imaging, 1000 pow Radio, 50 km Laser Comm ; KCr 152.5<BR>
<BR>
Turret Armour ; 1.06 m3 [0.09 m3], 9.03 t, KCr 9.03<BR>
Hull Armour ; 4.0 m3 [1.27 m3], 28t, KCr 28<BR>
<BR>
Overpressure system 0.27 m3 [1.0 m3], 0.27t, KCr 0.3<BR>
<BR>
Cost is call it a round KCr 600.<BR>
<BR>
Turret has 56 cm of ceramic armour F (AF 53), 20 cm on other faces (AF 42)<BR>
Hull has 10 cm of ceramic armour front and top (AF 34), 5 cm sides and back<BR>
(AF 26) and 4 cm on the underbody (AF 23).<BR>
<BR>
Vehicle mass is about 52 tons, so by my numbers we get a speed of 90 kmh-1.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:22:09 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Newbie Q: Artificial Gravity? <BR>
<BR>
<ADouglas><BR>
If artificial gravity is assumed, is inertia damping also assumed? Do the<BR>
ship's occupants experience one G even if the ship is accelerating at a<BR>
higher level?<BR>
</ADouglas><BR>
<BR>
Hi Andrew, welcome to the fold!<BR>
<BR>
In the OTU ("Official Traveller Universe") artificial gravity is assumed.<BR>
That is to say, it is "canonical", meaning it arises out of the body of<BR>
works we straight-laced Traveller players hold as gospel. Talk to Eris for<BR>
other options, he's the uber-heretic around here. :-)<BR>
<BR>
Inertial damping, by grav plates in the walls, is also canon.  The floors<BR>
of ships, to some people's dismay, are usually oriented so that thrust<BR>
would not provide a feeling of gravity in the right direction.  Rather the<BR>
gravity produced by thrust is cancelled by the wall plates and gravity<BR>
required for walking around is provided by floor plates. <BR>
<BR>
There have been extensive debates here about the logical pros and cons of<BR>
this, but I say go with what feels cool to you.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:23:06 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re:  More TLM Landgrab: Esalin<BR>
<BR>
>From: Peter Newman <pnewman@gci.net><BR>
>I believe what he meant was "Why are Esalin's forces TL 8 motorized<BR>
>infantry rather than TL 8 armor, artillery, planes, etc?" Presumably the<BR>
>answer is that motorized infantry is all Esalin is allowed to build under<BR>
>the terms of the treaty.<BR>
<BR>
Maybe motorized infantry is all the Esalinese can afford.  Two divisions<BR>
already appears to be a strain on two million residents.  It is, moreover,<BR>
an agricultural, not an industrial, world.  Maybe they just don't have the<BR>
resources to build, buy, or, in any event, maintain, significant amounts<BR>
of armor.  <BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:27:42 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Striker<BR>
<BR>
>From: Kristian Miller <travellerne@3rd-imperium.com><BR>
<BR>
>>Steven Hudson wrote:<BR>
>>   What figures (manufacturer/line) are you using for 25mm <BR>
>>Zho's? Stone Mountains' Denizens?<BR>
><BR>
>That might be it.  I don't remember.  I bought them at a convention for<BR>
>pennies on the dollar.  They really look Zho, but one of the miniatures<BR>
>had its helmet off and looked sort of like an alien gray with pointed<BR>
>ears.  I gave the pointy eared on to a friend for a present and painted<BR>
>up the rest as Zhodani.<BR>
<BR>
Kristian is describing the Denizens figures, which are what I'm now<BR>
painting for Zhodani.  I'll bring them to our miniatures painting day on<BR>
Saturday (they need to be finished).  <BR>
<BR>
I just interpreted the pointy-eared guy as a minor human race that is part<BR>
of the Zhodani Consulate -- or maybe a Darrian mercenary.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:28:39 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: FELs<BR>
<BR>
>          Ok, cool.  Next question.  If there was a "view port" into the<BR>
>> side of a PWFA-based FEL, what would you see when the thing is<BR>
>> firing?  Nothing?  Bright-purple/pink glowing plasma?  Any associated<BR>
noise<BR>
>> with the thing?<BR>
><BR>
>Just off the top of my head:<BR>
><BR>
>Any "glow" would be an inefficiency (ie energy leaving the system as<BR>
>something other than the beam, or unavoidable heat losses).<BR>
><BR>
>Since there should be no moving parts bigger than atoms, it oughta be<BR>
>pretty quiet. You can always have a hum from some slight (and unwanted)<BR>
>waver in the mag field.<BR>
><BR>
>Yes, I know it's disappointing.<BR>
><BR>
>On the other hand, it gives you the opportunity for someone observing<BR>
>to comment to the person watching the controls for the FEL:<BR>
><BR>
>"Gee, the colors in there sure are pretty"<BR>
><BR>
>Which ought to get a response much like the one you'd get for<BR>
>mentioning smoke in an ammo dump. <eg><BR>
><BR>
>--<BR>
>Leonard Erickson (aka Shadow)<BR>
> shadow@krypton.rain.com        <--preferred<BR>
>leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
Leonard is quite right. The seed laser for the electron beam is most likely<BR>
an IR laser. The lasers used for the plasma wake field are likewise outside<BR>
the visible spectrum. Of course the FEL laser, in the Traveller setting will<BR>
be an x-ray laser and also not visible to the naked eye (though perhaps some<BR>
kind of viewer could be used to check the beam.<BR>
<BR>
As an aside we use a green laser as a seed for our electron beam injector at<BR>
JLab. Some of the physicists who work on that equipment were showing a<BR>
technician the laser setup and he remarked how "gee wiz" the beam look as it<BR>
bounced off the optics in the unit. The physicists were upset, of course,<BR>
because the only reason you could see the beam at all was that there was too<BR>
much dust in the enclosure. Even a laser in the visible light range should<BR>
be invisible except where it is actually shining on an optical component.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
<Snip><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:36:24 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
<A Douglas><BR>
Given the breakneck pace of advances in biotech these days, it seems<BR>
reasonable to assume that biotechnology (and the associated ethics) will<BR>
have outstripped anything we see in the Traveller rules (I'm using CT,<BR>
with GT supplements) by the time the Third Imperium crops up.<BR>
<BR>
How does the Traveller gaming community at large deal with biotech issues?<BR>
</AD><BR>
<BR>
The same way the traveller gaming community handles everything: With<BR>
fractious sectarian divisive disagreement!  That is to say, different<BR>
people do it differently. :-)<BR>
<BR>
IMTU (In My Traveller Universe) advanced biotech is relatively unused<BR>
for cultural reasons.  The Vilani, one of the two peoples who made up the<BR>
3rd Imperium, are famously conservative (Like the ancient Chinese, at<BR>
least I think that's what they're modelled after).  For this reason,<BR>
people with any sort of superior abilities (psionics, cybernetics, or<BR>
biotech enhancements) are persecuted. Think 'mutants' in the Xmen comics<BR>
and you'll get the idea.  They're out there, but they don't crow about it.<BR>
<BR>
Where you _will_ find biotech IMTU is on all those 'lost colonies'.  When<BR>
the Long Night came along and the ships full of filter masks (or vacc<BR>
suits, or whatever) stopped coming, you can bet the old Vilani<BR>
conservativism went out the window!  With the last of their resources,<BR>
many of these worlds engaged in biotech research to help them survive.<BR>
Today you'll find all sorts of folks modified for their environments with<BR>
built-in respiratory filtering, digestive adjustments, and even<BR>
bio-engineered symbiotes. <BR>
<BR>
These people from the "back waters" are also the subject of prejudice,<BR>
which tends to keep them isolated on their homeworlds.<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:20:08 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> Eventually, the Imperium can just bring superior forces to bear and<BR>
> encircle the Mongol active area.  Unlike Europe, the Imperium is a huge<BR>
> empire with vast forces it can bring into play.  Such space Mongols<BR>
> won't last long.<BR>
<BR>
It's lucky for the Imperium that space seems to be rather two-dimensional in<BR>
nature; otherwise it would be much harder to surround the Dreaded Space<BR>
Mongols.<BR>
<BR>
Pinning down forces in 3D is fairly difficult. Does anyone remember playing<BR>
Star Force?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:38:49 -0700<BR>
From: "Kelly St.Clair" <kellys@efn.org><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
As with a few other games(*), I sort of stumbled into it backwards.  I saw <BR>
Adventure 2, Research Station Gamma, on the shelf at my local hobby shop <BR>
and thought it was interesting enough (the chirpers, the robots, the weird <BR>
critters in the "zoo") to buy.  It was at least a month or two before I <BR>
actually got the /game/ that went with it:  the Little Black Box with Books <BR>
1-3 (no map or Book 0, not on my allowance).<BR>
<BR>
I collected LBBs up through Scouts ... skipped Merchant Prince, had Robots <BR>
for a while but sold it off during a lean time.  I designed a great number <BR>
of HG ships I never used (**) and finally /played/ for the very first time <BR>
in the TML PbeM - which, not unlike Adrian Bishop, now languishes in a low <BR>
berth with little hope of resuscitation.<BR>
<BR>
Thanks to my current game/comics store having a well-stocked 'used' <BR>
section, I've managed to pick up a few more LBBs and Alien Modules to round <BR>
out my CT collection.  Now if only I could figure out what happened to my <BR>
copy of the WORLD BUILDER'S HANDBOOK...  :(<BR>
<BR>
<BR>
(*)  I started with "Blue Box" Basic D&D as a preteen, was without a <BR>
playgroup for years, then picked it up again with Red Book Basic and the <BR>
Expert Rules.  One day I saw the Monster Manual and thought it was for <BR>
Expert, since it had dragon types, etc that weren't in my copy of <BR>
Basic...  So that's how I got into AD&D.<BR>
<BR>
(**)  I've noticed this same compulsive behavior among players of <BR>
Champions; they all have a binder of characters they've built but rarely if <BR>
ever used.  Is this a function of the system(s), or gearheads in general?<BR>
<BR>
- --------------<BR>
Kelly St.Clair     "Homines est! Dici omnes! Soylens viridis HOMINES EST!"<BR>
kellys@efn.org<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:42:12 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
- ----- Original Message -----<BR>
From: "Luther Martin" <lwmarti@pacbell.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 21, 2000 4:20 PM<BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
<BR>
> It's lucky for the Imperium that space seems to be rather<BR>
two-dimensional in<BR>
> nature; otherwise it would be much harder to surround the Dreaded<BR>
Space<BR>
> Mongols.<BR>
><BR>
> Pinning down forces in 3D is fairly difficult. Does anyone remember<BR>
playing<BR>
> Star Force?<BR>
<BR>
I deserved that one.  OK, englobement.  It takes a larger force, but if<BR>
the "Space Mongols" are a serious threat, the 3I has the resources<BR>
provided we aren't talking about the very edges of the empire.  In those<BR>
places, where the Mongols can duck across the borders, it could be more<BR>
problematic. Especially if they operate with the tacit approval of local<BR>
authorities who may harbor some ill will toward the 3I.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:44:50 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
Kelly St.Clair writes:<BR>
<BR>
> (**)  I've noticed this same compulsive behavior among players of <BR>
> Champions; they all have a binder of characters they've built but rarely if<BR>
>  ever used.  Is this a function of the system(s), or gearheads in general?<BR>
<BR>
Its a function of a design system which is in some way neat, or fun to use<BR>
on its own.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 16:48:49 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: K'Kree/Hiver disguises<BR>
<BR>
Kagehira@aol.com wrote:<BR>
> <BR>
> In a message dated 8/19/00 7:12:36 PM Pacific Daylight Time,<BR>
> owner-traveller-digest@lists.imagiconline.com writes:<BR>
> <BR>
> ><BR>
> >  Disgusing a human as a K'Kree or Hiver would likely be TL 19<BR>
> >  technomagic.  Disguise as a Vargr or Aslan would perhaps be TL<BR>
> >  14 or 15, and the changes would be purely cosmetic and would not<BR>
> >  pass even a cursory medical exam by anyone who knew what the<BR>
> >  real thing looked like inside.<BR>
> <BR>
> Actually disguising a human as a K'kree would be realitively easy<BR>
<BR>
<this works a LOT better if you've seen some of the recent Discovery<BR>
Channel promo commercials. To see them, search on 'Discovery' at<BR>
http://www.adcritic.com ><BR>
<BR>
KKree 1:"Look, fellow genocidal herbivore, the gnaak have left us a<BR>
gift"<BR>
<BR>
KKree 2:"Why yes...it is a beautiful wooden model of a KKree, and<BR>
coveniently placed on wheels. Let us bring it into the Pressure Dome."<BR>
<BR>
later....<BR>
<BR>
KKree 1:" Aaaahhh the plasma bolts."<BR>
KKree 2:" Aaaaahhh The plasma bolts."<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, 21 Aug 2000 16:51:47 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
Tod Glenn writes:<BR>
<BR>
> I deserved that one.  OK, englobement.  It takes a larger force, but if<BR>
> the "Space Mongols" are a serious threat, the 3I has the resources<BR>
> provided we aren't talking about the very edges of the empire.  In those<BR>
> places, where the Mongols can duck across the borders, it could be more<BR>
> problematic. Especially if they operate with the tacit approval of local<BR>
> authorities who may harbor some ill will toward the 3I.<BR>
<BR>
Actually, with some decent recon, its ridiculously hard to lock people down <BR>
in the 3I.  If you're willing to take a bit more time, you can refuel from<BR>
kuiper belt objects, and there's lots of them which can't be reached in the<BR>
time it takes the fleet to refuel.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:15:42 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Who appointed Arbellatra?<BR>
<BR>
Yes, the Emperor's List is pretty vague.  I think that what you were<BR>
proposing would be far more acceptable ifit were a "sidenote" to the<BR>
remainder of Cleon V's description.  The real problem that I guess I saw in<BR>
the moniker of "Elvis" for the feloow is that we are left with only that and<BR>
the scant data from the EL to imagine him.  If he were otherwise a serious<BR>
but doomed character of considerable accomplishment, then it might be very<BR>
interesting to know how the Citizens of the 3I (Cot3I) saw him.<BR>
<BR>
Maybe this would best be an idea proposed to Marc.  Set it up as sort of a<BR>
TML Landgrab affair.  A TML "Emperor Grab" allowing interested TML'rs to<BR>
provide non-binding descriptions of various Emperors and Empresses.  I<BR>
wasn't online at the time the TML Landgrab began, so I don't know what the<BR>
process was like.  I'm already using some of the Regina stuff IMTU, and the<BR>
more detail that can be provided the better.  I'm sure that the Eot3I would<BR>
be much more palatable than even world descriptions.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:17:24 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Who on Earth are the Khuur League<BR>
<BR>
The Mongol culture you are describing is similar to the Varyag's I have used<BR>
as an option to the Puppies.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:24:43 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Cargo question<BR>
<BR>
Koji Suzuki wrote:<BR>
> <BR>
> I've never dealt with trade before in an adventure or campaign, but I have a<BR>
> player that's interested.  What's the best way to take care of it, and are<BR>
> there any programs out there to generate a cargo availablity for a planet?<BR>
<BR>
I don't know about cargo generation programs (although I would be<BR>
surprised if there _aren't_ any.  My suggestion for handling a<BR>
mercantile campaign would be to:<BR>
<BR>
1.  Use the cargo rules in LBB 2 (pages 46-48 in the BFB edition).  I<BR>
always preferred these rules over the LBB 7 rules.<BR>
<BR>
2.  Purchase GT: Far Trader, and use the trade guidelines within.  Note<BR>
that this will provide more accurate results than the LBBs, but these<BR>
results may affect the "look and feel" of your game, as freight and<BR>
passenger rates differ significantly from previous Traveller editions. <BR>
If your players' characters plan to provide passenger service at GT:FT<BR>
rates, you may want to reduce life support costs from the Cr2000 per<BR>
sophont per jump listed in previous editions of Traveller, since a free<BR>
trader will lose money on the average Middle passage.<BR>
<BR>
If you go with Option #2, and your campaign is set in the Spinward<BR>
Marches circa 1115, check out Terry Mixon's Spinward Marches trade map:<BR>
<BR>
http://www.ghg.net/tmixon/Trade/<BR>
<BR>
(Actually, IMHO you should take a look at this site regardless.)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:43:09 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: Re: CCTV Security<BR>
<BR>
- ----- Original Message -----<BR>
From: Trevor, Peter <Peter.Trevor@rb.cwplc.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 21, 2000 8:22:pm<BR>
Subject: RE: CCTV Security<BR>
<BR>
<BR>
> Correction:  In the UK widespread use of *CCTV* has  been  around<BR>
> for ages (there's now 1 camera for every 60 people in the UK  ...<BR>
> but they are mainly in shopping areas).  *Politicians*  love  the<BR>
> idea 'cos the street crime  in  CCTV  areas  goes  down  and  its<BR>
> cheaper than getting more police.  However, street crime  in  the<BR>
> surrounding areas goes up ... crime is moved  not  reduced.  Many<BR>
> "ordinary folk" do love the idea too, but this is not universal.<BR>
><BR>
> The face  recognition  system  is  currently  being  trialled  in<BR>
> Illford (east London), and has been for 6  months.  The  database<BR>
> of criminals used was supplied by the police and is linked to the<BR>
> CCTV cameras in the street.  Due to the volume  of  faces  to  be<BR>
> processed and limitations on the current hardware it only scans 1<BR>
> out of every 3 people who walk passed these cameras.  Store  CCTV<BR>
> remains separate.<BR>
<BR>
Thanks for the overal comment on this subject, the current affairs show I<BR>
saw this on didn't go into detail about "how many faces" it scans over a<BR>
period of time, just that it works well (their comment, not mine :).<BR>
However, the CA in question did show it working "in store" in 2 or 3 actual<BR>
shops, not just on the streets, that was the basis of the Aussie buying the<BR>
rights to do the same here.  Our biggest retailers here are Myers,<BR>
Macdonalds & East, David Jones, Kmart, Big W, Coles, and Woolworths and<BR>
these are the sales focus that he is looking at, not so much the police and<BR>
the councils.<BR>
<BR>
Thanks again :^)<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 17:46:41 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Cargo question<BR>
<BR>
John Groth writes:<BR>
<BR>
> If you go with Option #2, and your campaign is set in the Spinward<BR>
> Marches circa 1115, check out Terry Mixon's Spinward Marches trade map:<BR>
> <BR>
> http://www.ghg.net/tmixon/Trade/<BR>
<BR>
Or if you're in just about any sector, take a look at maps.grandsurvey.com ; it uses computer-generated routes with a mildly different definition of a best<BR>
path and thus doesn't always agree with the above, but it has nice printable<BR>
maps in multiple mileaux, and I'm not convinced his map is better in any<BR>
case... ;)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:56:34 -0500<BR>
From: tim@premier.net<BR>
Subject: Re: "I started Travelling because..."<BR>
<BR>
> Loduwick asked:<BR>
> ><Ludowick><BR>
> >How did the other TML'ers first hear/read about Traveller?<BR>
> >I know some have said that they started in 1977.<BR>
<BR>
I learned about roleplaying 1979 it was D&D/AD&D and it was all <BR>
my brothers fault. Anyways sometime around 80-81 my mother <BR>
joined the 700 club well out went the Dungons and Dragaons for <BR>
awhile. <BR>
<BR>
 In place of it my brother found Traveller, and thus my space <BR>
Travels began.  I have owened several books and played at several <BR>
differnt times.  I got back int obecause of my High Hopes for T4.  <BR>
Unlike a lot of people I really liked the idea of a new Imperium <BR>
Universe, but things didnt work out for it : (<BR>
<BR>
I now run an IRC game sent on my Land Grap world of Forine using <BR>
the best rules from all the different versions, this actually works.<BR>
<BR>
<BR>
<BR>
<BR>
Tim Reynolds<BR>
tim@premier.net <BR>
225-334-5063<BR>
www.premier.net/~tim<BR>
- ------------------------------------------------------------<BR>
Knowledge, information, power, words...Flying through<BR>
the air, invisible<BR>
And suddenly the world was tap dancing on quicksand.<BR>
In that case, the prize went to the best dancer<BR>
Terry Pratchett: The Fifth Elephant <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:59:39 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Titan A.E.<BR>
<BR>
This movie delivered exactly what I was expecting: Hackneyed "Saviour of<BR>
the Universe" plot and great animation.  I really liked some of the<BR>
scenes: The guy chopping up the ships with a big "plasma torch"  was<BR>
especially neat.  They also did the best job I've seen so far of mixing<BR>
computer animation and traditional-style animation.  It wasn't perfect,<BR>
but better than any before, IMO.<BR>
<BR>
Also, I believe it's the first time I've seen a character use the<BR>
kick-back from a weapon to propel himself in zero-g. Very cool. The plot<BR>
was actually kinda interesting in terms of starting point, but I wish they<BR>
hadn't ripped off star-wars quite so obviously (ALERT: _Never_ have anyone<BR>
in a "spinning gunner's seat" ever again!  It's been done to death!). The<BR>
"gimmick" ending was also mediocre.<BR>
<BR>
The characters were pretty standard, but I liked the fact that the<BR>
squirelly little engineer guy built something "in his sleep" and then<BR>
didn't know what it did. <BR>
<BR>
Did anyone else notice that the father figure was exactly the same guy as<BR>
the pilot of the bomber in "Heavy Metal"?  Weird.  That guy just has no<BR>
luck at all! :-) <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:15:31 +1000<BR>
From: Timothy Minahan <timothy.minahan@scc.edu.au><BR>
Subject: RE: Titan A.E.<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
<BR>
- ------_=_NextPart_001_01C00BD6.7706DAFE<BR>
Content-Type: text/plain;<BR>
	charset="iso-8859-1"<BR>
Content-Transfer-Encoding: quoted-printable<BR>
<BR>
It is ashame that Fox shut down the Animation section that made this.  =<BR>
With<BR>
this being the second movie that they had created, it was just starting =<BR>
to<BR>
come of age.<BR>
<BR>
- -----Original Message-----<BR>
From: Volker Greimann [mailto:volker@greimann.de]<BR>
Sent: Monday, August 21, 2000 6:44 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: re: Titan A.E.<BR>
<BR>
<BR>
At 21:12 14.08.00, you wrote:<BR>
>At 18:40 -0400 10/8/00, Volker Greimann <volker@greimann.de> wrote:<BR>
>>BTW: What did you folks think of this movie. I thought that even it =<BR>
though<BR>
>>it was very predictable and used up every SF-clichee in the book, it =<BR>
still<BR>
>>was very entertaining. I especially loved large parts of the =<BR>
animation,<BR>
>>especially the ships and other vehicles. The spaceviews were pretty<BR>
amazing<BR>
>>as well.<BR>
>>All in all, i=A5d rate it 7/10. Not great, but better than the other =<BR>
SciFi<BR>
we<BR>
>>got lately.<BR>
><BR>
>The studio which made it has just been closed because it flopped, =<BR>
AFAIK.<BR>
<BR>
Yup, I heard that too, but it still has some very nice moments and =<BR>
views.<BR>
I wasn=B4t exactly overawed by this movie, and the plot was noting new, =<BR>
but=20<BR>
it still<BR>
wasn=B4t THAT bad.<BR>
<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
- ------_=_NextPart_001_01C00BD6.7706DAFE<BR>
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<TITLE>RE: Titan A.E.</TITLE><BR>
</HEAD><BR>
<BR>
<BR>
<BR>
It is ashame that Fox shut down the Animation section =<BR>
that made this.&nbsp; With this being the second movie that they had =<BR>
created, it was just starting to come of age.<BR>
<BR>
<BR>
-----Original Message-----<BR>
<BR>
From: Volker Greimann [<A HREF="3D">mailto:volker@greimann.de</A>]=<BR>
Sent: Monday, August 21, 2000 6:44 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: re: Titan A.E.<BR>
<BR>
At 21:12 14.08.00, you wrote:<BR>
&gt;At 18:40 -0400 10/8/00, Volker Greimann =&lt;volker@greimann.de&gt; wrote:<BR>
&gt;&gt;BTW: What did you folks think of this movie. =I thought that even it though<BR>
&gt;&gt;it was very predictable and used up every =SF-clichee in the book, it still<BR>
&gt;&gt;was very entertaining. I especially loved =large parts of the animation,<BR>
&gt;&gt;especially the ships and other vehicles. The =spaceviews were pretty amazing<BR>
&gt;&gt;as well.<BR>
&gt;&gt;All in all, i=A5d rate it 7/10. Not great, =but better than the other SciFi we<BR>
&gt;&gt;got lately.<BR>
&gt;<BR>
&gt;The studio which made it has just been closed =because it flopped, AFAIK.<BR>
Yup, I heard that too, but it still has some very =nice moments and views.<BR>
I wasn=B4t exactly overawed by this movie, and the =plot was noting new, but <BR>
it still<BR>
wasn=B4t THAT bad.<BR>
---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
- ------_=_NextPart_001_01C00BD6.7706DAFE--<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2967<BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2968<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: How did you find out about Traveller?<BR>
Re : How do you deal with biotech in your TU?<BR>
Re: Ship's Locker<BR>
Re: OT Catnip (Was: Re: FirSylAbb)<BR>
RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
hordes of little beasties<BR>
Re: How did you find out about Traveller?<BR>
RE: Newbie Q: Artificial Gravity? <BR>
Re: Getting ships under control<BR>
Re: How did you find out about Traveller?<BR>
RE: Cargo question<BR>
Re: Newbie Q: Artificial Gravity?<BR>
Re: (c) and MegaCorp emblems<BR>
Re: GURPS: OGRE<BR>
Re: Striker<BR>
Re: How did you find out about Traveller?<BR>
Re: Striker spreadsheets wanted<BR>
Re: Striker spreadsheets wanted<BR>
Re: Godzilla 2000<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: Godzilla 2000<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:16:48 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
While in college in the early seventies I was heavily into wargames. I was a<BR>
Strategy & Tactics subscriber and had no less than 4 copies of Avalon Hill's<BR>
Kriegspiel (Each had, I believe four map boards that could be joined in any<BR>
end-to-end combination.)<BR>
In 1975 I joined the U.S. Navy. While at the Naval Nuclear Power School in<BR>
Vallejo California I was introduced to M. A. R. Barker's Empire of the Petal<BR>
Throne. This was the first RPG that I ever played. I never played D&D until<BR>
I reported to Newport News Virginia for duty on a ship being built in<BR>
Newport News Shipyard several year later. There were no game stores nearby,<BR>
so we would go to Norfolk to visit a store there. While there I saw the<BR>
first LLB's. I picked them up and used them as the basis for my own game<BR>
universe. I used AH's Heinlein's Starship Trooper wargame to work out<BR>
battledress tactics before Mercenary came out. I added all kinds of<BR>
specialty rules, (including rules for FTL communication) and by the time I<BR>
was finished I doubt anyone would recognize it as Traveller. We used<BR>
Man-to-Man (or some other one on one combat rule set) to play out<BR>
confrontations.<BR>
Around 1981 I got married and gave up gaming. A short decade later (plus a<BR>
year or two) my son discovered gaming and I got right back into it, and into<BR>
Traveller. I found out about the TML through a friend and the rest is<BR>
history.<BR>
<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: Tue, 22 Aug 2000 11:35:03 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re : How do you deal with biotech in your TU?<BR>
<BR>
Andrew Douglas wrote :-<BR>
> How does the Traveller gaming community at large deal with biotech issues?<BR>
Organ regeneration and cloning is everywhere at typical Imperium tech<BR>
levels. Enhanced capability organs and cybernetics tend to be frowned<BR>
upon for cultural reasons.<BR>
<BR>
> Astronauts immune to loss of bone mass due to prolonged zero G (real effect,<BR>
> observed in Mir crews), or possibly with hands where feet should be? <BR>
Immunity? Artificial gravity is everywhere, so no one gets the<BR>
opportunity to be exposed to prolonged microgravity. In any case, drugs<BR>
and exercise regimes are the only other solutions, given the<BR>
pathophysiology involved.<BR>
<BR>
> Humans with gills?<BR>
I'm starting to seriously wonder whether this is possible without<BR>
radically rearranging anatomy.<BR>
Think about our oxygen requirements (3.5-35mL/kg/min), the likely oxygen<BR>
content in water (~5ml/L at 21% of 1 ATA), and how the gill fits into<BR>
(more likely onto) the body (The lung has an exchange area of 70m^2 in<BR>
an adult, skin area is 1.7m^2. Gills are, on average, 5-6X more<BR>
efficient than lungs for gas exchange on an area for area basis).<BR>
<BR>
> Do we have the ability to grow a new spleen from stem cells?<BR>
Organ regrowth is easy above TTL 9 - with higher tech levels you can<BR>
grow them faster and they're less likely to be full of neoplastic<BR>
(cancerous) cells...<BR>
<BR>
> Genetic engineering as a replacement for cosmetic surgery?<BR>
The morphogen chemical gradients established during foetal development<BR>
are templates for what structures will end up looking like. After that,<BR>
environment kicks in.<BR>
Gene therapy and targetted protein blockade might be able to force some<BR>
small changes.<BR>
To effect large ones, winding the cell clocks back and imposing new<BR>
'morphogen maps' would be one way to go. It would lead to a gradual<BR>
shift in facial features (say) over 3-4 months as bones and other<BR>
tissues adapted to the new shape. I suppose using growth accelerants<BR>
might speed the process a little (3-4 weeks).<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:48:03 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
> <BR>
> Date: Sun, 20 Aug 2000 01:46:08 +0100<BR>
> From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
> Subject: Re: Ship's Locker<BR>
> <BR>
> Upon recent inspection the ships locker of the Sweet Sixteen, a<BR>
> modified, upgraded and uninsurable Beowulf Free Trader was found to<BR>
> contain the following.<BR>
> <BR>
> 2.5 kilograms of vacuum exposed chocolate icecream (melted).<BR>
> <BR>
> Sunrise's(1) entire winter weather fashion collection which included<BR>
> the furs of at least 2 endangered species.<BR>
> <BR>
> An empty space where the pressure suits were supposed to be kept(2).<BR>
> <BR>
> Two rolls of gaffer tape(3).<BR>
> <BR>
> (1) Sunrise is the Sweet Sixteen's steward (she prefers the term hostess), part<BR>
> owner and occassional Imperial Agent.<BR>
> <BR>
> (2) I did remind them about the pressure suits but they forgot...Ai!<BR>
> <BR>
> (3) Duct Tape in American.<BR>
> <BR>
	Oh no you don't. Duct tape and Gaffer tape are two different things.<BR>
Duct tape is silver and doesn't stick to duct work. Gaffer tape is black<BR>
and doesn't stick to electrical work.<BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:03:19 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
> <BR>
> Date: Mon, 21 Aug 2000 14:19:34 +0200<BR>
> From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
> Subject: OT Catnip (Was: Re: FirSylAbb)<BR>
> <BR>
> SD Mooney wrote:<BR>
> > ... uses 'CATNIP' (a herb which attracts felines!) ...<BR>
> <BR>
> I am sorry about this OT post, but...<BR>
> <BR>
> What is it in that herb which makes cats go crazy about it? I have seen<BR>
> it several times, but no one I've met has yet been able to explain why.<BR>
> <BR>
> Perhaps there is someone among the great minds of the TML? I really have<BR>
> to know.<BR>
> <BR>
<BR>
	Catnit contains a stimulant, somewhat like caffeine or nicotine. Cats<BR>
have a different set of receptors which is picks up and uses the active<BR>
ingredient in catnip. I'm not sure what the actual active ingredient is. <BR>
	It doesn't affect other animals because they don't have the receptors<BR>
for it. In fact it doesn't affect all cats, only about 2/3rds of them. <BR>
<BR>
	ObTrav: The odd effect of the Alien plant (or animal) life on people.<BR>
The resident aliens may see no danger in their "flowers", but the pollen<BR>
contains dangerouly high levels of nicotine. One sniff is highly<BR>
invigoriating and very addictive. Two sniffs and you fall over with a<BR>
heart attack. <BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:47:18 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
I've always wanted to do a game based on the Heinlein Clan Ships. I suppose<BR>
that a group of families could pool their resources and buy a really big<BR>
trader. Though for a multi-generational feel maybe it would be better if it<BR>
were members of a specific ethnic group. Or how about a number of family<BR>
groups leave the Imperium early years, to escape absorption during the<BR>
pacification campaigns. They enter the Hierate, where they make a living as<BR>
traders. They become cultural Aslan, at least to outside appearance, but<BR>
avoid settling on one world and maintain some of their original customs too.<BR>
As a ship becomes filled with people they spin off new trading ship<BR>
colonies. At sometime between the Fourth and Fifth Frontier War they get<BR>
into a feud with one of the 29 and decide to move as a group into Imperial<BR>
space. Since they aren't particularly interested in land, and they are very<BR>
good traders Archduke Dulinor and Archduke Norris have both given permission<BR>
for them to trade in their Domains. Archduchess Isis and Norris are just now<BR>
realizing the true size of the Clans and the number of ships that they<BR>
possess.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
<BR>
> On the other hand, it could be argued that historical Mongolian militarism<BR>
>> was an artifact of the superiority of mounted archers relative to<BR>
whatever<BR>
>> forces their non-mobile, village-dwelling, agricultural victims could put<BR>
>> on the field.  In space, would-be Mongol raiders would be using the same<BR>
>> astronautical technology as everyone else, and would be quickly chopped<BR>
up<BR>
>> by the same forces that keep non-Mongolian "morally different merchants"<BR>
>> under control.<BR>
><BR>
>        True.  On the other hand, you could allow them some odd-ball<BR>
>weapons tech advantage that is an "artifact" of thier culture...  Ships<BR>
>who's manuever drives work as though one USP better and all thier vessels<BR>
>have an +2 to thier agility.  Handwave that its a secret part of the<BR>
>construction process and the 3i hasn't been able to duplicate it.  Slight<BR>
>advantage over other neightbour states, enough that they need to be<BR>
>considered, but no enough for them to steam-roller the rest of the<BR>
>millieu.<BR>
><BR>
>><BR>
>> On the other hand, there's nothing to keep spacegoing Mongols from being<BR>
>> basically peaceful nomads (living aboard their starships, just like the<BR>
>> nomads in Heinlein's "Citizen of the Galaxy"), with a very strong<BR>
>> tradition of "taking care of themselves" (by force, when necessary).<BR>
>><BR>
>>                                                             - J. Raynor<BR>
>><BR>
><BR>
>        That works nicely too.  Perhaps with "garden" ships and "mining"<BR>
>ships, so the entire cultre doesn't nessecarily need to go planetside.<BR>
>Except to trade for things they can't do themselves.<BR>
><BR>
>        --Michel<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:55:18 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: hordes of little beasties<BR>
<BR>
Joe Heck writes:<BR>
<BR>
 >The last part is these things make their hit roll, and even one snake<BR>
 >bite<BR>
 >is enough to knock a player unconscious. I fudged it a little (claimed<BR>
 >the<BR>
 >bite ripped open the suit and the local insidious atmosphere did the<BR>
 >rest),<BR>
 >but still knocked out the player. Even knowing how lethal Traveller can<BR>
 >be,<BR>
 >this seemed a bit extreme to me. How have you dealt with it? Allow the<BR>
 >critters to be "scared off" or "pushed back"?<BR>
<BR>
Roll the damage dice for small critters (of appropriate size & weaponry)<BR>
each time they hit; don't use the listed damage for every hit.  Results<BR>
of 0 = no damage.  And yes, use morale to give the players a chance to<BR>
scare off the animals.  Others have mentioned the usefulness of the <BR>
group hits with shotguns rule.<BR>
<BR>
<BR>
 >In the end it was a really good game. Six players - three of them<BR>
 >rendered<BR>
 >unconscious at various times (but saved by other party members), and<BR>
 >one<BR>
 >other horribly killed. In the end, they escaped - but shutting down the<BR>
 >power to the whole complex - but never really learned many of the<BR>
 >secrets of<BR>
 >the creators of the pyramids.<BR>
<BR>
Now that your PCs have survived hordes of little beasties, it is your<BR>
duty as evil GM to expose them to the Chamax Plague.   :)<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:56:34 -0700<BR>
From: Bill <beast@aracnet.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
>I started playing while at college in 1977.  Lots of friends were<BR>
>playing D&D, while I was a serious war gamer, particularly Napoleonic<BR>
>games from SPI.  I got invited to a D&D game.  Not being much of a<BR>
>fantasy enthusiast, I was none the least intrigued by this role-playing<BR>
>concept.  Almost immediately, I set about trying to create a military or<BR>
>sci-fi version of D&D.  A trip to my local game store (Merlyn's in<BR>
>Spokane WA) for some source material and the clerk there introduced my<BR>
>to this brand new game: Traveller.  I've been playing (actually mostly<BR>
>GMing) CT ever since.<BR>
<BR>
<BR>
<BR>
><snip><BR>
>Four members of our current gaming group (including myself) date back to<BR>
>1978.  More than 20 years of weekly gaming--the mind boggles.<BR>
><BR>
>Tod<BR>
<BR>
Although I was not part of the original locust's, (local gaming group <BR>
designation). I got my start in RPS over 20 years ago. I started with <BR>
D&D. I introduced RPG's to most of my hometown, (small town with <BR>
nothing but drinking and fighting to do on saturday nights). I had a <BR>
friend who owned a bookstore who  I introduced to RPG's and he went <BR>
out and ordered everything he could about D&D. He also found the <BR>
Traveller books. He showed them to me and that was it. Unfortunately <BR>
my home town has a habit of becoming fixated on one particular thing. <BR>
So all the people I introduced to D&D were not interested in <BR>
Traveller. For a couple of years at least. I did manage to find a <BR>
small group of players willing to try it out eventually. We didn't <BR>
have much in the way of resources. Just the LBB's and the original <BR>
Spinward Marches map.<BR>
<BR>
I did manage to escape my home town some years ago and went through a <BR>
dry spell with no gaming.  Then the locusts found me.  have found my <BR>
home... and it is Traveller.<BR>
<BR>
Bill<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:03:53 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Newbie Q: Artificial Gravity? <BR>
<BR>
The canon answer is that ships use gravity plates to create artificial<BR>
gravity. According to the GT rules these also act as compensators for up to<BR>
6G's at GTL12 (TTL15). I believe DGP's SOM uses similar rules. (I won't know<BR>
for sure until next week when Barnes and Noble's out-of-print department<BR>
sends me my copy.) So basically the deck can be in any direction. Most small<BR>
ships are set up so that the deck is parallel to the thrust of the<BR>
maneuvering drives to allow the ship to turn off its artificial gravity<BR>
while landed. This is most convenient for traders and scouts. Some bigger<BR>
ships (notably the merc Broadsword class) is set up to land on its tail and<BR>
has decks perpendicular to engine thrust. I would assume that should<BR>
artificial gravity go out this kind of ship could use its engines to provide<BR>
gravity (or a reasonable facsimile there of.)<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
<BR>
Gleets.<BR>
><BR>
>I am gearing up to run a CT campaign. It appears to me (having not read the<BR>
>basic LBBs in full detail as yet) that while the ships are designed to have<BR>
>gravity (i.e. there's a floor and a ceiling, and there are bunks), there<BR>
>isn't explicit mention of artificial gravity generators.<BR>
><BR>
>My assumption is that gravity is provided while in normal space by running<BR>
>the maneuver drive, which I assume drives the ship along the Z axis<BR>
>("up")... which means that there are periods of zero G in orbit, during<BR>
>turnover, etc.<BR>
><BR>
>Is this how most GMs run their universes? Or is artificial gravity assumed?<BR>
><BR>
>If artificial gravity is assumed, is inertia damping also assumed? Do the<BR>
>ship's occupants experience one G even if the ship is accelerating at a<BR>
>higher level?<BR>
><BR>
>thanks<BR>
>Andrew Douglas<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 18:20:43 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Getting ships under control<BR>
<BR>
In mail you write:<BR>
<BR>
> On Mon, 21 Aug 2000, Leonard Erickson wrote:<BR>
>>       within 100 planetary diameters of a world, +15 if<BR>
>>       within 10 planetary diameters of a world. If the result<BR>
>>       is 16+, then the ship is destroyed.<BR>
>> <BR>
>> Note the "+15"...<BR>
><BR>
>         Yuck.  That makes it *impossible* to jump within 10D. 2+15=17.<BR>
> Boom.  I think I am going to keep doing it the way I have always been<BR>
> doing it...  allows for some calculated heroism/ risk-taking.<BR>
<BR>
Remember, scout ships get a DM of -2 on the roll. That means characters<BR>
with a scout ship have a 1/36 chance of jumping without being<BR>
destroyed. <BR>
<BR>
And you can always add some skill DMs. :-)<BR>
<BR>
I think it's reasonably to have it be virtual suicide if you are too<BR>
close. After all, they *did* have to move out to the belt to get the<BR>
drive to work, or so says "history".<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, 21 Aug 2000 18:06:53 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
In mail you write:<BR>
<BR>
> I started playing while at college in 1977.  Lots of friends were<BR>
> playing D&D, while I was a serious war gamer, particularly Napoleonic<BR>
> games from SPI.  I got invited to a D&D game.  Not being much of a<BR>
> fantasy enthusiast, I was none the least intrigued by this role-playing<BR>
> concept.  Almost immediately, I set about trying to create a military or<BR>
> sci-fi version of D&D.<BR>
<BR>
Sounds like me. I wanted to add some SF stuff to my D&D world. I first<BR>
got TSR's old "Star Probe"(?) game (which wasn't helpful, but does have<BR>
an interesting set of tables for interactions between alien species,<BR>
based on how "different" they are from each other). I also picked up<BR>
Space Marines, which was also too miniatures oriented to be much help. <BR>
<BR>
I later got V&V, Metamorphisis Alpa, and Gamma World. But somewhere in<BR>
there I spotted Traveller. <BR>
<BR>
It's kinda funny, I'm currently living about a block from where the<BR>
hobby store I bought some of those at was located. The building is<BR>
still there, but it's empty. It was a video rental place until about<BR>
6-8 months back. No idea what other changes it's been thru in the 20+<BR>
years. <BR>
<BR>
> A trip to my local game store (Merlyn's in Spokane WA)<BR>
<BR>
Spokane has game stores?! (sorry, I grew up there and know how<BR>
"provincial" the place can be :-)<BR>
<BR>
> Interestingly, my LBBs are the 1st printing, before weapons went to even<BR>
> dice numbers, which I'm told is a 'heretical version'.  These books are<BR>
> showing some wear, but are still in use 23 years later. Since then I've<BR>
> bought just about every milieu, borrowing bits here and there, but<BR>
> sticking with the CT system.  Our original games started with just the 3<BR>
> LBB, so we had to create our own universe, which is now pretty<BR>
> 'non-canon', though we try to keep thing close.<BR>
<BR>
I've got both versions somewhere, including a a 1st ed High Guard.<BR>
After having my D&D box fall apart, I took immediate preventative<BR>
measures with my Traveller box. Clear packaging tape over the entire<BR>
surface. <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, 21 Aug 2000 22:22:07 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Cargo question<BR>
<BR>
Get 101 Cargoes from BITS at:<BR>
<BR>
http://www.bits.org.uk/<BR>
<BR>
(I am not being paid for my referrals. Did I say that right Andy?)<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
I've never dealt with trade before in an adventure or campaign, but I have a<BR>
player that's interested.  What's the best way to take care of it, and are<BR>
there any programs out there to generate a cargo availablity for a planet?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 19:38:03 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
In mail you write:<BR>
<BR>
> I am gearing up to run a CT campaign. It appears to me (having not read the<BR>
> basic LBBs in full detail as yet) that while the ships are designed to have<BR>
> gravity (i.e. there's a floor and a ceiling, and there are bunks), there<BR>
> isn't explicit mention of artificial gravity generators.<BR>
><BR>
> My assumption is that gravity is provided while in normal space by running<BR>
> the maneuver drive, which I assume drives the ship along the Z axis<BR>
> ("up")... which means that there are periods of zero G in orbit, during<BR>
> turnover, etc.<BR>
<BR>
Sorry, but most of the designs in the LBB (such as the Type S scout,<BR>
the Free Trader and Far Trader, etc) have the decks aligned in such a<BR>
way that you *can't* use the drive for gravity. The drive would make<BR>
"down" towards the stren of the ship, which would turn all those<BR>
corridors running from bow to stern into open shafts. Not good.<BR>
<BR>
> Is this how most GMs run their universes? Or is artificial gravity assumed?<BR>
<BR>
Not only artificial gravity by "acceleration compensation fields" are<BR>
assumed. Otherwise, you couldn't move around on a ship that was<BR>
accelerating at more than 2 g. And I wouldn't recommend it at 2 g.<BR>
<BR>
You can run low TL ships that don't have artificial gravity and g-comp,<BR>
or even just not have either in your universe. Just keep in mind that<BR>
you'll have to throw out 90% of all published ship plans.<BR>
<BR>
> If artificial gravity is assumed, is inertia damping also assumed? Do the<BR>
> ship's occupants experience one G even if the ship is accelerating at a<BR>
> higher level?<BR>
<BR>
Yep.<BR>
<BR>
Some of us say that if the ship's internal gravity isn't in the same<BR>
direction as the accel from the main drive, then it cuts the max g-comp<BR>
by 1.<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, 21 Aug 2000 23:32:30 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: (c) and MegaCorp emblems<BR>
<BR>
> Also, does anyone know the copyright restrictions on the MegaCorp logos<BR>
<BR>
The answer to this question is the same as to all other questions concerning <BR>
Traveller copyrights: Check with Marc.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:54:46 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Sethkimmel@aol.com wrote:<BR>
> travellerne@3rd-imperium.com writes:<BR>
> <BR>
> << Actually, I've considered it.  Especially since some of my Striker<BR>
>  miniatures are the Ogre Heavy Tank miniatures.  It might work...<BR>
> <BR>
> I STILL want to see Ogre stats in Striker format (and I bet others want it in<BR>
> FF+S format) if it's OK with Marc and Steve....<BR>
<BR>
I wouldn't hold your breath, but it is comming...<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:56:53 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker<BR>
<BR>
Glenn Goffin wrote:<BR>
> <BR>
> Kristian is describing the Denizens figures, which are what I'm now<BR>
> painting for Zhodani.  I'll bring them to our miniatures painting day on<BR>
<BR>
confirmed.  I checked the other minis that aren't finished and they are<BR>
Denizens.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:37:01 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
> How did you find out about Traveller?<BR>
<BR>
It was early in 1977 -- I think. We'd experienced considerable financial <BR>
sucess with a game called En Garde, and one of my partners suggested we <BR>
should do an RPG with an SF background, citing several factors leading him to <BR>
believe it should sell even better.<BR>
<BR>
:  )<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:19:37 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
Luther Martin wrote:<BR>
> > >Lesson learned: never assume that just because a vehicle is written up in<BR>
...<BR>
> > Well, that's a little harsh.  The game modelled reality fairly well.  Riot<BR>
...<BR>
> Before I use any vehicles which are printed in a magazine I will certainly<BR>
> check the armor of the vehicle and compare it to the penetration of common<BR>
> infantry weapons at its TL. Maybe I'm just saying the painfully obvious:<BR>
> don't use someone else's vehicle design without making sure that it makes<BR>
> sense for your needs. Or at least keep a careful eye out for its<BR>
> limitations.<BR>
<BR>
Luther has a good point; but, on the other hand picking the first<BR>
available vehicle did let us play quickly.  Besides, getting wiped out<BR>
early gave me the time I wanted to start designing.  My AC234 designs do<BR>
have frontal armor to give a good chance of surviving a hit by a TL 10<BR>
RAM grenade--which is Luther's point.<BR>
<BR>
Still, those civilian riot control cars DID have amphibious drive!  For<BR>
those wild rioters out on that inflatable raft, no doubt.  :-)<BR>
<BR>
I think my next design will be the TOW-like AT missile Glenn requested<BR>
and then maybe a BRDM-1 type scout car.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 20:34:13 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
In mail you write:<BR>
<BR>
>>From: Luther Martin <lwmarti@pacbell.net><BR>
><BR>
>> Lesson learned: never assume that just because a vehicle is written<BR>
>> up in some gaming magazine that it's anywhere near useful in a game.<BR>
><BR>
> Well, that's a little harsh.  The game modelled reality fairly well.<BR>
> Riot control vehicles are designed to protect police officers from<BR>
> civilians armed with civilian small arms (and bottles and rocks), not<BR>
> from soldiers armed with anti-tank weapons.<BR>
<BR>
On the other hand, civilians can get *very* inventive.<BR>
<BR>
> The riot control vehicle written up in JTAS would be very useful in a<BR>
> game involving control of a riot, or many other situations that come<BR>
> up in Traveller games -- but they were rather outgunned in a<BR>
> confrontation with heavily armed troops.<BR>
<BR>
Allow me to call your attention to a certain famous bank robbery in<BR>
California a few years back. The one where the cops had to borrow guns<BR>
from a nearby gunstore because the guys that robbed the bank had them<BR>
*badly* outgunned.<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, 21 Aug 2000 20:04:19 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> Not really Traveller related, but for all you TMLers who grew up<BR>
> watching Godzilla on Creature Feature, and were disappointed by the<BR>
> recent Godzilla movie, Godzilla 2000 is a fun trip down memory lane.<BR>
> All the cheesiness that you remember and love is there, especially the<BR>
> guys in the big rubber suits.  If you thinking about taking kids, the PG<BR>
> rating probably comes from language.  I heard on cr*p and one assh*le.<BR>
> Great fun.<BR>
<BR>
What do you mean "not really Traveller related". You mean everyone<BR>
*doesn't* have a planet settled by the Japanese with all the monsters<BR>
one it (as a result of fallout and genetic experimentaton during the<BR>
wars that preceded the Long night, of course :-)[1]<BR>
<BR>
Heck, you could even swipe the plot of one of the sillier movies. The<BR>
one where the space aliens want to borrow Mothra (and maybe Godzilla)<BR>
to deal with a problem...<BR>
<BR>
"Commodore, your force is tasked with visting the red zoned world of<BR>
<censored> and collecting and transporting some 'special assetts' from<BR>
the natives to use against the Zhodani. At a minimum we need<BR>
Gojira[2]..." <eg><BR>
<BR>
Can't you just imagine the looks on the PCs faces when they open their<BR>
briefing packets? <BR>
<BR>
For that matter, if they pull it off, can you picture the look on the<BR>
Zho commander's face when he encounters a ??? meter tall lizard that<BR>
has a "breath weapon" that makes the biggest plasma gun you ever saw<BR>
look like a Bic lighter? <BR>
<BR>
By any chance is there a GURPS sourcebook for Japanese movie monsters?<BR>
Or some other source that can be converted? <BR>
<BR>
[1] That's what they *think* happened. Actually, all they did was wake<BR>
up some critters leftover from an Ancient research project.<BR>
<BR>
[2] "Gojira" is the proper name of what the American distributors<BR>
mangled into "Godzilla". Or so I'm told.<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, 21 Aug 2000 20:50:24 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
In mail you write:<BR>
<BR>
>> On the other hand, there's nothing to keep spacegoing Mongols from being<BR>
>> basically peaceful nomads (living aboard their starships, just like the<BR>
>> nomads in Heinlein's "Citizen of the Galaxy"), with a very strong<BR>
>> tradition of "taking care of themselves" (by force, when necessary).<BR>
>> <BR>
>>                                                             - J. Raynor<BR>
><BR>
>         That works nicely too.  Perhaps with "garden" ships and "mining"<BR>
> ships, so the entire cultre doesn't nessecarily need to go planetside.<BR>
> Except to trade for things they can't do themselves.<BR>
<BR>
And god help anybody who turns up with one of their ships without a<BR>
*real* good explanation...<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: Tue, 22 Aug 2000 00:10:15 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
> By any chance is there a GURPS sourcebook for Japanese movie monsters?<BR>
> Or some other source that can be converted?<BR>
><BR>
There is GURPS: Atomic Horror but that is it and nothing else gets too<BR>
close.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2968<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2969</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2969<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: How did you find out about Traveller?<BR>
Re: Godzilla 2000<BR>
Re: How did you find out about Traveller?<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
Re: How did you find out about Traveller?<BR>
Re: Godzilla 2000<BR>
Re: Cargo question<BR>
Re: Godzilla 2000<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
JTAS Poll<BR>
Re: Who on Earth are the Khuur League<BR>
Re: Titan A.E.<BR>
Famile Spofulam 'Ming' class Medium Laser ACV<BR>
RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: TML script- please check<BR>
Re: "I started Travelling because..."<BR>
Re: GURPS: OGRE<BR>
RE: Aslan "catnip" was OT Catnip<BR>
RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
Re: Godzilla 2000<BR>
RE: "I started Travelling because..."<BR>
RE: Godzilla 2000<BR>
Mercenaries Guide to Weapons<BR>
RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
RE: How did you find out about Traveller?<BR>
Re : How do you deal with biotech in your TU?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:17:34 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
on 8/21/00 7:06 PM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
<BR>
> <BR>
>> A trip to my local game store (Merlyn's in Spokane WA)<BR>
> <BR>
> Spokane has game stores?! (sorry, I grew up there and know how<BR>
> "provincial" the place can be :-)<BR>
<BR>
Actually one of the better Game stores I've dbeen in.  Located in the<BR>
Historical Flour Mill, right across the Spokane river from 'downtown'.<BR>
Meryl's was a sci-fi/fantasy bookstore and game store, with am ample back<BR>
room from organized role-play on site (something I haven't seen in ages).<BR>
<BR>
Pardon me as I wax nostalgic...<BR>
<BR>
Don't know if it's still there.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 21:21:56 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
on 8/21/00 9:04 PM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
> What do you mean "not really Traveller related". You mean everyone<BR>
> *doesn't* have a planet settled by the Japanese with all the monsters<BR>
> one it (as a result of fallout and genetic experimentaton during the<BR>
> wars that preceded the Long night, of course :-)[1]<BR>
> <BR>
> Heck, you could even swipe the plot of one of the sillier movies. The<BR>
> one where the space aliens want to borrow Mothra (and maybe Godzilla)<BR>
> to deal with a problem...<BR>
> <BR>
> "Commodore, your force is tasked with visting the red zoned world of<BR>
> <censored> and collecting and transporting some 'special assetts' from<BR>
> the natives to use against the Zhodani. At a minimum we need<BR>
> Gojira[2]..." <eg><BR>
> <BR>
[snip]<BR>
<BR>
Dang it Leonard!  Don't you know my players are on the list.  Next time,<BR>
just discreetly email the plot to me.<BR>
<BR>
I'll put this one in the 'let mold for a while' file.<BR>
<BR>
I love it.<BR>
<BR>
How does one capture a 'Gojira' anyway?<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:21:58 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
Someone brought the LBB's and Supplement 7 into school and they were so cool<BR>
looking I bought them as soon as I could from the local gaming store.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:31:35 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
On Sun, 20 Aug 2000 11:39:42 -0700, shudson@lightspeed.bc.ca (Steven<BR>
Hudson) wrote:<BR>
<BR>
>   The Type R plans in Supp: 7 are pretty clearly meant to be box carriers.<BR>
> The cargo deck appears to be meant for 3.85 Dt "cargo modules", which it<BR>
> can hold two high, four wide, and six deep in the full-width hull section<BR>
> (i.e., before the nose narrows).<BR>
<BR>
Sorry, but since I'm coming at the question from GURPS Traveller the<BR>
ship designation you just mentioned doesn't mean much to me. What's<BR>
a "Type R" when it's at home? While your answering this, could you<BR>
*please* post a list of the other letter type designations and their<BR>
proper names for future reference? Although many of them are pretty<BR>
self-evident, others are a total mystery to me.<BR>
<BR>
>   If, as Mr. Thrash offered as a solution, the freight rates include broken<BR>
> stowage as the shippers problem (which certainly encourages containerization)<BR>
> then the "four-ton" rate cargo modules (48-50 of which will fit in a Type<BR>
> R's hold deck-plan) already include ~4% slop.<BR>
<BR>
I suppose that will have to do. The one problem I still have is not<BR>
stowage but *access* space: a 4% slop represents a 1 inch envelope,<BR>
and that is just not enough clearance for *any* freight handling<BR>
equipment. Part of the reason that a standard cargo hatch is 12'x12'<BR>
and not 10'2"x10'2" is to allow things like container racks and grav<BR>
lifters to accompany the container to its place on the cargo deck.<BR>
Twenty percent "slop" is an awful lot of space, and unless you wax<BR>
the deck *REALLY* well to slide the containers into place (a plan<BR>
which has other significant problems ;)) or declare the dimensions<BR>
of the container *include* the external access space, this will be<BR>
very hard to account for.<BR>
<BR>
- --<BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              | Step up operation. A mosquito from the dumpster  |<BR>
              |               eats the cow. FNORD!               |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:45:41 -0500<BR>
From: Joseph Heck <heckj@missouri.edu><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
I was visiting a friend in junior high (this would be about 1982), and we'd<BR>
all gone to a local restaurant/bar for a bite to eat. The two guys we met<BR>
there were actively engaged in talking about traveller, and seemed to be<BR>
half playing while we were eating (later, I realized they were). I recall<BR>
that one guy was pretty specific about taking his submachinegun with him<BR>
when he left the immediate confines of his ship, although he never used it<BR>
in that short session.<BR>
<BR>
A little later (week, maybe two), I found copies of the little black books<BR>
for sale in an arcade near my house that did RPG's as a sideline for a<BR>
little extra cashflow. At the time, I'd picked up books 1 and 3, they didn't<BR>
have book 2 - and that began my expedition of collecting that I haven't<BR>
stopped since.<BR>
<BR>
- -joe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:01:56 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
Tod Glenn wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> How does one capture a 'Gojira' anyway?<BR>
<BR>
By using Taco Hell food as bait? <g,d,r><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:17:21 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Cargo question<BR>
<BR>
> From: "Koji Suzuki" <kzuke@compuserve.com><BR>
> Subject: Cargo question<BR>
><BR>
> I've never dealt with trade before in an adventure or campaign, but I have<BR>
a<BR>
> player that's interested.  What's the best way to take care of it, and are<BR>
> there any programs out there to generate a cargo availablity for a planet?<BR>
<BR>
I think the key is to treat cargos as you would treat an NPC.<BR>
<BR>
If you have trade and commerce as the core of your campaign, then cargos<BR>
should be lovingly detailed (eg 'An 18 dton batch of Five Year Old Rheniax<BR>
Brandy, from the Davork Estate. Flammable, organic. Mass is 14t per dton.<BR>
Estimated fair value is Cr 65 000 per dton. Markets well on Solomani worlds.<BR>
Naasiirka usually market Rheniax Brandy')<BR>
<BR>
On the other hand, if freight is what they ship when the Mercenary or<BR>
Archeology buisiness is slack, then '18 dtons of Liquor. KCr 65 per dtons.<BR>
Trin is a good market for it' probably does it.<BR>
<BR>
What I'd strongly recommend is to get GT:Far Trader.<BR>
<BR>
One bit of advice is to put big hooks in the cargos for other players, so<BR>
that it isnt the GM and the Purser having a good time.<BR>
<BR>
If the party have a bunch of ex-military types, get them into the 'used<BR>
weapons' business. Sell them an option on a batch of weapons in an armoury<BR>
in the middle of a Civil War.<BR>
<BR>
Also, keep the ships accounts in Monopoly money. Make them spend those red<BR>
and yellow notes ...<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:42:30 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
><BR>
> > Heck, you could even swipe the plot of one of the sillier movies. The<BR>
> > one where the space aliens want to borrow Mothra (and maybe Godzilla)<BR>
> > to deal with a problem...<BR>
> ><BR>
> > "Commodore, your force is tasked with visting the red zoned world of<BR>
> > <censored> and collecting and transporting some 'special assetts' from<BR>
> > the natives to use against the Zhodani. At a minimum we need<BR>
> > Gojira[2]..." <eg><BR>
> ><BR>
> How does one capture a 'Gojira' anyway?<BR>
> --<BR>
<BR>
155mm tranq rounds?<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:36:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
Dalton Spence wrote:<BR>
> <BR>
> On Sun, 20 Aug 2000 11:39:42 -0700, shudson@lightspeed.bc.ca (Steven<BR>
> Hudson) wrote:<BR>
> <BR>
> >   The Type R plans in Supp: 7 are pretty clearly meant to be box carriers.<BR>
> > The cargo deck appears to be meant for 3.85 Dt "cargo modules", which it<BR>
> > can hold two high, four wide, and six deep in the full-width hull section<BR>
> > (i.e., before the nose narrows).<BR>
> <BR>
> Sorry, but since I'm coming at the question from GURPS Traveller the<BR>
> ship designation you just mentioned doesn't mean much to me. What's<BR>
> a "Type R" when it's at home? While your answering this, could you<BR>
> *please* post a list of the other letter type designations and their<BR>
> proper names for future reference? Although many of them are pretty<BR>
> self-evident, others are a total mystery to me.<BR>
<BR>
Here's a quick (not necessarily exhaustive) listing of the standard Type<BR>
starships from CT (including LBB2, Supp2, and Supp9), listed by<BR>
increasing size:<BR>
<BR>
Type S: 100 dton scout-courier (a.k.a. _Suleiman_-class)(J2, 2G)*<BR>
Type J: 100 dton belt mining ship (modified Type S)(J2, 1G)*<BR>
Type X: 100 dton Express boat (J4, 0G)**<BR>
Type A: 200 dton free trader (a.k.a. _Beowulf_-class)(J1, 1G)*<BR>
Type A2: 200 dton far trader (a.k.a. _Empress Marava_-class)(J2, 1G)*<BR>
Type Y: 200 dton yacht (J1, 1G)*<BR>
Type K: 200 dton safari ship (J2, 1G)*<BR>
Type CE: 300 (+100) dton close escort (a.k.a. _Gazelle_-class)(J4,<BR>
4G)***<BR>
Type L: 400 dton lab ship (J2, 1G)*<BR>
Type R: 400 dton subsidized merchant (a.k.a. "Fat Trader")(J1, 1G)*<BR>
Type T: 400 dton patrol cruiser (J3, 4G)<BR>
Type P: 400 dton corsair (J2, 3G)<BR>
Type M: 600 dton subsidized liner (J3, 1G)<BR>
Type C: 800 dton mercenary cruiser (a.k.a. _Broadsword_-class)(J3, 3G)*<BR>
Type XT: 1000 dton Xboat tender (J1, 1G)**<BR>
<BR>
* Denotes ships described in GT, 1st edition (performance may vary).<BR>
<BR>
** Denotes ships described in GT: First In (performance may vary).<BR>
<BR>
*** Listed performance assumes that drop tanks are retained.  The<BR>
_Gazelle_-class close escort is capable of J5/5G if drop tanks are<BR>
detached; however, this limits further jumps to J2, due to lack of jump<BR>
fuel.<BR>
<BR>
<<snip>><BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:42:22 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: JTAS Poll<BR>
<BR>
This week's JTAS poll asks readers to describe themselves, based on the<BR>
wargamer-roleplayer-gearhead coordinate system.  Naturally, I voted for:<BR>
<BR>
Gearhead, with wargamer & roleplayer tendencies (in that order).<BR>
<BR>
Do any other JTAS subscribers want to list their votes?<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:41:46 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Who on Earth are the Khuur League<BR>
<BR>
>From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
<BR>
>Can you imagine Mongols in space? I suddenly think I can. <BR>
>In my head there is an image of an aggressive empire let by some kind <BR>
>of deity-appointed dictator. Relic shrines are present on all warships,<BR>
or<BR>
>at least in all fleets. Warriors are sort of an elite class in society.<BR>
><BR>
>Could be something like the Klingon culture I guess, but with more<BR>
>religious undertones.<BR>
<BR>
Go see the new movie Genghis Khan, which is about, obviously, Genghis<BR>
Khan. It was shot in Inner and Outer Mongolia, the cast are all Mongols,<BR>
it's in Mongolian with English subtitles, and it was produced in China.<BR>
I've forgotten the director's name.  Anyway, it's a good telling of a<BR>
great story, from Genghis Khan's birth to his first successes in unifying<BR>
Mongolia.  There are lots of things to lift for Traveller, especially a<BR>
game set during the Civil War, the Rebellion, or the New Era.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 01:47:35 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Re: Titan A.E.<BR>
<BR>
Charles Collin <charles@hebb.psych.mcgill.ca> sez:<BR>
<BR>
>The characters were pretty standard, but I liked the fact that the<BR>
>squirelly little engineer guy built something "in his sleep" and then<BR>
>didn't know what it did. <BR>
<BR>
 Gune ("goon") is definitely cool, but then I liked most of the aliens with <BR>
speaking parts, as well as the batty fellows who didn't speak at all...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 22:56:46 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Famile Spofulam 'Ming' class Medium Laser ACV<BR>
<BR>
>From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
<BR>
The Government of the Planet Mongo and Its Most Munificent and Protuberant<BR>
Ruler, Ming the Merciless, are pleased to accept submission of this design<BR>
and several prototypes for field testing by the loyal military forces. <BR>
After action reports shall be posted to the TML.<BR>
<BR>
Thank you for your interest in becoming an official purveyor of weapons<BR>
systems to the Government of the Planet Mongo.<BR>
<BR>
- --Glenn M. Goffin, Esquire<BR>
Honorary Consul of the Government of the Planet Mongo <BR>
and Its Most Munificent and Protuberant Ruler, <BR>
Ming the Merciless<BR>
to Terra<BR>
<BR>
HAIL MING!<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:01:23 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
>From: Luther Martin <lwmarti@pacbell.net><BR>
<BR>
>Pinning down forces in 3D is fairly difficult. Does anyone remember<BR>
>playing Star Force?<BR>
<BR>
One of my college classmates wrote economics rules for StarForce.  He<BR>
created a new unit that was a mining/manufacturing thing.  You sent it to<BR>
a destination and rolled d6; that was how many points it produced for you<BR>
each turn, which you could use to build things.  It was a very long time<BR>
ago and it's a bit late now, but maybe we can talk about it on Saturday.  <BR>
<BR>
I have a copy of StarForce.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:08:00 +0200<BR>
From: P-O Bergstedt <zho@berka.com><BR>
Subject: Re: TML script- please check<BR>
<BR>
Very nice script!<BR>
<BR>
Tested, and it works.<BR>
Codeblock placed at URL:<BR>
http://zho.berka.com/zat.html<BR>
<BR>
  _____         _____   P-O Bergstedt<BR>
 /     \       /     \  Stockholm/SWEDEN<BR>
/ * A o \_____/       \_____<BR>
\   @   /     \       / Visit the Zhodani Base:<BR>
 \BERKA/       \_____/  http://zho.berka.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 02:10:14 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Re: "I started Travelling because..."<BR>
<BR>
> Loduwick asked:<BR>
> <BR>
> >How did the other TML'ers first hear/read about Traveller?<BR>
> >I know some have said that they started in 1977.<BR>
<BR>
 I first got interested due to the articles in Space Gamer issues 15-18 <BR>
("ooOOooh! Robots, Laser Rifles and Variable Swords! COOL!"), which would put <BR>
my start at mid '78. I bought the sun-faded LBB box out of the window of the <BR>
local game store (the long-gone and much lamented Little General in San <BR>
Lorenzo, CA). A friend and I followed the same progression: Melee, Wizard, <BR>
OGRE, Rivets, Warpwar, Traveller...<BR>
  I'd been a starship nut as a kid, but Book 2 gave me the tools I needed to <BR>
get more serious (though I noticed the holes even then...) and I've never <BR>
stopped. Our early games were rather non-canon, as we started before Spinward <BR>
Marches hit, but we dropped into the Marches readily when we discovered <BR>
Adventure 1: Kinunir.<BR>
<BR>
 I can credit Traveller with focusing my attention on SF early on, and on a <BR>
real science education later (I'm a geologist by training, though not by trade<BR>
). It also taught me hexidecimal notation well before I was exposed to it via <BR>
mundane means, which made some of those "new math" concepts and later classes <BR>
in Assembly Language MUCH easier...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:33:38 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
>From: Sethkimmel@aol.com<BR>
>Subject: Re: GURPS: OGRE<BR>
...<BR>
>I STILL want to see Ogre stats in Striker format<BR>
<BR>
  Doesn't work very well, IMHO - Striker is mostly 20th century AFV <BR>
sized hulls, and reflects that; an OGRE needs something more nearly<BR>
like HG-type damage rules (the IM APC is 14 Dt & 600,000 kilos, most<BR>
of that high-density stuff including armour at RD 14; an OGRE can run<BR>
2,000+ tons, most of which is lower density, most explicitly including<BR>
the ultra-light BPC armour).<BR>
<BR>
  It's hard to claim that Striker could model an OGRE when a single<BR>
major penetration by the energy weapon on a tank destroyer is meant<BR>
to be an effective kill.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 07:34:06 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Aslan "catnip" was OT Catnip<BR>
<BR>
<snip><BR>
<BR>
> Although Aslan are not feline, they may have something like <BR>
> catnip on their<BR>
> >world. I doubt they would be affected by catnip itself <BR>
> though, at least not<BR>
> >the same way as cats.<BR>
> <BR>
> <BR>
> I seem to remember some canon references to Aslan "Teas" <BR>
> which might fit the<BR>
> bill.  Does anyone else?<BR>
<BR>
What about dust-spice? That drives 'em crazy, IIRC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 07:36:32 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Lucky Misjumping PCs (was Mis-jumps in MTU)<BR>
<BR>
> Dean Jones wrote:<BR>
> >>><BR>
> Evil GM trick:<BR>
> 1. Suspend your game for a session or two.<BR>
> 2.Knock up a few easily disposable cardboard cut out PCs and <BR>
> assign them to<BR>
> your players. If the cut-outs are minor NPCs the real PCs <BR>
> have run into, and<BR>
> you don't mind killing them, even better.<BR>
> 3.Have the cut-outs get involved in a misjump, a horribly fatal one.<BR>
> 4. Rince and repeat, until the players are terrified of misjumps.<BR>
> >>><BR>
> <BR>
> Depending on the players, you may be teaching them the<BR>
> difference in life expectancy between their "real" PC's and<BR>
> the "throwaway PC's" you hand out.  Especially if the ref<BR>
> has handed any "script immunity" saves to the PC's recently.<BR>
<BR>
<BR>
Hmm, fair point. OK, maybe let one of the groups of throwaways survive...I<BR>
think that works psychologically..I remember something on operant<BR>
conditioning...(fades away into vague mumbling)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:42:03 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
<BR>
>In mail you write:<BR>
><BR>
>> Not really Traveller related, but for all you TMLers who grew up watching<BR>
Godzilla on Creature Feature, and were disappointed by the recent Godzilla<BR>
movie, Godzilla 2000 is a fun trip down memory lane.  All the cheesiness<BR>
that you remember and love is there, especially the guys in the big rubber<BR>
suits.  If you thinking about taking kids, the PG rating probably comes from<BR>
language.  I heard on cr*p and one assh*le.<BR>
>> Great fun.<BR>
>><BR>
And Sano Shiro's in it!!!  (He plays such great weirdos.)<BR>
<BR>
>What do you mean "not really Traveller related". You mean everyone<BR>
*doesn't* have a planet settled by the Japanese with all the monsters on it<BR>
(as a result of fallout and genetic experimentaton during the wars that<BR>
preceded the Long night, of course :-)[1]<BR>
><BR>
Well I have a bunch of Japanese planets, but I never thought of putting the<BR>
Toei monsters on them, no.<BR>
<BR>
>Can't you just imagine the looks on the PCs faces when they open their<BR>
briefing packets?<BR>
><BR>
LOL<BR>
<BR>
>[2] "Gojira" is the proper name of what the American distributors mangled<BR>
into "Godzilla". Or so I'm told.<BR>
><BR>
That is correct.<BR>
<BR>
Kiri  ^_^<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:41:10 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: "I started Travelling because..."<BR>
<BR>
GypsyComet wrote:<BR>
<BR>
> real science education later (I'm a geologist by training, though <BR>
> not by trade<BR>
> ). <BR>
<BR>
They say that the biggest employer of geologists in Texas is WalMart. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 07:53:29 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Godzilla 2000<BR>
<BR>
> -----Original Message-----<BR>
> From: Mike Demetro [mailto:punkabilly@sprint.ca]<BR>
> Sent: 22 August 2000 05:10<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Godzilla 2000<BR>
> <BR>
> <BR>
> > By any chance is there a GURPS sourcebook for Japanese <BR>
> movie monsters?<BR>
> > Or some other source that can be converted?<BR>
> ><BR>
> There is GURPS: Atomic Horror but that is it and nothing else gets too<BR>
> close.<BR>
<snip><BR>
<BR>
Actually, you can also find Gojiras listed in GURPS: Warehouse 23 , along<BR>
with Martian War Tripods :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:03:50 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Mercenaries Guide to Weapons<BR>
<BR>
My Traveller Gun website now has a new URL (old one still works)<BR>
<BR>
See http://www.travellerguns.com<BR>
<BR>
Tod<BR>
<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:31:37 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
<snip><BR>
<BR>
> In mail you write:<BR>
> <BR>
> >> On the other hand, there's nothing to keep spacegoing <BR>
> Mongols from being<BR>
> >> basically peaceful nomads (living aboard their starships, <BR>
> just like the<BR>
> >> nomads in Heinlein's "Citizen of the Galaxy"), with a very strong<BR>
> >> tradition of "taking care of themselves" (by force, when <BR>
> necessary).<BR>
> >> <BR>
> >>                                                            <BR>
>  - J. Raynor<BR>
> ><BR>
> >         That works nicely too.  Perhaps with "garden" ships <BR>
> and "mining"<BR>
> > ships, so the entire cultre doesn't nessecarily need to go <BR>
> planetside.<BR>
> > Except to trade for things they can't do themselves.<BR>
> <BR>
> And god help anybody who turns up with one of their ships without a<BR>
> *real* good explanation...<BR>
<BR>
<BR>
So, anyone want to write up a Mongol culture for the Khuur League? Unless<BR>
Ben wants something of his own in there, of course...atm I'm not that<BR>
bothered about Ley, but I'm willing to dig out my old copy of Taras Bulba,<BR>
head over the Mongolian Barbeque for dinner and get inspired.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:48:09 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
I started roleplaying in the Fatasy Genre...MERPS in fact, then moved into<BR>
Rolemaster. I kinda liked the system, and loved Sci-Fi since I first saw<BR>
Starwars, so I got myself a copy of SpaceMaster. There wasn't enough Tech in<BR>
it for me, thought, so I started getting Tech books from other systems,<BR>
including Gurps Ultra-tech and FFS1. I thought about getting into traveller,<BR>
but my FLGS at the time only had a vaguely organised RPG section, and I<BR>
really didn't know where to start, so I didn't. Flash forward a good many<BR>
years and GT came out, then the BFBB. The rest is history... :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 00:52:34 -0700<BR>
From: sneadj@mindspring.com<BR>
Subject: Re : How do you deal with biotech in your TU?<BR>
<BR>
"Robert O'Connor" <robocon@ozemail.com.au> wrote:<BR>
<BR>
> > Humans with gills?<BR>
> I'm starting to seriously wonder whether this is possible without<BR>
> radically rearranging anatomy. Think about our oxygen requirements<BR>
> (3.5-35mL/kg/min), the likely oxygen content in water (~5ml/L at 21%<BR>
> of 1 ATA), and how the gill fits into (more likely onto) the body (The<BR>
> lung has an exchange area of 70m^2 in an adult, skin area is 1.7m^2.<BR>
> Gills are, on average, 5-6X more efficient than lungs for gas exchange<BR>
> on an area for area basis).<BR>
<BR>
Why not seriously folded gills?  Place them along the back on <BR>
either side of the spine (running from shoulder the base of spine), <BR>
with a long C-shaped opening (open part of the C towards the <BR>
spine) into the pocket under the skin where the gills sit.  When in <BR>
use, the skin flap lifts up and the gills fill with blood and do their <BR>
thing.  When not in use, most of the blood drains of out of them, <BR>
and they become two long low oval humps on the back  (likely <BR>
looking somewhat like seriously bulging back muscles).  My guess <BR>
is that this arrangement could get a dozen or more m^2 with <BR>
sufficient folding, which should be adequate.  While someone with <BR>
them will be easily detectible when shirtless or wearing tight <BR>
clothing, they'll be invisible under a loose shirt.   <BR>
<BR>
Comments?<BR>
<BR>
<BR>
- -John Snead sneadj@mindspring.com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2969<BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2970<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: JTAS Poll<BR>
Re: "I started Travelling because..."<BR>
RE: JTAS Poll<BR>
Re: A Mathematical Problem<BR>
Re:Famile Spofulam Ming II class Medium Missile ACV<BR>
Re: Ship's Locker<BR>
Re: Ship's Locker<BR>
RE: Cargo Deck Heights and Container Stowage<BR>
RE: Ship's Locker<BR>
RE: Vaccuum Exposed Chocolate Icecream (melted)  was Ship's Locke r<BR>
RE: OT Catnip (Was: Re: FirSylAbb)<BR>
RE: Newbie Q: Artificial Gravity? <BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: Newbie Q: Artificial Gravity?<BR>
Re: Godzilla 2000<BR>
Re: Titan A.E.<BR>
Re: Re : How do you deal with biotech in your TU?<BR>
RE:How did you find out about Traveller?<BR>
Re: Newbie Q: Artificial Gravity?<BR>
RE: Newbie Q: Artificial Gravity?<BR>
RE: Landgrab Khuur League (was Mongols in Space! )<BR>
RE: Cargo question<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:56:24 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: JTAS Poll<BR>
<BR>
> <BR>
> This week's JTAS poll asks readers to describe themselves, <BR>
> based on the<BR>
> wargamer-roleplayer-gearhead coordinate system.  Naturally, I <BR>
> voted for:<BR>
> <BR>
> Gearhead, with wargamer & roleplayer tendencies (in that order).<BR>
> <BR>
> Do any other JTAS subscribers want to list their votes?<BR>
<BR>
Roleplayer, with gearhead & wargamer tendencies (in that order). <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 01:13:50 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: "I started Travelling because..."<BR>
<BR>
GypsyComet@aol.com wrote:<BR>
<BR>
> > Loduwick asked:<BR>
> ><BR>
> > >How did the other TML'ers first hear/read about Traveller?<BR>
> > >I know some have said that they started in 1977.<BR>
><BR>
>  I first got interested due to the articles in Space Gamer issues 15-18<BR>
> ("ooOOooh! Robots, Laser Rifles and Variable Swords! COOL!"), which would put<BR>
> my start at mid '78. I bought the sun-faded LBB box out of the window of the<BR>
> local game store (the long-gone and much lamented Little General in San<BR>
> Lorenzo, CA).<BR>
<BR>
I want to state this is a decade before I would meet Jim, I bought my set out of<BR>
the very<BR>
same store right before he bought that faded box. i.e. the last undamaged set.<BR>
<BR>
Small universe, ain't it.<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 20:26:59 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: JTAS Poll<BR>
<BR>
><BR>
> This week's JTAS poll asks readers to describe themselves, based on the<BR>
> wargamer-roleplayer-gearhead coordinate system.  Naturally, I voted for:<BR>
><BR>
> Gearhead, with wargamer & roleplayer tendencies (in that order).<BR>
><BR>
> Do any other JTAS subscribers want to list their votes?<BR>
<BR>
I'm not on JTAS, but I'd say I was a roleplayer and a wargamer, with<BR>
gearhead being a distant third.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 21 Sep 2000 21:54:47 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: A Mathematical Problem<BR>
<BR>
>Date: Mon, 21 Aug 2000 16:49:37 -0400 (EDT)<BR>
>From: "John P. Raynor" <john.raynor@yale.edu><BR>
>Subject: A Mathematical Problem<BR>
><BR>
>For reasons that defy quick and easy explanation, I need a method of<BR>
>randomly selecting star systems within a sector such that they will be, on<BR>
>average, about 3.5 hexes (parsecs) apart.  Ideally, this method (whatever<BR>
>it may be) should be "scale-able," to allow the random distribution of<BR>
>star systems seperated by (again, on average) multiples of 3.5 parsecs.  <BR>
>Unfortunately, my knowledge of mathematics is not quite up to this task.  <BR>
>I suspect the answer is absurdly simple, and I'm just not seeing it, and<BR>
>any help would be gratefully appreciated.<BR>
<BR>
[I started to answer this for the 3D case, then realized you meant 2D.<BR>
Eris, take note: the 3D Heresy cannot be too far away.]<BR>
<BR>
This is equivalent to asking, how many 1-pc hexagons are in a hexagon that<BR>
is 3.5pc across? Since increasing the width by 3.5 increases the area by<BR>
3.5^2 = 12.25, the required density is approximately one system per 12<BR>
hexes. Roll 11+ on 2D for each hex.<BR>
<BR>
For each multiple of 3.5pc, the area goes up as the square of the multiple<BR>
and the density goes down by a like factor. Thus for 7pc, the required<BR>
density (and thus, probability) is one system per 4 * 12.25 = 49 hexes, and<BR>
so on. You'll have to figure out your own randomizing scheme, however.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:52:25 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re:Famile Spofulam Ming II class Medium Missile ACV<BR>
<BR>
> From: Glenn Goffin <gmgoffin@yahoo.com><BR>
> Subject: Famile Spofulam 'Ming' class Medium Laser ACV<BR>
<BR>
> Thank you for your interest in becoming an official purveyor of weapons<BR>
> systems to the Government of the Planet Mongo.<BR>
<BR>
We are happy to assist the Most Munificent Ming, and have a little errata,<BR>
and a most mighty missile system to assist the modernisation of the military<BR>
of Mongo.<BR>
<BR>
The errata is that the 'Ming' class has a low hit DM of +2, not +1, due to<BR>
rounding up.<BR>
<BR>
The new missile system is designed to be used by and at grav vehicles<BR>
conducting popups.<BR>
<BR>
It is a 150 mm fast teleguided missile, with an IR follow-up system, and is<BR>
known as the FS 150x2 system.<BR>
<BR>
The unit is designed to slot into most vehicles (a Ming-class can be<BR>
modified into a Ming II by replacing the laser with an autocannon or RR, and<BR>
replacing the 12 m3 of MHD power plant with four FS150x2 packages. If you<BR>
add a radar/ladar, it can fire on high performance air vehicles).<BR>
<BR>
The missile itself is 88 kilos in mass, and includes a HEAP warhead,<BR>
guidance package, 400 power radio, and has 10 km of range and a +10 speed<BR>
modifier. They cost Cr 2300 each.<BR>
<BR>
The IR followup missile masses 44 kilos, and takes the penetration up from<BR>
47 to 55.<BR>
<BR>
The total package of a pair of 10 round magazine launchers, launch<BR>
electronics, a 400 power radio and a gunner station masses 2.48 tons, takes<BR>
up 3.28 m3 and copsts KCr 182 (including missiles). It requires an extra<BR>
gunner.<BR>
<BR>
I hope that these systems will meet with your approval. Note that the seven<BR>
crew Ming<BR>
II can volley-fire 4 of these at a popping-up grav tank, which may serve to<BR>
overload it's point defense systems. Especially if it's radar/ladar systems<BR>
have been suppressed by some accurate chaff fire (and lets face it, who can<BR>
miss firing chaff ?).<BR>
<BR>
Note that the system is unfortunately vulnerable to radio jamming. This<BR>
would be avoidable if we could use wire guidance links (what is the bloody<BR>
engineering problem with stringing fiber-optic out the back, anyway ?).<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 05:19:34 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Ship's Locker<BR>
<BR>
- ----- Original Message ----- <BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Monday, August 21, 2000 8:06 AM<BR>
Subject: Re: Ship's Locker<BR>
<BR>
<BR>
> > 2.5 kilograms of vacuum exposed chocolate icecream (melted).<BR>
> <BR>
> Nope. If it was exposed to vacuum for any length of time, it'd be<BR>
> freeze-dried (that's *how* you freeze dry stuff. Freeze it, and expose<BR>
> it to a vacuum so the water sublimes out of the material).<BR>
> <BR>
> Freeze dried ice cream is a solid rather like weak styrofoam. Or like<BR>
> the freeze-dried marshmallow bits in some breakfast cereals.<BR>
<BR>
Yes, then it was put in the locker - where it melted again.<BR>
<BR>
Or is that not possible. Does chocolate ice cream that has been <BR>
vacuum exposed crumble when its thawed out?<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 05:22:24 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Ship's Locker<BR>
<BR>
You know I honestly thought they were the same thing!<BR>
<BR>
And people say that the internet isn't educational.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 12:48 AM<BR>
Subject: Re: Ship's Locker<BR>
<BR>
<BR>
> > (3) Duct Tape in American.<BR>
> > <BR>
> Oh no you don't. Duct tape and Gaffer tape are two different things.<BR>
> Duct tape is silver and doesn't stick to duct work. Gaffer tape is black<BR>
> and doesn't stick to electrical work.<BR>
> <BR>
> -- <BR>
>     Thomas Jones-Low<BR>
>     tjoneslo@together.net<BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:14:51 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Cargo Deck Heights and Container Stowage<BR>
<BR>
> On Sun, 20 Aug 2000 11:39:42 -0700, shudson@lightspeed.bc.ca (Steven<BR>
> Hudson) wrote:<BR>
> <BR>
> >   The Type R plans in Supp: 7 are pretty clearly meant to <BR>
> be box carriers.<BR>
> > The cargo deck appears to be meant for 3.85 Dt "cargo <BR>
> modules", which it<BR>
> > can hold two high, four wide, and six deep in the <BR>
> full-width hull section<BR>
> > (i.e., before the nose narrows).<BR>
> <BR>
> Sorry, but since I'm coming at the question from GURPS Traveller the<BR>
> ship designation you just mentioned doesn't mean much to me. What's<BR>
> a "Type R" when it's at home? While your answering this, could you<BR>
> *please* post a list of the other letter type designations and their<BR>
> proper names for future reference? Although many of them are pretty<BR>
> self-evident, others are a total mystery to me.<BR>
<BR>
G:T 1st Ed has a list of Ship designations in one of the side bars. Dunno<BR>
about 2nd Ed. Afraid I don't have mine on me, or I'd be more help. :)<BR>
Anyone?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:18:41 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: Ship's Locker<BR>
<BR>
> -----Original Message-----<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
> Sent: 22 August 2000 05:20<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Ship's Locker<BR>
> <BR>
> <BR>
> <BR>
> ----- Original Message ----- <BR>
> From: Leonard Erickson <shadow@krypton.rain.com><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Monday, August 21, 2000 8:06 AM<BR>
> Subject: Re: Ship's Locker<BR>
> <BR>
> <BR>
> > > 2.5 kilograms of vacuum exposed chocolate ice-cream (melted).<BR>
> > <BR>
> > Nope. If it was exposed to vacuum for any length of time, it'd be<BR>
> > freeze-dried (that's *how* you freeze dry stuff. Freeze it, <BR>
> and expose<BR>
> > it to a vacuum so the water sublimes out of the material).<BR>
> > <BR>
> > Freeze dried ice cream is a solid rather like weak <BR>
> Styrofoam. Or like<BR>
> > the freeze-dried marshmallow bits in some breakfast cereals.<BR>
> <BR>
> Yes, then it was put in the locker - where it melted again.<BR>
> <BR>
> Or is that not possible. Does chocolate ice cream that has been <BR>
> vacuum exposed crumble when its thawed out?<BR>
> <BR>
> Ben Aaronovitch<BR>
<BR>
No, as Leonard says, it's now essentially an odd coloured Styrofoam<BR>
lump, with all the properties of Styrofoam.<BR>
<BR>
Vacuum exposure isn't 'cold' as such, so things exposed to it don't just<BR>
'thaw out' in any meaningful sense, it just enables volatiles to 'boil'<BR>
off due to lack of pressure. At these pressures, water is volatile and<BR>
just evaporates leaving behind any solid matter. Removal from vacuum<BR>
doesn't restore the volatiles that evaporated, so it remains desiccated.<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:19:19 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Vaccuum Exposed Chocolate Icecream (melted)  was Ship's Locke r<BR>
<BR>
<snip><BR>
<BR>
> > > > 2.5 kilograms of vacuum exposed chocolate ice-cream (melted).<BR>
> > > <BR>
> > > Nope. If it was exposed to vacuum for any length of time, it'd be<BR>
> > > freeze-dried (that's *how* you freeze dry stuff. Freeze it, <BR>
> > and expose<BR>
> > > it to a vacuum so the water sublimes out of the material).<BR>
> > > <BR>
> > > Freeze dried ice cream is a solid rather like weak <BR>
> > Styrofoam. Or like<BR>
> > > the freeze-dried marshmallow bits in some breakfast cereals.<BR>
> > <BR>
> > Yes, then it was put in the locker - where it melted again.<BR>
> > <BR>
> > Or is that not possible. Does chocolate ice cream that has been <BR>
> > vacuum exposed crumble when its thawed out?<BR>
> > <BR>
> > Ben Aaronovitch<BR>
> <BR>
> No, as Leonard says, it's now essentially an odd coloured Styrofoam<BR>
> lump, with all the properties of Styrofoam.<BR>
> <BR>
> Vacuum exposure isn't 'cold' as such, so things exposed to it <BR>
> don't just<BR>
> 'thaw out' in any meaningful sense, it just enables volatiles <BR>
> to 'boil'<BR>
> off due to lack of pressure. At these pressures, water is volatile and<BR>
> just evaporates leaving behind any solid matter. Removal from vacuum<BR>
> doesn't restore the volatiles that evaporated, so it remains <BR>
> desiccated.<BR>
<BR>
<BR>
I guess it could be melted *before* it was vaccuum exposed? <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:23:18 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: OT Catnip (Was: Re: FirSylAbb)<BR>
<BR>
> -----Original Message-----<BR>
> From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
> Sent: 21 August 2000 17:36<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: OT Catnip (Was: Re: FirSylAbb)<BR>
> <BR>
> <BR>
> > Although Aslan are not feline, they may have something like <BR>
> catnip on<BR>
> their<BR>
> > world. I doubt they would be affected by catnip itself though, at<BR>
> least not<BR>
> > the same way as cats.<BR>
> <BR>
> IMTU we have a drug that is favored by Aslans, and known in <BR>
> galanglic by<BR>
> the colloquial "Cracknip".<BR>
> <BR>
<BR>
<BR>
Ha! Everyone knows Cracknip addicts have less honor than the Solomani! :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:32:02 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Newbie Q: Artificial Gravity? <BR>
<BR>
<snip><BR>
<BR>
> Inertial damping, by grav plates in the walls, is also canon. <BR>
>  The floors<BR>
> of ships, to some people's dismay, are usually oriented so that thrust<BR>
> would not provide a feeling of gravity in the right <BR>
> direction.  Rather the<BR>
> gravity produced by thrust is cancelled by the wall plates and gravity<BR>
> required for walking around is provided by floor plates. <BR>
> <BR>
> There have been extensive debates here about the logical pros <BR>
> and cons of<BR>
> this, but I say go with what feels cool to you.<BR>
<BR>
And see Rob Priors 'Featherweight Fleets' article in JTAS this week...now I<BR>
see why the Gnortz-Class Freighter is listed as having ' almost sadistic<BR>
living arrangements' Quote provided *without* permission ;). The Gnortz is<BR>
from 101 Starships, an excellent book IMHO. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 21 Aug 2000 23:02:49 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
In mail you write:<BR>
<BR>
>> It's lucky for the Imperium that space seems to be rather<BR>
>> two-dimensional in nature; otherwise it would be much harder to<BR>
>> surround the Dreaded Space Mongols.<BR>
>><BR>
>> Pinning down forces in 3D is fairly difficult. Does anyone remember<BR>
>> playing Star Force?<BR>
><BR>
> I deserved that one.  OK, englobement.  It takes a larger force, but<BR>
> if the "Space Mongols" are a serious threat, the 3I has the resources<BR>
> provided we aren't talking about the very edges of the empire.  In<BR>
> those places, where the Mongols can duck across the borders, it could<BR>
> be more problematic. Especially if they operate with the tacit<BR>
> approval of local authorities who may harbor some ill will toward the<BR>
> 3I.<BR>
<BR>
Jump makes it essentially impossible, unless you can manage to encircle<BR>
the planet at the 10D limit, and there aren't any Mongols outside that<BR>
limit, or on other planets in the system. <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, 21 Aug 2000 23:11:06 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
In mail you write:<BR>
<BR>
> The canon answer is that ships use gravity plates to create artificial<BR>
> gravity. According to the GT rules these also act as compensators for up to<BR>
> 6G's at GTL12 (TTL15). I believe DGP's SOM uses similar rules. (I won't know<BR>
> for sure until next week when Barnes and Noble's out-of-print department<BR>
> sends me my copy.) So basically the deck can be in any direction. Most small<BR>
> ships are set up so that the deck is parallel to the thrust of the<BR>
> maneuvering drives to allow the ship to turn off its artificial gravity<BR>
> while landed. This is most convenient for traders and scouts. Some bigger<BR>
> ships (notably the merc Broadsword class) is set up to land on its tail and<BR>
> has decks perpendicular to engine thrust. I would assume that should<BR>
> artificial gravity go out this kind of ship could use its engines to provide<BR>
> gravity (or a reasonable facsimile there of.)<BR>
<BR>
More to the point, if the ship can accelerate at, say, 5g, but at that<BR>
TL g-comp can only cancel 4, then they can still boost at 5 G with no<BR>
problem. <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, 21 Aug 2000 23:13:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> on 8/21/00 9:04 PM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
>> What do you mean "not really Traveller related". You mean everyone<BR>
>> *doesn't* have a planet settled by the Japanese with all the monsters<BR>
>> one it (as a result of fallout and genetic experimentaton during the<BR>
>> wars that preceded the Long night, of course :-)[1]<BR>
>> <BR>
>> Heck, you could even swipe the plot of one of the sillier movies. The<BR>
>> one where the space aliens want to borrow Mothra (and maybe Godzilla)<BR>
>> to deal with a problem...<BR>
>> <BR>
>> "Commodore, your force is tasked with visting the red zoned world of<BR>
>> <censored> and collecting and transporting some 'special assetts' from<BR>
>> the natives to use against the Zhodani. At a minimum we need<BR>
>> Gojira[2]..." <eg><BR>
>> <BR>
> [snip]<BR>
><BR>
> Dang it Leonard!  Don't you know my players are on the list.  Next time,<BR>
> just discreetly email the plot to me.<BR>
><BR>
> I'll put this one in the 'let mold for a while' file.<BR>
><BR>
> I love it.<BR>
><BR>
> How does one capture a 'Gojira' anyway?<BR>
<BR>
You don't. You need a small boy who acts as an intermediate in<BR>
negotiations with Gojira. Sometimes, the boy talks to Gojira Junior,<BR>
who talks to Gojira. <BR>
<BR>
If you want Mothra, you need to deal thru two tiny women (fairies?).<BR>
<BR>
There's another boy who can communicate with Gamera (that's the rocket<BR>
propelled turtle, right?).<BR>
<BR>
If you can get any two of the above, you can usually use their<BR>
"contacts" to negotiate with the rest of the inhabitants of Monster<BR>
Island. <BR>
<BR>
Kiri? Can you provide a list of the Japanese names for these critters,<BR>
and the Japanese name for "Monster Island"? Wouldn't want players to<BR>
catch on too quickly. :-)<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, 21 Aug 2000 23:19:56 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Titan A.E.<BR>
<BR>
In mail you write:<BR>
<BR>
> The characters were pretty standard, but I liked the fact that the<BR>
> squirelly little engineer guy built something "in his sleep" and then<BR>
> didn't know what it did. <BR>
<BR>
A rip of of an enginner in some short stories from the 50s. He built<BR>
all sorts of weird devices while drunk, and then spent the story trying<BR>
to figure out wht the gizmo was *for*.<BR>
<BR>
I can't recall his name, Gallagher, maybe?<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, 21 Aug 2000 23:23:51 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Re : How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> Andrew Douglas wrote :-<BR>
>> How does the Traveller gaming community at large deal with biotech issues?<BR>
> Organ regeneration and cloning is everywhere at typical Imperium tech<BR>
> levels. Enhanced capability organs and cybernetics tend to be frowned<BR>
> upon for cultural reasons.<BR>
<BR>
>> Astronauts immune to loss of bone mass due to prolonged zero G (real <BR>
> effect,<BR>
>> observed in Mir crews), or possibly with hands where feet should be? <BR>
> Immunity? Artificial gravity is everywhere, so no one gets the<BR>
> opportunity to be exposed to prolonged microgravity. In any case, drugs<BR>
> and exercise regimes are the only other solutions, given the<BR>
> pathophysiology involved.<BR>
<BR>
I take it that by this you mean you'd need to redesign not merely the<BR>
way bones are built and maintained, but re-design a lot of cellular<BR>
structure stuff, all at *very* low levels (ie inventing not merely<BR>
genes but inter-related *systems* for these "immune to zero g" folks)?<BR>
<BR>
>> Humans with gills?<BR>
> I'm starting to seriously wonder whether this is possible without<BR>
> radically rearranging anatomy.<BR>
> Think about our oxygen requirements (3.5-35mL/kg/min), the likely oxygen<BR>
> content in water (~5ml/L at 21% of 1 ATA), and how the gill fits into<BR>
> (more likely onto) the body (The lung has an exchange area of 70m^2 in<BR>
> an adult, skin area is 1.7m^2. Gills are, on average, 5-6X more<BR>
> efficient than lungs for gas exchange on an area for area basis).<BR>
<BR>
I think that for both this and the "vacuum capable human" you'd be<BR>
better off burying an oxygen tank in the abdomen somewhere, and rigging<BR>
the bio-systems required to make an organic "rebreather" setup using<BR>
the oxygen tank to "top off" the system as needed.<BR>
<BR>
As I recall, clear back in WWII they had rebreather setups good for<BR>
*hours* that didn't take up much room. Only problem is that if they go<BR>
even a "little" wrong, you're screwed.<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: Tue, 22 Aug 2000 20:19:28 +1000<BR>
From: "steven" <steven@terra-australis-mandes.com.au><BR>
Subject: RE:How did you find out about Traveller?<BR>
<BR>
This is a multi-part message in MIME format.<BR>
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<BR>
I started roleplaying with D&D around 85-86.  Saw older students playing =<BR>
CT (as in a large scale ship combat) this  intrested me as i have =<BR>
allways been a Sci-Fi buff.  From D&D moved to Gama Wars to Car Wars, =<BR>
Robotech, Battletech, Rifts(to much fighting & not enough role-play) and =<BR>
Cyberpunk (love the art work)and last but not least MegaTraveller...<BR>
No one in my group were intersted in MT as they were all Rifts Freeks!! =<BR>
so i went solo with travler and slowly bought every book that came to =<BR>
the only gaming shop (T-Shirt and Games World, Cairns,far north =<BR>
Quensland, Australia.  yes good old backwater southen hemispher..down =<BR>
under--- PS:is any body else on the TML come from or live in =<BR>
Australia.)as they were few and far between.<BR>
I have only ever played once but have tinkerd often. iI have heard about =<BR>
playing by E-mail? can any body conferm this for me?<BR>
PS: I HAVE A VERY HIGH TECK 2000 TON STARSHIP IS ANY BODY INTRESTRED IF =<BR>
SO E-MAIL ME AT spizick@ihug.com.au or =<BR>
steven@terra-australis-mandes.com.au=20<BR>
<BR>
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><BR>
</FONT><FONT  SIZE=3 PTSIZE=10><HEAD><BR>
<META content=3D"text/html; charset=3Diso-8859-1" =<BR>
http-equiv=3DContent-Type><BR>
<META content=3D"MSHTML 5.00.2614.3500" name=3DGENERATOR><BR>
<STYLE></STYLE><BR>
</HEAD><BR>
<BR>
<DIV>I started roleplaying with D&amp;D =<BR>
around=20<BR>
85-86.&nbsp; Saw older students playing CT (as in a large scale ship =<BR>
combat)=20<BR>
this&nbsp; intrested me as i have allways been a&nbsp;Sci-Fi buff.&nbsp; =<BR>
<BR>
From&nbsp;D&amp;D moved to Gama Wars to Car Wars, Robotech, Battletech, =<BR>
Rifts(to=20<BR>
much fighting &amp; not enough role-play) and Cyberpunk (love the art =<BR>
work)and=20<BR>
last but not least MegaTraveller...</DIV><BR>
<DIV>No one in my group were intersted in MT =<BR>
as they=20<BR>
were all Rifts Freeks!! so i went solo with travler and slowly bought =<BR>
every book=20<BR>
that came to the only gaming shop (T-Shirt and Games World, Cairns,far =<BR>
north=20<BR>
Quensland, Australia.  yes good old backwater southen hemispher..down =<BR>
under---=20<BR>
PS:is any body else on the TML come from or live in Australia.)as they =<BR>
were few=20<BR>
and far between.</DIV><BR>
<DIV>I have only ever played once but have =<BR>
tinkerd=20<BR>
often. iI have heard about playing by E-mail? can any body conferm this =<BR>
for=20<BR>
me?</DIV><BR>
<DIV>PS: I HAVE A VERY HIGH TECK 2000 TON =<BR>
STARSHIP IS=20<BR>
ANY BODY INTRESTRED IF SO E-MAIL ME AT <A=20<BR>
href=3D"mailto:spizick@ihug.com.au">spizick@ihug.com.au or <A=20<BR>
href=3D"mailto:steven@terra-australis-mandes.com.au">steven@terra-austral=<BR>
is-mandes.com.au=20<BR>
</DIV><BR>
<BR>
- ------=_NextPart_000_003D_01C00C76.463497E0--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 06:47:38 -0400<BR>
From: Andrew Douglas <adouglas@optonline.net><BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
on 8/22/00 12:12 AM, Traveller-digest at<BR>
owner-traveller-digest@lists.imagiconline.com wrote:<BR>
<BR>
> Sorry, but most of the designs in the LBB (such as the Type S scout,<BR>
> the Free Trader and Far Trader, etc) have the decks aligned in such a<BR>
> way that you *can't* use the drive for gravity. The drive would make<BR>
> "down" towards the stren of the ship, which would turn all those<BR>
> corridors running from bow to stern into open shafts. Not good.<BR>
<BR>
Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
assuming that the maneuver drive is what you use while landing, right? So a<BR>
ship that is hovering, about to set down on a landing pad belly-first must<BR>
therefore be using its maneuver drive to thrust along the Z axis.... not so?<BR>
<BR>
Or is there a third drive that I'm unaware of? Or is there a way to duct<BR>
thrust (I suppose this would make the most sense).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:53:37 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
<snip><BR>
<BR>
> Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
> assuming that the maneuver drive is what you use while <BR>
> landing, right? So a<BR>
> ship that is hovering, about to set down on a landing pad <BR>
> belly-first must<BR>
> therefore be using its maneuver drive to thrust along the Z <BR>
> axis.... not so?<BR>
> <BR>
> Or is there a third drive that I'm unaware of? Or is there a <BR>
> way to duct<BR>
> thrust (I suppose this would make the most sense).<BR>
<BR>
In My Traveller Universe (abbrev IMTU) the Thruster Plates (reactionless<BR>
maneuver drives) are ducted, so ships can fly around pretty much as they do<BR>
in Starwars. There IS a 3rd drive type called the HEPlaR drive, which is<BR>
basically a plasma rocket system, is a reaction drive and isn't as far as I<BR>
know (afaik) ducted. HEPlaRs are used in Traveller: New Era<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:44:36 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Landgrab Khuur League (was Mongols in Space! )<BR>
<BR>
I've been reading up on Mongol culture, which is frankly a lot cooler than<BR>
hairy horsemen and Genghis Khan and if noone else has any canon material or<BR>
ideas, I'd like to swipe the whole of the league and develop something.<BR>
Obviously, first dibs to Ben Aaronovitch.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:39:33 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Cargo question<BR>
<BR>
Dom has a spreadsheet for trade that is a bit on the fantastic side.<BR>
<BR>
- -- <BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of <BR>
> Koji Suzuki<BR>
> Sent: 21 August 2000 22:21<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Cargo question<BR>
> <BR>
> <BR>
> I've never dealt with trade before in an adventure or <BR>
> campaign, but I have a<BR>
> player that's interested.  What's the best way to take care <BR>
> of it, and are<BR>
> there any programs out there to generate a cargo <BR>
> availablity for a planet?<BR>
> <BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2970<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2971</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2971<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: How did you find out about Traveller?<BR>
Re: Titan A.E.<BR>
Re: Traveller-digest V1999 #2970<BR>
Re: Trap<BR>
RE: How did you find out about Traveller?<BR>
Re: Aslan "catnip" was OT Catnip<BR>
MIME note in TML FAQ?<BR>
Re: Trap<BR>
Re: Newbie Q: Artificial Gravity?<BR>
Re: Trap<BR>
Re: Cargo question<BR>
Re: Cargo question<BR>
HIWG CD<BR>
Re: Lupus (was re:High Tech Cosmetic Surgery)<BR>
Re: JTAS Poll<BR>
Re: GURPS: OGRE<BR>
RE: Godzilla 2000<BR>
Re: Lupus (was re:High Tech Cosmetic Surgery)<BR>
Re: (c) and MegaCorp emblems<BR>
Re: Striker spreadsheets wanted<BR>
RE: How did you find out about Traveller?<BR>
Re: Striker spreadsheets wanted<BR>
Re: "I started Travelling because..."<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: (c) and MegaCorp emblems<BR>
Re: Striker spreadsheets wanted<BR>
Re: Striker spreadsheets wanted<BR>
Re: Traveller-digest V1999 #2970<BR>
Re: Striker spreadsheets wanted<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:48:41 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
Since everyone seems to be admitting how long they've been into this<BR>
addictive game....<BR>
<BR>
I started in 1970-something when I had finished at University (so it<BR>
should be about 75/6, I think). I was 'involved' with a bunch of<BR>
writers who used to meet in a bar in London and had been playing<BR>
(don't laugh) Tunnels and Trolls, Bunnies and Burrows (remember<BR>
that??) as well as D&D - I was into games in a big way then, mostly<BR>
wargames. Chip Delany came to one of the writers meetings and<BR>
mentioned Tubbs' work on Dumarest and said that a bloke called Marc<BR>
Miller was  putting a game together based on the books (that's what<BR>
_he_ said, I know Marc has denied that since then). I got hold of an<BR>
early sample and had a play, bought the LBB in '77 as soon as they<BR>
came out and have been playing ever since.<BR>
<BR>
I missed the next meeting when apparently Jack Vance came over and<BR>
talked about games and SF writing, but I believe he was impressed with<BR>
the early Traveller work as well. Does he actually play, I wonder?<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:58:28 +0200<BR>
From: VAG <volker@greimann.de><BR>
Subject: Re: Titan A.E.<BR>
<BR>
Leonard Erickson schrieb:<BR>
<BR>
><BR>
><BR>
> A rip of of an enginner in some short stories from the 50s. He built<BR>
> all sorts of weird devices while drunk, and then spent the story trying<BR>
> to figure out wht the gizmo was *for*.<BR>
<BR>
Sure, the whole movie was a rip of something, but it was fun to watch all<BR>
the same.<BR>
<BR>
And i really liked the ships.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:45:21 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2970<BR>
<BR>
<Andrew><BR>
Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
assuming that the maneuver drive is what you use while landing, right? So<BR>
a ship that is hovering, about to set down on a landing pad belly-first<BR>
must therefore be using its maneuver drive to thrust along the Z axis....<BR>
not so? <BR>
<BR>
Or is there a third drive that I'm unaware of? Or is there a way to duct<BR>
thrust (I suppose this would make the most sense).<BR>
</Andrew><BR>
<BR>
Canonically, there is a "third drive". All ships are equipped with<BR>
anti-grav for landing.  If you have any deck plans for the most common<BR>
sorts of ships, you'll see that the ship lands with its maneuver drive<BR>
facing backwards like a plane.  The belly has the anti-grav thrusters. (So<BR>
it can do the funky harrier and/or Millenium Falcon thing: Float up and<BR>
then hit the after-burners).  <BR>
<BR>
Since things are arranged like a plane, you'd get pulled back in your seat<BR>
by the m-drive, not towards the floor. W/o grav compensation, this makes<BR>
things uncomfortable.<BR>
<BR>
Some suggest there is also ducted thrust, and this is semi-canonical.<BR>
According to the SOM (Starship Operator's Manual) by DGP (Digest Group<BR>
Publications), thruster plates can produce 30% thrust side-ways and 10%<BR>
thrust forewards.  As others have pointed out, though, this would not<BR>
allow you to move the ship side-ways, as the thrust still originates at<BR>
the back of the ship (so it would spin around its center of gravity).  <BR>
<BR>
If you like, you can assume that the thrust is somehow made to originate<BR>
from the center of gravity. Others just declare that there are thrust<BR>
ports all over that can direct full thrust in any direction desired. From<BR>
an engineering POV this is pretty difficult to accomplish, but to quote<BR>
Jim Vassilakos: "Do whatever you feel radiates coolness" :-) <BR>
<BR>
IMTU, it works like this:  Anti-grav for landing, M-drive for maneuvering.<BR>
The M-drive can direct thrust in any direction, but it originates from the<BR>
back.  Thus it is used to spin the ship about.<BR>
<BR>
BTW, you may find that a lot of stuff in Traveller does not match what<BR>
you're expecting.  It certainly doesn't match what we've seen on TV and<BR>
movies. This is a good thing! Mind you, if you get too realistic, it gets<BR>
boring, so take what you will and leave the rest.  That's my advice. <BR>
<BR>
Have a good one,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:58:50 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Trap<BR>
<BR>
> How does one capture a 'Gojira' anyway?<BR>
<BR>
You get a really, really, REALLY _BIG_ box, and prop it up with a stick, Then <BR>
you tie  a piece of string to the stick, and run the string to a hiding place <BR>
a safe distance away. Then you get something to use as bait . . . <BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 09:00:10 -0400 (EDT)<BR>
From: "William 'Commander X' Prankard" <cmdrx@ao.net><BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
I started walking down the path of gaming in the summer of 1985.  I had<BR>
just recently moved to Florida (from Minnesota no less!) and finaly<BR>
managed to get a C64 with a floppy drive.  From there I met this guy who<BR>
introduced me to the wonderful world of computer gaming.  Ultima was my<BR>
intro into the FRPG world and soon I sliped into the paper and dice gaming<BR>
world.  I think my first AD&D game was the one in issue 100 of Dragon, the<BR>
one where you go to London to retreive the mace of St. Cuthbert.  I soon<BR>
went to the local Waldenbooks and snagged the Players handbook and<BR>
DMG.  As Mr. Scott would put it, "That's AD&D, no bloody 2nd or 3rd<BR>
edition!"<BR>
<BR>
The local Waldenbooks was the only place I knew that had any gaming<BR>
materials closeby.  It was in the mall which was close to the high<BR>
school.  I'd make a trip after school and snag a book when I had the<BR>
cash. It wouldn't be until later (about the time of the Challenger<BR>
Explosion) that someone would introduce me to Traveller and the GDW line<BR>
and where I could get them.  It seems theres this FLGS called "Enterprise<BR>
1701" some 30 miles west.  In the summer of 1986 my small group of gamers<BR>
(now known as the Knights of Kartu) makes a trip to this<BR>
store.  WOW!  They had so much stuff there I never knew existed.  I<BR>
snagged the Traveller Book hardcover.  We were then playing both D&D and<BR>
Traveller on a regular basis.  Our world (Kartu) would be used for both<BR>
games, not unlike they did Thieve's World.  The starport was in an<BR>
isolated area of the world and was mostly interdicted. Part of the<BR>
adventure was to sneak into the starport and hop on board a ship.<BR>
<BR>
Even though this was 1986 and all the CT books had been out by this time,<BR>
I only knew of REALY Classic Traveller.  I was limited to what was in the<BR>
Traveller Book.  The guy who introduced me to the game had many of the<BR>
suppliments, yeah and he had money too!  I was 16, in high school with no<BR>
job and no car.  So I had to make my own universe!<BR>
<BR>
Eventualy in college I would learn about MT and the Rebelion. I did manage<BR>
to get everything GDW made for MT and a few of the DGP books. This was<BR>
when the Spinward Marches and Imperium replace my old home grown universe.<BR>
<BR>
Still I kind of miss the old days with the KoK.  Memories...<BR>
<BR>
\\    //  Commander X<BR>
 \\  //   CEO X-TEK Industries of Deneb, LIC<BR>
  T E K   Starship Contractor & High Energy Weapons Research<BR>
 //  \\   http://www.ao.net/~cmdrx/xtek<BR>
//    \\  0608 D557777-A kk- va+ so+ zh+ da+ A723<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 09:20:54 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Aslan "catnip" was OT Catnip<BR>
<BR>
On Mon, 21 Aug 2000, Daniel Phelps wrote:<BR>
> I seem to remember some canon references to Aslan "Teas" which might<BR>
> fit the bill.  Does anyone else?<BR>
<BR>
Bitter-root tea (a.k.a. mules'-kick tea) showed up in one of the last of<BR>
the original JTAS issues.<BR>
                                                             - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 09:31:03 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: MIME note in TML FAQ?<BR>
<BR>
Hi all. I was wondering if we might put a note in the FAQ as to how to<BR>
shut off MIME encoding.  The FAQ presently says not to use it, but doesn't<BR>
say how to shut it off.  Something like "If using MS Outlook, go to Tools,<BR>
select Options and then..." would be nice.  Is Stuart Squibb still taking<BR>
care of that stuff? Anyone hear from him recently?<BR>
<BR>
Thanks,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 06:33:56 -0700<BR>
From: "Brian Jenkins" <brianjenk@home.com><BR>
Subject: Re: Trap<BR>
<BR>
Like Tokyo....:)<BR>
- ----- Original Message -----<BR>
From: <GDWGAMES@aol.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 5:58 AM<BR>
Subject: Re: Trap<BR>
<BR>
<BR>
> > How does one capture a 'Gojira' anyway?<BR>
><BR>
> You get a really, really, REALLY _BIG_ box, and prop it up with a stick,<BR>
Then<BR>
> you tie  a piece of string to the stick, and run the string to a hiding<BR>
place<BR>
> a safe distance away. Then you get something to use as bait . . .<BR>
><BR>
> LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 09:53:26 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
Andrew Douglas writes:<BR>
>>Sorry, but most of the designs in the LBB (such as the Type S scout,<BR>
>>the Free Trader and Far Trader, etc) have the decks aligned in such a<BR>
>>way that you *can't* use the drive for gravity. The drive would make<BR>
>>"down" towards the stren of the ship, which would turn all those<BR>
>>corridors running from bow to stern into open shafts. Not good.<BR>
>Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
>assuming that the maneuver drive is what you use while landing, right? So a<BR>
>ship that is hovering, about to set down on a landing pad belly-first must<BR>
>therefore be using its maneuver drive to thrust along the Z axis.... not so?<BR>
>Or is there a third drive that I'm unaware of? Or is there a way to duct<BR>
>thrust (I suppose this would make the most sense).<BR>
<BR>
	I think that what he is trying to say is that the "canon" designs<BR>
	have the maneuver drive pushing the ship parallel to the decks.<BR>
	How these ships take off is something of a mystery: I figure that<BR>
	maneuvering thrusters use the ground effect to get off the ground<BR>
	enough for the maneuver drive to get the ship moving at an increasing<BR>
	angle up.  YMMV (Your Mileage May Vary)<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 07:06:27 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Trap<BR>
<BR>
on 8/22/00 5:58 AM, GDWGAMES@aol.com at GDWGAMES@aol.com wrote:<BR>
<BR>
>> How does one capture a 'Gojira' anyway?<BR>
> <BR>
> You get a really, really, REALLY _BIG_ box, and prop it up with a stick, Then<BR>
> you tie  a piece of string to the stick, and run the string to a hiding place<BR>
> a safe distance away. Then you get something to use as bait . . .<BR>
> <BR>
> LKW<BR>
> <BR>
<BR>
Like Tokyo?<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:35:51 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Cargo question<BR>
<BR>
In a message dated 8/21/00 3:52:21 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> Cargo question<BR>
>  <BR>
>  I've never dealt with trade before in an adventure or campaign, but I have <BR>
a<BR>
>  player that's interested.  What's the best way to take care of it, and are<BR>
>  there any programs out there to generate a cargo availablity for a planet?<BR>
<BR>
I'm pretty sure there is either some software and or spreadsheets to handle <BR>
cargo availability, depending on what platform and operating system your <BR>
using.<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:50:19 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Cargo question<BR>
<BR>
In a message dated 8/22/00 4:59:23 AM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> Cargo question<BR>
>  <BR>
>  Dom has a spreadsheet for trade that is a bit on the fantastic side.<BR>
<BR>
And depending on which rules set you use......<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:09:20 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: HIWG CD<BR>
<BR>
    Since I have a couple of orders coming in I thought I'd give others a <BR>
chance to place an order (probably the last for the year).<BR>
<BR>
    An old list of what's on the CD is located at:<BR>
<BR>
members.aol.com/kagekiha/traveller,<BR>
<BR>
    The major difference now is that the CD currently holds about 610 megs of <BR>
material, and is expected to expand to at least 630-640 over the next couple <BR>
of weeks, mostly software and additions to the digests.<BR>
<BR>
    Cost is $20 total (including S&H). Send any funds to:<BR>
<BR>
Bryan Borich<BR>
3890 50th street<BR>
San Diego, CA 92105-3005<BR>
<BR>
<BR>
    It is recommended that you obtain some search software to locate info on <BR>
the CD (Altavista works nicely for example), especially if one wants to <BR>
follow all the Aslan in soft shoes discussions aboard pirate ships <BR>
blackmailing planets with near C rocks.<BR>
<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:35:57 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re: Lupus (was re:High Tech Cosmetic Surgery)<BR>
<BR>
I wrote :-<BR>
> Systemic lupus erythematosus (SLE) is an interesting disease.<BR>
<BR>
Ian Whitchurch wrote :-<BR>
> Yup. Lupus is interesting.<BR>
> <BR>
> I'd strongly recommend not having it, in fact.<BR>
> <BR>
Me too.<BR>
<BR>
I apologise if I've caused any offence or distress by my turn of phrase.<BR>
<BR>
On a list which often discusses enhanced wounding munitions, megadeath<BR>
energy weapons, and planetary scale catastrophes, among other things, I<BR>
thought that the odd nasty disease wouldn't be too out of place.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 08:40:04 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: JTAS Poll<BR>
<BR>
Via electronic medium on 8/22/00 12:56 AM, Dean.Jones@fox-europe.com issued<BR>
forth:<BR>
<BR>
>> This week's JTAS poll asks readers to describe themselves,<BR>
>> based on the<BR>
>> wargamer-roleplayer-gearhead coordinate system.  Naturally, I<BR>
>> voted for:<BR>
>> <BR>
>> Gearhead, with wargamer & roleplayer tendencies (in that order).<BR>
>> <BR>
>> Do any other JTAS subscribers want to list their votes?<BR>
> <BR>
> Roleplayer, with gearhead & wargamer tendencies (in that order).<BR>
<BR>
BZA: Roleplayer, with wargamer & gearhead tendencies (in that order).<BR>
<BR>
I would say Hypercleats is a gearhead with roleplayer & wargamer tendencies,<BR>
but he may insist he is a roleplayer with gearhead & wargamer tendencies.<BR>
<BR>
I think that these parameters result in only six variations, perhaps they<BR>
could be designated with codes or names.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:40:55 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
In a message dated 8/22/00 6:31:34 AM !!!First Boot!!!, <BR>
shudson@lightspeed.bc.ca writes:<BR>
<BR>
<< It's hard to claim that Striker could model an OGRE when a single<BR>
 major penetration by the energy weapon on a tank destroyer is meant<BR>
 to be an effective kill. >><BR>
<BR>
I see your point, but maybe some gearhead out there (hint, hint...) could <BR>
cobble up something to simulate it enough to have some fun with it...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:01:48 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Godzilla 2000<BR>
<BR>
> -----Original Message-----<BR>
> From: shadow@krypton.rain.com [mailto:shadow@krypton.rain.com]<BR>
<BR>
> There's another boy who can communicate with Gamera (that's the rocket<BR>
> propelled turtle, right?).<BR>
<BR>
<JoelAndTheBots><BR>
	Gamera is fun to eat!<BR>
	Gamera is full of meat!<BR>
	We all love you, Gamera!<BR>
</JoelAndTheBots><BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:05:03 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Lupus (was re:High Tech Cosmetic Surgery)<BR>
<BR>
In a message dated 8/22/00 3:27:49 PM !!!First Boot!!!, <BR>
robocon@ozemail.com.au writes:<BR>
<BR>
<< I apologise if  >><BR>
<BR>
no need here...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:01:46 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: (c) and MegaCorp emblems<BR>
<BR>
>From: GDWGAMES@aol.com<BR>
<BR>
>> Also, does anyone know the copyright restrictions on the MegaCorp logos<BR>
><BR>
>The answer to this question is the same as to all other questions<BR>
>concerning Traveller copyrights: Check with Marc.<BR>
<BR>
The manuals for the Traveller computer games have some flags for various<BR>
worlds in the Spinward Marches, which could be a resource for anyone doing<BR>
costuming or miniatures (I didn't find Mongo, so I guess I have to (or get<BR>
to) make one up!).  <BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:07:09 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
>From: Kristian Miller <travellerne@3rd-imperium.com><BR>
<BR>
>Still, those civilian riot control cars DID have amphibious drive!  For<BR>
>those wild rioters out on that inflatable raft, no doubt.  :-)<BR>
<BR>
I think when I design Mingo, the capital city of Mongo, I'll put in a lot<BR>
of waterways and roads.  I really need to get my act together on the<BR>
Landgrab; maybe I should have set my Traveller campaign there instead of<BR>
the Regina Subsector Special Police.  Maybe I'll send the PCs to Mongo on<BR>
RSSP business while I get the rest of the campaign up to speed.  <BR>
<BR>
>I think my next design will be the TOW-like AT missile Glenn requested<BR>
>and then maybe a BRDM-1 type scout car.<BR>
<BR>
Thanks.  Please include a vehicle mount.  One of my M113s has a TOW<BR>
mounted on top.  On Saturday, I'll try to design a TL10 M113 to match my<BR>
miniatures.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:10:31 -0400<BR>
From: trentfs@ix.netcom.com<BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
I'm still reading these, so I figure others are too.  Thus, here's my little story:<BR>
<BR>
Started in early 1984 with the D&D Basic Set; over the next couple years expanded into other TSR games like Gamma World and the dreaded Star Frontiers.  Eventually, c. 1986 joined a local gaming club, started attending cons, and reading game magazines, and learned about the legendary "Traveller," ne plus ultra of SF rpgs.  Was intrigued, but didn't get into it because I was intimidated by all the "little black books" and was vaguely aware that Traveller: 2300 wasn't the real thing; until I saw an ad for MegaTraveller in (I think) Dragon magazine, realized that this was what I was looking for (an update of "real" Traveller combining all the LBBs into one handy package) and bought the boxed set first time I saw it (in the dealer's room at Con-Tact -- my home town's SF/gaming con).  Although I was never able to really convince the rest of my group, and thus our Traveller campaigns were always short-lived, I've remained a fan through good times and bad ever since.<BR>
<BR>
<BR>
Trent<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:16:38 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
<BR>
>Allow me to call your attention to a certain famous bank robbery in<BR>
>California a few years back. The one where the cops had to borrow guns<BR>
>from a nearby gunstore because the guys that robbed the bank had them<BR>
>*badly* outgunned.<BR>
<BR>
1) Unexpected shit happens; we plan for the usual problems and deal with<BR>
the unusual or unexpected by being flexible.  Mongo usually has problems<BR>
with civilians incited by the Ine Givar, who throw rocks and bottles and<BR>
occasionally Molotov cocktails.  The light armor of the vehicle allows it<BR>
good speed to get around demonstrators as needed by a fluid situation but<BR>
keeps out small arms and the above named projectiles. The Mongo civil war<BR>
is an unexpected situtation, so tactics have to be modified to use the<BR>
police vehicles.  <BR>
<BR>
2) We discussed this robbery at length when it happened.  As you may<BR>
recall, every robber who was captured was captured by police carrying only<BR>
ordinary service weapons, but using good tactics -- trapping the<BR>
perpetrator and getting him to surrender.  The borrowing of high powered /<BR>
longer range weapons was mere grandstanding on the part of the LAPD.  They<BR>
didn't need them.  Finally, this was just the sort of situation for which<BR>
the SWAT team is well equipped -- good body armor, military weapons,<BR>
armored vehicles, a higher level of tactical training -- but where were<BR>
they?  <BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail  Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:04:58<BR>
From: "Douglas E. Berry" <gridlore@pop.mindspring.com><BR>
Subject: Re: "I started Travelling because..."<BR>
<BR>
>How did the other TML'ers first hear/read about Traveller?<BR>
>I know some have said that they started in 1977.<BR>
<BR>
My brother brought home one of the first copies from PacifiCon '77, and<BR>
since his friends were server C&S geeks, decided to let the annoying like<BR>
brother *into his room* to play.<BR>
<BR>
Our first game was played on SPI's Starforce map, and Craig rolled up<BR>
Niven's Known Space.  I was Beowulf Shaeffer, natch.  That first campaign<BR>
didn't last long, but it led to many more, including the time Craig wanted<BR>
to experiment with the space combat rules, so I met an amazing string of<BR>
pirates.<BR>
<BR>
This is a good place to remind people about the Traveller Filk page, and<BR>
The Traveller Saga in particular.  Saga is my take on Traveller's history,<BR>
written with the assistance of my lovely wife.<BR>
<BR>
http://gridlore.home.mindspring.com/travfilk.html<BR>
<BR>
http://gridlore.home.mindspring.com/saga.html<BR>
- -- <BR>
<BR>
Douglas E. Berry       gridlore@mindspring.com<BR>
http://gridlore.home.mindspring.com/sylea.html<BR>
<BR>
TML Great Old One, The Keeper of Penguins<BR>
Plague of the Traveller Riders of the Apocalypse<BR>
Chant "Gridlore" thrice to summon.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:37:43 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
At 2:07 PM -0500 8/21/00, adouglas@optonline.net wrote:<BR>
>Given the breakneck pace of advances in biotech these days, it seems<BR>
>reasonable to assume that biotechnology (and the associated ethics) will<BR>
>have outstripped anything we see in the Traveller rules (I'm using CT, with<BR>
>GT supplements) by the time the Third Imperium crops up.<BR>
><BR>
>How does the Traveller gaming community at large deal with biotech issues?<BR>
<BR>
[snip]<BR>
<BR>
Just for the record.  Extrapolation off of current trends<BR>
if a very iffy deal.  We aren't all riding in aircars and<BR>
their aren't nuclear power airplanes and where is the lunar<BR>
base?<BR>
<BR>
Biotech could keep going great guns, or it could hit roadblocks.  I <BR>
thinking assuming that almost any advance is so inevitable that it <BR>
must appear in any SF setting is a stretch.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:38:18 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: (c) and MegaCorp emblems<BR>
<BR>
Care to send a copy of you flags/emblems to me so I can post them on the<BR>
graphics page at http://www.travellercentral.com?<BR>
<BR>
Tod<BR>
<BR>
><BR>
> The manuals for the Traveller computer games have some flags for<BR>
various<BR>
> worlds in the Spinward Marches, which could be a resource for anyone<BR>
doing<BR>
> costuming or miniatures (I didn't find Mongo, so I guess I have to (or<BR>
get<BR>
> to) make one up!).<BR>
><BR>
> --Glenn<BR>
><BR>
> __________________________________________________<BR>
> Do You Yahoo!?<BR>
> Yahoo! Mail - Free email you can access from anywhere!<BR>
> http://mail.yahoo.com/<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:47:40 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> >I think my next design will be the TOW-like AT missile Glenn<BR>
requested<BR>
> >and then maybe a BRDM-1 type scout car.<BR>
><BR>
> Thanks.  Please include a vehicle mount.  One of my M113s has a TOW<BR>
> mounted on top.  On Saturday, I'll try to design a TL10 M113 to match<BR>
my<BR>
> miniatures.<BR>
<BR>
I've always been partial to FOGM. (Fiber Optic Guided Missile).  Get rid<BR>
of that complex IR source, tracker and computer.  FOGM has a simple<BR>
camera in the nose sending signals down the FO link.  Just crash the<BR>
missile into the target.  And you don't need to see the target from the<BR>
launcher, just from the missile.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:47:33 PDT<BR>
From: "Erik Shumaker" <attendolo@hotmail.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> > The riot control vehicle written up in JTAS would be very useful in a<BR>
> > game involving control of a riot, or many other situations that come<BR>
> > up in Traveller games -- but they were rather outgunned in a<BR>
> > confrontation with heavily armed troops.<BR>
><BR>
>Allow me to call your attention to a certain famous bank robbery in<BR>
>California a few years back. The one where the cops had to borrow guns<BR>
>from a nearby gunstore because the guys that robbed the bank had them<BR>
>*badly* outgunned.<BR>
<BR>
The outcome of that in the long run, was to upgrade the standard "beat cop" <BR>
to the M-16A2 or similar light battlefield rifle. It still leaves the police <BR>
in a position to be outgunned, it has simply raised the bar slightly.<BR>
<BR>
As for the LAPD riot vehicles, the last thing I saw was a flurry of vans <BR>
with big logos on them. Although, the LAPD does use 1 light infantry carrier <BR>
with a ram attached, but the last docs I saw about that particular vehicle <BR>
indicated it uses _light_ armor. Engaging the vehicle with multiple RAMs <BR>
should cure any police intervention.....<BR>
E<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 10:49:38 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Traveller-digest V1999 #2970<BR>
<BR>
At 8:45 AM -0400 8/22/00, Charles Collin wrote:<BR>
>Canonically, there is a "third drive". All ships are equipped with<BR>
>anti-grav for landing.  If you have any deck plans for the most common<BR>
>sorts of ships, you'll see that the ship lands with its maneuver drive<BR>
>facing backwards like a plane.  The belly has the anti-grav thrusters. (So<BR>
>it can do the funky harrier and/or Millenium Falcon thing: Float up and<BR>
then hit the after-burners).<BR>
<BR>
Where is this?  It isn't in CT anywhere that I've looked or<BR>
in any of the basic MT stuff.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:04:56 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> As for the LAPD riot vehicles, the last thing I saw was a flurry of<BR>
vans<BR>
> with big logos on them. Although, the LAPD does use 1 light infantry<BR>
carrier<BR>
> with a ram attached, but the last docs I saw about that particular<BR>
vehicle<BR>
> indicated it uses _light_ armor. Engaging the vehicle with multiple<BR>
RAMs<BR>
> should cure any police intervention.....<BR>
> E<BR>
<BR>
Even that may not be required.  Considering the typical police armored<BR>
car, a .50cal rifle with SLAP rounds may be adequate, particularly for<BR>
side of rear shots.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2971<BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2972<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>
godzilla<BR>
Re: Traveller-digest V1999 #2970<BR>
Re: godzilla<BR>
Re: Striker spreadsheets wanted<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Anyone wanna see an MT Corsair?<BR>
Re: Newbie Q: Artificial Gravity? <BR>
Csequences of Artificial Gravity? <BR>
Re: Traveller-digest V1999 #2971<BR>
Re: High Tech Theatrical Makeup<BR>
Re: Traveller-digest V1999 #2970<BR>
Re: Traveller-digest V1999 #2971<BR>
A better armed police force?<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: A Mathematical Problem<BR>
Re: Traveller-digest V1999 #2970<BR>
Re: A Mathematical Problem<BR>
RE: Godzilla<BR>
Re: A better armed police force?<BR>
Re: Godzilla 2000<BR>
RE: Update: Solomani Money Vote<BR>
Re: A better armed police force?<BR>
Re: How did you find out about Traveller?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:10:47 GMT<BR>
From: "Erick ..." <siniypiva@hotmail.com><BR>
Subject: godzilla<BR>
<BR>
How does one capture a 'Gojira' anyway?<BR>
- - --<BR>
<BR>
  lol, very carefully and with a big box, "here lizard lizard"<BR>
<BR>
<BR>
    erick<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:24:12 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Traveller-digest V1999 #2970<BR>
<BR>
On Tue, 22 Aug 2000, David P. Summers wrote:<BR>
<BR>
> At 8:45 AM -0400 8/22/00, Charles Collin wrote:<BR>
> >Canonically, there is a "third drive". All ships are equipped with<BR>
<BR>
snip<BR>
<BR>
> <BR>
> Where is this?  It isn't in CT anywhere that I've looked or<BR>
> in any of the basic MT stuff.<BR>
<BR>
FF&S 1 and 2.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:30:10 -0700<BR>
From: "Brian Jenkins" <Brian.Jenkins@grpwise1.westek.com><BR>
Subject: Re: godzilla<BR>
<BR>
I hear they love oriental food....:)<BR>
<BR>
>>> "Erick ..." <siniypiva@hotmail.com> 08/22/00 11:10AM >>><BR>
How does one capture a 'Gojira' anyway?<BR>
- - --<BR>
<BR>
  lol, very carefully and with a big box, "here lizard lizard"<BR>
<BR>
<BR>
    erick<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:31:12 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> The outcome of that in the long run, was to upgrade the standard "beat<BR>
cop"<BR>
> to the M-16A2 or similar light battlefield rifle. It still leaves the<BR>
police<BR>
> in a position to be outgunned, it has simply raised the bar slightly.<BR>
<BR>
Given the effectiveness of personal body armor, just about any rifle<BR>
would have been enough.  The pistol is a very poor combat weapon, but is<BR>
useful for typical police operation (a readily available defensive<BR>
tool).  If you're expecting trouble, the first thing to do is get a<BR>
rifle.  It has better intrinsic and practical accuracy, and a lot more<BR>
hitting power.  The problem with issuing rifles of any type to police is<BR>
that 1) there is rarely adequate weapons training.  Most police fire<BR>
their weapons once or twice a year.  And 2) police need to be cognizant<BR>
of innocent bystanders.  Having a weapon with a danger space of 500m+<BR>
and the ability to penetrate much of the local 'cover' puts civilians at<BR>
risk.  And a wound from rifle fire is far more likely to be lethal.  One<BR>
only has to look at the casualty rate of game officers involved in<BR>
shoot-outs vs. police officers.  Game officers are most likely to<BR>
encounter miscreants armed with rifles and using expanding ammunition.<BR>
Their survival rates are pretty poor.<BR>
<BR>
As far as police being 'out-gunned', that is very rarely the case.  The<BR>
vast majority of criminals are rather poorly armed(buying the cheapest<BR>
guns so they have more money for drugs) and poorly trained.  While<BR>
police may have minimal training in weaponcraft, they are generally<BR>
taught good technique and they do practice.  This is why police almost<BR>
always come out on top in gunfights with criminals. Certainly there are<BR>
always exceptions.  The FBI shootout in Florida is a good example.  But<BR>
it is impractical to expect to train and equip all of your police to<BR>
handle the highly motivated, ruthless, well equipped, combat trained<BR>
ex-ranger.  They simply have too many other duties.<BR>
<BR>
The choice to arm police with M16 (AR15) rifles is an administrator's<BR>
answer.  Spend a few dollars and say "See, we did something about it".<BR>
It does nothing to address the problem.  A well trained rifleman with a<BR>
bolt action rifle could have ended the California incident in moments.<BR>
But such a trained individual can't be expected to maintain that<BR>
competence and server as a 'street cop', hence the creation of SWAT<BR>
units. A bunch of inadequately trained police showering the area with<BR>
M16s would probably have been a case of the cure being worse than the<BR>
disease.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:36:29 PDT<BR>
From: "Erik Shumaker" <attendolo@hotmail.com><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
><BR>
>   I always like deckplans - is there a way to convert the 'word graphic' <BR>
>to<BR>
>   postscript, pdf, png, gif or jpeg ?<BR>
><BR>
>   If yes - post an URI here - and send me a copy by private eMail.<BR>
><BR>
>Bye Michael<BR>
<BR>
I have Acrobat, so if y'all want your docs converted to PDF, send them my <BR>
way. Plus, that way I get to peer at new ideas :)<BR>
<BR>
Erik<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:36:38 PDT<BR>
From: "Erik Shumaker" <attendolo@hotmail.com><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
><BR>
>   I always like deckplans - is there a way to convert the 'word graphic' <BR>
>to<BR>
>   postscript, pdf, png, gif or jpeg ?<BR>
><BR>
>   If yes - post an URI here - and send me a copy by private eMail.<BR>
><BR>
>Bye Michael<BR>
<BR>
I have Acrobat, so if y'all want your docs converted to PDF, send them my <BR>
way. Plus, that way I get to peer at new ideas :)<BR>
<BR>
Attendolo<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 11:36:56 PDT<BR>
From: "Erik Shumaker" <attendolo@hotmail.com><BR>
Subject: Re: Anyone wanna see an MT Corsair?<BR>
<BR>
><BR>
>   I always like deckplans - is there a way to convert the 'word graphic' <BR>
>to<BR>
>   postscript, pdf, png, gif or jpeg ?<BR>
><BR>
>   If yes - post an URI here - and send me a copy by private eMail.<BR>
><BR>
>Bye Michael<BR>
<BR>
I have Acrobat, so if y'all want your docs converted to PDF, send them my <BR>
way. Plus, that way I get to peer at new ideas :)<BR>
<BR>
Attendolo<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 14:40:39 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: Re: Newbie Q: Artificial Gravity? <BR>
<BR>
> Mind you, if you get too realistic, it gets<BR>
> boring, so take what you will and leave the rest.<BR>
<BR>
Oh, I dunno about that... it is certainly possible to have very cool ships<BR>
and space combat with neither artifical gravity nor inertia dampers.<BR>
Reference Niven: The Mote in God's Eye. Fusion and jump drives, and spinning<BR>
the ships for gravity while not maneuvering. When the ships maneuver, walls<BR>
become decks, corridors become shafts, etc. The crew is confined to<BR>
acceleration couches. It becomes a key part of the story, and an important<BR>
limitation to be overcome by the characters.<BR>
<BR>
This could conceivably work in the canonical TU since it is assumed that<BR>
ships are thrusting all the time, except during turnover. It just means that<BR>
they wouldn't be flying like airplanes.<BR>
<BR>
It's certainly easier to just assume that the ship's lounge works like your<BR>
living room, but it removes some real potential fun brought on by zero-G.<BR>
<BR>
- -- <BR>
Andrew Douglas<BR>
<BR>
Earle Palmer Brown <BR>
http://www.epb.com <BR>
adouglas@optonline.net<BR>
- -------------------<BR>
Metro Area Recumbent Society<BR>
http://www.recumbents.com/mars<BR>
<BR>
     O///<BR>
    <|o> <BR>
    /_\<BR>
    / |     <BR>
               <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:08:39 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Csequences of Artificial Gravity? <BR>
<BR>
> Oh, I dunno about that... it is certainly possible to have very cool<BR>
ships<BR>
> and space combat with neither artifical gravity nor inertia dampers.<BR>
<BR>
[snip]<BR>
><BR>
> This could conceivably work in the canonical TU since it is assumed<BR>
that<BR>
> ships are thrusting all the time, except during turnover. It just<BR>
means that<BR>
> they wouldn't be flying like airplanes.<BR>
><BR>
> It's certainly easier to just assume that the ship's lounge works like<BR>
your<BR>
> living room, but it removes some real potential fun brought on by<BR>
zero-G.<BR>
<BR>
I agree.  And the 6G limit doesn't make much sense, either.  It would be<BR>
a small matter to accelerate at much higher G for short periods of time,<BR>
using even fairly conventional technologies.<BR>
<BR>
Personally, I like the idea of feeling Gs.  A combat between two small<BR>
ships engaged in violent maneuvers takes on a whole new element when<BR>
both crews are straining against the crush of acceleration while<BR>
fighting for their lives. Exciting stuff. Under OTU rules, space battles<BR>
are very cerebral affairs, where the cold equations of ship performance,<BR>
computers and weaponry decide the victor.<BR>
<BR>
And has anyone considered the consequences of being able to generate<BR>
artificial gravity?  Freelance traveller has an interesting article<BR>
about using gravity generators as shield.  Why not?  And how could<BR>
thruster plate technology be applied to weapons?  Mines or weapons that<BR>
generate huge gravity wells for very short periods of time.  Pulsing<BR>
gravity generators (imagine being to exposed to a gravity field that<BR>
fluctuated between 0 and 6 Gs a few times a second).<BR>
<BR>
Mind you, I love Traveller, and also don't run a lot of ship based<BR>
adventures, but I've always been curious about this.  I suspect a lot of<BR>
this is the influence of the sci-fi media of the day.<BR>
<BR>
Anyone look at the weapon potential of grav generators?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:33:24 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2971<BR>
<BR>
<David P. Summers><BR>
>Canonically, there is a "third drive". All ships are equipped with<BR>
>anti-grav for landing.  If you have any deck plans for the most common<BR>
<BR>
Where is this?  It isn't in CT anywhere that I've looked or<BR>
in any of the basic MT stuff.<BR>
</DPS><BR>
<BR>
I don't have my books with me.  Does the MT design sequence not include<BR>
anti-grav or contra-grav drives for ships?  <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:42:08 EDT<BR>
From: RBasler1@aol.com<BR>
Subject: Re: High Tech Theatrical Makeup<BR>
<BR>
>From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
>Subject: RE: High Tech Theatrical Makeup<BR>
><BR>
>Russell Bornschlegel wrote :<BR>
>> Bruce Johnson wrote:<BR>
>> > Second...I wonder what TL-15 theatrical makeup is >like. New<BR>
>> face anyone?<BR>
>><BR>
>> In John Varley's novel _The Golden Globe_, a stage >actor is equipped with<BR>
>> full body implants that can reshape his face and >body on demand.<BR>
><BR>
>I'm reminded of Herbert's Tlielaxu "Face Dancers".<BR>
><BR>
>Frankie<BR>
<BR>
     There was one campaign I ran where for a bit of 'background color' (i.e. an excuse to mess with the player's minds), the next berth over was occupied by a old sub. merchant that someone had refitted in full, '1880's tacky' mode and crewed (stocked?) with a bevy of TL16 androids that were designed rather like the Tlielaxu Face Dancers - in other words:  high-tech prostitutes that could be anything the customer wanted them to be, and more.  A sort of travelling bordello.<BR>
     A day after docking, there was a growing crowd of protesters - first the morality groups, then the anti-robot groups, then counterdompnstrations by the robot-rights groups...then the media, then the police, and so on...and so on...  Every time the party wanted to leave the ship, they had to run this gauntlet (the media was the worst).  <BR>
     The players had no idea what was going on, so they went in and asked.  The captain quite happily explained everything, and even let them have lunch with one of the 'girls' to talk to her.  One of the players (not the character, the _player_) nearly freaked out at the graphic description of the android changing her appearance in front of them.  He kept covering his eyes and looking at the table.  >:o)<BR>
<BR>
     Rod Basler, COFIT (and obviously more twisted than his players)<BR>
- ----------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:00:22 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Traveller-digest V1999 #2970<BR>
<BR>
>On Tue, 22 Aug 2000, David P. Summers wrote:<BR>
><BR>
>  > At 8:45 AM -0400 8/22/00, Charles Collin wrote:<BR>
>  > >Canonically, there is a "third drive". All ships are equipped with<BR>
><BR>
>snip<BR>
><BR>
>  ><BR>
>  > Where is this?  It isn't in CT anywhere that I've looked or<BR>
>  > in any of the basic MT stuff.<BR>
><BR>
>FF&S 1 and 2.<BR>
<BR>
Understood.  Does FF&S list actually ship designs?  Or are<BR>
you just referring to their presence as a component?<BR>
<BR>
Either way; pre-FF&S stuff, contragrav modules are explicitly listed as a<BR>
components and are not included in space ships.  IMO, this isn't <BR>
_the_ canon way.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:01:32 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Traveller-digest V1999 #2971<BR>
<BR>
At 3:33 PM -0400 8/22/00, Charles Collin wrote:<BR>
><David P. Summers><BR>
>  >Canonically, there is a "third drive". All ships are equipped with<BR>
>  >anti-grav for landing.  If you have any deck plans for the most common<BR>
><BR>
>Where is this?  It isn't in CT anywhere that I've looked or<BR>
>in any of the basic MT stuff.<BR>
></DPS><BR>
><BR>
>I don't have my books with me.  Does the MT design sequence not include<BR>
>anti-grav or contra-grav drives for ships?<BR>
><BR>
>Charles C.<BR>
<BR>
<BR>
It includes the modules for use.  But they only appear in<BR>
grav vehicles (as far as I know)....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:01:47 PDT<BR>
From: "Erik Shumaker" <attendolo@hotmail.com><BR>
Subject: A better armed police force?<BR>
<BR>
>From: "Tod Glenn" <webmaster@travellercentral.com><BR>
>Reply-To: traveller@lists.imagiconline.com<BR>
>To: <traveller@lists.imagiconline.com><BR>
>Subject: Re: Striker spreadsheets wanted<BR>
>Date: Tue, 22 Aug 2000 11:31:12 -0700<BR>
><BR>
> > The outcome of that in the long run, was to upgrade the standard "beat<BR>
>cop"<BR>
> > to the M-16A2 or similar light battlefield rifle. It still leaves the<BR>
>police<BR>
> > in a position to be outgunned, it has simply raised the bar slightly.<BR>
><BR>
>Given the effectiveness of personal body armor, just about any rifle<BR>
>would have been enough.  The pistol is a very poor combat weapon, but is<BR>
>useful for typical police operation (a readily available defensive<BR>
>tool).  If you're expecting trouble, the first thing to do is get a<BR>
>rifle.  It has better intrinsic and practical accuracy, and a lot more<BR>
>hitting power.  The problem with issuing rifles of any type to police is<BR>
>that 1) there is rarely adequate weapons training.  Most police fire<BR>
>their weapons once or twice a year.  And 2) police need to be cognizant<BR>
>of innocent bystanders.  Having a weapon with a danger space of 500m+<BR>
>and the ability to penetrate much of the local 'cover' puts civilians at<BR>
>risk.  And a wound from rifle fire is far more likely to be lethal.  One<BR>
>only has to look at the casualty rate of game officers involved in<BR>
>shoot-outs vs. police officers.  Game officers are most likely to<BR>
>encounter miscreants armed with rifles and using expanding ammunition.<BR>
>Their survival rates are pretty poor.<BR>
><BR>
>As far as police being 'out-gunned', that is very rarely the case.  The<BR>
>vast majority of criminals are rather poorly armed(buying the cheapest<BR>
>guns so they have more money for drugs) and poorly trained.  While<BR>
>police may have minimal training in weaponcraft, they are generally<BR>
>taught good technique and they do practice.  This is why police almost<BR>
>always come out on top in gunfights with criminals. Certainly there are<BR>
>always exceptions.  The FBI shootout in Florida is a good example.  But<BR>
>it is impractical to expect to train and equip all of your police to<BR>
>handle the highly motivated, ruthless, well equipped, combat trained<BR>
>ex-ranger.  They simply have too many other duties.<BR>
><BR>
>The choice to arm police with M16 (AR15) rifles is an administrator's<BR>
>answer.  Spend a few dollars and say "See, we did something about it".<BR>
>It does nothing to address the problem.  A well trained rifleman with a<BR>
>bolt action rifle could have ended the California incident in moments.<BR>
>But such a trained individual can't be expected to maintain that<BR>
>competence and server as a 'street cop', hence the creation of SWAT<BR>
>units. A bunch of inadequately trained police showering the area with<BR>
>M16s would probably have been a case of the cure being worse than the<BR>
>disease.<BR>
><BR>
>Tod<BR>
><BR>
Tod,<BR>
I agree with what you are saying here. I am attempting to point out that the <BR>
government's position has usually been to offer a technological advancement <BR>
to law enforcement in lieu of better training. For example, forensics <BR>
classes now focus on the technological advancements (ie. DNA, UV, etc.) more <BR>
then the traditional methods of applying pure logic in resolving crimes.<BR>
<BR>
I had not concidered the danger space when mentioning using AR15's for the <BR>
police force, my bad.<BR>
<BR>
As for the police being outgunned, I really don't mean by your local liquor <BR>
store robber, or junkie. What I really mean is that a criminal with _good_ <BR>
contacts can aquire better weaponry, like MP5SDs or G11 Caseless rifles, <BR>
body armor, 1mhz jamming equipment, etc.<BR>
<BR>
Of course, your average criminal is probably using whatever pistol he <BR>
purchased from some other crackhead.<BR>
<BR>
_________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.<BR>
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http://profiles.msn.com.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 12:46:04 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
Actually looking at the TL spread of the Khuur League<BR>
worlds I'd be inclined to go for, mad mongol traders who once had a much<BR>
bigger empire and now have a few planets set aside for traditional lifestyle<BR>
and Yurt design competitions.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Jones, Dean <Dean.Jones@fox-europe.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 8:31 AM<BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
<BR>
> <BR>
> <BR>
> So, anyone want to write up a Mongol culture for the Khuur League? Unless<BR>
> Ben wants something of his own in there, of course...atm I'm not that<BR>
> bothered about Ley, but I'm willing to dig out my old copy of Taras Bulba,<BR>
> head over the Mongolian Barbeque for dinner and get inspired.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:06:30 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: A Mathematical Problem<BR>
<BR>
John P. Raynor writes:<BR>
> <BR>
> For reasons that defy quick and easy explanation, I need a method of<BR>
> randomly selecting star systems within a sector such that they will be, on<BR>
> average, about 3.5 hexes (parsecs) apart.  Ideally, this method (whatever<BR>
> it may be) should be "scale-able," to allow the random distribution of<BR>
> star systems seperated by (again, on average) multiples of 3.5 parsecs.  <BR>
> Unfortunately, my knowledge of mathematics is not quite up to this task.  <BR>
> I suspect the answer is absurdly simple, and I'm just not seeing it, and<BR>
> any help would be gratefully appreciated.<BR>
<BR>
Well, you can simply use 3.5 parsec hexes and put one star system per hex ;)<BR>
<BR>
Seriously, this depends on what you mean by the 'average distance' here.  If<BR>
you mean 'average distance to nearest star', you need slightly over 2% per<BR>
hex (proven via computer program).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:12:21 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Traveller-digest V1999 #2970<BR>
<BR>
 BTW, you may find that a lot of stuff in Traveller does not match what<BR>
> you're expecting.  It certainly doesn't match what we've seen on TV and<BR>
> movies. This is a good thing! Mind you, if you get too realistic, it gets<BR>
> boring, so take what you will and leave the rest.  That's my advice.<BR>
><BR>
> Have a good one,<BR>
> Charles C.<BR>
<BR>
Gotcha............. since being on the list, this is the fist time I have<BR>
seen this admission of guilt,..... not the type of chat that is required for<BR>
developing a more supperior gaming system, with realism to keep the<BR>
excitement contained.<BR>
Though in all agreement that there are flaws in the makeup of this gaoming<BR>
system, I do not like to say thing like, if it was any more real it would be<BR>
boring..........!!!!!!!!<BR>
No, I would rather say, that the game has flaws due to lack of time and<BR>
attention to detail, being out upon an item, requiring this kind of<BR>
attention. If there is a problem, lets confront it, not sweep it under the<BR>
carpet, especially if it's something that would not take too much brain<BR>
power to over come.<BR>
In this case, ducting of the Jet power produced by ther M drive, would seem<BR>
the logical answer to this problem.<BR>
<BR>
Michael<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 16:17:15 -0400<BR>
From: Ethan Henry <egh@klg.com><BR>
Subject: Re: A Mathematical Problem<BR>
<BR>
> From: "John P. Raynor" <john.raynor@yale.edu><BR>
> <BR>
> For reasons that defy quick and easy explanation, I need a method of<BR>
> randomly selecting star systems within a sector such that they will be, on<BR>
> average, about 3.5 hexes (parsecs) apart.  Ideally, this method (whatever<BR>
> it may be) should be "scale-able," to allow the random distribution of<BR>
> star systems seperated by (again, on average) multiples of 3.5 parsecs.<BR>
> Unfortunately, my knowledge of mathematics is not quite up to this task.<BR>
> I suspect the answer is absurdly simple, and I'm just not seeing it, and<BR>
> any help would be gratefully appreciated.<BR>
<BR>
What you want to do is a form of 2-d sampling. I can't find the references<BR>
now, but there are a variety of techniques for generating random points<BR>
in 2D for sampling (in computer graphics) - at least one of the techniques<BR>
generates points like you require.<BR>
<BR>
Sorry I can't be more helpful.<BR>
<BR>
Ethan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:19:53 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: Godzilla<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Brian<BR>
> Jenkins<BR>
> Sent: Tuesday, August 22, 2000 7:30 PM<BR>
> To: siniypiva@hotmail.com; traveller@lists.imagiconline.com<BR>
> Subject: Re: Godzilla<BR>
> <BR>
> <BR>
> I hear they love oriental food....:)<BR>
<BR>
Only if by that you mean "they eat a lot of Orientals..."<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:29:03 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: A better armed police force?<BR>
<BR>
Erik Shumaker wrote:<BR>
<BR>
> As for the police being outgunned, I really don't mean by your local liquor<BR>
> store robber, or junkie. What I really mean is that a criminal with _good_<BR>
> contacts can aquire better weaponry, like MP5SDs or G11 Caseless rifles,<BR>
> body armor, 1mhz jamming equipment, etc.<BR>
<BR>
Actually, that really only happens on TeeVee (or in your gaming sessions<BR>
;-). A criminal with contacts (and money) good enough to have MP5D's,<BR>
G11's, body armor and jamming equipment is smart enough to confine their<BR>
crimes to the white collar variety where the profit margins are MUCH<BR>
higher, and the risks, both of armed confrontation and<BR>
capture/imprisonment are much much lower. Good capers rarely happen in<BR>
real life.<BR>
<BR>
The bank robbers in question were really stupid. They hung around<BR>
engaging in a gun battle when they could have been escaping, they made<BR>
extremely poor use of the surrounding terrain, and seemed to be shooting<BR>
for the sheer fun of shooting through cars. No tactical sense<BR>
whatsoever. No sense whatsoever in fact...bank robbery, despite how<BR>
often it happens is actually a pretty low-paying profession and the vast<BR>
majority of bank robbers get the money with only mild threats and no<BR>
body armor. <BR>
<BR>
Often, they get caught for the most insanely stupid of errors, like the<BR>
guy here in Tucson who held up a bank recently. Oddly, the cops knew<BR>
right where to find him. <BR>
<BR>
He wrote the hold-up note on a piece of motel stationery, left it at the<BR>
scene, and was apprehended, quietly, sitting in the motel room he<BR>
returned to after the robbery.<BR>
<BR>
"Dumb guys, Dumb guys, whatcha gonna do?..."<BR>
<BR>
Then there was the guy who stole millions from the armored car company,<BR>
succesfully fled to Mexico with just a fraction of the total, and then<BR>
was busted sneaking back into the US to get more money. AFTER, mind you,<BR>
it had been all over the papers and tv news that the money had been<BR>
recovered, and they were just looking for the perp...<BR>
<BR>
"Whatcha gonna do when they come for you.." ;-)<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:41:13 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> By any chance is there a GURPS sourcebook for Japanese movie monsters?<BR>
> Or some other source that can be converted? <BR>
<BR>
There's a wide variety of godzilla pages on the internet.  If you want gurps<BR>
stats, try http://www.io.com/~woodward/d7/ggodzilla.html .  Alternately, you<BR>
can go with original stats:<BR>
<BR>
The 1991-1995 toho godzilla is (per Toho studios)<BR>
60,000 tons (sinks in water, but can swim; call it 4,000 dtons)<BR>
100 meters tall (note: if he were reduced to a typical human height of 180 cm,<BR>
that would be 350 kilograms)<BR>
<BR>
Since he isn't bothered by the square/cube law, presumably godzillasaurus flesh<BR>
is about 50x stronger, per unit cross-section, than human, and probably <BR>
godzilla hide is similarly stronger.  The evidence is that can feel modern <BR>
(TL 7-8) anti-tank weaponry, but not terribly vulnerable to it.  He is largely<BR>
invulnerable to TL 6 weapons (if you look at the fate of the army in older<BR>
godzilla movies).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 17:43:05 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Update: Solomani Money Vote<BR>
<BR>
I'm not absolutely sure but wasn't BUC used as the name for the currency in<BR>
the game Dangerous Journeys? If so the term when used in this contest may be<BR>
copyright. Depending on who got what rights after the TSR/GDW conflict.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 13:52:28 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> As for the police being outgunned, I really don't mean by your local<BR>
liquor<BR>
> store robber, or junkie. What I really mean is that a criminal with<BR>
_good_<BR>
> contacts can aquire better weaponry, like MP5SDs or G11 Caseless<BR>
rifles,<BR>
> body armor, 1mhz jamming equipment, etc.<BR>
><BR>
These kind of 'super criminals' are pretty darn rare (expect in movies).<BR>
Most of the characters who fall into this group are really terrorists or<BR>
paramilitary types. Yes, a well financed and well connected criminal<BR>
could get superior weapons (I rather doubt a G11, though as they are<BR>
pretty rare not really superior to any other 'assault rifle' anyway).<BR>
But superior weapons rarely win the day, anyway. Now a belt fed<BR>
machinegun could cause some major havoc, though.<BR>
<BR>
The really bright criminals try to avoid the police, since it's<BR>
ultimately a no-win game, and killing a cop is a good way to insure that<BR>
the cops (and there are lots of them) will be looking for any excuse to<BR>
shoot you down like a dog.  Also, this criminal will always be out<BR>
numbered, and this kind of serious activity does bring out the SWAT<BR>
teams, FBI HRT, ATF NRT and similar very well equipped and trained law<BR>
enforcement groups.  If the criminal is operating outside the US, where<BR>
posse comitatus does not apply, he can possibly find himself up against<BR>
military units who will definitely have him out-gunned, regardless of<BR>
his connections.<BR>
<BR>
A salient feature of the LA shootout, that caused it to make the news,<BR>
was that it was so unusual. If it were a common occurrence, we would<BR>
expect to see more 'pure combat' police units to deal with them.<BR>
<BR>
The real danger is a nut case with access to these kind of weapons.  He<BR>
doesn't care about getting caught or wreaking havoc.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:53:08 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
Frith Ra!<BR>
<BR>
I started at the Inter-Action center in Kentish town with the boxed set of D&D<BR>
and then the box set of the LBBs. I immediately designed the Death Star using<BR>
the<BR>
Book 2 rules (lots of fusion reactors) and the formula for calculating the<BR>
volume of<BR>
a sphere I'd just learnt at school.<BR>
<BR>
Bunnies and Burrows, Paranoia, Call of Chuhululuthu(bugger), ah them were the<BR>
days.<BR>
We 'ad to crawl through t'pages of badly typeset blurry text working out the<BR>
intentions<BR>
of the designer by sheer intuition and occassionaly contacting Gary Gygax on the<BR>
Ouiji<BR>
Board.<BR>
<BR>
Traveller, 3 books of well laid out text written in lucid English was a<BR>
revelation.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message -----<BR>
From: Mark Preston <mark@mpreston.demon.co.uk><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 12:48 PM<BR>
Subject: RE: How did you find out about Traveller?<BR>
<BR>
<BR>
> (don't laugh) Tunnels and Trolls, Bunnies and Burrows (remember<BR>
> that??) as well as D&D - I was into games in a big way then, mostly<BR>
> wargames.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2972<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2973</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2973<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: How did you find out about Traveller?<BR>
OT: Something wonderful has happened<BR>
RE: A better armed police force?<BR>
RE: Something wonderful has happened<BR>
Re: A better armed police force?<BR>
They would rather avoid conflict<BR>
Re: Artificial gravity consequences <BR>
Gills (was Re : How do you deal with biotech in your TU?)<BR>
Re: Trap<BR>
RE: Update: Solomani Money Vote<BR>
Re: Lupus<BR>
Re: Striker spreadsheets wanted<BR>
Re: Artificial gravity consequences <BR>
Realism<BR>
Re: Update: Solomani Money Vote<BR>
Re: Striker spreadsheets wanted<BR>
Why I love NPR<BR>
Re: (c) and MegaCorp emblems<BR>
Re: Realism<BR>
Re: They would rather avoid conflict<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 17:01:32 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
shadow@krypton.rain.com (Leonard Erickson) puts into the ether:<BR>
>In mail you write:<BR>
> > I started at the tender age of twelve. My Junior High School in Las Cruces,<BR>
> > NM had this great teacher by the name of Jeff Ziegler and he ran the gaming<BR>
> > club.<BR>
>Aha! Now we can nail Jeff for "contributing to the deliquency of<BR>
>minors", I mean *really* all those guns, and the fighting... :-)<BR>
<BR>
We can see the humor here, but those who only know RPGs from Tipper Gore's <BR>
opus, who bring exactly those charges and a few more.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Exigis Domus Hillaria - http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 19:44:14 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: OT: Something wonderful has happened<BR>
<BR>
I thought some of you would be interested in this.... from my Mail order FLGS<BR>
<BR>
Dom<BR>
<BR>
- -----<BR>
<BR>
Leisure Games: New Releases Due To Be Delivered To Us On Wednesday <BR>
23rd August (unless<BR>
otherwise stated)<BR>
<BR>
Title & brief description Price: Publisher<BR>
<BR>
Space 1889 RPG<BR>
(Softback)<BR>
22.95<BR>
Heliograph<BR>
<BR>
Ironclads and Ether Flyers<BR>
(Space 1889)<BR>
13.95<BR>
Heliograph<BR>
<BR>
Tales From The Ether / More Tales From The Ether<BR>
(Space 1889)<BR>
14.95<BR>
Heliograph<BR>
<BR>
Beastmen of Mars / Canal Priests of Mars<BR>
(Space 1889)<BR>
14.95<BR>
Heliograph<BR>
<BR>
Caravans of Mars / Steppelords of Mars<BR>
(Space 1889)<BR>
14.95<BR>
Heliograph<BR>
<BR>
Cloud Captains of Mars / Conklins Atlas of the Worlds<BR>
(Space 1889)<BR>
16.95<BR>
Heliograph<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"We tell the tales of heroes to remind ourselves that we too<BR>
can be great" - John Wick, 7th Sea<BR>
http://www.cybergoths.u-net.com   http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 16:14:31 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: A better armed police force?<BR>
<BR>
> -----Original Message-----<BR>
> From: Bruce Johnson [mailto:johnson@pharmacy.arizona.edu]<BR>
> Sent: Tuesday, 22 August 2000 15:29<BR>
<BR>
> The bank robbers in question were really stupid. They hung around<BR>
> engaging in a gun battle when they could have been escaping, they made<BR>
> extremely poor use of the surrounding terrain, and seemed to <BR>
> be shooting<BR>
> for the sheer fun of shooting through cars.<BR>
<BR>
A player of mine who, when he was young, was a 'very angry young man' (he tried out for the local roller-hockey team and was not selected because he was 'too violent.') had a fantasy about robbing a bank.<BR>
<BR>
It involved quite a bit of planning.  "First,", he says, "we get a helicopter and a rocket launcher..."<BR>
<BR>
I leaned over to him and asked, "If you can afford a helicopter and a rocket launcher, why do you need to rob a bank?"<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 16:17:30 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Something wonderful has happened<BR>
<BR>
> -----Original Message-----<BR>
> From: SD Mooney [mailto:dom@cybergoths.u-net.com]<BR>
> Sent: Tuesday, 22 August 2000 13:44<BR>
> <BR>
> I thought some of you would be interested in this.... from my <BR>
> Mail order FLGS<BR>
<BR>
Mine are on order, already.  It'd really neat when you're FLGS pre-orders things that he *knows* you like.<BR>
<BR>
Of course, my FLGS (Medieval Starship) also delivers..<BR>
<BR>
> Space 1889 RPG<BR>
> Ironclads and Ether Flyers<BR>
> Tales From The Ether / More Tales From The Ether<BR>
> Beastmen of Mars / Canal Priests of Mars<BR>
> Caravans of Mars / Steppelords of Mars<BR>
> Cloud Captains of Mars / Conklins Atlas of the Worlds<BR>
<BR>
More details at http://www.heliograph.com/space1889/<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:29:46 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: A better armed police force?<BR>
<BR>
I've been researching police (London Metropolitan) and Firearms recently<BR>
and the Met has been reducing the numbers of armed policemen but increasing<BR>
the number of specialist firearms officers.<BR>
<BR>
This followed analysis of several shootings of unarmed civillians during the<BR>
1970s<BR>
and 1980s. I won't get into the details because I don't have my notes but the<BR>
basic philosophy is that it is better to have fewer, very highly trained (and<BR>
they are<BR>
very highly trained) officers on standby than to have lots of slightly rusty and<BR>
above<BR>
all nervous constables armed with revolvers.<BR>
<BR>
ObTrav - for next time your party of characters find themselves on a planet with<BR>
an<BR>
'unarmed' police force it works like this.<BR>
<BR>
While the majority of beat officers in London are unarmed there are always a<BR>
armed<BR>
response cars driving around. If an unarmed police officer is confronted with a<BR>
gun he<BR>
is expected to 'run like f**k taking anybody he can with him' meanwhile the<BR>
Armed<BR>
Response Vehicle will be responding and the ready SO19 team (essentially<BR>
SWAT) will scramble. The police always aim for containment and standoff because<BR>
time is always on their side, time to gather intelligence, time to negotiate. As<BR>
far as I<BR>
can tell nobody, once surrounded, has ever escaped.<BR>
<BR>
The level of armed response in the UK will escalate all the way up to the<BR>
military, not<BR>
just the infamous SAS but Air Force and Naval Units will be used if warrented.<BR>
<BR>
What the police have is numbers, resources and organisation. The actual quality<BR>
of the<BR>
weapons carried by the individual beat officer matter much less than the<BR>
organisation<BR>
behind them (alright it matters to the beat officer of course).<BR>
<BR>
The Home Office analysis was very clear, arming the Metropolitan Police would<BR>
make them<BR>
less effective in their normal duties, would not help the individual officers<BR>
much (most officers<BR>
shot in the UK were shot from ambush or without warning) and would lead to an<BR>
'unacceptable'<BR>
level of civillian casualties.<BR>
<BR>
Some officers *are* routinely armed - The Diplomatic and Royalty Protection Unit<BR>
for example.<BR>
<BR>
BTW: I'm writing this because there's nothing like lulling player characters<BR>
into a false sense<BR>
of security and then dropping an anvil on them.<BR>
<BR>
Citizen Protection Officer: Hi, I'm Officer Moonbeam and I'm here to help you.<BR>
<BR>
Player/Character: Yeah, well I'm Bad Daniel and this is my friend the PGMP 15.<BR>
<BR>
CPO: My what a big gun you have. Oh look there's officer Sunflower and his<BR>
friend Officer<BR>
Cowslip. And oh look if it isn't Officer Sunshine. Don't they just look so<BR>
lovely in their brand<BR>
new state of the art Battledress. Isn't it just a glorious day to be alive and<BR>
wouldn't you much<BR>
rather stay that way.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message -----<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 9:52 PM<BR>
Subject: Re: A better armed police force?<BR>
<BR>
<BR>
> > <police armaments><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 17:33:50 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: They would rather avoid conflict<BR>
<BR>
>As for the police being outgunned, I really don't mean by your local liquor<BR>
>store robber, or junkie. What I really mean is that a criminal with _good_<BR>
>contacts can aquire better weaponry, like MP5SDs or G11 Caseless rifles,<BR>
>body armor, 1mhz jamming equipment, etc.<BR>
<BR>
The crook who can come up that level of gear, will typically plan to <BR>
minimize risk.<BR>
If something screws up, they have the equipment to shoot up 98% of any LEOs <BR>
who show up.<BR>
It's better to avoid any shooting though.  At least here in the states, <BR>
most career criminals have poor medical coverage (except for what Mark <BR>
Twain called our legal criminal class, who have great benifits).<BR>
<BR>
>Of course, your average criminal is probably using whatever pistol he<BR>
>purchased from some other crackhead.<BR>
<BR>
Yup.  At least here in the states.  BATF reports show that the most common <BR>
criminal weapons include pocket sized .25 caliber semi-auto pistols, .38 <BR>
caliber revolvers, and proof that the criminal class are the failures of <BR>
our education systems, the TEC-9.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"We don't just borrow words; on occasion, English has pursued<BR>
other languages down alleyways to beat them unconscious and<BR>
rifle their pockets for new vocabulary." - James D. Nicoll<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 17:34:06 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: Re: Artificial gravity consequences <BR>
<BR>
on 8/22/00 4:56 PM, Traveller-digest at<BR>
owner-traveller-digest@lists.imagiconline.com wrote:<BR>
<BR>
> Personally, I like the idea of feeling Gs.<BR>
<BR>
So do I (in fact, my very first adventure will feature some lurching of the<BR>
ship... I need to figure out how to reconcile that with the idea of grav<BR>
plates). But in space, the direction of G forces is counterintuitive.<BR>
<BR>
Here's the thing about space travel with essentially unlimited fuel (I<BR>
define being able to run engines at 1G+ continuously over intrasystem<BR>
distances as effectively "unlimited").<BR>
<BR>
Most of the time you're experiencing acceleration in one direction only:<BR>
opposite the thrust vector. And generally that's NOT the direction you're<BR>
going in. (Hard SF commandment #2: Spaceships do NOT fly like airplanes.*)<BR>
This is as opposed to the more realistic free-coast model, which is the way<BR>
we actually run rockets around our Solar system. In that, you're in<BR>
free-fall all the time, except during course correction, orbit insertion,<BR>
trajectory insertion or during deorbit.<BR>
<BR>
If you turn a corner you don't yank and bank. You point your ship at the<BR>
center of the radius of the turn and thrust. You aren't looking at where<BR>
your ship is going at all. It would feel (and look) like you're on a<BR>
playground merry-go-round.<BR>
<BR>
This means in practice that having forward-facing windows in space isn't of<BR>
much use. You need good cameras pointing aft, shielded from the glare of the<BR>
M drive, and on the periphery of the hull, or else you rely entirely on<BR>
"blind" sensors like radar (more logical, since at the distances we're<BR>
talking about you can't see a helluva lot with the naked eye anyway).<BR>
===================================<BR>
<BR>
* Hard SF filmmaking commandments:<BR>
<BR>
1) There is no sound in space.<BR>
2) Spaceships do not fly like airplanes.<BR>
3) There is no sound in space.<BR>
4) You can't see energy beams unless they're passing through something.<BR>
5) There is no sound in space.<BR>
6) It's not possible for a person to hold an energy weapon perfectly still.<BR>
(note: the final scene of "Congo" got this one EXACTLY right)<BR>
7) There is no sound in space.<BR>
8) It is not necessary to have all ships oriented "right side up".<BR>
9) There is no sound in space.<BR>
10) If the drive shuts off, the ship keeps moving.<BR>
<BR>
These are the reasons why 2001 is possibly the most accurate space movie<BR>
ever made. It follows these rules without exception (though the energy<BR>
beam/weapon bits don't apply, and there are a number of other errors). Even<BR>
laudable efforts like Apollo 13 got it wrong.<BR>
<BR>
<BR>
Andrew Douglas<BR>
<BR>
Earle Palmer Brown <BR>
http://www.epb.com <BR>
adouglas@optonline.net<BR>
- -------------------<BR>
Metro Area Recumbent Society<BR>
http://www.recumbents.com/mars<BR>
<BR>
     O///<BR>
    <|o> <BR>
    /_\<BR>
    / |     <BR>
               <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, Aug 23 2000 8:43:22 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Gills (was Re : How do you deal with biotech in your TU?)<BR>
<BR>
John Snead wrote :-<BR>
> Why not seriously folded gills?<BR>
<description snipped><BR>
<BR>
Hmm.<BR>
Assuming a mass of 70kg gives us a basal O2 demand of 250mL/min.<BR>
We'll assume we have gills that are 75% efficient (about that<BR>
of the average fish), so of the 5mL O2/L of water, 3.75mL gets taken up<BR>
by the gills, which have an exchange area of ~14m^2.<BR>
<BR>
So a flow rate of 50 X (4/3)L/min is required to pass over the gills,<BR>
or 66.6L/min, just to meet resting oxygen consumption.<BR>
<BR>
Now, how fast do we need to move through the water to get the flow<BR>
rate required? <BR>
<BR>
Assuming the anatomy is as per John's description, we've got a <BR>
conduit about 0.9m long and maybe 0.1m wide and deep, for both slits.<BR>
0.9 X 0.01 = 0.009m^3, or 9L.<BR>
<BR>
So we need to move the trunk through a length of just over 7 metres<BR>
per minute to meet basal needs. Our upper bound is 70 metres per minute<BR>
at maximal exercise.<BR>
<BR>
This is eminently doable by any swimmer.<BR>
Realistically, not all the water that flows through the gill is going<BR>
to have its oxygen extracted - 5 cm is a large diffusion distance.<BR>
Even with quite a large 'slop factor', a swimmer should still be able <BR>
to get the oxygen they need with this setup.<BR>
<BR>
Carbon dioxide elimination shouldn't be a problem, given that CO2 is<BR>
much more soluble than oxygen.<BR>
<BR>
Alterations to the circulation :-<BR>
There needs to be shunts to enable flipping from the lungs to the gill<BR>
system. The best analogue is the foetal circulation, where gas exchange<BR>
is performed by the placenta.<BR>
<BR>
I'll have to think a little more about building vacuum tolerant humans. Photosynthesis looks viable, with big bat wings/solar panels. Heat dissipation shouldn't be too big an issue, given existing space suit technology. Waste disposal, especially of urea, creatinine, potassium and non-volatile acids, needs to be nutted out.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:48:32 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Trap<BR>
<BR>
> From: "Brian Jenkins" <brianjenk@home.com><BR>
> Subject: Re: Trap<BR>
> <BR>
> Like Tokyo....:)<BR>
<BR>
Sounds like a job for a fully armed and operational Lab Ship ...<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:55 +0100 (BST)<BR>
From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
Subject: RE: Update: Solomani Money Vote<BR>
<BR>
In-Reply-To: <LPBBKCIHNNEPMFBAMOCNGEFNDFAA.Skaran@bigpond.com><BR>
Greetings dear hearts.<BR>
<BR>
BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll see <BR>
what I can find out about current rights in that if you like...<BR>
<BR>
Hugs and kisses,<BR>
<BR>
Mexal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:57:03 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Lupus<BR>
<BR>
> From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
> Subject: Re: Lupus (was re:High Tech Cosmetic Surgery)<BR>
><BR>
> I wrote :-<BR>
> > Systemic lupus erythematosus (SLE) is an interesting disease.<BR>
><BR>
> Ian Whitchurch wrote :-<BR>
> > Yup. Lupus is interesting.<BR>
> ><BR>
> > I'd strongly recommend not having it, in fact.<BR>
> ><BR>
> Me too.<BR>
><BR>
> I apologise if I've caused any offence or distress by my turn of phrase.<BR>
><BR>
> On a list which often discusses enhanced wounding munitions, megadeath<BR>
> energy weapons, and planetary scale catastrophes, among other things, I<BR>
> thought that the odd nasty disease wouldn't be too out of place.<BR>
><BR>
<BR>
Nahh, it's fine. I've been living with lupus since I was about eleven.<BR>
<BR>
That episode saw Western medicine at it's finest ... they didnt know what I<BR>
had (they had a list of what it wasnt ... luekemia, cancer, '81 was too<BR>
early to look for AIDS in Tassie), they knew I was dying (my platelet count<BR>
bottomed out at 13 ... my blood had about the life-renewing qualities of<BR>
grenadine mixed with melted red icypoles), so they resolved to start taking<BR>
bits out till I got better or died. Fortunatly, once they took my spleen<BR>
out, I started recovering.<BR>
<BR>
Couple of years later, they figured out what it was.<BR>
<BR>
Actually, thinking about the practicalities of medicine on starships, and<BR>
the economics of lo-tech worlds, you may actually be better off hiring a<BR>
lo-tech surgeon and a lo-tech nurse (say, TL7) to go on a ship, rather than<BR>
having a single higher tech crewman double up as ship's medic.<BR>
<BR>
I can certainly see having 'real' medical facilities and personell on your<BR>
ship as letting you quote a premium on passenger ticket prices. After all,<BR>
in jumpspace, no-one can run you down to the e-room ...<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:02:25 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: Re: Striker spreadsheets wanted<BR>
><BR>
> I've always been partial to FOGM. (Fiber Optic Guided Missile).  Get rid<BR>
> of that complex IR source, tracker and computer.  FOGM has a simple<BR>
> camera in the nose sending signals down the FO link.  Just crash the<BR>
> missile into the target.  And you don't need to see the target from the<BR>
> launcher, just from the missile.<BR>
<BR>
You can do these in Striker, if you allow Wire guidance to be the secondary<BR>
system in a teleguided missile.<BR>
<BR>
Teleguided missiles are hell on wheels IMO.<BR>
<BR>
Combine them with a system of remote cameras to allow remote surveillence,<BR>
and you have a shift back to the tactical defensive.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:07:06 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Artificial gravity consequences <BR>
<BR>
> > Personally, I like the idea of feeling Gs.<BR>
><BR>
> So do I (in fact, my very first adventure will feature some lurching<BR>
of the<BR>
> ship... I need to figure out how to reconcile that with the idea of<BR>
grav<BR>
> plates). But in space, the direction of G forces is counterintuitive.<BR>
<BR>
Handwave time:<BR>
<BR>
I generally use slowly-reactive internal gravity plates.  Yes, they<BR>
provide a constant 1G of 'downward' force, and compensate up to 6 Gs of<BR>
acceleration, but their reaction time is slow.  On passenger liners,<BR>
this is not an issue, as maneuvers are very gradual and at low<BR>
acceleration.  In military vessels operating at maneuver and doing<BR>
violent course changes, the forces of inertia can overcome the<BR>
abilkities of the compensators.  Thus we get a nice 'Star Trek' effect.<BR>
Smooth sailing at 1G, put lots of bouncing around when course changes<BR>
occur.<BR>
<BR>
Further, IMTU, main thrust is provided by the fusion drive, which unlike<BR>
the grav comps, can be throttled up and down fairly quickly.  Slam the<BR>
throttles to full military power and you'll feel some serious Gs until<BR>
the grav comps can, well, comp. Also, grav comps only work in a closed<BR>
environment, or an open environment with a nearby strong gravity well.<BR>
Thus grav belts, grav cars, grav maneuver drive only work on or near a<BR>
sizable mass.<BR>
<BR>
Typically, ship boost from planet using nice, clean and quiet gravs.<BR>
Once they reach the 'drive safe zone', they light the big candle.<BR>
<BR>
Well, I never said I was 'canon'.<BR>
> Here's the thing about space travel with essentially unlimited fuel (I<BR>
> define being able to run engines at 1G+ continuously over intrasystem<BR>
> distances as effectively "unlimited").<BR>
<BR>
BTW, I don't use unlimited fuel.<BR>
<BR>
> These are the reasons why 2001 is possibly the most accurate space<BR>
movie<BR>
> ever made. It follows these rules without exception (though the energy<BR>
> beam/weapon bits don't apply, and there are a number of other errors).<BR>
Even<BR>
> laudable efforts like Apollo 13 got it wrong.<BR>
<BR>
Douglas Trumball (FX  for 2001) made his bones as a NASA animator before<BR>
2001.  It is, IMHO, still the best flick in terms of accuracy.  They<BR>
even got the shadows right!<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:09:04 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Realism<BR>
<BR>
<Micheal Scanlon><BR>
Gotcha............. since being on the list, this is the fist time I have<BR>
seen this admission of guilt,..... not the type of chat that is required<BR>
for developing a more supperior gaming system, with realism to keep the<BR>
excitement contained. <BR>
</MS><BR>
<BR>
If you mean that a superior gaming system is a more realistic one, I<BR>
disagree. A superior gaming system is one which better balances realism<BR>
with speed and simplicity of execution, and excitement of play!  One could<BR>
pull out an SDI model every time a PC gunner tried to hit another ship,<BR>
but it certainly wouldn't make for a good game. <BR>
<BR>
Traveller has flaws only in as much as one pays attention to the details<BR>
of the universe.  Any system will have such flaws, it's only a matter of<BR>
the level of detail you choose to examine.  Now, people intuitively<BR>
examine things to a certain level of detail, and if they find flaws there,<BR>
then that's a problem.  This is called breaking suspension of disbelief.<BR>
The point at which this happens will depend on the individual in question.<BR>
<BR>
Many people on this list are highly knowledgeable about various things<BR>
(physics, biology, economics, etc.). They intuitively look at a deeper<BR>
level of detail in their area than others do, and they necessarily find<BR>
flaws.  They then try to fix these with various modifications to their<BR>
vision of the Traveller Universe, and this is fine.  But even they will<BR>
admit that their solutions are only partial and often create new problems<BR>
and inconsistencies.  So long as they have fun doing it, more power to<BR>
them, but others will find this hampering.<BR>
<BR>
<MS><BR>
In this case, ducting of the Jet power produced by ther M drive, would<BR>
seem the logical answer to this problem. <BR>
</MS><BR>
<BR>
Except that as others with more engineering knowledge than me will tell<BR>
you, this involves a lot of piping and other equipment.  You can't direct<BR>
all the thrust in any direction without having the same sized outlets in<BR>
all directions.  This solution in of itself is only partial, and causes<BR>
other problems, not the least of which is aesthetic. <BR>
<BR>
This brings me (finally) back to the main issue.  Part of the fun of a<BR>
game is in the aesthetics.  Some folks like the look of ships that "float<BR>
in air", so they'll use grav-plates on their ships.  Some folks don't like<BR>
the look of ships which must spin in space to change their vectors, so<BR>
they assume 100% ductable thrust.  It all comes down to your personal<BR>
sense of what "looks good".  If I have a choice between a universe that is<BR>
perfectly realistic but whose images are not exciting to me, and a<BR>
universe that's full of exciting visions with a little less realism, I'll<BR>
take the second option. <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:13:38 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Update: Solomani Money Vote<BR>
<BR>
><BR>
> BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll<BR>
see<BR>
> what I can find out about current rights in that if you like...<BR>
><BR>
<BR>
I seriously doubt this is copyrightable, as I seem to recall seeing this<BR>
in past fiction. I would argue that it is a deprecation of a term long<BR>
in existence.  Is someone going to sue me because I put this on my<BR>
website?  Not likely, unless they have a pet lawyer,a mean streak and<BR>
money to burn.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:20:31 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
><BR>
> Teleguided missiles are hell on wheels IMO.<BR>
><BR>
> Combine them with a system of remote cameras to allow remote<BR>
surveillence,<BR>
> and you have a shift back to the tactical defensive.<BR>
><BR>
Well, that's what drones are for.  I just saw something about the new<BR>
generation of RPVs being developed for battlefield reconnaissance.<BR>
They're working on a model that the soldier can carry on his belt.  Want<BR>
to see what's going on over that hill?  Take out you paper-airplane<BR>
sized RPV and give it a toss, then just have a look through you pocket<BR>
viewer.<BR>
<BR>
The idea is to build these things so cheap, they're disposable.  They're<BR>
already pretty close.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:34:13 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Why I love NPR<BR>
<BR>
Where else (beside the TML) are you going to hear terms like <BR>
"Neo-Imperialistic Peacekeeping Force?"<BR>
This was in a discussion with civilian military analysts on the state of <BR>
the US Military.<BR>
One stated that the US military needs to transition from a purely <BR>
warfighting force to a "Neo-Imperialistic Peacekeeping Force."<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
           You sound reasonable ... time to up my medication<BR>
                  http://www.bigfoot.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:32:36 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: (c) and MegaCorp emblems<BR>
<BR>
Supplement 12, Forms and Charts had a lot of logos on the various ID cards.<BR>
I know that Naasirka was there, and possibly Makhidkarun.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:45:31 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Realism<BR>
<BR>
> If you mean that a superior gaming system is a more realistic one, I<BR>
> disagree. A superior gaming system is one which better balances<BR>
realism<BR>
> with speed and simplicity of execution, and excitement of play!  One<BR>
could<BR>
> pull out an SDI model every time a PC gunner tried to hit another<BR>
ship,<BR>
> but it certainly wouldn't make for a good game.<BR>
<BR>
Absolutely.  An as Loren and others on this list have said here and in<BR>
print, the rules are only a guide, and the GM should change them (or<BR>
toss them out) as required.  We got into a discussion earlier on the<BR>
list with regard to cutlasses.  I am often puzzled by the prevalence of<BR>
edged weaponry in Trav, as by modern standards, these weapons are<BR>
pointless (IMHO).  But I was (rightly) chastised.  As one TMLer pointed<BR>
out, marines use cultlass because it's Traveller.<BR>
<BR>
><BR>
> This brings me (finally) back to the main issue.  Part of the fun of a<BR>
> game is in the aesthetics.  Some folks like the look of ships that<BR>
"float<BR>
> in air", so they'll use grav-plates on their ships.  Some folks don't<BR>
like<BR>
> the look of ships which must spin in space to change their vectors, so<BR>
> they assume 100% ductable thrust.  It all comes down to your personal<BR>
> sense of what "looks good".  If I have a choice between a universe<BR>
that is<BR>
> perfectly realistic but whose images are not exciting to me, and a<BR>
> universe that's full of exciting visions with a little less realism,<BR>
I'll<BR>
> take the second option.<BR>
<BR>
Hence games like Space 1889.  I personally find the concept very<BR>
appealing.  Realism. BAH! I say.  If we wanted realism, our characters<BR>
would be filling out forms, paying taxes, going shopping, dying of<BR>
boredom.  I don't want to recreate real life.  I like realism, but only<BR>
as it enhances play.  D&D:  I can't stand it.  It's too fanciful.<BR>
Traveller: just right.  I just toss out things like teleportation, and<BR>
make psionics limited and rare.  My starships have grav comps that keep<BR>
things comfortable, but don't fully ameliorate the effect of sudden<BR>
acceleration or course correction.  Light that big fusion drive and put<BR>
the hammer down and you WILL feel Gs.<BR>
<BR>
But, hey, that's my universe. YMMV.  Traveller:  it's a big tent.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 15:51:22 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: They would rather avoid conflict<BR>
<BR>
><BR>
> Yup.  At least here in the states.  BATF reports show that the most<BR>
common<BR>
> criminal weapons include pocket sized .25 caliber semi-auto pistols,<BR>
.38<BR>
> caliber revolvers, and proof that the criminal class are the failures<BR>
of<BR>
> our education systems, the TEC-9.<BR>
><BR>
Hey, you left out the classic Stollard arms.  A fine weapon composed of<BR>
plastic and pot metal.  When tested by 'Gun Tests' it managed to fire<BR>
several rounds before self-destructing.  And it can be yours for about<BR>
$100.<BR>
<BR>
BTW, the correct form for the Bureau of Alcohol, Tobacco and Firearms is<BR>
ATF (see their raid jackets).  Just like FBI, DEA, INS etc.  Minor nit.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2973<BR>
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Traveller-digest      Tuesday, August 22 2000      Volume 1999 : Number 2974<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: Realism<BR>
Re: A better armed police force?<BR>
Re: small navies<BR>
Re: small navies<BR>
nits & things that go bang<BR>
Re: A better armed police force?<BR>
Re: small navies<BR>
Re: small navies<BR>
Realism in Space Combat<BR>
Re: OT: Something wonderful has happened<BR>
Re: Why I love NPR<BR>
Re: Striker spreadsheets wanted<BR>
Re: Striker spreadsheets wanted<BR>
Re: Why I love NPR<BR>
Small RPVs - Was: Striker spreadsheets wanted<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Re: Traveller-digest V1999 #2973<BR>
Re: Traveller-digest V1999 #2973<BR>
Re: Why I love NPR<BR>
Re: GURPS question<BR>
Re: Why I love NPR<BR>
Re: Why I love NPR<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 00:08:06 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Realism<BR>
<BR>
 <Micheal Scanlon><BR>
 Gotcha............. since being on the list, this is the fist time I have<BR>
 seen this admission of guilt,..... not the type of chat that is required<BR>
 for developing a more supperior gaming system, with realism to keep the<BR>
 excitement contained.<BR>
 </MS><BR>
><BR>
> If you mean that a superior gaming system is a more realistic one, I<BR>
> disagree. A superior gaming system is one which better balances realism<BR>
> with speed and simplicity of execution, and excitement of play!  One could<BR>
> pull out an SDI model every time a PC gunner tried to hit another ship,<BR>
> but it certainly wouldn't make for a good game.<BR>
<BR>
What I mean is that, the closer one is to a realistic situation, the less<BR>
imaginatio is required for the less interesting mechanics of a situation,<BR>
and therefore available for the more interesting thoughts. Though this is<BR>
open for debate. Taking an example I know that if I were watching a film for<BR>
instance, the film which was closer to something believable is more likely<BR>
to interest. Of course if it were with out any fun and joy of something that<BR>
interests me, the film would be un-watchable. Though, like the coment you<BR>
made, which I pointed out to the list, was something I would typically do,<BR>
if I found something at which I could make a comment on, being a little<BR>
educated in the field of Aeronautical Engineering, have seen the insides of<BR>
a harrier taken out, though what is left behind, is not a great deal!!! I<BR>
was only tring to make this information available for the, how you put it,<BR>
option for change; an update if you like. Ducting of thruster power is<BR>
exspensive in the ways of area required, though if the, power of an advanced<BR>
engine, known as the M Drive, were pawerfull enough, the space required for<BR>
use in a Star Ship would be minimal enough, not to have to worry about.<BR>
><BR>
> Traveller has flaws only in as much as one pays attention to the details<BR>
> of the universe.  Any system will have such flaws, it's only a matter of<BR>
> the level of detail you choose to examine.  Now, people intuitively<BR>
> examine things to a certain level of detail, and if they find flaws there,<BR>
> then that's a problem.  This is called breaking suspension of disbelief.<BR>
> The point at which this happens will depend on the individual in question.<BR>
<BR>
Exactly my point....what are you doing if you say hey , do you like my space<BR>
ship travels the speed of light....... but its not real, it's only make<BR>
believe, and the rest I have been telling you, is also a crock!!!!!!??????<BR>
<BR>
> Many people on this list are highly knowledgeable about various things<BR>
> (physics, biology, economics, etc.). They intuitively look at a deeper<BR>
> level of detail in their area than others do, and they necessarily find<BR>
> flaws.  They then try to fix these with various modifications to their<BR>
> vision of the Traveller Universe, and this is fine.  But even they will<BR>
> admit that their solutions are only partial and often create new problems<BR>
> and inconsistencies.  So long as they have fun doing it, more power to<BR>
> them, but others will find this hampering.<BR>
><BR>
> <MS><BR>
> In this case, ducting of the Jet power produced by ther M drive, would<BR>
> seem the logical answer to this problem.<BR>
> </MS><BR>
><BR>
> Except that as others with more engineering knowledge than me will tell<BR>
> you, this involves a lot of piping and other equipment.  You can't direct<BR>
> all the thrust in any direction without having the same sized outlets in<BR>
> all directions.  This solution in of itself is only partial, and causes<BR>
> other problems, not the least of which is aesthetic.<BR>
><BR>
> This brings me (finally) back to the main issue.  Part of the fun of a<BR>
> game is in the aesthetics.  Some folks like the look of ships that "float<BR>
> in air", so they'll use grav-plates on their ships.  Some folks don't like<BR>
> the look of ships which must spin in space to change their vectors, so<BR>
> they assume 100% ductable thrust.  It all comes down to your personal<BR>
> sense of what "looks good".  If I have a choice between a universe that is<BR>
> perfectly realistic but whose images are not exciting to me, and a<BR>
> universe that's full of exciting visions with a little less realism, I'll<BR>
> take the second option.<BR>
><BR>
> Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 16:13:27 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
[snip]<BR>
<BR>
><BR>
> The Home Office analysis was very clear, arming the Metropolitan<BR>
Police would<BR>
> make them<BR>
> less effective in their normal duties, would not help the individual<BR>
officers<BR>
> much (most officers<BR>
> shot in the UK were shot from ambush or without warning) and would<BR>
lead to an<BR>
> 'unacceptable'<BR>
> level of civillian casualties.<BR>
<BR>
Quite interesting.  Things are, obviously, a little different in the<BR>
States. I expect things to vary greatly within the 3I and surrounding<BR>
states as well.  Culture will play a large part.  On 'frontier' worlds<BR>
with an attitude of self-reliance, and where the populace is armed, I<BR>
would expect the police to be similarly armed (with swords, guns,<BR>
whatever the local weapons of choice is).  On more established worlds,<BR>
or ones with the attitude that the 'State' will take care of things, it<BR>
will be different.<BR>
<BR>
IMTU for example, on most of the Confederation worlds, guns just aren't<BR>
worn openly, even by the police.  While guns may be legal at the local<BR>
law level, it's just 'bad manners' to display your weapon.  On the<BR>
Regina starport, on the other hand ("where the weak are killed and<BR>
eaten"), many carry openly, and if a cop breaks up an altercation by<BR>
screwing his gun in your ear, 'it's no big thing'.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 00:28:29 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: small navies<BR>
<BR>
Your damn right about that!<BR>
<BR>
I didn't realise just how big these economies were until I did<BR>
my TML Landgrab on Trin and built its spaceport ala GT:Starports<BR>
and ended up with 6 full sized downports and two highports<BR>
handling...let me just find the spreadsheet....<BR>
<BR>
300,000,000 dtons of freight per week (50% system/50% transient)<BR>
450,000 system passengers per week.<BR>
150,000 transient passengers per week.<BR>
<BR>
I mean 300 million dTons a week! Aghhhh!<BR>
<BR>
The downports used 38 100-dton Passenger shuttles and 112 800-dton Cargo<BR>
Lighters<BR>
and 12 100-dton interplanetary shuttles just to handle the passengers and cargo<BR>
embarking<BR>
and alighting at the highports.<BR>
<BR>
Wan Thoroy, one of the 6 major downports (and the newest) had 60 large (5000<BR>
dTon berths)<BR>
and a staff of 48,000+ (4,845 handling baggage).<BR>
<BR>
'...be the envy of other major governments. This is big league stuff.' Ford<BR>
Prefect.<BR>
<BR>
One thing is for certain - Trin does not get raided by pirates.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
> You also have the Vargr frontier nearby. I'd argue pretty strongly that the<BR>
> IN is over-represented in the Marches, and under-represented in the 'safe'<BR>
> core. The effect of single very big worlds like Trin and Mora is also, well,<BR>
> big.<BR>
><BR>
> Ian Whitchurch<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 16:45:40 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies<BR>
<BR>
Ben Aaronovitch writes:<BR>
> <BR>
> Your damn right about that!<BR>
> <BR>
> I didn't realise just how big these economies were until I did<BR>
> my TML Landgrab on Trin and built its spaceport ala GT:Starports<BR>
> and ended up with 6 full sized downports and two highports<BR>
> handling...let me just find the spreadsheet....<BR>
> <BR>
> 300,000,000 dtons of freight per week (50% system/50% transient)<BR>
<BR>
That may be using the approximation for GT starports, which doesn't really work for some worlds.  From actually computing routes, its about 2.5 million tons<BR>
per week.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 20:05:12 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: nits & things that go bang<BR>
<BR>
"Tod Glenn" <webmaster@travellercentral.com> types;<BR>
> > Yup.  At least here in the states.  BATF reports show that the most<BR>
>common<BR>
> > criminal weapons include pocket sized .25 caliber semi-auto pistols, .38<BR>
> > caliber revolvers, and proof that the criminal class are the failures of<BR>
> > our education systems, the TEC-9.<BR>
> >Hey, you left out the classic Stollard arms.  A fine weapon composed of<BR>
>plastic and pot metal.  When tested by 'Gun Tests' it managed to fire<BR>
>several rounds before self-destructing.  And it can be yours for about<BR>
>$100.<BR>
<BR>
Like I said, failures of the education system.  Thanks to the FoIA, good <BR>
government tested plans for single shot 9mm pistols are available.<BR>
Build one for less than $5 worth of material from a hardware store.<BR>
<BR>
>BTW, the correct form for the Bureau of Alcohol, Tobacco and Firearms is<BR>
>ATF (see their raid jackets).  Just like FBI, DEA, INS etc.  Minor nit.<BR>
<BR>
Bah!  They just want to be cool like the FBI (Federal Bureau of <BR>
Investigation)& the DEA (Drug Enforcement Agency).<BR>
They are the Bureau of Alcohol, Tobacco & Firearms, hence BATF.  They have <BR>
four letters and have to learn to live with it.<BR>
They are also tax collection agents.  Unlike the FBI & DEA, who are part of <BR>
the Justice Department.  That makes FBI & DEA agents real federal LEOs <BR>
instead of tax collection agents.<BR>
<BR>
Minor Nit.<BR>
<BR>
Good Game fodder too.  Our Heros find themselves surrounded by hoards of <BR>
Official looking folks in Official looking Combat Armor, holding Official <BR>
looking Gauss rifles and Plasma weapons, but wearing several different sets <BR>
of Official looking Three Letter IDs.<BR>
<BR>
"Freeze!  You are under arrest for violation of Imperial Tax Code!"<BR>
<BR>
"Freeze!  You are under arrest for violation of Sector Legal Code 72-P, <BR>
subparagraph Alpha!"<BR>
<BR>
"Freeze!  You are under arrest for violation of Imperial Immigration Law!"<BR>
<BR>
"Freeze!  You are under arrest for violation of Planetary Decency Laws!"<BR>
<BR>
"Freeze!  You are under arrest under this warrant from the Duke!"<BR>
<BR>
Our Heros stand very still as the various groups start eyeing each other <BR>
suspiciously.<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
"This has the characteristic look and feel of a complete fiasco."<BR>
                 http://www.bigfoot.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 01:08:06 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: A better armed police force?<BR>
<BR>
- ----- Original Message -----<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
<BR>
> [snip]<BR>
><BR>
> ><BR>
> > The Home Office analysis was very clear, <yada yada yada><BR>
><BR>
> Quite interesting.  Things are, obviously, a little different in the<BR>
> States. I expect things to vary greatly within the 3I and surrounding<BR>
> states as well.  Culture will play a large part.  On 'frontier' worlds<BR>
> with an attitude of self-reliance, and where the populace is armed, I<BR>
> would expect the police to be similarly armed (with swords, guns,<BR>
> whatever the local weapons of choice is).  On more established worlds,<BR>
> or ones with the attitude that the 'State' will take care of things, it<BR>
> will be different.<BR>
<BR>
There are a host of economic, historical and cultural factors involved. In<BR>
Finland they have very lax gun laws (IIRC) but not very many people<BR>
carry them as a matter of course. In Zimbabwe its illegal to enter some<BR>
game areas without a rifle or a qualified guide with a rifle. IMO in the UK<BR>
the Queen's Peace can be seen as a social contract - we expect the Crown<BR>
to maintain order and relieve us of the need to carry weapons. For some<BR>
people in the UK restrictions on firearms are an onourous burden and an<BR>
afront to civil liberties but the vast majority don't want to carry weapons.<BR>
However, were the level of stranger murder to rise significantly than<BR>
attitudes might change.<BR>
<BR>
> IMTU for example, on most of the Confederation worlds, guns just aren't<BR>
> worn openly, even by the police.  While guns may be legal at the local<BR>
> law level, it's just 'bad manners' to display your weapon.  On the<BR>
> Regina starport, on the other hand ("where the weak are killed and<BR>
> eaten"), many carry openly, and if a cop breaks up an altercation by<BR>
> screwing his gun in your ear, 'it's no big thing'.<BR>
<BR>
I agree.<BR>
<BR>
IMTU which is is based on GT, CR (control rating) for weapons floats<BR>
essentially free of CR for tax and general levels of oppression. In the former<BR>
Yugoslavia, while not as bad as other Eastern European countries, was<BR>
essentially a police state but you were required to be part of a militia unit,<BR>
keep current with your weapons practice and you had access to arms. One<BR>
of the reasons why its disintegration was so bloody and why the Croatians<BR>
could generate an army out of thin air after independence.<BR>
<BR>
I think population density is a factor, I doubt archologies allow people to walk<BR>
around inside with handguns but when you have 46,000 people spread over a<BR>
continent in small communities and farmsteads then who the hell cares if you<BR>
keep<BR>
an ACR over the hearth?<BR>
<BR>
Likewise our archology dweller, (lets say in one of the Trin megacities) to whom<BR>
it<BR>
would never occur in a million years to carry a weapon around in the city might<BR>
think<BR>
nothing about picking up a handgun before going hiking in the coldback.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
PS: just in case. This is not a gun control thread.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 01:11:39 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: small navies<BR>
<BR>
God I hope not.<BR>
<BR>
Not after all the work I did on those starports.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message -----<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Cc: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 23, 2000 12:45 AM<BR>
Subject: Re: small navies<BR>
<BR>
<BR>
> Ben Aaronovitch writes:<BR>
> ><BR>
> > Your damn right about that!<BR>
> ><BR>
> > I didn't realise just how big these economies were until I did<BR>
> > my TML Landgrab on Trin and built its spaceport ala GT:Starports<BR>
> > and ended up with 6 full sized downports and two highports<BR>
> > handling...let me just find the spreadsheet....<BR>
> ><BR>
> > 300,000,000 dtons of freight per week (50% system/50% transient)<BR>
><BR>
> That may be using the approximation for GT starports, which doesn't really<BR>
work for some worlds.  From actually computing routes, its about 2.5 million<BR>
tons<BR>
> per week.<BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 17:20:13 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: small navies<BR>
<BR>
Ben Aaronovitch writes:<BR>
> God I hope not.<BR>
> <BR>
> Not after all the work I did on those starports.<BR>
<BR>
If you use the approximation based strictly on the WTN of the primary world,<BR>
you get a result that's high for large worlds, low for small worlds.  I'd<BR>
have to go check Starports to see if there's other bugs, however (I can't<BR>
quite explain a factor of 100 difference even so). <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 20:41:43 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Realism in Space Combat<BR>
<BR>
<Andrew Douglas><BR>
Oh, I dunno about that... it is certainly possible to have very cool ships<BR>
and space combat with neither artifical gravity nor inertia dampers. <BR>
Reference Niven: The Mote in God's Eye. Fusion and jump drives, and<BR>
spinning the ships for gravity while not maneuvering. When the ships<BR>
maneuver, walls become decks, corridors become shafts, etc. The crew is<BR>
confined to acceleration couches. It becomes a key part of the story, and<BR>
an important limitation to be overcome by the characters. <BR>
</AD><BR>
<BR>
No argument here. What I meant was that there's a point at which realism<BR>
just gets in the way of the fun.  If a universe without anti-grav is your<BR>
thing, go for it.  But this doesn't make your universe perfectly<BR>
realistic, obviously, and at some point one's attempts to make one's TU<BR>
more and more realistic just hamper one's creativity. Plus you don't get<BR>
to use all those nifty deck-plans. :-) <BR>
<BR>
Consider: there's all sorts of consequences to getting rid of grav tech. <BR>
People have to take 6 g for hours in space combat.  Can they?  I don't<BR>
know.  Also, people living on smaller worlds than earth (just about all of<BR>
them, that is) may suffer debilitating bone and muscle mass loss (see<BR>
Robert O'Connor's article on Freelance traveller). Now, you may be able to<BR>
work around these in various ways, but then you get other problems. You<BR>
find solutions to these, only to find others lurking within them, ad<BR>
infinitum.  At some point, you just have to say "oh well, it's not<BR>
perfectly realistic, but it's good enough" (and "it's cool", that's very<BR>
important!)  Where that point is differs from person to person, of course. <BR>
That's why I say "take what you like and leave the rest".<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:11:02 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: OT: Something wonderful has happened<BR>
<BR>
> From: SD Mooney <BR>
> Title & brief description Price: Publisher<BR>
> <BR>
> Space 1889 RPG<BR>
> (Softback)<BR>
> 22.95<BR>
> Heliograph<BR>
<BR>
Is this the same publisher as the people who reissued Dark Conspiracy?<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:09:31 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Why I love NPR<BR>
<BR>
> From: Mark Urbin <BR>
> Where else (beside the TML) are you going to hear terms like <BR>
> "Neo-Imperialistic Peacekeeping Force?"<BR>
> This was in a discussion with civilian military analysts on the state of <BR>
> the US Military.<BR>
> One stated that the US military needs to transition from a purely <BR>
> warfighting force to a "Neo-Imperialistic Peacekeeping Force."<BR>
<BR>
What a hoot!<BR>
<BR>
Let me guess:  this would be a force that specialises in "humanitarian<BR>
intervention", and similar varieties of making sure the savages conform to<BR>
"our" standards of proper behaviour.<BR>
<BR>
Liberals have always been the most fervent Imperialists.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:19:02 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
> From: "Tod Glenn" <BR>
> Well, that's what drones are for.  I just saw something about the new<BR>
> generation of RPVs being developed for battlefield reconnaissance.<BR>
> They're working on a model that the soldier can carry on his belt.  Want<BR>
> to see what's going on over that hill?  Take out you paper-airplane<BR>
> sized RPV and give it a toss, then just have a look through you pocket<BR>
> viewer.<BR>
> <BR>
> The idea is to build these things so cheap, they're disposable.  They're<BR>
> already pretty close.<BR>
<BR>
Are there rules for RPVs in Striker?  I was looking last night, and all I<BR>
could find was Drone Vehicles and Missiles, which are TL 13 or so robots.  <BR>
<BR>
Am I stoopid?  Did I miss something?  Can we fudge around it?  Do we need a<BR>
new rule?<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:13:45 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
Hi Glenn,<BR>
<BR>
> >I think my next design will be the TOW-like AT missile Glenn requested<BR>
...<BR>
> Thanks.  Please include a vehicle mount.  One of my M113s has a TOW<BR>
> mounted on top.  On Saturday, I'll try to design a TL10 M113 to match my<BR>
> miniatures.<BR>
<BR>
I actually did both.  The tac missile design sequence takes less than 15<BR>
minutes.  Look for the design and write up on my web site this evening.<BR>
<BR>
Kristian<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:52:54 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Why I love NPR<BR>
<BR>
> From: Mark Urbin <urbin@bigfoot.com><BR>
> Subject: Why I love NPR<BR>
><BR>
> Where else (beside the TML) are you going to hear terms like<BR>
> "Neo-Imperialistic Peacekeeping Force?"<BR>
> This was in a discussion with civilian military analysts on the state of<BR>
> the US Military.<BR>
> One stated that the US military needs to transition from a purely<BR>
> warfighting force to a "Neo-Imperialistic Peacekeeping Force."<BR>
<BR>
Umm, yeah. It does need to do that transition. Kinda like the US Marines in<BR>
the good old days -optimised to 'maintain peace and order' in Carribean<BR>
banana republics, rather than to fight high-intensity wars with other modern<BR>
militaries.<BR>
<BR>
Seriously, in Trav you are going to see a number of militaries built for<BR>
other than the classic 'high intensity' warfare. If you spend a lot of time<BR>
doing counter-insurgency and security tickets, you will have a different<BR>
military to one that spends it's time doing warfighting (ie strike- or<BR>
counter-strike missions).<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:18:02 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Small RPVs - Was: Striker spreadsheets wanted<BR>
<BR>
Aerospace America had and article about one of these mini-RPVs a few<BR>
months ago.  It was about the size of a cigarette pack, rotary winged,<BR>
synthetic aperture radar...<BR>
<BR>
They have a website at:<BR>
http://www.aiaa.org/<BR>
that might have reprints.<BR>
<BR>
Kristian<BR>
<BR>
> Well, that's what drones are for.  I just saw something about the new<BR>
> generation of RPVs being developed for battlefield reconnaissance.<BR>
> They're working on a model that the soldier can carry on his belt.  Want<BR>
> to see what's going on over that hill?  Take out you paper-airplane<BR>
> sized RPV and give it a toss, then just have a look through you pocket<BR>
> viewer.<BR>
> <BR>
> The idea is to build these things so cheap, they're disposable.  They're<BR>
> already pretty close.<BR>
> <BR>
> Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 03:03:06 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
Ben Aaronovitch wrote:<BR>
> Actually looking at the TL spread of the Khuur League<BR>
> worlds I'd be inclined to go for, mad mongol traders who once had a much<BR>
> bigger empire and now have a few planets set aside for traditional lifestyle<BR>
> and Yurt design competitions.<BR>
<BR>
Perhaps said Mongol culture once was powerful, but the 3I stomped them<BR>
as described in other posts? It sounds plausible to have some<BR>
interesting conflict that has already happened in the setting.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:35:12 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2973<BR>
<BR>
> <BR>
>  * Hard SF filmmaking commandments:<BR>
>  <BR>
>  1) There is no sound in space.<BR>
<BR>
Hitchcock insisted that the movie lifeboat have no music . . . reasoning that <BR>
there is no place for the orchestra to stand except in the water. <BR>
<BR>
>  2) Spaceships do not fly like airplanes.<BR>
<BR>
Granted -- they fly like spaceships, but directors have lots of airplane <BR>
footage to emulate, and very few genuine spaceships. Tonight's homework: <BR>
Watch _Star Wars_, _The Bridges at Toko-Ri_ , and _The Dambusters_. Compare <BR>
and contrast the climactic scenes, and prepare a 500 word paper . . .<BR>
<BR>
>  3) There is no sound in space.<BR>
<BR>
I believe the studio head told Hitch that the orchestra was sitting on the <BR>
same thing the camera was . . .<BR>
<BR>
>  4) You can't see energy beams unless they're passing through something.<BR>
<BR>
True, but it makes for a _really_ dull scene. <BR>
<BR>
>  5) There is no sound in space.<BR>
<BR>
I've heard that . . .<BR>
<BR>
>  6) It's not possible for a person to hold an energy weapon perfectly still.<BR>
>  (note: the final scene of "Congo" got this one EXACTLY right)<BR>
>  7) There is no sound in space.<BR>
<BR>
Sorry, I'm running out of things to say . . .<BR>
<BR>
>  8) It is not necessary to have all ships oriented "right side up".<BR>
>  9) There is no sound in space.<BR>
>  10) If the drive shuts off, the ship keeps moving.<BR>
<BR>
Movies are not real life . . . you may have noticed that nobody ever dials <BR>
all the digits in a phone number, and you can always find a parking place in <BR>
NYC, and . . . <BR>
<BR>
geez, watch _Last Action Hero_ I think they did all the major bits . . . <BR>
<BR>
We are never going to get a perfectly accurate SF movie. You can substitute <BR>
"western" for SF, or "police procedural" or "action adventure" or whatever <BR>
else you choose. I used to listen to the gearheads explaining what was wrong <BR>
with 2001 when it first came out . . . nothing new here.<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:37:05 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2973<BR>
<BR>
In a message dated 22-Aug-00 5:52:53 PM Central Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> Date: Tue, 22 Aug 2000 22:55 +0100 (BST)<BR>
>  From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
>  Subject: RE: Update: Solomani Money Vote<BR>
>  <BR>
>  In-Reply-To: <LPBBKCIHNNEPMFBAMOCNGEFNDFAA.Skaran@bigpond.com><BR>
>  Greetings dear hearts.<BR>
>  <BR>
>  BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll see <BR>
>  what I can find out about current rights in that if you like...<BR>
>  <BR>
>  Hugs and kisses,<BR>
>  <BR>
>  Mexal.<BR>
<BR>
Who ya gonna call?<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:50:38 EDT<BR>
From: KenRoney@aol.com<BR>
Subject: Re: Why I love NPR<BR>
<BR>
This is just one of many indicators that the US is rapidly mutating from a <BR>
republic into an empire, with all that entails.  Jerry Pournelle has an <BR>
interesting discussion going concerning this topic at his Chaos Manor site.  <BR>
If you buy that we are going to behae like an empire, just drop out the "neo" <BR>
part, and admit that you want imperialistic peacekeeping forces.  But then <BR>
step back and think about where the results of all this progressive thought <BR>
will lead.  Just my 2 Cr worth.<BR>
Ken<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 18:55:40 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: GURPS question<BR>
<BR>
  So, what is the DR of 1" of TL 7 standard metal armour plate?<BR>
<BR>
>>Gerry Harris<BR>
>...<BR>
>>Okay, all you GURPS players out there, I've got a question.  I just<BR>
>>received my copy of GURPS Ogre (and it's really cool!) but I need to<BR>
>>convert the vehicles over.<BR>
>><BR>
>>How does GURPS rate its armor?  Armor rating in relation to steel would<BR>
>>be sufficient for me to work out the conversion.  Everything else is<BR>
>>pretty self-explanatory.<BR>
><BR>
>  GURPS rates by game mechanic Damage Resistance only :(<BR>
><BR>
>  OTOH, good modern steel plate should (?) be TL 7 standard metal;<BR>
>BPC is TL 11 advanced laminate armour (G:Ogre, p. 109).<BR>
><BR>
>  How do these compare? They don't :>  Or - BPC is 50x more expensive<BR>
>per unit weight, but the 0.5:0.025 toughness ratio means that the same<BR>
>wright provides 20x the protection.<BR>
><BR>
>  How many DR for 1" of TL 7 standard metal (or BPC?) - depends on what<BR>
>book you use, and most of mine are older editions :(<BR>
><BR>
>  I'll ask the TML...<BR>
><BR>
>        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:56:13 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Why I love NPR<BR>
<BR>
>Liberals have always been the most fervent Imperialists.<<BR>
<BR>
I object!<BR>
<BR>
No one is more Imperialist than me.<BR>
Nobody...<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:13:48 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Why I love NPR<BR>
<BR>
"Samuel D. Weiss" wrote:<BR>
> <BR>
> >Liberals have always been the most fervent Imperialists.<<BR>
> <BR>
> I object!<BR>
> <BR>
> No one is more Imperialist than me.<BR>
> Nobody...<BR>
> <BR>
> Sam<BR>
<BR>
I beg to differ, sir.<BR>
<BR>
As evidence, I offer the fact that you posted from an MSN e-mail<BR>
address.<BR>
<BR>
"We are Microsoft of Borg...." ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2974<BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2975<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>
Peacekeeping vs. Warfighting (was: Re: Why I love NPR)<BR>
Re: Why I love NPR<BR>
Re: Why I love NPR<BR>
Why I love NPR<BR>
Re: OT: Something wonderful has happened<BR>
RE: Csequences of Artificial Gravity? <BR>
Re: Realism in space combat<BR>
Who ya gonna call?<BR>
Re: Who ya gonna call?<BR>
Re: GURPS: OGRE<BR>
Re: Gills (was Re : How do you deal with biotech in your TU?)<BR>
Re: Godzilla 2000<BR>
Re: Why I love NPR<BR>
Re: OT: Something wonderful has happened<BR>
Re: Godzilla 2000<BR>
Re: Newbie Q: Artificial Gravity?<BR>
Re: Ship's Locker<BR>
Re: Trap<BR>
Re: GURPS: OGRE<BR>
Re:Famile Spofulam Ming II class Medium Missile ACV<BR>
Re: Ship's Locker<BR>
Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:18:46 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Peacekeeping vs. Warfighting (was: Re: Why I love NPR)<BR>
<BR>
Ian Whitchurch wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> Seriously, in Trav you are going to see a number of militaries built for<BR>
> other than the classic 'high intensity' warfare. If you spend a lot of time<BR>
> doing counter-insurgency and security tickets, you will have a different<BR>
> military to one that spends it's time doing warfighting (ie strike- or<BR>
> counter-strike missions).<BR>
<BR>
The issue then becomes one of what the military does during its<BR>
_training_ "tickets."  IMHO (having done both missions), it takes less<BR>
time and training to teach a warfighter to keep the peace than it does<BR>
to teach a peacekeeper to fight wars.  Thus, were I forced to choose<BR>
between one mission or the other, I would emphasize warfighting over<BR>
peacekeeping in my army's training.<BR>
<BR>
Of course, one solution is to have units specialize in either<BR>
warfighting or peacekeeping.  Unfortunately, when considering Terra on<BR>
the cusp of the 21st century, no nation has the resources adequately to<BR>
support both missions with specialized troops.  OTOH, the 3I probably<BR>
does have the required resources. <BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:28:57 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: Why I love NPR<BR>
<BR>
KenRoney@aol.com puts out on the ether:<BR>
>This is just one of many indicators that the US is rapidly mutating from a<BR>
>republic into an empire, with all that entails.<BR>
<BR>
Or it may be just one of many indicators of the type of 'expert' National <BR>
Public Radio calls when it want's interesting sound bites.<BR>
There is a reason it's usually located on the far left side of the FM range...<BR>
<BR>
You have to understand the point of view of who's presenting the <BR>
news.  That's why I read the Boston Globe & the Washington Times.<BR>
The truth is somewhere in the middle.<BR>
<BR>
Do you players believe everything the Imperial News Agency puts out?<BR>
<BR>
>Jerry Pournelle has an<BR>
>interesting discussion going concerning this topic at his Chaos Manor site.<BR>
>If you buy that we are going to behae like an empire, just drop out the "neo"<BR>
>part, and admit that you want imperialistic peacekeeping forces.  But then<BR>
>step back and think about where the results of all this progressive thought<BR>
>will lead.  Just my 2 Cr worth.<BR>
<BR>
"It will be wonderful citizen.  Don't ask questions."<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@yahoo.com http://albore.homepage.com/  Opinions Mine!<BR>
"In 1991, [Vice President] Gore cited Bush's China policy as a reason he<BR>
should be defeated for reelection, charging Bush sent his emissaries to<BR>
toast the butchers of Tiananmen Square.'"<BR>
Deborah Orin in the New York Post, March 26, 1997, the day after Gore<BR>
drank champagne with Chinese Premier Li Peng, who helped plan the<BR>
Tiananmen massacre<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:33:13 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Why I love NPR<BR>
<BR>
>I beg to differ, sir.<BR>
<BR>
As evidence, I offer the fact that you posted from an MSN e-mail<BR>
address.<<BR>
<BR>
My email address is properly,<BR>
samwise1@ilovebillgates.com<BR>
<BR>
And imperialists must support each other. Noblesse oblige and all that. :-P<BR>
<BR>
>"We are Microsoft of Borg...." ;-)<<BR>
<BR>
Nah, I prefer my Imperialism open and honest. Raw, naked aggression, both<BR>
political and military.<BR>
"I want it all and I want it now!"<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:36:31 -0400<BR>
From: "swordworlder" <swordworlder@yahoo.com><BR>
Subject: Why I love NPR<BR>
<BR>
....<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 19:39:24 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: OT: Something wonderful has happened<BR>
<BR>
...<BR>
>> Space 1889 RPG<BR>
>> (Softback)<BR>
>> 22.95<BR>
>> Heliograph<BR>
><BR>
>Is this the same publisher as the people who reissued Dark Conspiracy?<BR>
<BR>
  No; Heliograph does not involve major ex-IG personnel, AFAIK :|<BR>
<BR>
  FWIW, how did the reissue of Dark Conspiracy go?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:35:42 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Csequences of Artificial Gravity? <BR>
<BR>
>I agree.  And the 6G limit doesn't make much sense, either.  It would be<BR>
>a small matter to accelerate at much higher G for short periods of time,<BR>
>using even fairly conventional technologies.<BR>
><BR>
<Snip><BR>
>And has anyone considered the consequences of being able to generate<BR>
>artificial gravity?  Freelance traveller has an interesting article<BR>
>about using gravity generators as shield.  Why not?  And how could<BR>
>thruster plate technology be applied to weapons?  Mines or weapons that<BR>
>generate huge gravity wells for very short periods of time.  Pulsing<BR>
>gravity generators (imagine being to exposed to a gravity field that<BR>
>fluctuated between 0 and 6 Gs a few times a second).<BR>
><BR>
>Mind you, I love Traveller, and also don't run a lot of ship based<BR>
>adventures, but I've always been curious about this.  I suspect a lot of<BR>
>this is the influence of the sci-fi media of the day.<BR>
><BR>
>Anyone look at the weapon potential of grav generators?<BR>
><BR>
>Tod<BR>
<Snip><BR>
I certainly agree with that, and have been saying so for quite awhile. This<BR>
is, of course, the problem with the "Near C Rocks" debate. Rfeactionless<BR>
drive would allow very high, relativistic speeds to be obtained, barring<BR>
other factors.<BR>
Gravity control would extend far beyond space technology. Cranes, for<BR>
example would be obsolete. Attach a contrgrav unit to a load and move it. No<BR>
ropes, no hooks, no rigging lines. As a matter of fact attach the contragrav<BR>
unit to the load with a plat that is gravicly attached.<BR>
<BR>
During the Ground Forces playtest I brought up how silly it seemed to me<BR>
that submarines in the 53 century would continue to control buoyancy by<BR>
filling tanks with water and that SDB's would operate underwater by using<BR>
the vectored thrust of their maneuvering drives to overcome their designed<BR>
in buoyancy (Most Traveller ship designs float.) This did not seem<BR>
reasonable to me as this would make the designs quite noisy and not fit the<BR>
cat-and-mouse SDB/meson sub combat that I envisioned.<BR>
<BR>
I proposed a type of contragrav unit that can both lift the ship and allow<BR>
it to sink. The easiest way to do that would be to use control of gravity to<BR>
make the whole SDB or submarine heavier. If the way the tech works doesn't<BR>
allow this method (certain people pointed out that they didn't think that<BR>
contragrav could be used to increase gravity's effect on an object) use a<BR>
ballast weight to make the vehicle non-buoyant and control depth with<BR>
standard contrgrav. The weight could be external and held on with explosive<BR>
bolts or gravity plates to allow surfacing in an emergency.<BR>
<BR>
I envision gravity pumps used. Such devices would have no moving parts. The<BR>
pump would be a tube. A high gravity field would<BR>
Start at one end (the eye of the pump) and move to the other end, forcing<BR>
the liquid with it. It would be what's called a positive displacement pump,<BR>
since it would always pump the same amount, regardless of external pressure<BR>
conditions.<BR>
Gravity actuated gate valves would use a variable gravity field to both open<BR>
and close valves, even ones much to large to be operated by a solenoid (A<BR>
magnetic actuator.)<BR>
<BR>
Leonard has mentioned detecting the field produced by a contragrav device.<BR>
I'm not sure that this is possible at GTL12. If the gravity field<BR>
distortions of small contragrav devices is detectable it will severely limit<BR>
their use in military devices, including weapons. Which might explain the<BR>
dearth of  such devices in the Traveller Universe. If they were not<BR>
detectable then I would expect to see many more devices used.<BR>
<BR>
I've been thinking about using a Plantier type shield on a GTL13 Darrien<BR>
Confederation Cruiser. The Darrien ships are suppose to be superior to the<BR>
TL12 Imperial ships. I intend to make the shields much larger than<BR>
equivalent Black Globes, and not nearly as effective. Of course they won't<BR>
have the same weaknesses. The ship will be able to maneuver, at a reduced<BR>
rate, but the use of missiles will be curtailed while the field is in<BR>
operation. I would say that reactionless drives are a gravitic technology.<BR>
When we understand how gravity works (In a unified field theory kind of<BR>
way,) then we'll realize that they don't really break any conservation laws.<BR>
The behaviors seen for them will naturally fall out of the applicable<BR>
equations, which we just haven't discovered yet.:)<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:56:17 -0400<BR>
From: Andrew Douglas <adouglas@optonline.net><BR>
Subject: Re: Realism in space combat<BR>
<BR>
> Consider: there's all sorts of consequences to getting rid of grav tech.<BR>
> People have to take 6 g for hours in space combat.  Can they?<BR>
<BR>
Of course not. Which means that space combat sans grav tech must be<BR>
radically different because humans can't do such a thing. 6Gs is tolerable<BR>
only by trained individuals (e.g. fighter pilots) and only for a few seconds<BR>
at a time. Most of us have never experienced more than two or three Gs; such<BR>
accelerations can only be found on extreme roller coasters and in airplanes.<BR>
I'm a pilot, and I can tell you that 3 Gs is a formidable thing to deal with<BR>
if you're trying to do anything complex, especially if it's a lateral<BR>
loading. Those who have not experienced the forces first-hand tend to<BR>
dismiss them as unimportant.*<BR>
<BR>
Point taken, though. One must draw the suspended-disbelief line someplace.<BR>
I'm inclined to discuss it with my PCs when the time comes. If they enjoy<BR>
the idea of physical limits, they'll get some. If they'd rather ignore the<BR>
limits and go zipping about, Star Trek or Star Wars style, that's okay too,<BR>
even if such nonsense does make me grit my teeth a bit.<BR>
<BR>
Andrew "Not a slave to canon" Douglas<BR>
<BR>
* Consider the Formula-1 race car driver. At every corner they experience<BR>
anywhere from 2-4 Gs in various directions other than downwards. A typical<BR>
track has 15 corners, and a typical race has 60-odd laps and lasts two<BR>
hours. The driver is wearing a helmet that weighs two or three pounds, and<BR>
must support that weight plus the weight of his head under these multi-G<BR>
lateral loadings using his neck muscles. Under these conditions the drivers<BR>
must display reaction times and consistent judgment beyond the capabilities<BR>
of the average human. Yet most people do not consider race car drivers<BR>
athletes, because they have no experience with such forces.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 23:15:55 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Who ya gonna call?<BR>
<BR>
<Loren><BR>
Who ya gonna call?<BR>
LKW<BR>
</Loren><BR>
<BR>
Uh...Ghostbusters? :-P<BR>
<BR>
Sorry, it's late...<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 23:22:09 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Who ya gonna call?<BR>
<BR>
> Uh...Ghostbusters? :-P<BR>
> <BR>
> Sorry, it's late...<BR>
> <BR>
I just finished watching that on CityTV.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 20:56:01 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
In mail you write:<BR>
<BR>
> In a message dated 8/22/00 6:31:34 AM !!!First Boot!!!, <BR>
> shudson@lightspeed.bc.ca writes:<BR>
><BR>
> << It's hard to claim that Striker could model an OGRE when a single<BR>
>  major penetration by the energy weapon on a tank destroyer is meant<BR>
>  to be an effective kill. >><BR>
><BR>
> I see your point, but maybe some gearhead out there (hint, hint...) could <BR>
> cobble up something to simulate it enough to have some fun with it...<BR>
<BR>
Just keep in mind that Ogres are built to shrug off near misses by<BR>
nukes. And I mean *near* misses (meters, not km).<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: Tue, 22 Aug 2000 20:33:23 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Gills (was Re : How do you deal with biotech in your TU?)<BR>
<BR>
In mail you write:<BR>
<BR>
> John Snead wrote :-<BR>
>> Why not seriously folded gills?<BR>
> <description snipped><BR>
><BR>
> Hmm.<BR>
> Assuming a mass of 70kg gives us a basal O2 demand of 250mL/min.<BR>
> We'll assume we have gills that are 75% efficient (about that<BR>
> of the average fish), so of the 5mL O2/L of water, 3.75mL gets taken up<BR>
> by the gills, which have an exchange area of ~14m^2.<BR>
><BR>
> So a flow rate of 50 X (4/3)L/min is required to pass over the gills,<BR>
> or 66.6L/min, just to meet resting oxygen consumption.<BR>
><BR>
> Now, how fast do we need to move through the water to get the flow<BR>
> rate required? <BR>
><BR>
> Assuming the anatomy is as per John's description, we've got a <BR>
> conduit about 0.9m long and maybe 0.1m wide and deep, for both slits.<BR>
> 0.9 X 0.01 = 0.009m^3, or 9L.<BR>
><BR>
> So we need to move the trunk through a length of just over 7 metres<BR>
> per minute to meet basal needs. Our upper bound is 70 metres per minute<BR>
> at maximal exercise.<BR>
><BR>
> This is eminently doable by any swimmer.<BR>
<BR>
Yeah, but it gives you the "shark problem". You *have* to keep<BR>
swimming. <BR>
<BR>
How much effort is required to *force* circulate that much water while<BR>
"at rest"? *That* figure is needed, because many uses for a<BR>
gill-equipped human *require* the ability not move much.<BR>
<BR>
> I'll have to think a little more about building vacuum tolerant<BR>
> humans. Photosynthesis looks viable, with big bat wings/solar panels.<BR>
> Heat dissipation shouldn't be too big an issue, given existing space<BR>
> suit technology. Waste disposal, especially of urea, creatinine,<BR>
> potassium and non-volatile acids, needs to be nutted out.<BR>
<BR>
As noted during the "skin suit" discussion, sweating works just fine<BR>
for cooling (and as a matter of fact, current suit use a form of<BR>
evaporative cooling, which means that their duration is just as limited<BR>
as that of a human in a skin suit.<BR>
<BR>
With appropriate valving and improved kidneys/bladder, you can excrete<BR>
very concentrated liquid wastes, which will handle a lot of this.<BR>
Toughening the rectum, and a *strong* valve between the rectum and the<BR>
intestines ought to allow excretion of solid wastes. Again, you'd want<BR>
to improve water recovery before excretion. That's one of the reasons<BR>
for toughening the rectum, as such (very) solid wastes are a lot harder<BR>
on the tissues.<BR>
<BR>
I'm not sure *how* to design the anal ring to avoid hemorroids, which<BR>
*will* be a severe problem. Ditto for the new valving for the urethra.<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: Tue, 22 Aug 2000 20:57:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
>>> By any chance is there a GURPS sourcebook for Japanese movie monsters?<BR>
>>> Or some other source that can be converted?<BR>
>>><BR>
>> There is GURPS: Atomic Horror but that is it and nothing else gets too<BR>
>> close.<BR>
> <snip><BR>
><BR>
> Actually, you can also find Gojiras listed in GURPS: Warehouse 23 , along<BR>
> with Martian War Tripods :)<BR>
<BR>
Gee, I just bought that today (and when I got it home, decided that<BR>
stacking it on top of "Suppressed Transmission" was tempting fate :-)<BR>
<BR>
Yep. Page 95:<BR>
<BR>
Gojira:<BR>
ST: 1,200	Move/Dodge: 100/0	Size: 100 hexes<BR>
DX: 12		PD/DR: 0/200		Weight: 50,000 tons<BR>
IQ: 5		Damage: 6dx10 cutting, or breath<BR>
HT: 15/1,000	Reach: C,1-50<BR>
<BR>
They note that Gojira is 60 stories tall (call it 600 feet, or 200<BR>
meters), and that it displaces 64,000 cubic yards of seawater. Call it<BR>
4700 dT. <BR>
<BR>
I'll leave you to look up the other info for yourselves. suffice it to<BR>
say that if he's on your side, the other side is gonna be toast unless<BR>
they have some super-weapon.<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: Tue, 22 Aug 2000 21:14:57 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Why I love NPR<BR>
<BR>
on 8/22/00 6:50 PM, KenRoney@aol.com at KenRoney@aol.com wrote:<BR>
<BR>
> This is just one of many indicators that the US is rapidly mutating from a<BR>
> republic into an empire, with all that entails.  Jerry Pournelle has an<BR>
> interesting discussion going concerning this topic at his Chaos Manor site.<BR>
> If you buy that we are going to behae like an empire, just drop out the "neo"<BR>
> part, and admit that you want imperialistic peacekeeping forces.  But then<BR>
> step back and think about where the results of all this progressive thought<BR>
> will lead.  Just my 2 Cr worth.<BR>
> Ken<BR>
> <BR>
<BR>
Actually the quote was "neo-imperialistic constabulary".  I think it sounds<BR>
better.<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 00:26:16 -0400<BR>
From: Bill Rutherford <worj@home.com><BR>
Subject: Re: OT: Something wonderful has happened<BR>
<BR>
At 07:44 PM 08/22/2000 +0100, you wrote:<BR>
>I thought some of you would be interested in this.... from my Mail order FLGS<BR>
><BR>
>Dom<BR>
><BR>
>-----<BR>
><BR>
>Leisure Games: New Releases Due To Be Delivered To Us On Wednesday 23rd <BR>
>August (unless<BR>
>otherwise stated)<BR>
><BR>
>Title & brief description Price: Publisher<BR>
><BR>
>Space 1889 RPG<BR>
>(Softback)<BR>
>22.95<BR>
>Heliograph<BR>
<BR>
<BR>
etc...<BR>
<BR>
Several of these were in stock at the Game Parlor in Chantilly, Virginia <BR>
this past weekend - sometimes good things DON'T simply die and go away!<BR>
<BR>
<BR>
<BR>
Bill Rutherford<BR>
worj@home.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:49:51 -0700<BR>
From: "J-Man" <j-man@iname.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
I would like to see all the stats on the Martian Tripods.<BR>
___________________________________________________________<BR>
 J-Man<BR>
 ICQ# 2843475<BR>
 Washington - U.S.A.<BR>
 Email : j-man@iname.com<BR>
 Home Page : http://www.gocsystems.com/<BR>
___________________________________________________________<BR>
<BR>
- ----- Original Message -----<BR>
From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 9:57 PM<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
<BR>
> In mail you write:<BR>
><BR>
> >>> By any chance is there a GURPS sourcebook for Japanese movie monsters?<BR>
> >>> Or some other source that can be converted?<BR>
> >>><BR>
> >> There is GURPS: Atomic Horror but that is it and nothing else gets too<BR>
> >> close.<BR>
> > <snip><BR>
> ><BR>
> > Actually, you can also find Gojiras listed in GURPS: Warehouse 23 ,<BR>
along<BR>
> > with Martian War Tripods :)<BR>
><BR>
> Gee, I just bought that today (and when I got it home, decided that<BR>
> stacking it on top of "Suppressed Transmission" was tempting fate :-)<BR>
><BR>
> Yep. Page 95:<BR>
><BR>
> Gojira:<BR>
> ST: 1,200 Move/Dodge: 100/0 Size: 100 hexes<BR>
> DX: 12 PD/DR: 0/200 Weight: 50,000 tons<BR>
> IQ: 5 Damage: 6dx10 cutting, or breath<BR>
> HT: 15/1,000 Reach: C,1-50<BR>
><BR>
> They note that Gojira is 60 stories tall (call it 600 feet, or 200<BR>
> meters), and that it displaces 64,000 cubic yards of seawater. Call it<BR>
> 4700 dT.<BR>
><BR>
> I'll leave you to look up the other info for yourselves. suffice it to<BR>
> say that if he's on your side, the other side is gonna be toast unless<BR>
> they have some super-weapon.<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>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 21:16:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
In mail you write:<BR>
<BR>
> on 8/22/00 12:12 AM, Traveller-digest at<BR>
> owner-traveller-digest@lists.imagiconline.com wrote:<BR>
><BR>
>> Sorry, but most of the designs in the LBB (such as the Type S scout,<BR>
>> the Free Trader and Far Trader, etc) have the decks aligned in such a<BR>
>> way that you *can't* use the drive for gravity. The drive would make<BR>
>> "down" towards the stren of the ship, which would turn all those<BR>
>> corridors running from bow to stern into open shafts. Not good.<BR>
><BR>
> Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
> assuming that the maneuver drive is what you use while landing, right? So a<BR>
> ship that is hovering, about to set down on a landing pad belly-first must<BR>
> therefore be using its maneuver drive to thrust along the Z axis.... not so?<BR>
<BR>
The problem is that the drive is at the *stern*, not on the bottom.<BR>
That means the ship can (at best) land like an airplane or the space<BR>
shuttle. And most of the ships do have an attempt at a "lifting body"<BR>
type shape.<BR>
<BR>
If you want the ship to hover, under more recent rules, you'd need to<BR>
have it equipped with CG (to support the weight) as well as a manuever<BR>
drive (to move it forwards). <BR>
<BR>
That rather matches the description given by H. Beam Piper of "lift and<BR>
drive" in "The Cosmic Computer" (aka "Junkyard Planet").<BR>
<BR>
> Or is there a third drive that I'm unaware of? Or is there a way to duct<BR>
> thrust (I suppose this would make the most sense).<BR>
<BR>
That's what Starship Operator's manual claimed. <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: Tue, 22 Aug 2000 21:30:42 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
>>> 2.5 kilograms of vacuum exposed chocolate icecream (melted).<BR>
>> <BR>
>> Nope. If it was exposed to vacuum for any length of time, it'd be<BR>
>> freeze-dried (that's *how* you freeze dry stuff. Freeze it, and expose<BR>
>> it to a vacuum so the water sublimes out of the material).<BR>
>> <BR>
>> Freeze dried ice cream is a solid rather like weak styrofoam. Or like<BR>
>> the freeze-dried marshmallow bits in some breakfast cereals.<BR>
><BR>
> Yes, then it was put in the locker - where it melted again.<BR>
<BR>
Not possible.<BR>
<BR>
> Or is that not possible. Does chocolate ice cream that has been <BR>
> vacuum exposed crumble when its thawed out?<BR>
<BR>
It doesn't crumble. It'll resemble a block of styrofoam (the kind<BR>
that's all bubbles, not the kind that's a gazillion little beads stuck<BR>
together). <BR>
<BR>
So you can break off pieces, but it won't crumble on its own. <BR>
<BR>
Hit a backpacking store or someplace that sells food for backpacking.<BR>
They'll have freeze-dried ice cream for sale. Unlike most freeze dried<BR>
foods, you don't reconstitute it, you just open the pouch, take out the<BR>
block of "ice cream" and nibble on it. <BR>
<BR>
Makes a neat snack. Alas, the usual flavors are chocolate and<BR>
strawberry. I wast mint or some other flavor that's *green* (so I can<BR>
label it "Soylent Green". :-)<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: Tue, 22 Aug 2000 21:38:27 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Trap<BR>
<BR>
In mail you write:<BR>
<BR>
>> From: "Brian Jenkins" <brianjenk@home.com><BR>
>> Subject: Re: Trap<BR>
>> <BR>
>> Like Tokyo....:)<BR>
><BR>
> Sounds like a job for a fully armed and operational Lab Ship ...<BR>
<BR>
Except that Gojira is almost 12 times the size of a Type L. <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: Tue, 22 Aug 2000 22:05:22 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
>From: Sethkimmel@aol.com<BR>
>Subject: Re: GURPS: OGRE<BR>
...<BR>
><< It's hard to claim that Striker could model an OGRE when a single<BR>
> major penetration by the energy weapon on a tank destroyer is meant<BR>
> to be an effective kill. >><BR>
><BR>
>I see your point, but maybe some gearhead out there (hint, hint...) could <BR>
>cobble up something to simulate it enough to have some fun with it...<BR>
<BR>
  But the solutions get ugly - does the IM APC at 14-Dt use Striker or<BR>
High Guard for damage - and which does the 6-Dt fighter use? :(<BR>
<BR>
  OTOH, ignoring the screwiness of very small craft treatment in HG,<BR>
you can work out some sort of scaling fix by volume* for Striker <BR>
whereby large units - whether OGRE's, hover-ferry/landers, or even<BR>
articulated buses - use a simple sliding DP scale to determine when<BR>
they reach the equivalent of global minor/major penetration or even<BR>
catastrophic effects.<BR>
<BR>
  Any resemblance of this approach to that of GDW's _Air Superiority_<BR>
probably isn't coincidental.<BR>
<BR>
 * volume, as this is a fix for "large" units, not "very heavy" ones.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:29:46 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re:Famile Spofulam Ming II class Medium Missile ACV<BR>
<BR>
...<BR>
>We are happy to assist the Most Munificent Ming, and have a little errata,<BR>
>and a most mighty missile system to assist the modernisation of the military<BR>
>of Mongo.<BR>
<BR>
  Sycophancy is one thing, but that much alliteration is just _wrong_.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:33:29 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Via electronic medium on 8/22/00 10:30 PM, shadow@krypton.rain.com issued<BR>
forth:<BR>
<BR>
> They'll have freeze-dried ice cream for sale.<BR>
<BR>
How does it taste? I'm trying to keep an open mind on this, but /dry/ ice<BR>
cream? Of course I love freeze dried marshmallows, is it at all like that?<BR>
<BR>
Pistacio could be Soylent Green too, or maybe you could dye vanilla. And to<BR>
round out the menu you need Soylent Red and Yellow. I guess the strawberry<BR>
might work for Red, but Yellow may be another dye job project.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:41:25 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Cargo Deck Heights and Container Stowage<BR>
<BR>
>From: Dalton Spence <dalton.spence@hwcn.org><BR>
>Subject: Re: Cargo Deck Heights and Container Stowage<BR>
...<BR>
>>   If, as Mr. Thrash offered as a solution, the freight rates include broken<BR>
>> stowage as the shippers problem (which certainly encourages containerization)<BR>
>> then the "four-ton" rate cargo modules (48-50 of which will fit in a Type<BR>
>> R's hold deck-plan) already include ~4% slop.<BR>
><BR>
>I suppose that will have to do. The one problem I still have is not<BR>
>stowage but *access* space: a 4% slop represents a 1 inch envelope,<BR>
>and that is just not enough clearance for *any* freight handling equipment.<BR>
<BR>
  Roof hatches solve this tolerably well, although the Subbie doesn't<BR>
actually _do_ that. Side hatches accessing a wall of stacked cans<BR>
works well enough so long as the cargo doesn't shift :><BR>
<BR>
...> Part of the reason that a standard cargo hatch is 12'x12'<BR>
>and not 10'2"x10'2" is to allow things like container racks and grav<BR>
>lifters to accompany the container to its place on the cargo deck.<BR>
>Twenty percent "slop" is an awful lot of space, and unless you wax<BR>
>the deck *REALLY* well to slide the containers into place (a plan<BR>
>which has other significant problems ;)) or declare the dimensions<BR>
>of the container *include* the external access space, this will be<BR>
>very hard to account for.<BR>
<BR>
  Allowing for the fact that the ships - subbie included - weren't<BR>
laid out by ex-nautical QM's/shop/cargomasters, you can finesse it<BR>
by assuming that each 4-Dt billable can (3m*3m*6m) does fit near<BR>
enough to flush as makes no difference (with attachment and handling<BR>
points being built into each can _and_ the hold as needed), and that<BR>
the 0.15-Dt slop accumulates to make ~1m wide aisles between some of<BR>
the stacks.<BR>
<BR>
  It's on the ragged edge of unbelievably efficient, but hey, they've<BR>
only got to get the nav computer mainframes to plan stowage for a<BR>
couple of hours, right? :)<BR>
<BR>
        Steven Hudson<BR>
<BR>
The CT Creed: "There is no Game but Traveller, and High Guard is its' Product"<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2975<BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2976<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: Freeze dried ice cream (was Ship's locker)<BR>
RE:  Artificial Gravity and fighter armament<BR>
RE: A better armed police force?<BR>
Re: JTAS Poll<BR>
Re: Trap<BR>
RE: Update: Solomani Money Vote<BR>
Re: Artificial Gravity and fighter armament<BR>
RE: OT: Something wonderful has happened<BR>
RE: Newbie Q: Artificial Gravity?<BR>
Lab Ship (was Re: Trap)<BR>
Superdense: a proposal<BR>
Re: GURPS question<BR>
RE: Artificial gravity consequences <BR>
RE: Newbie Q: Artificial Gravity?<BR>
RE: A better armed police force?<BR>
RE: Godzilla 2000<BR>
RE: Trap<BR>
RE: Small RPVs - Was: Striker spreadsheets wanted<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: Cargo question<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 23:13:11 -0700 (PDT)<BR>
From: William Molendyk <wmolendyk@yahoo.com><BR>
Subject: Re: Freeze dried ice cream (was Ship's locker)<BR>
<BR>
Concerning freeze dried ice cream:<BR>
<BR>
Benyamene' ZeAbe' Akella wrote: <BR>
> How does it taste? I'm trying to keep an open mind<BR>
> on this, but /dry/ ice cream? Of course I love <BR>
> freeze dried marshmallows, is it at all like that?<BR>
<BR>
I found some in an educational toy store once.  It was<BR>
called something like 'Astronaut Ice Cream' and was<BR>
actually pretty good.  As long as you let it dissolve<BR>
in your mouth and didn't try to quickly chew and<BR>
swallow.  Best of all no ice cream headaches.<BR>
<BR>
   William Molendyk<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 00:00:11 -0700 (PDT)<BR>
From: William Molendyk <wmolendyk@yahoo.com><BR>
Subject: RE:  Artificial Gravity and fighter armament<BR>
<BR>
> ...the 6G limit doesn't make much sense, either.<BR>
> It would be a small matter to accelerate at much<BR>
> higher G for short periods of time, using even<BR>
> fairly conventional technologies.<BR>
<BR>
In the T4 STARSHIPS book, on page 103 there is the<BR>
following table:<BR>
<BR>
MAXIMUM Gs COMPENSATED<BR>
   Compensated   Max Accel out of/   Max Evade out of/<BR>
TL      Gs         in workstaion      in workstation<BR>
- -- -----------   -----------------   -----------------<BR>
10     1G              2G/3G               1G/2G<BR>
11     2G              3G/4G               2G/3G<BR>
12     3G              4G/5G               3G/4G<BR>
13     4G              5G/6G               4G/5G<BR>
14     5G              6G/7G               5G/6G<BR>
15     6G              7G/8G               6G/7G<BR>
<BR>
So you can see that it is possible to have greater<BR>
than a 6G acceleration.<BR>
<BR>
Also, on the same page, there is a mention of a tech<BR>
8-9 item called G-Tanks.  There is no explanation of<BR>
this item in the book, but if you assume it allows a<BR>
crewmember to endure an additional G of acceleration<BR>
and you allow installation in higher tech level ships,<BR>
you get even higher max accel and evade numbers (9G<BR>
and 8G at tech 15).  Now, couple that with G-Suits,<BR>
which I believe are mentioned in the CENTRAL SUPPLY<BR>
CATALOG, to get a further increase of 1G you get max<BR>
accel 10G and max evade of 9G at tech 15.  If these<BR>
were used I would only allow them for fighters and<BR>
maybe SDBs (due to the added expense and actual<BR>
physical fitness/training needed to to endure the<BR>
increased Gs).<BR>
<BR>
As for fighters, in addition to the increased Gs cited<BR>
above does anybody remember the aircraft design rules<BR>
from MT:COAAC?  Equip your fighters with 2 inboard<BR>
wing hardpoints, 2 outboard wing hardpoints (each<BR>
capable of holding 3 missles), one wingtip launch rail<BR>
(1 missle) on each wing and a centerline hardpoint (3<BR>
missles)and you have a craft carrying 29 missles in<BR>
addition to whatever armament was included in the<BR>
design.<BR>
<BR>
Fighters are suddenly a THREAT.<BR>
<BR>
   William Molendyk<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 19:01:22 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: A better armed police force?<BR>
<BR>
Tod Glenn wrote :<BR>
<BR>
> > As for the police being outgunned, I really don't mean by your local<BR>
> > liquor store robber, or junkie. What I really mean is that a criminal<BR>
> > with _good_ contacts can aquire better weaponry, like MP5SDs or G11<BR>
> > Caseless rifles, body armor, 1mhz jamming equipment, etc.<BR>
> ><BR>
> These kind of 'super criminals' are pretty darn rare (expect in movies).<BR>
> Most of the characters who fall into this group are really terrorists or<BR>
> paramilitary types. Yes, a well financed and well connected criminal<BR>
> could get superior weapons (I rather doubt a G11, though as they are<BR>
> pretty rare not really superior to any other 'assault rifle' anyway).<BR>
> But superior weapons rarely win the day, anyway. Now a belt fed<BR>
> machinegun could cause some major havoc, though.<BR>
<BR>
Interestingly, while I live in a highly gun-controlled country, have no<BR>
intention of being a criminal, and don't own any guns, I have at various<BR>
times been able to obtain all sorts of heavy weaponry, from being asked to<BR>
"go halves in" a case of MP40's, to being offered a batch of ex -military<BR>
SLR's, to having a boss with several assault weapons he was quite happy to<BR>
loan me, to a friend who offered me his armoured car when he went overseas,<BR>
to knowing the location of a not very secure armoury containing, among other<BR>
things, an American 180, four GPMGs, seven Stirling SMG's, thirty-odd<BR>
Steyr's, and four .50 Browings designed for helicopter mounting, to the<BR>
Chinese 'businessman' who asked me if I knew anyone who could take a<BR>
container-load of Chinese AK-47's, mortars and HMG's off his hands while I<BR>
was out partying with business contacts in Shanghai...<BR>
<BR>
I don't know why, perhaps my crew cut, black suit, reasonably athletic<BR>
figure, and sunglasses make me look too much like a 'Company' man ?<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 03:01:57 -0500<BR>
From: "Pat Connaughton" <pconn@i1.net><BR>
Subject: Re: JTAS Poll<BR>
<BR>
Oh, how about a wargamer, hten role-player with gearhead tendancies<BR>
TTFN<BR>
<BR>
- ----- Original Message ----- <BR>
From: John Groth <wombat@premier.net><BR>
To: TML <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 22, 2000 12:42 AM<BR>
Subject: JTAS Poll<BR>
<BR>
<BR>
> This week's JTAS poll asks readers to describe themselves, based on the<BR>
> wargamer-roleplayer-gearhead coordinate system.  Naturally, I voted for:<BR>
> <BR>
> Gearhead, with wargamer & roleplayer tendencies (in that order).<BR>
> <BR>
> Do any other JTAS subscribers want to list their votes?<BR>
> <BR>
> -- <BR>
> AuricTech Shipyards Journeyman Gearhead<BR>
> "Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
> Keeper of the TML Keyboard Casualty List<BR>
> <BR>
> http://www.geocities.com/Area51/Shadowlands/9776<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:13:07 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Trap<BR>
<BR>
> From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> Subject: Re: Trap<BR>
> <BR>
> In mail you write:<BR>
> <BR>
> >> From: "Brian Jenkins" <brianjenk@home.com><BR>
> >> Subject: Re: Trap<BR>
> >> <BR>
> >> Like Tokyo....:)<BR>
> ><BR>
> > Sounds like a job for a fully armed and operational Lab Ship ...<BR>
> <BR>
> Except that Gojira is almost 12 times the size of a Type L. <BR>
<BR>
Wrong lab ship.<BR>
<BR>
I'm thinking of the one with the 5 km toroidal particle accelerator.<BR>
<BR>
You know, the one without tenure or academic freedom issues.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:40:07 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Update: Solomani Money Vote<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Tod Glenn<BR>
> Sent: Wednesday, 23 August 2000 6:14 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Update: Solomani Money Vote<BR>
><BR>
><BR>
><BR>
> ><BR>
> > BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll<BR>
> see<BR>
> > what I can find out about current rights in that if you like...<BR>
> ><BR>
><BR>
> I seriously doubt this is copyrightable, as I seem to recall seeing this<BR>
> in past fiction. I would argue that it is a deprecation of a term long<BR>
> in existence.  Is someone going to sue me because I put this on my<BR>
> website?  Not likely, unless they have a pet lawyer,a mean streak and<BR>
> money to burn.<BR>
><BR>
> Tod<BR>
><BR>
Well TSR would have tried, according to urban myth they also tried to<BR>
copyright the names of the greek gods (apprently the Greek government<BR>
objected).<BR>
Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:51:23 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Artificial Gravity and fighter armament<BR>
<BR>
William Molendyk wrote:<BR>
<snip><BR>
> Also, on the same page, there is a mention of a tech<BR>
> 8-9 item called G-Tanks.  There is no explanation of<BR>
> this item in the book, <BR>
<snip><BR>
<BR>
I have always imagined G-tanks being fluid tanks where the crewmember is<BR>
immersed in some kind of shock-absorbing fluid (or gel), with breathing<BR>
gear and other life support attached by cables. In other words, nothing<BR>
you jump into in a minute or two.<BR>
<BR>
> If these<BR>
> were used I would only allow them for fighters and<BR>
> maybe SDBs (due to the added expense and actual<BR>
> physical fitness/training needed to to endure the<BR>
> increased Gs).<BR>
<BR>
I only use them for low-tech and/or military craft. I do not find it<BR>
plausible that a paying passenger would enter a G-tank other than in<BR>
emergencies ("Change clothes?!?!?").<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:40:09 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: OT: Something wonderful has happened<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Steven<BR>
> Hudson<BR>
> Sent: Wednesday, 23 August 2000 10:39 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: OT: Something wonderful has happened<BR>
><BR>
><BR>
> ...<BR>
> >> Space 1889 RPG<BR>
> >> (Softback)<BR>
> >> 22.95<BR>
> >> Heliograph<BR>
> ><BR>
> >Is this the same publisher as the people who reissued Dark Conspiracy?<BR>
><BR>
>   No; Heliograph does not involve major ex-IG personnel, AFAIK :|<BR>
><BR>
>   FWIW, how did the reissue of Dark Conspiracy go?<BR>
><BR>
Well here in Perth Western Australia I managed to get hold of the players<BR>
and gms book, nothing has been seen here since. I hope its still around. I<BR>
use the material with TNE as the Dark Conspiracy rules are a slightly<BR>
modified version of the GDW house system (yes I know some people didn't like<BR>
it, but I happened to prefer it)<BR>
<BR>
Just to show I'm not biased let me add that I have run Traveller in all its<BR>
incarnations except Gurps, I'm currently running a Gurps 1920s game and a<BR>
Traveller TNE variant game. I also have a mint copy of Space 1889.<BR>
<BR>
Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:40:11 +0800<BR>
From: "Antony Farrell" <Skaran@bigpond.com><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
Just as a matter of interest how can a reactionless thruster be ducted?<BR>
<BR>
Antony<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:43:54 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: Lab Ship (was Re: Trap)<BR>
<BR>
> -----Original Message-----<BR>
> From: Katharine Whitchurch [mailto:katts@globalfreeway.com.au]<BR>
> Sent: 23 August 2000 09:13<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Trap<BR>
> <BR>
> > > Sounds like a job for a fully armed and operational Lab Ship ...<BR>
> > <BR>
> > Except that Gojira is almost 12 times the size of a Type L. <BR>
> <BR>
> Wrong lab ship.<BR>
> <BR>
> I'm thinking of the one with the 5 km toroidal particle accelerator.<BR>
> <BR>
> You know, the one without tenure or academic freedom issues.<BR>
<BR>
"That's no moon... it's a Lab Ship!"<BR>
<BR>
I dare say that it is used to directly study the geology of planetary<BR>
cores, and asteroid formation...<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 05:11:22 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Superdense: a proposal<BR>
<BR>
I have been considering the question I posed earlier to the list; that is,<BR>
what is "superdense"? What are its properties? The explanations offered so<BR>
far, though interesting, have not satisfactorily answered the canonical<BR>
descriptions of the material:<BR>
<BR>
"Superdense armor has had its electron structure partially collapsed (as<BR>
occurs to a much greater degree in white dwarf stars), increasing its<BR>
density and strength." Striker, Book 3, p. 4 (1981).<BR>
<BR>
Armor Type Table<BR>
TL	Description		T	Weight	Price<BR>
6	Hard Steel		x1	8	2<BR>
12-13	Superdense		x7	15	14<BR>
<BR>
T: Toughness, with hard steel set at 1.<BR>
Weight: in tons per m3.<BR>
Price: in thousands of Cr per m3.<BR>
<BR>
"Superdense: A hull that has had its molecular structure partially<BR>
collapsed in a massive artificial gravity field (such as might be<BR>
encountered in a white dwarf star), which increases its density and<BR>
strength." MegaTraveller Referee's Manual, pp. 57-58 (1987).<BR>
<BR>
"Superdense is metal which has had its molecular structure partially<BR>
collapsed in a massive artificial gravity field (such as might be<BR>
encountered in a white dwarf star), which increases its density and<BR>
strength." Fire, Fusion, & Steel, p. 37 (1993).<BR>
<BR>
TL	Type			Toughness	Mass	Price (MCr)<BR>
5	Hard Steel		2		8	0.002<BR>
12	Superdense (SD)	14		15	0.014<BR>
<BR>
Toughness: A measure of the material's resistance to damage. A material's<BR>
toughness times its thickness in centimeters equals its armor value.<BR>
Mass: Tonnes per cubic meter of the material.<BR>
Price: Price in millions of credits per cubic meter of material.<BR>
<BR>
"Superdense: A material whose molecular structure has been partially<BR>
collapsed by intense artificial gravity fields, increasing both density and<BR>
strength."  Fire, Fusion, & Steel (2), p. 63 (1997)<BR>
<BR>
						Density	Price		Power<BR>
TL	Description		Toughness	(t/m3)		(MCr/m3)	(kW/m3)<BR>
5	Hard Steel		2.86		8		0.002		0<BR>
12	Superdense (SD)	20.0		15		0.014		0<BR>
<BR>
<BR>
Besides being an interesting example of the evolution of canon over time,<BR>
the central features of superdense are clear:<BR>
<BR>
(1) It is a metal.<BR>
<BR>
(2) It is produced by partially collapsing its ("electron" or "molecular")<BR>
structure using artificial gravity fields, of an intensity one might expect<BR>
within a white dwarf star.<BR>
<BR>
(3) It has a density of 15 tons per cubic meter (which is also 15 g/cm3).<BR>
<BR>
(4) It has a "toughness" that is 7x greater than hard steel (more on<BR>
"toughness" in a later post).<BR>
<BR>
(5) The increase in both density and strength is a result of its method of<BR>
production, not (as in crystaliron) explicitly of doping with other<BR>
elements, nor (as in bonded superdense) of active nuclear damping fields.<BR>
<BR>
<BR>
The references to white dwarf stars are somewhat misleading. White dwarfs<BR>
are stellar remnants of less that 1.4 solar masses. They are extremely<BR>
dense (10^6 g/cm3), and the forces that hold them up against gravitational<BR>
compression are therefore very strong. The primary force (electron<BR>
degeneracy pressure) is not suitable for maintaining a solid material,<BR>
however -- it results in a gas that is held up by the motion and quantum<BR>
interaction of its particles, and would require the continuing presence of<BR>
the gravitational field to maintain. (White dwarfs also do not, contrary to<BR>
some of the discussion here, contain neutronium -- a material composed of<BR>
nothing but neutrons, collapsed by the even greater gravitation of a<BR>
neutron star.) These factors -- a density 60,000x too great, existance as a<BR>
gas under pressure, and continuing field requirement -- make a direct<BR>
appeal to white dwarf structure implausible. So, then what?<BR>
<BR>
<BR>
I propose that superdense is actually an unusual metallic isotope (probably<BR>
of iron), one not found in nature; specifically, I propose Fe-108. This<BR>
fits the canonical description reasonably well:<BR>
<BR>
(1) As an isotope of iron, it is a metal with properties very similar to<BR>
ordinary iron.<BR>
<BR>
(2) I suggest that such an isotope might be produced by using an intense<BR>
gravitational field to confine and compress an ordinary crystalline solid<BR>
(say, Ag-108) until the inner electron "shells" are partially collapsed<BR>
into the nucleus, binding with protons there to form additional neutrons.<BR>
(Yes, this involves the neutron star/neutronium interpretation to which I<BR>
objected, but I admit that it is a better fit for the data.) If the number<BR>
of neutrons thus formed corresponds to one of the "magic numbers" in<BR>
quantum mechanics, a stable isotope could result. In this case, 82 is a<BR>
magic number for neutrons, Fe has 26 protons (by definition), thus the<BR>
stable isotope is Fe-108.<BR>
<BR>
(3) Having the mechanical and crystalline structure of iron, but an atomic<BR>
weight almost twice as great (~108/56), the density of Fe-108 would be<BR>
roughly 15.16 g/cm^3. This is well within the rounding error on the<BR>
original densities (hard steel is actually 7.86 g/cm^3, not 8).<BR>
<BR>
(4) The increased density results in greater resistance to mechanical<BR>
deformation, and greater ability to absorb energy without rupture. By<BR>
alloying the Fe-108 to produce steel, the hardness of that armor is<BR>
retained. (This is not prohibited by the description, it is simply not the<BR>
most important factor.) This is the weakest point of my argument, frankly:<BR>
I don't think these factors are enough by themselves to account for the<BR>
increases in strength and toughness, but then I can't think of anything<BR>
else that does, either.<BR>
<BR>
(5) The method of production might involve carefully directed or rapidly<BR>
varying gravitational fields, which would serve to explain why such an<BR>
isotope has never been observed in nature. It might also make use of<BR>
nuclear damper technology for the transition to a stable isotope, after<BR>
which the damper field is no longer required. This places industrial uses<BR>
of nuclear dampers at TL12, when the first battlefield applications are<BR>
TL13; I don't think this is unreasonable.<BR>
<BR>
<BR>
Now, the KCr64 question: can one of the quantum mechanics gurus on the list<BR>
confirm or deny my conclusions about the stability of such an isotope? In<BR>
reviewing my college textbooks, I can't find anything to prevent it, but I<BR>
haven't more than skipped lightly over the material looking for what I<BR>
need. I have certainly forgotten huge chunks, one of which might blow this<BR>
proposal completely away.<BR>
<BR>
<BR>
<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 05:25:33 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: GURPS question<BR>
<BR>
>Date: Tue, 22 Aug 2000 18:55:40 -0700<BR>
>From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
>Subject: Re: GURPS question<BR>
><BR>
>  So, what is the DR of 1" of TL 7 standard metal armour plate?<BR>
<BR>
1 inch of unsloped hard steel armor = DR 70 (GURPS Vehicles 2d ed, p. 4).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:41:49 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Artificial gravity consequences <BR>
<BR>
> -----Original Message-----<BR>
> From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
> Sent: 22 August 2000 23:07<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Artificial gravity consequences <BR>
> <BR>
<BR>
> <BR>
> Further, IMTU, main thrust is provided by the fusion drive, <BR>
> which unlike<BR>
> the grav comps, can be throttled up and down fairly quickly.  Slam the<BR>
> throttles to full military power and you'll feel some serious Gs until<BR>
> the grav comps can, well, comp. Also, grav comps only work in a closed<BR>
> environment, or an open environment with a nearby strong gravity well.<BR>
> Thus grav belts, grav cars, grav maneuver drive only work on or near a<BR>
> sizable mass.<BR>
<BR>
<BR>
And remember, in an artificial space habitat that spins for gravity, rather<BR>
than using AG, Grav Belts don't work, as one poor chap found out in<BR>
_Consider Phlebas _ (Iain Banks culture novel)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:52:45 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
> <BR>
> Just as a matter of interest how can a reactionless thruster <BR>
> be ducted?<BR>
<BR>
IMO, if you've got the technology to create a reactionless thruster, ducting<BR>
it should be no problem :)<BR>
<BR>
Seriously...there are a number of options I can see:<BR>
<BR>
1) The ship uses a 'thrust field' and it is ducted electromagnetically.<BR>
<BR>
2) Compact 'Emitter plates ' at strategic points on the hull that the main<BR>
thruster <BR>
machinery can interact with.<BR>
<BR>
3) Magic.<BR>
<BR>
4) Some other scientific means that I, as a primative caveman, can't imagine<BR>
(see 3)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:54:27 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: A better armed police force?<BR>
<BR>
<snip><BR>
<BR>
> Interestingly, while I live in a highly gun-controlled <BR>
> country, have no<BR>
> intention of being a criminal, and don't own any guns, I have <BR>
> at various<BR>
> times been able to obtain all sorts of heavy weaponry, from <BR>
> being asked to<BR>
> "go halves in" a case of MP40's, to being offered a batch of <BR>
> ex -military<BR>
> SLR's, to having a boss with several assault weapons he was <BR>
> quite happy to<BR>
> loan me, to a friend who offered me his armoured car when he <BR>
> went overseas,<BR>
> to knowing the location of a not very secure armoury <BR>
> containing, among other<BR>
> things, an American 180, four GPMGs, seven Stirling SMG's, thirty-odd<BR>
> Steyr's, and four .50 Browings designed for helicopter <BR>
> mounting, to the<BR>
> Chinese 'businessman' who asked me if I knew anyone who could take a<BR>
> container-load of Chinese AK-47's, mortars and HMG's off his <BR>
> hands while I<BR>
> was out partying with business contacts in Shanghai...<BR>
<BR>
Do you work at the Post Office, Frank? :) <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:55:30 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Godzilla 2000<BR>
<BR>
I'll mail 'em to you tomorrow<BR>
<BR>
> -----Original Message-----<BR>
> From: J-Man [mailto:j-man@iname.com]<BR>
> Sent: 23 August 2000 05:50<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Godzilla 2000<BR>
> <BR>
> <BR>
> I would like to see all the stats on the Martian Tripods.<BR>
> ___________________________________________________________<BR>
>  J-Man<BR>
>  ICQ# 2843475<BR>
>  Washington - U.S.A.<BR>
>  Email : j-man@iname.com<BR>
>  Home Page : http://www.gocsystems.com/<BR>
> ___________________________________________________________<BR>
> <BR>
> ----- Original Message -----<BR>
> From: "Leonard Erickson" <shadow@krypton.rain.com><BR>
> To: <traveller@lists.imagiconline.com><BR>
> Sent: Tuesday, August 22, 2000 9:57 PM<BR>
> Subject: Re: Godzilla 2000<BR>
> <BR>
> <BR>
> > In mail you write:<BR>
> ><BR>
> > >>> By any chance is there a GURPS sourcebook for Japanese <BR>
> movie monsters?<BR>
> > >>> Or some other source that can be converted?<BR>
> > >>><BR>
> > >> There is GURPS: Atomic Horror but that is it and nothing <BR>
> else gets too<BR>
> > >> close.<BR>
> > > <snip><BR>
> > ><BR>
> > > Actually, you can also find Gojiras listed in GURPS: <BR>
> Warehouse 23 ,<BR>
> along<BR>
> > > with Martian War Tripods :)<BR>
> ><BR>
> > Gee, I just bought that today (and when I got it home, decided that<BR>
> > stacking it on top of "Suppressed Transmission" was <BR>
> tempting fate :-)<BR>
> ><BR>
> > Yep. Page 95:<BR>
> ><BR>
> > Gojira:<BR>
> > ST: 1,200 Move/Dodge: 100/0 Size: 100 hexes<BR>
> > DX: 12 PD/DR: 0/200 Weight: 50,000 tons<BR>
> > IQ: 5 Damage: 6dx10 cutting, or breath<BR>
> > HT: 15/1,000 Reach: C,1-50<BR>
> ><BR>
> > They note that Gojira is 60 stories tall (call it 600 feet, or 200<BR>
> > meters), and that it displaces 64,000 cubic yards of <BR>
> seawater. Call it<BR>
> > 4700 dT.<BR>
> ><BR>
> > I'll leave you to look up the other info for yourselves. <BR>
> suffice it to<BR>
> > say that if he's on your side, the other side is gonna be <BR>
> toast unless<BR>
> > they have some super-weapon.<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>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:03:46 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Trap<BR>
<BR>
> > In mail you write:<BR>
> > <BR>
> > >> From: "Brian Jenkins" <brianjenk@home.com><BR>
> > >> Subject: Re: Trap<BR>
> > >> <BR>
> > >> Like Tokyo....:)<BR>
> > ><BR>
> > > Sounds like a job for a fully armed and operational Lab Ship ...<BR>
> > <BR>
> > Except that Gojira is almost 12 times the size of a Type L. <BR>
> <BR>
> Wrong lab ship.<BR>
> <BR>
> I'm thinking of the one with the 5 km toroidal particle accelerator.<BR>
> <BR>
> You know, the one without tenure or academic freedom issues.<BR>
> <BR>
<BR>
Particle accelerator coutesy of Spofulam Lab Supplies, LIC ? :)<BR>
Apologies if anyone's seen this already...mail server playing up<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:08:31 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Small RPVs - Was: Striker spreadsheets wanted<BR>
<BR>
> > Well, that's what drones are for.  I just saw something <BR>
> about the new<BR>
> > generation of RPVs being developed for battlefield reconnaissance.<BR>
> > They're working on a model that the soldier can carry on <BR>
> his belt.  Want<BR>
> > to see what's going on over that hill?  Take out you paper-airplane<BR>
> > sized RPV and give it a toss, then just have a look through <BR>
> you pocket<BR>
> > viewer.<BR>
> > <BR>
> > The idea is to build these things so cheap, they're <BR>
> disposable.  They're<BR>
> > already pretty close.<BR>
> > <BR>
<BR>
<BR>
Add a high speed engine, an explosive warhead, limited AI...Knife Missle<BR>
anyone ?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 22:11:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> At 2:07 PM -0500 8/21/00, adouglas@optonline.net wrote:<BR>
>>Given the breakneck pace of advances in biotech these days, it seems<BR>
>>reasonable to assume that biotechnology (and the associated ethics) will<BR>
>>have outstripped anything we see in the Traveller rules (I'm using CT, with<BR>
>>GT supplements) by the time the Third Imperium crops up.<BR>
>><BR>
>>How does the Traveller gaming community at large deal with biotech issues?<BR>
><BR>
> [snip]<BR>
><BR>
> Just for the record.  Extrapolation off of current trends<BR>
> if a very iffy deal.  We aren't all riding in aircars and<BR>
> their aren't nuclear power airplanes and where is the lunar<BR>
> base?<BR>
<BR>
Yeah, but as several SF authors and science writers point out, most<BR>
extrapolations are linear, while history shows that most trends are<BR>
exponteial. <BR>
<BR>
That means that over the *near* term, the curve will be *below* the<BR>
straight line. But once the curve and the line intersect, the curve<BR>
shoots up so much faster that it isn't funny.<BR>
<BR>
So predicting decades, you'll often overestimate. Predicting centuries,<BR>
you'll *under* estimate severely. <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: Tue, 22 Aug 2000 22:08:52 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Cargo question<BR>
<BR>
In mail you write:<BR>
<BR>
> Also, keep the ships accounts in Monopoly money. Make them spend those red<BR>
> and yellow notes ...<BR>
<BR>
Actually, You want "the Game of Life" (I think that's the one), which<BR>
has money that starts where monopoly money "tops out" and goes well<BR>
into the millions. <BR>
<BR>
I know about this because some friends used to play "killer" Monopoly<BR>
games that regularly got to the point where they *needed* those high<BR>
value bills. <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 #2976<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2977</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2977<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: Artificial gravity consequences<BR>
Re: Striker spreadsheets wanted<BR>
Re: A better armed police force?<BR>
Re: Csequences of Artificial Gravity?<BR>
Re: nits & things that go bang<BR>
Re: Godzilla 2000<BR>
Re: Peacekeeping vs. Warfighting (was: Re: Why I love NPR)<BR>
Re: Csequences of Artificial Gravity?<BR>
Re: Realism in space combat<BR>
RE: Godzilla 2000<BR>
RE: A better armed police force?<BR>
RE: Traveller-digest V1999 #2971<BR>
RE: JTAS Poll<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: GURPS: OGRE<BR>
Space 1889 & Heliograph<BR>
Re: A better armed police force?<BR>
Re: Trap<BR>
Re: Traveller-digest V1999 #2975<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 22 Aug 2000 23:02:41 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Artificial gravity consequences<BR>
<BR>
In mail you write:<BR>
<BR>
><BR>
> on 8/22/00 4:56 PM, Traveller-digest at<BR>
> owner-traveller-digest@lists.imagiconline.com wrote:<BR>
><BR>
>> Personally, I like the idea of feeling Gs.<BR>
><BR>
> So do I (in fact, my very first adventure will feature some lurching of the<BR>
> ship... I need to figure out how to reconcile that with the idea of grav<BR>
> plates). But in space, the direction of G forces is counterintuitive.<BR>
<BR>
Easy enough. The g-comp exerts a force that counteracts the accel from<BR>
the main drive. The grav plates exert a force that acts like gravity<BR>
between the plates. <BR>
<BR>
Neither is going to automatically counter forces applied to the ship<BR>
from *outside*. Or even from inside via a means that their controls<BR>
don't know about.<BR>
<BR>
> * Hard SF filmmaking commandments:<BR>
><BR>
> 1) There is no sound in space.<BR>
> 2) Spaceships do not fly like airplanes.<BR>
> 3) There is no sound in space.<BR>
> 4) You can't see energy beams unless they're passing through something.<BR>
<BR>
Also note that while high energy beams in air *are* visible, they don't<BR>
look like any special effect I've ever seen used for them. Instead,<BR>
they look more like a Star Trek transporter effect, but with "blobs of<BR>
glow" that grow and collapse replacing the "sparkles".<BR>
<BR>
> 5) There is no sound in space.<BR>
> 6) It's not possible for a person to hold an energy weapon perfectly still.<BR>
> (note: the final scene of "Congo" got this one EXACTLY right)<BR>
> 7) There is no sound in space.<BR>
> 8) It is not necessary to have all ships oriented "right side up".<BR>
<BR>
Nor should they even be in the same *plane*.<BR>
<BR>
> 9) There is no sound in space.<BR>
> 10) If the drive shuts off, the ship keeps moving.<BR>
<BR>
> These are the reasons why 2001 is possibly the most accurate space movie<BR>
> ever made. It follows these rules without exception (though the energy<BR>
> beam/weapon bits don't apply, and there are a number of other errors). Even<BR>
> laudable efforts like Apollo 13 got it wrong.<BR>
<BR>
And #11, ships in space are too far apart, and moving too fast for<BR>
ships to be in the same frame unless they are deliberately docking with<BR>
each other. <BR>
<BR>
Rather than having them in the same frame, cut back and forth between<BR>
the firing ship and the target ship (or cut to the missile, if such it<BR>
is, and follow it).<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: Tue, 22 Aug 2000 22:26:11 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Striker spreadsheets wanted<BR>
<BR>
In mail you write:<BR>
<BR>
>> Teleguided missiles are hell on wheels IMO.<BR>
>><BR>
>> Combine them with a system of remote cameras to allow remote<BR>
> surveillence,<BR>
>> and you have a shift back to the tactical defensive.<BR>
>><BR>
> Well, that's what drones are for.  I just saw something about the new<BR>
> generation of RPVs being developed for battlefield reconnaissance.<BR>
> They're working on a model that the soldier can carry on his belt.  Want<BR>
> to see what's going on over that hill?  Take out you paper-airplane<BR>
> sized RPV and give it a toss, then just have a look through you pocket<BR>
> viewer.<BR>
><BR>
> The idea is to build these things so cheap, they're disposable.  They're<BR>
> already pretty close.<BR>
<BR>
Yeah, I encountered a relevant datapoint today. Logitech has a $20<BR>
"optical mouse". Unlike former optical mice, it doesn't need a special<BR>
pad. It uses a "camera" (I assume a cheap CCD) to track its own motion<BR>
over *any* surface.<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: Tue, 22 Aug 2000 22:50:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In mail you write:<BR>
<BR>
<BR>
> BTW: I'm writing this because there's nothing like lulling player<BR>
> characters into a false sense of security and then dropping an anvil<BR>
> on them.<BR>
><BR>
> Citizen Protection Officer: Hi, I'm Officer Moonbeam and I'm here to<BR>
> help you.<BR>
><BR>
> Player/Character: Yeah, well I'm Bad Daniel and this is my friend the<BR>
> PGMP 15.<BR>
><BR>
> CPO: My what a big gun you have. Oh look there's officer Sunflower<BR>
> and his friend Officer Cowslip. And oh look if it isn't Officer<BR>
> Sunshine. Don't they just look so lovely in their brand new state of<BR>
> the art Battledress. Isn't it just a glorious day to be alive and<BR>
> wouldn't you much rather stay that way.<BR>
<BR>
Hmmm. It just occured to me that *this* might be a legit reason for<BR>
building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
initimidation factor would be very useful, they don't *need* to hide<BR>
from miltary grade sensors nor deal with military grade weapons. <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: Tue, 22 Aug 2000 22:29:23 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Csequences of Artificial Gravity?<BR>
<BR>
In mail you write:<BR>
<BR>
> I agree.  And the 6G limit doesn't make much sense, either.  It would be<BR>
> a small matter to accelerate at much higher G for short periods of time,<BR>
> using even fairly conventional technologies.<BR>
<BR>
It's stated in "later" works that 6-g is all that can be *neutralized*.<BR>
Which means you can buiuld a ship that boosts at 9 g, if you are<BR>
willing to put up with the 3g that can't be neutralized.<BR>
<BR>
> And has anyone considered the consequences of being able to generate<BR>
> artificial gravity?  Freelance traveller has an interesting article<BR>
> about using gravity generators as shield.  Why not?<BR>
<BR>
The trick here is that they are generating a *force*. Energy = force<BR>
times distance. So a field that extends 10 meters from the ship uses<BR>
twice as much energy as one that only extends 5 meters.<BR>
<BR>
And the energy for a field that drops via inverse square is finite, but<BR>
large. In fact, it's the "escape energy" (escape velocity per unit mass)<BR>
<BR>
Either way, you can calculate the amount of velocity the field<BR>
subtracts from an incoming projectile, or the amount of energy it<BR>
"drains" from an incoming beam. And it turns out to be pretty damn<BR>
trivial for any reasonable power drain.<BR>
<BR>
> And how could thruster plate technology be applied to weapons?<BR>
<BR>
That's *why* we want it to at least *pretend* to obey conservation laws.<BR>
<BR>
> Mines or weapons that generate huge gravity wells for very short<BR>
> periods of time.<BR>
<BR>
And require unreal power levels.<BR>
<BR>
> Pulsing<BR>
> gravity generators (imagine being to exposed to a gravity field that<BR>
> fluctuated between 0 and 6 Gs a few times a second).<BR>
<BR>
The late James White used an extreme form of this in the universe his<BR>
Sector General stories were set in. The "rattler". A tractor/pressor<BR>
beam that reversed polarity hundreds of times a second. <BR>
<BR>
> Mind you, I love Traveller, and also don't run a lot of ship based<BR>
> adventures, but I've always been curious about this.  I suspect a lot of<BR>
> this is the influence of the sci-fi media of the day.<BR>
<BR>
> Anyone look at the weapon potential of grav generators?<BR>
<BR>
It's either trivial (due to realistic power limits) or insane (if you<BR>
don't have such limits).<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: Tue, 22 Aug 2000 23:35:05 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: nits & things that go bang<BR>
<BR>
In mail you write:<BR>
<BR>
> "Tod Glenn" <webmaster@travellercentral.com> types;<BR>
>> > Yup.  At least here in the states.  BATF reports show that the most<BR>
>>common<BR>
>> > criminal weapons include pocket sized .25 caliber semi-auto pistols, .38<BR>
>> > caliber revolvers, and proof that the criminal class are the failures of<BR>
>> > our education systems, the TEC-9.<BR>
>> >Hey, you left out the classic Stollard arms.  A fine weapon composed of<BR>
>>plastic and pot metal.  When tested by 'Gun Tests' it managed to fire<BR>
>>several rounds before self-destructing.  And it can be yours for about<BR>
>>$100.<BR>
><BR>
> Like I said, failures of the education system.  Thanks to the FoIA, good <BR>
> government tested plans for single shot 9mm pistols are available.<BR>
> Build one for less than $5 worth of material from a hardware store.<BR>
<BR>
Hey, Tod!<BR>
<BR>
I seem to recall that "manufacturing" firearms requires a *lot* of<BR>
federal paperwork. Is that true? If so, are there any exceptions for<BR>
"one off" construction?<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, 23 Aug 2000 01:00:50 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> I would like to see all the stats on the Martian Tripods.<BR>
<BR>
Page 53.<BR>
<BR>
They aren't conveniently arranged. You'll have to buy the book. After<BR>
all, it's easy enough to transplant to Traveller. <BR>
<BR>
But I will mention that the heat ray is rated at 50 MW.<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, 23 Aug 2000 01:06:21 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Peacekeeping vs. Warfighting (was: Re: Why I love NPR)<BR>
<BR>
In mail you write:<BR>
<BR>
> Of course, one solution is to have units specialize in either<BR>
> warfighting or peacekeeping.  Unfortunately, when considering Terra on<BR>
> the cusp of the 21st century, no nation has the resources adequately to<BR>
> support both missions with specialized troops.  OTOH, the 3I probably<BR>
> does have the required resources. <BR>
<BR>
Rather like in Pournelle's Co-Dominium stories where there war-fighters<BR>
were the Line Marines, and the "peacekeepers" were (I think) "Garrison<BR>
Marines" (I think the modifier was something else, but don't have any<BR>
of the books where I can get at them to check).<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, 23 Aug 2000 01:16:34 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Csequences of Artificial Gravity?<BR>
<BR>
In mail you write:<BR>
<BR>
> Gravity control would extend far beyond space technology. Cranes, for<BR>
> example would be obsolete. Attach a contrgrav unit to a load and move it. No<BR>
> ropes, no hooks, no rigging lines. As a matter of fact attach the contragrav<BR>
> unit to the load with a plat that is gravicly attached.<BR>
<BR>
Since there's no mention of CG making people inside a vehicle<BR>
weightless, it generates a *counterforce, it doesn't *nuetralize*<BR>
gravity. <BR>
<BR>
so the plates attracting the load may not be possible, and you'd need<BR>
ropes, cables  and the like to secure the load to the lifter.<BR>
<BR>
> During the Ground Forces playtest I brought up how silly it seemed to me<BR>
> that submarines in the 53 century would continue to control buoyancy by<BR>
> filling tanks with water and that SDB's would operate underwater by using<BR>
> the vectored thrust of their maneuvering drives to overcome their designed<BR>
> in buoyancy (Most Traveller ship designs float.) This did not seem<BR>
> reasonable to me as this would make the designs quite noisy and not fit the<BR>
> cat-and-mouse SDB/meson sub combat that I envisioned.<BR>
><BR>
> I proposed a type of contragrav unit that can both lift the ship and allow<BR>
> it to sink. The easiest way to do that would be to use control of gravity to<BR>
> make the whole SDB or submarine heavier. If the way the tech works doesn't<BR>
> allow this method (certain people pointed out that they didn't think that<BR>
> contragrav could be used to increase gravity's effect on an object) use a<BR>
> ballast weight to make the vehicle non-buoyant and control depth with<BR>
> standard contrgrav. The weight could be external and held on with explosive<BR>
> bolts or gravity plates to allow surfacing in an emergency.<BR>
<BR>
The problem here is that CG is likely to result in anomalies on mass<BR>
detectors (aka "densitometers"). Ballast tanks may be the stealthiest<BR>
method of attaining neutral bouyancy.<BR>
<BR>
> I envision gravity pumps used. Such devices would have no moving parts. The<BR>
> pump would be a tube. A high gravity field would<BR>
> Start at one end (the eye of the pump) and move to the other end, forcing<BR>
> the liquid with it. It would be what's called a positive displacement pump,<BR>
> since it would always pump the same amount, regardless of external pressure<BR>
> conditions.<BR>
<BR>
I can see a pump that worked by making the direction along the tube<BR>
appear to be down,, and down in a strong gravity field. But your<BR>
description above doesn't fit any sort of gravity field. It *does* fit<BR>
a  moving "force field" of the "classic" sort. Pity Traveller doesn't<BR>
have those.<BR>
<BR>
> Leonard has mentioned detecting the field produced by a contragrav device.<BR>
> I'm not sure that this is possible at GTL12.<BR>
<BR>
Hate to tell you this, but we've had mass detectors since the late 70s.<BR>
And they would quite likely detect such devices while in use.<BR>
<BR>
> If the gravity field<BR>
> distortions of small contragrav devices is detectable it will severely limit<BR>
> their use in military devices, including weapons. Which might explain the<BR>
> dearth of  such devices in the Traveller Universe. If they were not<BR>
> detectable then I would expect to see many more devices used.<BR>
<BR>
Yep. It also gives another reason why grav tanks prefer to stay close<BR>
to the ground. They can cut the lift unit and hide quickly if<BR>
necessary.<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, 23 Aug 2000 01:27:07 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Realism in space combat<BR>
<BR>
In mail you write:<BR>
<BR>
><BR>
><BR>
>> Consider: there's all sorts of consequences to getting rid of grav tech.<BR>
>> People have to take 6 g for hours in space combat.  Can they?<BR>
><BR>
> Of course not. Which means that space combat sans grav tech must be<BR>
> radically different because humans can't do such a thing. 6Gs is tolerable<BR>
> only by trained individuals (e.g. fighter pilots) and only for a few seconds<BR>
> at a time. <BR>
<BR>
Quite wrong.<BR>
<BR>
Fighter pilots experience gees in a head-to-feet direction (and<BR>
occasionally in the reverse direction). IN THAT DIRECTION the limits<BR>
are much as you state.<BR>
<BR>
In the opposite direction, 3 gees can result in serious damage to the<BR>
brain and eyes. <BR>
<BR>
In the front-to-back direction, 6 gees can be endured for substantial<BR>
amounts of time...<BR>
<BR>
I don't have the article handy, but I posted the relevant figures to<BR>
the list some months back. 3g is "indefinite". Accelerations above that<BR>
can be endured for extended periods, with one of the main limits being<BR>
that at 18g, it's impossible to make *controlled* movements such as are<BR>
needed to fly the ship.<BR>
<BR>
And 80g can be handled for a second or so. That's the limit for crash<BR>
restraints and ejection seats.<BR>
<BR>
<BR>
> Most of us have never experienced more than two or three Gs; such<BR>
> accelerations can only be found on extreme roller coasters and in airplanes.<BR>
> I'm a pilot, and I can tell you that 3 Gs is a formidable thing to deal with<BR>
> if you're trying to do anything complex, especially if it's a lateral<BR>
> loading. Those who have not experienced the forces first-hand tend to<BR>
> dismiss them as unimportant.*<BR>
<BR>
And folks who experience them in the directions pilots do tend to<BR>
*overestimate* the effects of "prone" acceleration. <BR>
<BR>
Consider that the Space Shuttle *starts* at around 3 gees and the<BR>
acceleration *increases* as the fuel burns off. And that accerelation<BR>
lasts for several minutes. <BR>
<BR>
You have to be in decent shape to ride on the shuttle, but you don't<BR>
need to be ing the sort of condition fighter pilots have to be in.<BR>
<BR>
Again, the *direction* of the acceleration makes a major difference. <BR>
<BR>
> * Consider the Formula-1 race car driver. At every corner they experience<BR>
> anywhere from 2-4 Gs in various directions other than downwards. A typical<BR>
> track has 15 corners, and a typical race has 60-odd laps and lasts two<BR>
> hours. The driver is wearing a helmet that weighs two or three pounds, and<BR>
> must support that weight plus the weight of his head under these multi-G<BR>
> lateral loadings using his neck muscles. Under these conditions the drivers<BR>
> must display reaction times and consistent judgment beyond the capabilities<BR>
> of the average human. Yet most people do not consider race car drivers<BR>
> athletes, because they have no experience with such forces.<BR>
<BR>
<BR>
And the pilots on the Shuttle don't have to move anything but their<BR>
hands and forearms. And that against essentially *constant* direction<BR>
forces. <BR>
<BR>
In space, you *don't* get lateral forces from course changes. You get<BR>
fairly minor ones from the forces required to change the ship's<BR>
orientation. The force from the main drive is *always* in the same<BR>
direction. Even while making course changes.<BR>
<BR>
Given the time it takes to alter course versus the time it take to<BR>
change the direction the ship is pointing, the "gimbaled engine" stuff<BR>
we use now is pretty much a waste of space and money.<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, 23 Aug 2000 11:38:24 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Godzilla 2000<BR>
<BR>
<snip><BR>
<BR>
<BR>
> The 1991-1995 toho godzilla is (per Toho studios)<BR>
> 60,000 tons (sinks in water, but can swim; call it 4,000 dtons)<BR>
> 100 meters tall (note: if he were reduced to a typical human <BR>
> height of 180 cm,<BR>
> that would be 350 kilograms)<BR>
> <BR>
> Since he isn't bothered by the square/cube law, presumably <BR>
> godzillasaurus flesh<BR>
> is about 50x stronger, per unit cross-section, than human, <BR>
> and probably <BR>
> godzilla hide is similarly stronger.  The evidence is that <BR>
> can feel modern <BR>
> (TL 7-8) anti-tank weaponry, but not terribly vulnerable to <BR>
> it.  He is largely<BR>
> invulnerable to TL 6 weapons (if you look at the fate of the <BR>
> army in older<BR>
> godzilla movies).<BR>
<BR>
<BR>
Good point about the resiliancy, but IMO it's actually the Gojira's nuclear<BR>
radiation field that makes it possible to walk and resist TL6 weapons.<BR>
Arguements, coments and flames are invited, but will be met with "It's a<BR>
hundred foot nuclear dinosaur, don't tell me my theory is unrealistic!" :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:43:25 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: A better armed police force?<BR>
<BR>
> The really bright criminals try to avoid the police,<BR>
<BR>
<BR>
Slippery Jim diGriz<BR>
<BR>
<snip><BR>
<BR>
> A salient feature of the LA shootout, that caused it to make the news,<BR>
> was that it was so unusual. If it were a common occurrence, we would<BR>
> expect to see more 'pure combat' police units to deal with them.<BR>
<BR>
Dominion Tank Police?<BR>
<BR>
> The real danger is a nut case with access to these kind of <BR>
> weapons.  He<BR>
> doesn't care about getting caught or wreaking havoc.<BR>
<BR>
...or delivering the mail, like he's paid to do :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:49:38 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Traveller-digest V1999 #2971<BR>
<BR>
> At 3:33 PM -0400 8/22/00, Charles Collin wrote:<BR>
> ><David P. Summers><BR>
> >  >Canonically, there is a "third drive". All ships are equipped with<BR>
> >  >anti-grav for landing.  If you have any deck plans for <BR>
> the most common<BR>
> ><BR>
> >Where is this?  It isn't in CT anywhere that I've looked or<BR>
> >in any of the basic MT stuff.<BR>
> ></DPS><BR>
> ><BR>
> >I don't have my books with me.  Does the MT design sequence <BR>
> not include<BR>
> >anti-grav or contra-grav drives for ships?<BR>
<BR>
CG is a feature in G:T, but is subsumed into the design sequence for ships.<BR>
I don't feel particularly inclined to dig it out, but if anyone wants it I<BR>
don't mind having a go.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:05:59 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: JTAS Poll<BR>
<BR>
<snip><BR>
<BR>
> BZA: Roleplayer, with wargamer & gearhead tendencies (in that order).<BR>
> <BR>
> I would say Hypercleats is a gearhead with roleplayer & <BR>
> wargamer tendencies,<BR>
> but he may insist he is a roleplayer with gearhead & wargamer <BR>
> tendencies.<BR>
> <BR>
> I think that these parameters result in only six variations, <BR>
> perhaps they<BR>
> could be designated with codes or names.<BR>
> <BR>
<BR>
<BR>
A Universal Player Profile? Hmm, no, Gamer...that makes it UGP.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:11:27 -0400<BR>
From: Andrew Douglas <adouglas@optonline.net><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
>> <BR>
>> Just for the record.  Extrapolation off of current trends<BR>
>> if a very iffy deal.  We aren't all riding in aircars and<BR>
>> their aren't nuclear power airplanes and where is the lunar<BR>
>> base?<BR>
<BR>
None of those examples are impossible, merely impractical. Aircars are<BR>
certainly possible and in fact already exist if one considers a helicopter<BR>
to offer the same function. But given the way people drive near where I<BR>
live, there's no way I'd want them piloting a flying vehicle! SUVs are bad<BR>
enough. Look up Paul Moller. He turns up on the cover of Popular<BR>
Mechanics/Popular Science every few years when they don't have anything<BR>
better to talk about, with is aircar. He's a crackpot because he thinks that<BR>
these things can work logistically, but his design might actually fly.<BR>
<BR>
Atomic airplanes are also possible, just stupid for obvious reasons. Even<BR>
sending a nuclear power cell off the planet makes people nervous... Remember<BR>
the flap when the Cassini probe to Saturn did a grav slingshot off Earth?<BR>
People were actually worried about it crashing instead and releasing<BR>
radiation from the isotope generator!<BR>
<BR>
If you want to find the lunar base, just look in the bank accounts of the US<BR>
Congress. We simply decided it wasn't worth building and elected to spend<BR>
the money elsewhere.<BR>
<BR>
A big part of the reason that the vision of 2001 hasn't come true yet is<BR>
that the government kept a monopoly on space flight. I doubt that we'd have<BR>
something as grand as 2001's Space Station V under construction, but you can<BR>
bet we'd be farther along than we are now if the private sector had been<BR>
given a shot starting 30 years ago. 30 years is a long time. Lindbergh<BR>
crossed the Atlantic 30 year before Yeager broke the sound barrier!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 04:14:08 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
<BR>
>Just keep in mind that Ogres are built to shrug off near misses by<BR>
>nukes. And I mean *near* misses (meters, not km).<BR>
<BR>
<BR>
    One question, can an Orge take a near miss by a Nuclear Weapon Spawed<BR>
Giant Lizard?<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 05:17:48 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Space 1889 & Heliograph<BR>
<BR>
  FWIW, the site for the new Space 1889 publisher is:<BR>
        http://www.heliograph.com/<BR>
<BR>
  From http://www.heliograph.com/buy.shtml :<BR>
 " Internet Trade<BR>
If you'd like to order online, our full line is carried by Amazon.com (and<BR>
.co.uk<BR>
and .de). If you're going to get the books from Amazon, please order using the<BR>
links below: we earn more money that way! Since our books are all<BR>
print-on-demand, they'll never go out of print: ignore the site if it says<BR>
that and order anyway. "<BR>
<BR>
  The print-on-demand bit explains the prices being substantially higher than<BR>
the first go round from GDW - they're sacrificing efficiency for getting the<BR>
stuff to market at all; it's sort of hard to complain.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:36:05 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: A better armed police force?<BR>
<BR>
On 22 Aug 2000, at 13:52, Tod Glenn wrote:<BR>
<BR>
> > As for the police being outgunned, I really don't mean by your local<BR>
> liquor<BR>
> > store robber, or junkie. What I really mean is that a criminal with<BR>
> _good_<BR>
> > contacts can aquire better weaponry, like MP5SDs or G11 Caseless<BR>
> rifles,<BR>
> > body armor, 1mhz jamming equipment, etc.<BR>
> ><BR>
> These kind of 'super criminals' are pretty darn rare (expect in movies).<BR>
> Most of the characters who fall into this group are really terrorists or<BR>
> paramilitary types. Yes, a well financed and well connected criminal<BR>
> could get superior weapons (I rather doubt a G11, though as they are<BR>
> pretty rare not really superior to any other 'assault rifle' anyway).<BR>
> But superior weapons rarely win the day, anyway. Now a belt fed<BR>
> machinegun could cause some major havoc, though.<BR>
> <BR>
> The really bright criminals try to avoid the police, since it's<BR>
> ultimately a no-win game, and killing a cop is a good way to insure that<BR>
> the cops (and there are lots of them) will be looking for any excuse to<BR>
> shoot you down like a dog.  Also, this criminal will always be out<BR>
> numbered, and this kind of serious activity does bring out the SWAT<BR>
> teams, FBI HRT, ATF NRT and similar very well equipped and trained law<BR>
> enforcement groups.  If the criminal is operating outside the US, where<BR>
> posse comitatus does not apply, he can possibly find himself up against<BR>
> military units who will definitely have him out-gunned, regardless of<BR>
> his connections.<BR>
<BR>
From what I saw of the Waco "incident" this won't protect you in the US, <BR>
either. Unless you don't call the National Guard military, that is.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:58:01 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Trap<BR>
<BR>
Ian Whitchurch wrote:<BR>
> <BR>
> > From: shadow@krypton.rain.com (Leonard Erickson)<BR>
> > Subject: Re: Trap<BR>
> ><BR>
> > In mail you write:<BR>
> ><BR>
<<snip>><BR>
> > ><BR>
> > > Sounds like a job for a fully armed and operational Lab Ship ...<BR>
> ><BR>
> > Except that Gojira is almost 12 times the size of a Type L.<BR>
> <BR>
> Wrong lab ship.<BR>
> <BR>
> I'm thinking of the one with the 5 km toroidal particle accelerator.<BR>
> <BR>
> You know, the one without tenure or academic freedom issues.<BR>
<BR>
Ah, yes.  The Postmark Design Bureau entry in THUDDD 9:<BR>
<BR>
http://thuddd.homepage.com/thuddd9.html#con<BR>
<BR>
"Nothing exceeds like excess."<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:00:47 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Traveller-digest V1999 #2975<BR>
<BR>
<Andrew Douglas><BR>
Point taken, though. One must draw the suspended-disbelief line someplace.<BR>
I'm inclined to discuss it with my PCs when the time comes. If they enjoy<BR>
the idea of physical limits, they'll get some. If they'd rather ignore the<BR>
limits and go zipping about, Star Trek or Star Wars style, that's okay<BR>
too, even if such nonsense does make me grit my teeth a bit.<BR>
</AD><BR>
<BR>
Ack! Don't compare it to ST or SW.  Contra-grav doesn't magically make<BR>
ships maneuver like planes in space.  You still apply proper vector-based<BR>
movement. But now you can do it at faster accelerations.  As it is, the 20<BR>
to 30 minute turns of most Traveller space combat and the ranges of 100s<BR>
of Mm thankfully preclude comparison to any previously filmed space combat<BR>
(with the possible exception of early B5, I wish they had continued with<BR>
the "cut shot"  space combat).  The analogy I (and many others) like is<BR>
that of submarine combat.<BR>
<BR>
As others have pointed out, grav tech doesn't mean that there won't be any<BR>
shaking around.  Everybody had better be strapped in or there's going to<BR>
be one thing like ST: They're going to go flying across the bridge like<BR>
the idiots they are :-).<BR>
<BR>
Now, OTOH grav limitations are pretty cool: I liked Niven's portrayals of<BR>
this, with people going days under 3g and hating it (but having to for<BR>
emergency reasons).  My problem with implementing this is that there's no<BR>
data on long-term high-g exposure.  What happens when you're doing 3 gees<BR>
for days?  We have no idea.  Assuming you're mostly lying on your back<BR>
facing up, what happens to your aqueous humor?  What about long term<BR>
effects on circulation to the frontal lobes? Blood pooling in visual<BR>
cortex?  Insufficient data. <BR>
<BR>
Similar question: Could _some_ select people take 6g for hours in space<BR>
combat?  Lying on their back?  What about floating in liquid? <BR>
Insufficient data. Frustrating. Hey anyone got access to one of those<BR>
centrifuges?  I'd volunteer as a guinea pig! :-)<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2977<BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2978<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: GURPS: OGRE<BR>
Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
RE: Hours at Hi-G (was Traveller-digest V1999 #2975)<BR>
RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
Hmmm...how to bring this back ob-trav<BR>
OOG: The Intrepid Andre Kolomoh<BR>
Chaos and Conquest (was: "RE: Mongols in...")<BR>
Re: Artificial Gravity<BR>
Re : Superdense : a proposal<BR>
Gills and vacuum adaptations (designer people)<BR>
Re: GURPS: OGRE<BR>
re: OOG: The Intrepid Andre Kolomoh<BR>
Re: Trap<BR>
Re: Traveller-digest V1999 #2973<BR>
Re: nits & things that go bang<BR>
Re: Superdense: a proposal<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: Realism in space combat<BR>
Re: A better armed police force?<BR>
Re: nits & things that go bang<BR>
RE: nits & things that go bang<BR>
Re: Realism in space combat<BR>
Re: Hmmm...how to bring this back ob-trav<BR>
FW: How do you deal with biotech in your TU?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:01:50 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GURPS: OGRE<BR>
<BR>
> <BR>
>     One question, can an Orge take a near miss by a Nuclear <BR>
> Weapon Spawed<BR>
> Giant Lizard?<BR>
> <BR>
<BR>
 Ogre-Atomic Horror crossover, huh? I seem to remember SJ doing something<BR>
with plastic dinosaurs in an Ogre game...Can't find it though. <BR>
<BR>
Short answer...yes. The NWSGL has an atomic breath weapon...not as nasty as<BR>
a point-blank 10kt nuke, but bad enough. Not that if the Ogre retuned fire<BR>
with nukes, it'd just make the NWSGL stronger.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:10:56 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
On Wed, 23 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> Perhaps said Mongol culture once was powerful, but the 3I stomped<BR>
> them as described in other posts? It sounds plausible to have some<BR>
> interesting conflict that has already happened in the setting.<BR>
<BR>
I'd say that the Space Mongols (which sounds like the title of an<BR>
unwritten sequel to an H. Beam Piper novel) would prosper whenever<BR>
central authority breaks down.  At the beginning of the Long Night<BR>
it's easy to envision planetary governments (and local businesses)<BR>
"cutting deals" with the Space Mongols, simply because they would<BR>
*stay* bought, unlike most "morally different merchants" (rather<BR>
like the decaying Roman Empire, "inviting" Germanic tribes into<BR>
border regions, in exchange for keeping other, even *less* welcome,<BR>
Germanic tribes *out*).<BR>
                                                        - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:08:35 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Hours at Hi-G (was Traveller-digest V1999 #2975)<BR>
<BR>
> Similar question: Could _some_ select people take 6g for <BR>
> hours in space<BR>
> combat? <BR>
<BR>
Genetic Engineering? TL16 smart cardio-vascular system, routes blood to the<BR>
parts inferior organisms cannot reach :)<BR>
<BR>
> Lying on their back? <BR>
<BR>
Not a pleasent thought.<BR>
<BR>
> What about floating in liquid? <BR>
<BR>
Imagine the additional mass you'd have to shift about if you made extensive<BR>
use of G-tanks...or even filled your ship with fluid ( Dolphin-crewed SDBs<BR>
:) ) . Phew! Need a big set of thrusters!<BR>
<BR>
> Insufficient data. Frustrating. Hey anyone got access to one of those<BR>
> centrifuges?  I'd volunteer as a guinea pig! :-)<BR>
<BR>
OK people, we've got it in writing, anything you do now is nice and legal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:10:28 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Mongols in Space! (was: "Re: Who on Earth...")<BR>
<BR>
> <BR>
> On Wed, 23 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> > Perhaps said Mongol culture once was powerful, but the 3I stomped<BR>
> > them as described in other posts? It sounds plausible to have some<BR>
> > interesting conflict that has already happened in the setting.<BR>
> <BR>
> I'd say that the Space Mongols (which sounds like the title of an<BR>
> unwritten sequel to an H. Beam Piper novel) would prosper whenever<BR>
> central authority breaks down.  At the beginning of the Long Night<BR>
> it's easy to envision planetary governments (and local businesses)<BR>
> "cutting deals" with the Space Mongols, simply because they would<BR>
> *stay* bought, unlike most "morally different merchants" (rather<BR>
> like the decaying Roman Empire, "inviting" Germanic tribes into<BR>
> border regions, in exchange for keeping other, even *less* welcome,<BR>
> Germanic tribes *out*).<BR>
<BR>
Kinda like the Chin Empire did, historically.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:15:56 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Hmmm...how to bring this back ob-trav<BR>
<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz> puts out on the ether<BR>
> From what I saw of the Waco "incident" this won't protect you in the US,<BR>
>either. Unless you don't call the National Guard military, that is.<BR>
<BR>
That "raid" (actually a planned media event) was conducted by Tax <BR>
Collectors hoping for a nice show piece action prior to their congressional <BR>
hearings.  Read US Federal LEOs are much more efficient, even when <BR>
confronted by underarmed Texans.<BR>
<BR>
This is why merry bands of PC Travellers should be more worried about raids <BR>
from the Imperial Ministry of Justice than the Sub-Sector Division of <BR>
Taxes, sub-section Bean-Counting, sub-sub-section Picking Nits over Paperwork.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:27:39 -0400<BR>
From: "Walt Smith" <smithw@hartwick.edu><BR>
Subject: OOG: The Intrepid Andre Kolomoh<BR>
<BR>
Andre Kolomoh:::<BR>
The little man paused suddenly and frowned.  He had a rather <BR>
perplexed look on his face.<BR>
         "Um, exactly who are you?" he asked Tor carefully.<BR>
>>><BR>
<BR>
LOL!  That's exactly it!  The explosion, followed by the<BR>
oops, building up to another explosion...<BR>
<BR>
Hey, if we wanted NPC's that behaved themselves, we'd<BR>
have bought robots. :-)<BR>
<BR>
Walt Smith/Erica Winters<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:26:31 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Chaos and Conquest (was: "RE: Mongols in...")<BR>
<BR>
On Wed, 23 Aug 2000, Jones, Dean wrote:<BR>
> > <BR>
> > On Wed, 23 Aug 2000, Jens 'Spacejens' Rydholm wrote:<BR>
> > > Perhaps said Mongol culture once was powerful, but the 3I stomped<BR>
> > > them as described in other posts? It sounds plausible to have some<BR>
> > > interesting conflict that has already happened in the setting.<BR>
> > <BR>
> > I'd say that the Space Mongols (which sounds like the title of an<BR>
> > unwritten sequel to an H. Beam Piper novel) would prosper whenever<BR>
> > central authority breaks down.  At the beginning of the Long Night<BR>
> > it's easy to envision planetary governments (and local businesses)<BR>
> > "cutting deals" with the Space Mongols, simply because they would<BR>
> > *stay* bought, unlike most "morally different merchants" (rather<BR>
> > like the decaying Roman Empire, "inviting" Germanic tribes into<BR>
> > border regions, in exchange for keeping other, even *less* welcome,<BR>
> > Germanic tribes *out*).<BR>
> <BR>
> Kinda like the Chin Empire did, historically.<BR>
<BR>
Y'know, it's easy to envision the Interstellar Wars beginning like this.<BR>
The Vilani Imperium is losing its ability to keep peace within its<BR>
borders.  Warlordism, secessionism, and "morally different merchantile<BR>
activity" are all becoming more popular, out on the Imperium's rimward<BR>
frontier.  The Terran Confederation, on the other hand, is a *happy*<BR>
place, where technology is advancing rapidly and business is good.  A few<BR>
Vilani worlds decide to withdraw from the decaying Imperium and openly<BR>
ally themselves with the Terrans (with whom they are already actively<BR>
trading).  The governer of the Imperium's rimward province objects.  The<BR>
Terrans sense blood in the water, and use "protection of valued allies and<BR>
trading partners" as a pretext for tearing off a chunk of the Imperium.  <BR>
Repeat as necessary, with the bites getting bigger each time...<BR>
<BR>
                                                               - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, Aug 24 2000 0:28:30 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Re: Artificial Gravity<BR>
<BR>
Jens Rydholm wrote :-<BR>
> I have always imagined G-tanks being fluid tanks where the crewmember<BR>
> is immersed in some kind of shock-absorbing fluid (or gel),<BR>
> with breathing gear and other life support attached by cables.<BR>
> In other words, nothing you jump into in a minute or two.<BR>
<BR>
Correct. With higher accelerations you're going to need liquid ventilation,<BR>
which is even more time consuming to start and stop.<BR>
<BR>
We talked about acceleration, etc. not too long ago.<BR>
<BR>
Jeff Zeitlin has kindly HTML-ised my screed. Check it out on Freelance<BR>
Traveller :-<BR>
http://www.downport.com/freelancetraveller/features/rules/gravity.html<BR>
<BR>
Charles Collin is right, data is lacking for<BR>
exposures of more than a few minutes. The dose-response curves for acceleration are likely to be similar to those for other things, though.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, Aug 24 2000 0:29:48 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Re : Superdense : a proposal<BR>
<BR>
Chris Thrash wrote :-<BR>
> Now, the KCr64 question: can one of the quantum mechanics gurus on the list<BR>
> confirm or deny my conclusions about the stability of such an isotope?<BR>
<BR>
I'm merely an interested bystander, but I thought that total nucleon,<BR>
rather than neutron, number, was important in determining stability.<BR>
Iron 108 sounds like it would be way above the line of<BR>
stability on the Z-N curve and thus wouldn't last long.<BR>
<BR>
Perhaps a transuranic element in the predicted <BR>
island of stability out around Z=115 is a better candidate.<BR>
<BR>
Alternatively, could there be an alternate phase of metallic elements at extreme<BR>
temperatures and pressures, before we reach the Fermi limit imposed by<BR>
electron degeneracy?<BR>
<BR>
The problem is that the likelihood of a metastable state at ordinary<BR>
pressures and temperatures is unlikely...<BR>
<BR>
An idea from left field :- N~200 seems to be a good place for nuclear isomers<BR>
to be found. Building hulls out of tantalum, etc. alloys could allow<BR>
for nuclear isomer excitation and gamma ray emission, allowing meson-gun<BR>
type weapons to work purely from damper-type effects, rather than, well, 'Mesons'.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, Aug 24 2000 0:32:25 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Gills and vacuum adaptations (designer people)<BR>
<BR>
Leonard Erickson wrote :-<BR>
> How much effort is required to *force* circulate that much water while<BR>
> "at rest"? *That* figure is needed, because many uses for a<BR>
> gill-equipped human *require* the ability to not move much.<BR>
Yep.<BR>
How many watts will our pump require?<BR>
A very rough BOTE calc :-<BR>
<BR>
work=force X distance, power = force X velocity<BR>
66.6L water ~ 66.6kg<BR>
velocity 7 metres/minute = ~12cm/sec = 0.012m/sec<BR>
<BR>
66.6 X 0.012 = ~0.8W.<BR>
<BR>
Normal work of breathing is ~5% of basal metabolic rate, or 0.05W/kg.<BR>
So the value above is just over double the work of breathing for a 70kg<BR>
human breathing air.<BR>
<BR>
I think the actual value is going to be higher, because of diffusion<BR>
limitation through the 5cm wedge of water in the gill space.<BR>
I'm not sure how much, but the numbers are starting to look encouraging.<BR>
<BR>
Regarding bioengineering for vacuum :-<BR>
> As noted during the "skin suit" discussion, sweating works just fine<BR>
> for cooling (and as a matter of fact, current suit use a form of<BR>
> evaporative cooling, which means that their duration is just as <BR>
> limited as that of a human in a skin suit.<BR>
<BR>
That's the problem. John Snead wanted much longer endurance than sweating<BR>
losses (and transepidermal diffusion) would permit, unless there's<BR>
an integral water reservoir.<BR>
<BR>
Obligate losses are 500mL/day from transepidermal diffusion, sweat<BR>
losses up to 3L/hour with maximal exercise in an adult.<BR>
<BR>
Hence the discussion of photosynthesis to maintain glucose stores and <BR>
eliminate carbon dioxide.<BR>
<BR>
> With appropriate valving and improved kidneys/bladder, you can excrete<BR>
> very concentrated liquid wastes, which will handle a lot of this.<BR>
Retain water and excrete solid nitrogenous wastes, like birds and<BR>
desert mammals (marsupial mice, for example) do.<BR>
<BR>
A 'bladder' which contains these is probably a better option.<BR>
<BR>
> Toughening the rectum, and a *strong* valve between the rectum<BR>
> and the intestines ought to allow excretion of solid wastes.<BR>
Most of the faecal volume is commensal bacteria (living and dead).<BR>
If we eliminate most of these, we can reduce the volume dramatically.<BR>
Another option would be to eliminate the colon. It only absorbs about<BR>
one litre of fluid per day, and it's where nearly all the bacteria live<BR>
that contribute to faecal volume. Enhancing the absorption characteristics<BR>
of the small intestine could take care of the rest.<BR>
<BR>
The residue could be stored in the renal waste pouch too, and emptied<BR>
from time to time.<BR>
<BR>
> That's one of the reasons for toughening the rectum, as such (very)<BR>
> solid wastes are a lot harder on the tissues.<BR>
The shop handle for that is 'stercoral ulceration', Leonard. <BR>
A real pain for the patient as well as the treating staff.<BR>
Dribble the stuff in granules or small chunks, and keep the walls of<BR>
the garbage pouch lubed with mucus. I think this could be manageable.<BR>
<BR>
The radical approach would be to then use the 'garbage pouch' as a<BR>
recycling centre. Gas formation could be paved over with an appropriate<BR>
choice of microbes...<BR>
<BR>
Hopefully this isn't too gross for the list...<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer <BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 06:42:05 -0700<BR>
From: "Legate Legion" <legate@futureone.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
From: Jones, Dean <Dean.Jones@fox-europe.com><BR>
<BR>
>>     One question, can an Orge take a near miss by a Nuclear<BR>
>> Weapon Spawed<BR>
>> Giant Lizard?<BR>
>><BR>
><BR>
> Ogre-Atomic Horror crossover, huh? I seem to remember SJ doing something<BR>
>with plastic dinosaurs in an Ogre game...Can't find it though.<BR>
><BR>
>Short answer...yes. The NWSGL has an atomic breath weapon...not as nasty as<BR>
>a point-blank 10kt nuke, but bad enough. Not that if the Ogre retuned fire<BR>
>with nukes, it'd just make the NWSGL stronger.<BR>
<BR>
<BR>
    LOL.  I know.  Of course it would be funny to see an Ogre dressed up<BR>
like a little dog going, "Here lizard, lizard, lizard."<BR>
<BR>
    I bid you peace.<BR>
<BR>
Legate Legion, Section 31 Agent at Large.<BR>
ICQ # 8973001<BR>
legate@futureone.com<BR>
<BR>
"I am a Ranger. We live for the One, we die for the One. We go to the dark<BR>
places where no one else dares venture! We stand on the bridge and no one<BR>
passes. Entil'zha Veni!"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:57:53 -0400<BR>
From: "Walt Smith" <smithw@hartwick.edu><BR>
Subject: re: OOG: The Intrepid Andre Kolomoh<BR>
<BR>
Oops!  Apologies, that was intended for the PBEM I'm in,<BR>
not the TML...<BR>
<BR>
Walt Smith<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:00:25 -0500 (CDT)<BR>
From: Steven Bonneville <bonnevil@ima.umn.edu><BR>
Subject: Re: Trap<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> >> From: "Brian Jenkins" <brianjenk@home.com><BR>
> >> Subject: Re: Trap<BR>
> >> <BR>
> >> Like Tokyo....:)<BR>
> ><BR>
> > Sounds like a job for a fully armed and operational Lab Ship ...<BR>
><BR>
> Except that Gojira is almost 12 times the size of a Type L. <BR>
<BR>
In the tradition of monster movies...now, the lab ship has to be <BR>
streamlined to get close to him/her/it, right?  <BR>
<BR>
I just have this image of the lab ship being used as an Aerobee....<BR>
<BR>
  -- Steve Bonneville<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:53:11 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: Traveller-digest V1999 #2973<BR>
<BR>
At 09:35 PM 8/22/00 EDT, LKW wrote:<BR>
<BR>
>We are never going to get a perfectly accurate SF movie. You can substitute <BR>
>"western" for SF, or "police procedural" or "action adventure" or whatever <BR>
>else you choose. I used to listen to the gearheads explaining what was wrong <BR>
>with 2001 when it first came out . . . nothing new here.<BR>
><BR>
>LKW<BR>
<BR>
Being new to this list I must ask, what is wroung with 2001?<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:22:52 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: nits & things that go bang<BR>
<BR>
on 8/23/00 12:35 AM, Leonard Erickson at shadow@krypton.rain.com wrote:<BR>
<BR>
> Hey, Tod!<BR>
> <BR>
> I seem to recall that "manufacturing" firearms requires a *lot* of<BR>
> federal paperwork. Is that true? If so, are there any exceptions for<BR>
> "one off" construction?<BR>
<BR>
Yes, you can build a firearm for you own use.  In fact, you can build<BR>
many--for your own use.  If you manufacture to see, you must have a<BR>
manufacturers licence.<BR>
<BR>
Interestingly, gun you manufacture for yourself are not required to have an<BR>
markings, unless they are Tittle II (Class 3) weapons.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:29:58 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Superdense: a proposal<BR>
<BR>
On Wed, 23 Aug 2000, Christopher Thrash wrote:<BR>
<BR>
> "Superdense armor has had its electron structure partially collapsed (as<BR>
> occurs to a much greater degree in white dwarf stars), increasing its<BR>
              ^^^^^^^^^^^^^^^^^^^<BR>
> density and strength." Striker, Book 3, p. 4 (1981).<BR>
> <BR>
snip<BR>
<BR>
> (2) It is produced by partially collapsing its ("electron" or "molecular")<BR>
> structure using artificial gravity fields, of an intensity one might expect<BR>
> within a white dwarf star.<BR>
<BR>
As the Striker quote says, white dwarf star material is exposed to<BR>
gravity of a much greater degree of intensity.  The other sources are<BR>
somewhat vague about it.  It doesn't seem inconsistent to me, then, that <BR>
superdense would be far less dense than a white dwarf.  I have no idea how <BR>
plausible it is to say that superdense's partially-collapsed structure is<BR>
stable after the field is removed, but if it's even remotely believable<BR>
then I have no problem with superdense as written.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:33:15 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
On Wed, 23 Aug 2000, Andrew Douglas wrote:<BR>
 <BR>
> A big part of the reason that the vision of 2001 hasn't come true yet is<BR>
> that the government kept a monopoly on space flight. I doubt that we'd have<BR>
> something as grand as 2001's Space Station V under construction, but you can<BR>
> bet we'd be farther along than we are now if the private sector had been<BR>
> given a shot starting 30 years ago. 30 years is a long time. Lindbergh<BR>
> crossed the Atlantic 30 year before Yeager broke the sound barrier! <BR>
<BR>
Puleeze!! The the government has never had a 'monopoly' on space flight,<BR>
unless you consider 'no one else willing to spend the money doing it' a<BR>
monopoly. In fact, in the 80's the US government got NASA OUT of launching<BR>
commercial satellites in order to _encourage_ privatization of the<BR>
satellite launching business.<BR>
<BR>
Private industry has been a major, active, and enthusiastic part of the<BR>
space program all along. Who the hell do you think _makes_ all that<BR>
stuff?? They're just willing to do it on Government contracts, not their<BR>
own dime.<BR>
<BR>
We haven't had commercialization of space because no one's been able to<BR>
figure out how to make a profit at it. Period. <BR>
<BR>
I mean, look at commercial satellites. They're everywhere...but only<BR>
governments have the money to spend on the launch systems (and all the<BR>
attendant infrastructure). There is a dire need for more launches, but<BR>
hey, it really _is_ rocket science. <BR>
<BR>
There have been schemes floated for private launch facilities, boosters,<BR>
etc. for decades now, but they all foundered on one thing: cost. It costs<BR>
a boatload of money to develop, test and build launch vehicles.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:34:23 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: Realism in space combat<BR>
<BR>
On Wed, 23 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> In the front-to-back direction, 6 gees can be endured for substantial<BR>
> amounts of time...<BR>
<BR>
...and if I were designing a fighter or small, fast battle rider, I would<BR>
certainly make sure the crew is lying flat relative to the  of thrust.  So<BR>
how long a time is "substantial?"<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:40:58 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
on 8/23/00 5:36 AM, Rupert Boleyn at rboleyn@paradise.net.nz wrote:<BR>
<BR>
 <BR>
>> The really bright criminals try to avoid the police, since it's<BR>
>> ultimately a no-win game, and killing a cop is a good way to insure that<BR>
>> the cops (and there are lots of them) will be looking for any excuse to<BR>
>> shoot you down like a dog.  Also, this criminal will always be out<BR>
>> numbered, and this kind of serious activity does bring out the SWAT<BR>
>> teams, FBI HRT, ATF NRT and similar very well equipped and trained law<BR>
>> enforcement groups.  If the criminal is operating outside the US, where<BR>
>> posse comitatus does not apply, he can possibly find himself up against<BR>
>> military units who will definitely have him out-gunned, regardless of<BR>
>> his connections.<BR>
> <BR>
> From what I saw of the Waco "incident" this won't protect you in the US,<BR>
> either. Unless you don't call the National Guard military, that is.<BR>
> <BR>
<BR>
Note: The National Guard and military were not involved in Waco except in<BR>
the fact that they loaned equipment to the FBI, and provided some logistical<BR>
supportt.  The tanks were operated by FBI agents.  This was the direct<BR>
result of said posse commitatus requirements.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:45:39 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: nits & things that go bang<BR>
<BR>
On Tue, 22 Aug 2000, Leonard Erickson wrote:<BR>
 <BR>
> Hey, Tod!<BR>
> <BR>
> I seem to recall that "manufacturing" firearms requires a *lot* of<BR>
> federal paperwork. Is that true? If so, are there any exceptions for<BR>
> "one off" construction?<BR>
<BR>
Yes, the Eleventh Commandment: "Don't get caught". ;-)<BR>
<BR>
Actually, so long as you don't make an automatic weapon, silencer,<BR>
explosive device or something else that requires a federal license, I<BR>
think you can make firearms, you just can't _sell_ them. Meeting local<BR>
state regs are up to you. <BR>
<BR>
There was a metalworking magazine some years back that published plans to<BR>
make a single shot falling block .45-70 black powder rifle from scratch.<BR>
It was a two part article and the magazine was American Metalworker or<BR>
Home Metalworking, something like that.<BR>
<BR>
Kits abound for making black powder firearms, and cartridge-less designs<BR>
aren't regulated at all (unless it's in high law level jurisdictions like<BR>
Massachusetts or New York) I believe, even for blackpowder versions,<BR>
cartrige-using kits have to be handled by FFL holders (ie: You order it<BR>
and it's shipped to your FLGS, where you can pick it up. No, not<BR>
THAT FLGS!!) Check out the Dixie Gunworks catalog. They might be online I<BR>
haven't checked in a while.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:47:57 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: nits & things that go bang<BR>
<BR>
<snip><BR>
<BR>
> Kits abound for making black powder firearms, and <BR>
> cartridge-less designs<BR>
> aren't regulated at all (unless it's in high law level <BR>
> jurisdictions like<BR>
> Massachusetts or New York) I believe, even for blackpowder versions,<BR>
> cartrige-using kits have to be handled by FFL holders (ie: <BR>
> You order it<BR>
> and it's shipped to your FLGS, where you can pick it up. No, not<BR>
> THAT FLGS!!) <BR>
<BR>
<BR>
Friendly Local Gun Store?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 07:51:52 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Realism in space combat<BR>
<BR>
On Tue, 22 Aug 2000, Andrew Douglas wrote:<BR>
 <BR>
> * Consider the Formula-1 race car driver. At every corner they experience<BR>
> anywhere from 2-4 Gs in various directions other than downwards. A typical<BR>
> track has 15 corners, and a typical race has 60-odd laps and lasts two<BR>
> hours. The driver is wearing a helmet that weighs two or three pounds, and<BR>
> must support that weight plus the weight of his head under these multi-G<BR>
> lateral loadings using his neck muscles. Under these conditions the drivers<BR>
> must display reaction times and consistent judgment beyond the capabilities<BR>
> of the average human. Yet most people do not consider race car drivers<BR>
> athletes, because they have no experience with such forces.<BR>
> <BR>
<BR>
LOL! I remember the first 'superstar' athlete contests in the '70's. This<BR>
was a contrived thing (on ABC, IIRC) where various sports stars were<BR>
pitted in competition against each other, running jumping, lifting, that<BR>
sort of thing. The first show features some big-name NFL and MLB players,<BR>
as well as a smattering of other athletes. <BR>
<BR>
Who won? The Indy car driver. By a lot.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:11:35 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Hmmm...how to bring this back ob-trav<BR>
<BR>
on 8/23/00 6:15 AM, Mark Urbin at urbin@bigfoot.com wrote:<BR>
<BR>
> <BR>
> That "raid" (actually a planned media event) was conducted by Tax<BR>
> Collectors hoping for a nice show piece action prior to their congressional<BR>
> hearings.  Read US Federal LEOs are much more efficient, even when<BR>
> confronted by underarmed Texans.<BR>
> <BR>
<BR>
That's just plain wrong.  I've replied off list.  Lets keep this off the<BR>
list as its not traveller and fairly inflammatory.  If you wish to continue<BR>
this debate, you can email me off list.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 13:16:49 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: FW: How do you deal with biotech in your TU?<BR>
<BR>
This bounced first time, so I'm forwarding it again...<BR>
<BR>
> -----Original Message-----<BR>
> From: Matt Bond <BR>
> Sent: 23 August 2000 12:43<BR>
> To: 'traveller@lists.imagiconline.com'<BR>
> Subject: RE: How do you deal with biotech in your TU?<BR>
> <BR>
> <BR>
> <BR>
> <BR>
> > -----Original Message-----<BR>
> > From: Andrew Douglas [mailto:adouglas@optonline.net]<BR>
> <BR>
> <snip><BR>
> <BR>
> > 30 years is a long time. Lindbergh<BR>
> > crossed the Atlantic 30 year before Yeager broke the sound barrier!<BR>
> <BR>
> errr... no he didn't, more like 20. Lindbergh's crossing was <BR>
> nearly 30 years after the Wright Brothers first flight.<BR>
> <BR>
> In any case solo efforts like Lindbergh's are more tests of <BR>
> human endurance rather than mechanical reliability... It was <BR>
> only likely to crash if he fell asleep.<BR>
> <BR>
> Matt<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2978<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2979</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2979<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>
Things that go bang<BR>
Re: Hours at Hi-G<BR>
Re: nits & things that go bang<BR>
Re: Traveller-digest V1999 #2973<BR>
Re: Gills and vacuum adaptations (designer people)<BR>
Re: Space flight monopoly <BR>
Re: Things that go bang<BR>
Behaving Robots? (not really Re: OOG)<BR>
private space ventures<BR>
Re: not one of the shining moments in history.<BR>
Re: private space ventures<BR>
Re: Trap<BR>
Re: Traveller-digest V1999 #2973<BR>
Minor Race Census?<BR>
Re: Newbie Q: Artificial Gravity?<BR>
RE: Newbie Q: Artificial Gravity?<BR>
Re: How do you deal with biotech in your TU?<BR>
RE: Traveller-digest V1999 #2971<BR>
Hull structure and ship sizes [long]<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:32:31 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Things that go bang<BR>
<BR>
...or why should have a machine shop on your starship.<BR>
<BR>
>Yes, you can build a firearm for you own use.  In fact, you can build<BR>
>many--for your own use.  If you manufacture to see, you must have a<BR>
>manufacturers licence.<BR>
>Interestingly, gun you manufacture for yourself are not required to have an<BR>
>markings, unless they are Tittle II (Class 3) weapons.<BR>
<BR>
Isn't a closed bolt full auto smg actually easier to make than an open bolt <BR>
semi-auto?<BR>
<BR>
If I remember my history correctly, English high school kids used to make <BR>
Sten SMGs in shop class as part of the home front war effort.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:33:57 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Hours at Hi-G<BR>
<BR>
Via electronic medium on 8/23/00 6:08 AM, Dean.Jones@fox-europe.com issued<BR>
forth:<BR>
<BR>
> Dolphin-crewed SDBs<BR>
<BR>
A ship crewed entirely by dolphins, that sounds interesting. Most of what I<BR>
have read on dolphins in Traveller deals with them interfacing with<BR>
humaniti, if they were the sole crew of a starship, how would that affect<BR>
design parameters? Would such a ship be able to do things human/aslan/vargr<BR>
craft could not? What would the deckplans look like? I assume there would be<BR>
less of the up-down factor. What about controls and workstations? Do they<BR>
really need staterooms, or would they just have berthing slots? How would<BR>
the hatches work? How many G's can a dolphin take, considering it is in a<BR>
fluid medium? Even with a mixed crew, would you have dolphin oriented areas?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:42:09 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: nits & things that go bang<BR>
<BR>
Via electronic medium on 8/23/00 7:47 AM, Dean.Jones@fox-europe.com issued<BR>
forth:<BR>
<BR>
>> You order it<BR>
>> and it's shipped to your FLGS, where you can pick it up. No, not<BR>
>> THAT FLGS!!) <BR>
> <BR>
> <BR>
> Friendly Local Gun Store?<BR>
<BR>
I think it's "Federally Licensed Gun Store".<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:45:28 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Traveller-digest V1999 #2973<BR>
<BR>
Via electronic medium on 8/23/00 8:53 AM, lesbates@minn.net issued forth:<BR>
<BR>
> Being new to this list I must ask, what is wroung with 2001?<BR>
<BR>
IMHO, the only thing wrong is that nobody bothered to follow in that path.<BR>
2001 /should/ have influenced sci-fi a lot more than it seems to have.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 08:53:11 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Gills and vacuum adaptations (designer people)<BR>
<BR>
Via electronic medium on 8/23/00 5:32 PM, robocon@ozemail.com.au issued<BR>
forth:<BR>
<BR>
> Hopefully this isn't too gross for the list...<BR>
<BR>
Life is gross. I hope we are all mature enough to handle this stuff, as I<BR>
/really/ enjoy your medical insights. Besides, you kept to clinical terms.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:23:16 -0500<BR>
From: adouglas@optonline.net<BR>
Subject: Re: Space flight monopoly <BR>
<BR>
on 8/23/00 11:20 AM, Traveller-digest at<BR>
owner-traveller-digest@lists.imagiconline.com wrote:<BR>
<BR>
> Puleeze!! The the government has never had a 'monopoly' on space flight,<BR>
> unless you consider 'no one else willing to spend the money doing it' a<BR>
> monopoly. <BR>
<BR>
Sure they have. Until the Europeans came up with the Airane, the only way to<BR>
launch a satellite was to get NASA to do it for you. You *couldn't* go to<BR>
Lockheed and buy a Titan; it's an ICBM. They wouldn't sell it to you.<BR>
<BR>
Assume that we never had a space program. During the cold war, do you really<BR>
think that the government would have allowed a private corporation to build<BR>
and independently operate its own rockets and launch facilities, or develop<BR>
other technologies with such obvious military applications? What do you<BR>
think the Soviets would have done?<BR>
<BR>
The fact that private companies build the stuff is irrelevant. Private<BR>
companies also build fighter jets. That doesn't make the Air Force a private<BR>
enterprise, nor does it mean that you can go out and buy an F-16. The<BR>
government holds a monopoly on the posession and operation of this hardware,<BR>
and it's not because nobody wants to spend the money for it (yes, I know<BR>
there are obsolete military jets in private hands; I'm speaking in the broad<BR>
sense... this stuff is military hardware).<BR>
<BR>
> In fact, in the 80's the US government got NASA OUT of launching<BR>
> commercial satellites in order to _encourage_ privatization of the<BR>
> satellite launching business.<BR>
<BR>
Yes, and that is now bearing fruit. Witness SeaLaunch. 15 years after the<BR>
government started encouraging privatization, we have the beginnings of a<BR>
workable private launch company. Had the government invited privatization<BR>
starting in 1960, about the time of Skylab we may well have started seeing<BR>
fully private launch vehicles, spaceports, etc., offering a real alternative<BR>
to NASA. Instead, the Europeans beat us to it. I'm not saying that we would<BR>
necessarily be farther along than we are had that happened, but it's likely<BR>
things would be markedly different.<BR>
<BR>
Note that private satellites are mere payloads. NASA still owned the launch<BR>
facility; it was still the only game in town if you wanted to get to orbit.<BR>
<BR>
Sure, it's horribly expensive and technically complex; perhaps impossible<BR>
without subsidy, and certainly impossible without heavy regulation. But<BR>
fully privatized systems have the advantage of not falling prey to the<BR>
Congressional Budget Committee.<BR>
<BR>
My $0.02<BR>
- -- <BR>
Andrew Douglas<BR>
<BR>
Earle Palmer Brown <BR>
http://www.epb.com <BR>
adouglas@optonline.net<BR>
- -------------------<BR>
Metro Area Recumbent Society<BR>
http://www.recumbents.com/mars<BR>
<BR>
     O///<BR>
    <|o> <BR>
    /_\<BR>
    / |     <BR>
               <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:33:48 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Things that go bang<BR>
<BR>
> Isn't a closed bolt full auto smg actually easier to make than an open<BR>
bolt<BR>
> semi-auto?<BR>
<BR>
Actually, an open bolt smg is the easiest to make.  You don't  need a<BR>
separate firing pin and striker assembly.  The firing pin is just a<BR>
protrusion on the front of the bolt.  When the bolt is released, it<BR>
strips and chambers a round, an then fires it just as the bolt closes.<BR>
This is known as APA (Advanced Primer Ignition).  It is the main reason<BR>
that open bolt SMGs have less recoil than closed bolt versions.<BR>
<BR>
SMGs are particularly simple firearms.  A friend of mine used to say<BR>
that SMG manufacture "requires technology only slightly more advanced<BR>
than that required to manufacture an ash tray".  Building the magazine<BR>
is the hardest part.<BR>
><BR>
> If I remember my history correctly, English high school kids used to<BR>
make<BR>
> Sten SMGs in shop class as part of the home front war effort.<BR>
><BR>
Don't know about that, but I wouldn't be surprised.  The Sten is<BR>
actually a fairly complicated design (at least the trigger group).  The<BR>
Trigger mechanism of the MP-40 or Mac-10 is simple.  The Sten was<BR>
manufactured by a lot of builders who had never built a gun--pipe makers<BR>
for example.  Dome of the variations in design of the Sten are to<BR>
address manufacturing capacities of various contractors.<BR>
<BR>
A barely competent machinist can build a functional SMG in a few hours.<BR>
The hardest part is making the magazine.<BR>
<BR>
ObTrav:  Even on an extremely high law level world, guns will be<BR>
available, or a player with the aptitude, mechanical and some plans will<BR>
be able to make a gun.  It just might not be the prettiest thing.  If<BR>
Afghan rebels can build an SMLE rifle or browning High Power copy using<BR>
a coal forge, files and other hand tools, what can we expect the ship's<BR>
engineer to be able to produce using TL 10 CNC machines?<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:46:13 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Behaving Robots? (not really Re: OOG)<BR>
<BR>
>Hey, if we wanted NPC's that behaved themselves, we'd<BR>
>have bought robots. :-)<BR>
<BR>
 Go read Freefall (http://www.purrsia.com/freefall/default.htm), particularly <BR>
the stuff from May-June-July, and then dare to hold the same opinion...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:54:42 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: private space ventures<BR>
<BR>
Bruce Johnson sez:<BR>
<BR>
>There have been schemes floated for private launch facilities, boosters,<BR>
>etc. for decades now, but they all foundered on one thing: cost. It costs<BR>
>a boatload of money to develop, test and build launch vehicles.<BR>
<BR>
 A big part of that cost, however, is based on the government's being forced <BR>
to over-regulate and micromanage the whole process. Why? My understanding is <BR>
that the UN passed a resolution to hold each Nation responsible for its <BR>
citizens' actions and mistakes in space. This has cascaded, in typical <BR>
American fashion, into the current situation: no private launches.<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 09:57:47 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: not one of the shining moments in history.<BR>
<BR>
> >The fiasco at Waco was a failure of leadership.<BR>
><BR>
> Yup, which is why the Treasury Sec. at the time, Lloyd Benson, fire<BR>
the<BR>
> agents in charge.  I don't think the detailed results of the internal<BR>
> investigation he did were ever released to the public.<BR>
> Sec. Rubin, who took over from Mr. Benson, rehired them so fast (with<BR>
back<BR>
> pay), Mr. Benson's butt imprint was still on the office chair.<BR>
<BR>
The operational commander of the operation should have been roasted over<BR>
a fire, IMHO.  There whole op was planned around surprise.  The local<BR>
sheriff tipped off Koresh, and the commander knew it! (They had 'a man<BR>
inside')  They decided to launch the 'surprise' raid despite the fact<BR>
that it was no surprise, over the objection of the people on the ground.<BR>
<BR>
A good raid results in a bunch of arrest, with no one getting hurt.<BR>
That's what everyone really wanted.  Regardless how you felt about the<BR>
rightness of ATF's action, no one not ATF, probably the not<BR>
Davidians,wanted a shootout.  Once the op was blown, the agents should<BR>
have be withdrawn to a safe area and negotiators should have been sent<BR>
in.  The government had the advantage of resources and time.<BR>
<BR>
Things in the 3I may be very different.  Depending on the law level and<BR>
local police policy there might be several actions taken:  Ignore the<BR>
group, attack the group a la Waco, or just send in an airstrike, or<BR>
possibly hire the PCs, one of whom has a past relationship with the<BR>
leader (the went to school together) .<BR>
<BR>
ObTrav: Game thoughts<BR>
<BR>
The players are hired by a government agency to help bring about a<BR>
discreet end to the problem.  Their mission is to infiltrate the group<BR>
and convince the leader to surrender himself, or barring that, kidnap<BR>
him and deliver him to the authorities.  All kinds of scenarios come to<BR>
mind:<BR>
1. Your old school chum has gone right off his nut, but want the world<BR>
(through you) to understand his 'vision'.  He plans a gotterdamarung<BR>
ending.<BR>
2. Your chum and his friends are being framed by a corrupt police<BR>
administer out of personal animosity and/or a desire to increase the<BR>
power and the budget of his organization.<BR>
3.  The government is after your chum because his 'nutty ideas' involve<BR>
things like exposing government crimes.  His 'followers' are actually<BR>
escapees from secret police custody who have committed no real crimes.<BR>
The government want the leader dead and the prisoners returned without<BR>
letting off planet media learning the real story.  The local cops<BR>
surrounding the compound also don't know the 'real' story.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:06:10 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: private space ventures<BR>
<BR>
><BR>
> >There have been schemes floated for private launch facilities,<BR>
boosters,<BR>
> >etc. for decades now, but they all foundered on one thing: cost. It<BR>
costs<BR>
> >a boatload of money to develop, test and build launch vehicles.<BR>
><BR>
>  A big part of that cost, however, is based on the government's being<BR>
forced<BR>
> to over-regulate and micromanage the whole process. Why? My<BR>
understanding is<BR>
> that the UN passed a resolution to hold each Nation responsible for<BR>
its<BR>
> citizens' actions and mistakes in space. This has cascaded, in typical<BR>
> American fashion, into the current situation: no private launches.<BR>
><BR>
Well the US ignores the UN whenever it feels like it.  Some time ago,<BR>
the UN declared that the Clarke orbit has to be evenly decided amongst<BR>
all nations.  The US response was essentially "Were here, there not<BR>
using it, so tough" or perhaps more delicately "possession is 9/10s of<BR>
the law".<BR>
<BR>
It is true that there are huge blocks to private space ventures in the<BR>
US.  Imagine filling out the environmental impact statement, battling<BR>
the Sierra club and other environmentalist because the day before the<BR>
launch, they discover your launch site is the home of the rare chirping<BR>
spotted chipmunk.  There's the court injunctions, the legal costs, the<BR>
liability insurance.  OSHO will have to decide if you spacecraft meets<BR>
it's regulations.  Then  there's the FAA to deal with, possible the<BR>
department of transportation.  Get the picture.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:12:52 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: Trap<BR>
<BR>
>From: GDWGAMES@aol.com<BR>
>> How does one capture a 'Gojira' anyway?<BR>
><BR>
>You get a really, really, REALLY _BIG_ box, and prop it up <BR>
>with a stick, Then you tie  a piece of string to the stick, and run the<BR>
>string to a hiding place a safe distance away. Then you get something to<BR>
>use as bait . . . <BR>
<BR>
Maybe you could use an X-Boat Tender as the box -- would Gojiru fit in the<BR>
X-Boat bay?  Of course, getting the non-streamlined Tender onto and off of<BR>
Monster Planet is a major problem all its own.<BR>
<BR>
- --Glenn<BR>
<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail - Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:31 +0100 (BST)<BR>
From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
Subject: Re: Traveller-digest V1999 #2973<BR>
<BR>
In-Reply-To: <7f.8be3f7b.26d484c1@aol.com><BR>
Greetings dear hearts.<BR>
<BR>
>>BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll see <BR>
>>what I can find out about current rights in that if you like...<BR>
<BR>
>Who ya gonna call?<BR>
<BR>
The author of DANGEROUS JOURNEYS of course :-)<BR>
<BR>
Hugs and kisses,<BR>
<BR>
Mexal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 13:52:12 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Minor Race Census?<BR>
<BR>
Has anyone ever calculated the average number of minor human and<BR>
non-human races in the typical sector?  I dimly recall seeing such<BR>
figures somewhere on the web, but I'm afraid I didn't bother<BR>
bookmarking the page at the time.<BR>
                                                       - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:46:19 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Newbie Q: Artificial Gravity?<BR>
<BR>
At 9:16 PM -0800 8/22/00, Leonard Erickson wrote:<BR>
>The problem is that the drive is at the *stern*, not on the bottom.<BR>
>That means the ship can (at best) land like an airplane or the space<BR>
>shuttle.<BR>
<BR>
<BR>
Most of the art shows the drive equipment in the stern.  However,<BR>
I'm not sure this was done as a statement on how maneuver drive<BR>
works or that (given we don't know what is required for a Traveller<BR>
style maneuver drive, esp since it has evolved with time) we can<BR>
say that you don't put a big chunck of machinery in one spot<BR>
and have the thrusters spread around.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:49:49 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
At 4:40 PM +0800 8/23/00, Antony Farrell wrote:<BR>
>Just as a matter of interest how can a reactionless thruster be ducted?<BR>
<BR>
<BR>
Depends on how it works....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 10:56:03 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
At 10:11 PM -0800 8/22/00, Leonard Erickson wrote:<BR>
>In mail you write:<BR>
><BR>
>  > At 2:07 PM -0500 8/21/00, adouglas@optonline.net wrote:<BR>
>  >>Given the breakneck pace of advances in biotech these days, it seems<BR>
>  >>reasonable to assume that biotechnology (and the associated ethics) will<BR>
>  >>have outstripped anything we see in the Traveller rules (I'm using CT, with<BR>
>  >>GT supplements) by the time the Third Imperium crops up.<BR>
>  >><BR>
>  >>How does the Traveller gaming community at large deal with biotech issues?<BR>
>  ><BR>
>  > [snip]<BR>
>  ><BR>
>  > Just for the record.  Extrapolation off of current trends<BR>
>  > if a very iffy deal.  We aren't all riding in aircars and<BR>
>  > their aren't nuclear power airplanes and where is the lunar<BR>
>  > base?<BR>
><BR>
>Yeah, but as several SF authors and science writers point out, most<BR>
>extrapolations are linear, while history shows that most trends are<BR>
>exponteial.<BR>
<BR>
Not forever, not always.  And eventually you hit limits.<BR>
<BR>
Even that statement is mostly based<BR>
on our recent trends in science and it isn't clear how long<BR>
it applies.<BR>
<BR>
<BR>
>That means that over the *near* term, the curve will be *below* the<BR>
>straight line. But once the curve and the line intersect, the curve<BR>
>shoots up so much faster that it isn't funny.<BR>
><BR>
>So predicting decades, you'll often overestimate. Predicting centuries,<BR>
>you'll *under* estimate severely.<BR>
<BR>
This is the basis for theories for things like "technological<BR>
singularities".  The idea is that the exponential curve we<BR>
currently see for technology in general will, in the not-to-<BR>
distant-future, hit a regime were it is vertical enough that<BR>
change will be faster than what we can possibly imagine and<BR>
society will not be anything like what we want.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:06:05 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Traveller-digest V1999 #2971<BR>
<BR>
>CG is a feature in G:T, but is subsumed into the design sequence for ships.<BR>
>I don't feel particularly inclined to dig it out, but if anyone wants it I<BR>
>don't mind having a go.<BR>
<BR>
<BR>
GT has CG modules.  But the maneuver module for ships only has<BR>
reactionless thrusters.<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 13:21:24 -0500 (CDT)<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Hull structure and ship sizes [long]<BR>
<BR>
I have completed my preliminary analysis of hull structures in<BR>
Traveller. The short version: at TL14-15, using bonded superdense, most<BR>
combinations of displacement, density, and acceleration *are* feasible up<BR>
to 1,000,000 dtons. At progressively lower TLs and material strengths,<BR>
however, the extremes become less and less practical. This particularly<BR>
affects heavily armored non-starships and planetoids with high<BR>
accelerations -- i.e., monitors and battleriders. The long version<BR>
follows.<BR>
<BR>
<BR>
Methods and Assumptions<BR>
<BR>
A spacecraft hull can be modeled to first order as a free-standing column,<BR>
"resting" on its drives. (This is analogous to treating a water-borne<BR>
vessel as a beam supported along its length, which is the standard<BR>
starting point for naval architecture.) For my analysis, I have slavishly<BR>
followed the method outlined in _Space Mission Analysis and Design_,<BR>
3d. ed. (SMAD III), Wertz and Larson (ed.s), 1999, pp. 459-494. I assume<BR>
(with SMAD III) that the column is thin walled (radius/thickness < 0.1),<BR>
supported only by its walls (monocoque construction), with its mass<BR>
uniformly distributed along its length.<BR>
<BR>
For dimensions, I used the "large cylinder" values from Fire, Fusion, &<BR>
Steel (1996): length:beam = 3.5:1. Most canonical ships for which<BR>
dimensions are given (e.g., /Kinunir/, /Azhanti High Lightning/, the<BR>
deckplans in _Traders and Gunboats_) are closer to these proportions than<BR>
to the other choices for cylinder (actually, the /AHL/ is more like<BR>
7:1). They are also the best match for the dimensions specified for GT<BR>
vessels (per GURPS Space).<BR>
<BR>
For loading, I assumed that the hull is constructed to withstand forces<BR>
equal to (drive rating) * (loaded mass) in any axis -- axial, lateral, or<BR>
bending moment. This is likely to overestimate normal loads, but seriously<BR>
underestimate loads from aerodynamic forces, occasional collisions, and<BR>
weapons effects. Other than this, I did not provide for unusually high<BR>
margins of safety in the designs (beyond what SMAD III recommends: 1.1 for<BR>
yield strength, 1.25 for ultimate strength). This is consistent current<BR>
shipbuilding practice, and with descriptions of naval design standards in<BR>
canon:<BR>
<BR>
"In emergencies, the [Azhanti High Lightning] can utilize its limited<BR>
streamlining to allow a direct fuel skim of a gas giant... There are three<BR>
dangers to this procedure; all are called for by the very design of the<BR>
ship, by the costs of the design, and the realities of structural<BR>
integrity...<BR>
"Loss of Fuel Deck Integrity. The severe buffeting may cause one or more<BR>
fuel decks to leak or buckle, resulting in a failure to retain fuel. This<BR>
is an accepted part of the total ship design... While there is a potential<BR>
loss of 9600 tons of fuel, the actual loss is statistically much less, and<BR>
is considered to be acceptable by the naval authorities." Supplement 5,<BR>
p. 43. (1980)<BR>
<BR>
Finally, I had to make some assumptions about the properties of ultratech<BR>
hull materials, particularly crystaliron, superdense, and bonded<BR>
superdense. Each of these is rated in canon for density and for<BR>
"toughness" relative to hard steel. Fire, Fusion, & Steel (1993), p. 37,<BR>
describes "toughness" in detail:<BR>
<BR>
"Face-hardened armor is an illustration of two competing values in armor<BR>
plate which, for purposes of simplicity, we gloss over in Traveller, those<BR>
properties being hardness and toughness. Hardness is the ability to resist<BR>
any deformation at all, and it is usually associated with a certain<BR>
brittleness. Toughness is the ability of the armor to absorb energy<BR>
without shattering, and usually is associated with a certain elastic<BR>
character. By way of illustration, glass is extremely hard but not very<BR>
tough. Rubber is very tough but not extremely hard.<BR>
"Armor which is very hard will cause small shells to shatter when they hit<BR>
it and cause no damage, but larger shells will shatter the armor and pass<BR>
completely through it. Tough armor does not suffer the massive shattering<BR>
that hard armor does. Face-hardened armor combines both characteristics in<BR>
one plate by taking a plate of very tough armor and hardening only the<BR>
face of it. Small shots shatter against it while larger shots crack only<BR>
the outer surface and are stopped by the more elastic part of the plate.<BR>
"Although this is an interesting subject with some interesting effects on<BR>
armor and protection, we have decided for purposes of game simplicity, to<BR>
lump both characteristics into a generalized "toughness" rating, which<BR>
represents the ability of armor to resist penetration by all projectiles."<BR>
<BR>
This discussion focuses on the properties of materials as armor, and gloss<BR>
over their structural properties (not surprising, from what was originally<BR>
a wargames company). Toughness as an engineering quantity is the total<BR>
amount of energy a material can absorb before it ruptures; for a ductile<BR>
material, toughness is roughly equal to its ultimate strength times its<BR>
maximum elongation (how far it can stretch before it breaks); for a<BR>
brittle material, it is about half that much (and they don't stretch very<BR>
far). Hardness is basically given by the ratio of stress (force<BR>
applied) to strain (amount of stretching), up to the point where brittle<BR>
materials break and ductile materials are permanently deformed.<BR>
<BR>
Based on this, I have based the assumed structural properties of the<BR>
ultratech materials on hard steel; this seemed to be the most reasonable<BR>
approach. I multiplied both the yield and ultimate stresses (strengths) by<BR>
the listed Toughness. I kept the stress/strain ratio (Young's modulus) and<BR>
maximum elongation the same. (I'll address the effects of varying the<BR>
hardness towards the end.)<BR>
<BR>
<BR>
Results<BR>
<BR>
In accordance with SMAD III, there are actually two requirements that a<BR>
hull must fulfill: strength and stability. That is, the structure must not<BR>
only be strong enough to support the required loads, but it must also be<BR>
stiff enough to resist buckling under them. These two requirements lead to<BR>
two different formulae for hull structural volume (in m3):<BR>
<BR>
Strength:	Structure = vol^(4/3) * a * p / (1000 * T)<BR>
<BR>
Stability:	Structure = vol^(1.15) * (a * p)^(0.453) / 300<BR>
<BR>
where <BR>
<BR>
vol = total displacement of hull, m3<BR>
a   = rated acceleration, g's<BR>
p   = mass density of vessel (loaded mass/volume), ston/m3<BR>
T   = Toughness, where hard steel = 2.86<BR>
<BR>
The actual structural volume is the greater of the two results. Structural<BR>
mass is the volume multiplied by the density of the material.<BR>
<BR>
The formula for strength is reasonably exact; note that the exponent is<BR>
4/3, not 3/2 (as in FF&S2). I derived the formula for stability<BR>
empirically from the data -- the relationships are complex and (per SMAD<BR>
III) practical experience has led to a number of necessary "fudges" to<BR>
meet margins of safety. This formula overestimates the required volume for<BR>
stability by up to 10% in some cases.<BR>
<BR>
Strength requirements dominate for low-tech materials and very large or<BR>
heavy vessels. Stability comes into play for small and light vessels using<BR>
high-tech materials, which otherwise would have very thin (but<BR>
strong) structural members.<BR>
<BR>
Notice that this leads to an iterative process, as the structural mass<BR>
affects the overall density of the vessel. This is not ideal for<BR>
simplicity, but as Dr. Akins says:<BR>
<BR>
"3. Design is an iterative process. The necessary number of iterations is<BR>
one more than the number you have currently done. This is true at any<BR>
point in time."<BR>
<BR>
<BR>
Ship Size Limits<BR>
<BR>
It remains to decide what is a reasonable limit on the fraction of a ship<BR>
devoted to structure. Rather than chase through components and<BR>
capabilities (which in any case are different for each Traveller version),<BR>
I chose 20% as my cutoff. Not only is this the limit of the thin-walled<BR>
approximation, but it is also the canonical structural percentage for<BR>
planetoid hulls (which are supposed to be tunneled). Note that 20% of a<BR>
hull is an enormous amount of ultratech material: for superdense and its<BR>
derivatives, the density of such a hull starts at 3 tons/m3 and goes up.<BR>
<BR>
The following four charts show the maximum acceleration that can be<BR>
supported by 20% hull volume devoted to structure, for a selection of<BR>
materials and displacements. The last chart is slightly different: it<BR>
shows the same data for standard and buffered planetoids (assuming that<BR>
nickel-iron is equivalent to soft steel). The ranges of density (p) are<BR>
representative; although most canonical ships (disregarding the 60 ton/m3<BR>
monstrosities in _Fighting Ships of the Shattered Imperium_) hover around<BR>
1 ton/m3, at 20% required structural volume the densities will be much<BR>
higher.<BR>
<BR>
1 ton/m3<BR>
	Hard Steel	Crystaliron	Superdense	Bonded Superdense<BR>
Hull	(TL6-9)		(TL10-11)	(TL12-13)	(TL14-15)<BR>
60000	6g		6g		6g		6g<BR>
100000	5g		6g		6g		6g<BR>
200000	4g		6g		6g		6g<BR>
500000	3g		6g		6g		6g<BR>
1000000	2g		6g		6g		6g<BR>
<BR>
<BR>
3 ton/m3<BR>
	Hard Steel	Crystaliron	Superdense	Bonded Superdense<BR>
Hull	(TL6-9)		(TL10-11)	(TL12-13)	(TL14-15)<BR>
2000	6g		6g		6g		6g<BR>
4000	5g		6g		6g		6g<BR>
7000	4g		6g		6g		6g<BR>
18000	3g		6g		6g		6g<BR>
60000	2g		6g		6g		6g<BR>
100000	2g		6g		6g		6g<BR>
200000	2g		5g		6g		6g<BR>
500000	1g		4g		6g		6g<BR>
800000	--		4g		6g		6g<BR>
1000000	--		3g		5g		6g<BR>
<BR>
<BR>
8 ton/m3<BR>
	Hard Steel	Crystaliron	Superdense	Bonded Superdense<BR>
Hull	(TL6-9)		(TL10-11)	(TL12-13)	(TL14-15)<BR>
100	5g		6g		6g		6g<BR>
200	4g		6g		6g		6g<BR>
400	3g		6g		6g		6g<BR>
1600	2g		6g		6g		6g<BR>
8000	1g		6g		6g		6g<BR>
12000	1g		5g		6g		6g<BR>
14000	--		5g		6g		6g<BR>
20000	--		4g		6g		6g<BR>
40000	--		3g		6g		6g<BR>
60000	--		3g		5g		6g<BR>
70000	--		2g		5g		6g<BR>
100000	--		2g		4g		6g<BR>
200000	--		2g		3g		6g<BR>
300000	--		1g		3g		6g<BR>
500000	--		1g		2g		5g			<BR>
1000000	--		1g		2g		4g<BR>
<BR>
<BR>
Planetoids (Soft Steel)<BR>
	Standard	Standard	Buffered	Buffered<BR>
	(20%, 3 ton/m3)	(20%, 8 ton/m3)	(35%, 3 ton/m3)	(35%, 8 ton/m3)<BR>
100	6g		5g		6g		6g<BR>
200	6g		5g		6g		6g<BR>
400	6g		4g		6g		5g<BR>
600	6g		3g		6g		5g<BR>
1000	6g		3g		6g		4g<BR>
1200	6g		3g		6g		4g<BR>
1600	5g		2g		6g		4g<BR>
2000	5g		1g		6g		3g<BR>
4000	4g		1g		6g		3g<BR>
6000	4g		1g		6g		3g<BR>
9000	3g		1g		6g		2g<BR>
10000	3g		1g		5g		1g<BR>
14000	3g		1g		5g		1g<BR>
20000	3g		--		4g		1g<BR>
30000	2g		--		4g		1g	<BR>
50000	2g		--		3g		1g<BR>
70000	2g		--		3g		1g<BR>
100000	2g		--		2g		--<BR>
200000	1g		--		2g		--<BR>
1000000	--		--		1g		--<BR>
<BR>
<BR>
Other Variables<BR>
<BR>
I did not consider the effect of configuration on the structural volume<BR>
requirement. Although the answer rests on geometry, it is not as simple as<BR>
calculating relative surface areas for a given volume. One point that is<BR>
available from inspection: cone and wedge configurations will require less<BR>
structure per unit volume than cylinders; spheres and spheroids will<BR>
almost certainly require more.<BR>
<BR>
I mentioned the stress/strain ratio (E, Young's modulus) and its effect on<BR>
structure. If a different relation between Toughness and E is desired, the<BR>
final volume required for stability (not strength) is divided by<BR>
(k^0.368), where k is the ratio of the selected E to the E of hard steel<BR>
(196e9 N/m2).<BR>
<BR>
<BR>
Conclusion<BR>
<BR>
Well, now we know. To the extent that my assumptions are valid, very large<BR>
(1Mdton) vessels are phyically possible and practical at high TLs, so long<BR>
as care is taken with acceleration and density. Persons interested in<BR>
restricting the size of vessels in their Traveller campaigns will have to<BR>
look elsewhere -- to populations and economics, jump drive limitations,<BR>
available strengths of materials, etc.<BR>
<BR>
One interesting result (and one that I did not expect) is that what<BR>
limitations there are fall most heavily on those vessels that have<BR>
traditionally considered "easy" to design: planetoids and battleriders or<BR>
monitors. This supports the canonical picture of hordes of<BR>
(relatively) small system defense boats in preference to large<BR>
battlestations, and serves to level the playing field somewhat between<BR>
jump-capable battleships and battleriders.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2979<BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2980<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: nits & things that go bang<BR>
Re: private space ventures<BR>
Re: private space ventures<BR>
Re: A better armed police force?<BR>
Re: A better armed police force?<BR>
Re: Why I love NPR<BR>
Re : Hours at high G<BR>
Re: A better armed police force?<BR>
Re: A better armed police force?<BR>
Re: GURPS: OGRE<BR>
Re: Hmmm...how to bring this back ob-trav<BR>
Re: TML script- please check<BR>
Re: Aslan "catnip" was OT Catnip<BR>
Re: Hull structure and ship sizes [long]<BR>
Re: TML script- please check<BR>
Re: Uplift Series<BR>
Re: Behaving Robots? (not really Re: OOG)<BR>
Droyne invisibility<BR>
Re: Artificial Gravity and fighter armament<BR>
RE: Realism in space combat<BR>
For Striker: groovy grav tank<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:24:08 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: nits & things that go bang<BR>
<BR>
well, I meant the friendly one...but both will work. ;-)<BR>
<BR>
Benyamene' ZeAbe' Akella wrote:<BR>
> <BR>
> Via electronic medium on 8/23/00 7:47 AM, Dean.Jones@fox-europe.com issued<BR>
> forth:<BR>
> <BR>
> >> You order it<BR>
> >> and it's shipped to your FLGS, where you can pick it up. No, not<BR>
> >> THAT FLGS!!)<BR>
> ><BR>
> ><BR>
> > Friendly Local Gun Store?<BR>
> <BR>
> I think it's "Federally Licensed Gun Store".<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 11:32:46 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: private space ventures<BR>
<BR>
GypsyComet@aol.com wrote:<BR>
> <BR>
> Bruce Johnson sez:<BR>
> <BR>
> >There have been schemes floated for private launch facilities, boosters,<BR>
> >etc. for decades now, but they all foundered on one thing: cost. It costs<BR>
> >a boatload of money to develop, test and build launch vehicles.<BR>
> <BR>
>  A big part of that cost, however, is based on the government's being forced<BR>
> to over-regulate and micromanage the whole process. Why? My understanding is<BR>
> that the UN passed a resolution to hold each Nation responsible for its<BR>
> citizens' actions and mistakes in space. This has cascaded, in typical<BR>
> American fashion, into the current situation: no private launches.<BR>
<BR>
Uhhh, no. The reason the government regulates orbital booster launches<BR>
that closely is because a) failed  booster launches can be really bad<BR>
when they happen in populated areas (witness the recent Chinese disaster<BR>
when the off-course Long March landed in a nearby suburb),  b) failed<BR>
orbital insertions can be really bad when they get into some of the more<BR>
crowded areas of LEO, and c) of necessity the technology to make a good<BR>
booster also makes for a dandy ICBM. There could be _serious_ temptation<BR>
to recoup development costs by selling a few to shady men with<BR>
diplomatic immunity and C-130's full of cash. <BR>
<BR>
While it's popular to blame the UN for everything from dandruff to<BR>
tornados, a UN resolution has zero force on the US if it doesn't want to<BR>
follow it. What are they going to do...send in the Canadians? ;-)<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 13:36:15 -0500 (CDT)<BR>
From: Gregory Carl Kettler <gckettle@midway.uchicago.edu><BR>
Subject: Re: private space ventures<BR>
<BR>
On Wed, 23 Aug 2000, Tod Glenn wrote:<BR>
<BR>
> It is true that there are huge blocks to private space ventures in the<BR>
> US.  Imagine filling out the environmental impact statement, battling<BR>
> the Sierra club and other environmentalist because the day before the<BR>
> launch, they discover your launch site is the home of the rare chirping<BR>
> spotted chipmunk.  There's the court injunctions, the legal costs, the<BR>
> liability insurance.  OSHO will have to decide if you spacecraft meets<BR>
> it's regulations.  Then  there's the FAA to deal with, possible the<BR>
> department of transportation.  Get the picture.<BR>
<BR>
All true, but it's not just an American problem.  Unless there are some<BR>
non-American private companies that are doing launches.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:37:23 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/22/00 9:34:55 PM !!!First Boot!!!, <BR>
bem@imaginaryfilms.demon.co.uk writes:<BR>
<BR>
<< lots of slightly rusty and<BR>
 above<BR>
 all nervous constables armed with revolvers. >><BR>
<BR>
Hey; I used to resemble that remark...:-). The London plan seems to be a <BR>
resonable one to me for Europe, but there would have been no way in heck I'm <BR>
going on the street without my sidearms.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:45:17 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/23/00 12:15:08 AM !!!First Boot!!!, <BR>
bem@imaginaryfilms.demon.co.uk writes:<BR>
<BR>
<< PS: just in case. This is not a gun control thread. >><BR>
<BR>
ACK!!!!! He said the G-C phrase! Batten down the hatches! Call the NRA and <BR>
HCI!!!<BR>
Sorry; I couldn't resist...:-)<BR>
BTW; NRA=National Rifle Association<BR>
        HCI=Handgun Control Inc.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:51:04 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Why I love NPR<BR>
<BR>
In a message dated 8/23/00 1:53:17 AM !!!First Boot!!!, KenRoney@aol.com <BR>
writes:<BR>
<BR>
<< Jerry Pournelle has an <BR>
 interesting discussion going concerning this topic at his Chaos Manor site.  <BR>
>><BR>
<BR>
what's the URL?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, Aug 24 2000 5:57:27 GMT+1100<BR>
From: robocon@ozemail.com.au<BR>
Subject: Re : Hours at high G<BR>
<BR>
BZA wrote :-<BR>
> A ship crewed entirely by dolphins, that sounds interesting.<BR>
David Brin's Uplift series!<BR>
Read about the 'Seeker', the first dolphin crewed starship in 'Startide<BR>
Rising' (IIRC).<BR>
<BR>
Lots of practical design pointers in there.<BR>
<BR>
> How many G's can a dolphin take, considering it is in a fluid medium?<BR>
10Gs with lungs inflated, up to 25G with lungs <BR>
collapsed/liquid ventilation are the human limits. I'd think that<BR>
they would be about the same, or slightly less for a dolphin.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
This message was sent through MyMail http://www.mymail.com.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:00:30 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/23/00 10:17:30 AM !!!First Boot!!!, <BR>
shadow@krypton.rain.com writes:<BR>
<BR>
<< Hmmm. It just occured to me that *this* might be a legit reason for<BR>
 building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
 initimidation factor would be very useful, they don't *need* to hide<BR>
 from miltary grade sensors nor deal with military grade weapons.  >><BR>
<BR>
I just don't want to work for your Dept. of Public works, after these things <BR>
go through the pavement...:-) ground pressure sucks...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:16:17 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> << Hmmm. It just occured to me that *this* might be a legit reason for<BR>
>  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
>  initimidation factor would be very useful, they don't *need* to hide<BR>
>  from miltary grade sensors nor deal with military grade weapons.  >><BR>
><BR>
> I just don't want to work for your Dept. of Public works, after these<BR>
things<BR>
> go through the pavement...:-) ground pressure sucks...:-)<BR>
><BR>
<BR>
Probably a small RPV (tracked and armored) would be better.  Police have<BR>
already used bobm-disposale robots to deal with heavily armed crazies.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:57:27 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
Jones, Dean writes:<BR>
 <BR>
>  Ogre-Atomic Horror crossover, huh? I seem to remember SJ doing something<BR>
> with plastic dinosaurs in an Ogre game...Can't find it though. <BR>
<BR>
Try http://www.sjgames.com/ogre/articles/pyramid/godzilla.html<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 12:59:57 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Hmmm...how to bring this back ob-trav<BR>
<BR>
Mark Urbin writes:<BR>
<BR>
> This is why merry bands of PC Travellers should be more worried about raids<BR>
>  from the Imperial Ministry of Justice than the Sub-Sector Division of <BR>
> Taxes, sub-section Bean-Counting, sub-sub-section Picking Nits over<BR>
> Paperwork. <BR>
<BR>
Without getting into discussions over the relative merits of the ATF, this isn't true.  PCs should only be more worried about the raids from the competent people if they're actually guilty of something important.  It's the relatively unskilled people who are most likely to pull screwups which result in lots of casualties.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:08:27 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: TML script- please check<BR>
<BR>
On Mon, 21 Aug 2000 18:50:51 -0400 (EDT), "Tod Glenn"<BR>
<webmaster@travellercentral.com> wrote:<BR>
<BR>
>I have created a simple TML subscribe script and form that users are<BR>
>free to include on their website.  I've tested this on my site, but I'd<BR>
>like to get someone with their own website to check and make sure the<BR>
>following html will work correctly.  Just insert the code below into a<BR>
>page and try sending a majordomo command with the form.<BR>
<BR>
I don't recall whether majordomo in general or this list in particular<BR>
require secondary confirmation before a subscription is actually activated<BR>
- - but if it doesn't, a web page that does this is fraught with peril.<BR>
Either verify that the TML requires confirmation first, or add some sort of<BR>
confirmation to this script before using it.<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:08:30 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Aslan "catnip" was OT Catnip<BR>
<BR>
On Mon, 21 Aug 2000 18:50:51 -0400 (EDT), "Daniel Phelps"<BR>
<phelpsd@gate.net> wrote:<BR>
<BR>
>Was written:<BR>
<BR>
>Although Aslan are not feline, they may have something like catnip on their<BR>
>>world. I doubt they would be affected by catnip itself though, at least not<BR>
>>the same way as cats.<BR>
<BR>
>I seem to remember some canon references to Aslan "Teas" which might fit the<BR>
>bill.  Does anyone else?<BR>
<BR>
No - but I _do_ seem to remember an Aslan plant that made a pretty good<BR>
'humannip'. :)<BR>
<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 13:42:23 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Hull structure and ship sizes [long]<BR>
<BR>
Christopher Thrash writes:<BR>
<BR>
> stiff enough to resist buckling under them. These two requirements lead to<BR>
> two different formulae for hull structural volume (in m3):<BR>
> <BR>
> Strength:     Structure = vol^(4/3) * a * p / (1000 * T)<BR>
Note that this can be conveniently written as vol^1/3 * thrust / (1000 * T),<BR>
though this requires structural material be added near the end (with drives)<BR>
instead of at the start.<BR>
> <BR>
> Stability:     Structure = vol^(1.15) * (a * p)^(0.453) / 300<BR>
While this one can b written as vol^0.6 * thrust^0.453 / 300<BR>
<BR>
> It remains to decide what is a reasonable limit on the fraction of a ship<BR>
> devoted to structure. Rather than chase through components and<BR>
> capabilities (which in any case are different for each Traveller version),<BR>
> I chose 20% as my cutoff. Not only is this the limit of the thin-walled<BR>
> approximation, but it is also the canonical structural percentage for<BR>
> planetoid hulls (which are supposed to be tunneled). Note that 20% of a<BR>
> hull is an enormous amount of ultratech material: for superdense and its<BR>
> derivatives, the density of such a hull starts at 3 tons/m3 and goes up.<BR>
<BR>
I'd probably put the cutoff at 20% of mass instead of 20% of volume.  Note <BR>
that this means most ships are limited to half the values you give for a<BR>
density of 8 (if you use a constant 20% of mass, it doesn't matter what<BR>
the actual density is).  At a million tons at TL 14, it takes roughly 10%<BR>
of mass per G.<BR>
<BR>
> Other Variables<BR>
> <BR>
> I did not consider the effect of configuration on the structural volume<BR>
> requirement. Although the answer rests on geometry, it is not as simple as<BR>
> calculating relative surface areas for a given volume. One point that is<BR>
> available from inspection: cone and wedge configurations will require less<BR>
> structure per unit volume than cylinders; spheres and spheroids will<BR>
> almost certainly require more.<BR>
<BR>
I suspect you can replace (volume^1/3) with (length + width + height).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:22:08 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: TML script- please check<BR>
<BR>
><BR>
> I don't recall whether majordomo in general or this list in particular<BR>
> require secondary confirmation before a subscription is actually<BR>
activated<BR>
> - but if it doesn't, a web page that does this is fraught with peril.<BR>
> Either verify that the TML requires confirmation first, or add some<BR>
sort of<BR>
> confirmation to this script before using it.<BR>
<BR>
<BR>
The script still requires you to send back the confirm email through<BR>
your email client.  I did say it was a simple script.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:29:48 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Uplift Series<BR>
<BR>
Via electronic medium on 8/23/00 10:57 PM, robocon@ozemail.com.au issued<BR>
forth:<BR>
<BR>
> David Brin's Uplift series!<BR>
<BR>
I started one of these and found out I had one in the middle of the<BR>
timeline, but it was really interesting. Anyone out there know the order of<BR>
the books, how many there are, etc? I think I'll have to read them soon.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:36:17 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Behaving Robots? (not really Re: OOG)<BR>
<BR>
GypsyComet@aol.com wrote:<BR>
> <BR>
> >Hey, if we wanted NPC's that behaved themselves, we'd<BR>
> >have bought robots. :-)<BR>
> <BR>
>  Go read Freefall (http://www.purrsia.com/freefall/default.htm), particularly<BR>
> the stuff from May-June-July, and then dare to hold the same opinion...<BR>
<BR>
If you don't have time to read the entire Freefall archive (which I<BR>
heartily recommend), I suggest the following Freefall strips for this<BR>
thread:<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00330.htm<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00332.htm<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00338.htm<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00341.htm<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00342.htm<BR>
<BR>
http://www.purrsia.com/freefall/ff400/fv00343.htm<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 14:52:31 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Droyne invisibility<BR>
<BR>
Does anyone know of Droyne invisibility keeps working even after a <BR>
Droyne has attacked someone?  In the GDW Alien module 5 it doesn't <BR>
say so either way....<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:21:34 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Artificial Gravity and fighter armament<BR>
<BR>
> Date: Wed, 23 Aug 2000 00:00:11 -0700 (PDT)<BR>
> From: William Molendyk <wmolendyk@yahoo.com><BR>
> Subject: RE:  Artificial Gravity and fighter armament<BR>
fairly conventional technologies.<BR>
><BR>
> In the T4 STARSHIPS book, on page 103 there is the<BR>
> following table:<BR>
<BR>
<stuff from T4 Starships etc snipped><BR>
<BR>
You shouldnt be able to stack G-suits and G-tanks, as they do the same<BR>
thing. Apart from that, sure, you can squeeze an extra G (maybe 2) out of a<BR>
tank/suit, plus a good pilot should be able to wear 2 gees for a good long<BR>
while.<BR>
<BR>
By my numbers you can push it to about ten.<BR>
<BR>
In another effort to provide a socially rewarding outlet for fundamental<BR>
human impulses, Famile Spofulam have built the J-class racing yacht, which<BR>
pulls between 16.4 and 19.2 gees (depending on how full the Heplar tanks<BR>
are). It's even legal without The Abomination Known As Fusion Plus, using<BR>
either TL15 batteries or TL15 fusion plants.<BR>
<BR>
><BR>
> As for fighters, in addition to the increased Gs cited<BR>
> above does anybody remember the aircraft design rules<BR>
> from MT:COAAC?  Equip your fighters with 2 inboard<BR>
> wing hardpoints, 2 outboard wing hardpoints (each<BR>
> capable of holding 3 missles), one wingtip launch rail<BR>
> (1 missle) on each wing and a centerline hardpoint (3<BR>
> missles)and you have a craft carrying 29 missles in<BR>
> addition to whatever armament was included in the<BR>
> design.<BR>
><BR>
> Fighters are suddenly a THREAT.<BR>
<BR>
Umm, no. At least not without nuclear dampers, better sensors and better EW<BR>
gear. Also, all those missiles are adding mass (fighters by definition lack<BR>
jump drives, so volume isnt really an issue).<BR>
<BR>
Me, I'd prefer to have some nice 500 dton Missile Boat with magazines full<BR>
of the things, and a nice suite of nuke dampers, sandcasters, PD lasers and,<BR>
maybe, EW gear.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:11:59 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Realism in space combat<BR>
<BR>
This message is in MIME format. Since your mail reader does not understand<BR>
this format, some or all of this message may not be legible.<BR>
<BR>
- ------_=_NextPart_001_01C00D4F.28378AC0<BR>
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	charset="iso-8859-1"<BR>
<BR>
>From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
>Subject: Re: Realism in space combat<BR>
><BR>
>On Tue, 22 Aug 2000, Andrew Douglas wrote:<BR>
> <BR>
<snip> <BR>
><BR>
>LOL! I remember the first 'superstar' athlete contests in the '70's. This<BR>
>was a contrived thing (on ABC, IIRC) where various sports stars were<BR>
>pitted in competition against each other, running jumping, lifting, that<BR>
>sort of thing. The first show features some big-name NFL and MLB players,<BR>
>as well as a smattering of other athletes. <BR>
><BR>
>Who won? The Indy car driver. By a lot.<BR>
<BR>
	I used to work with an amateur racer and full-time race-buff.  He<BR>
told me that someone once stuck EKGs on several drivers during a race.  The<BR>
average F-1 driver's heart rate hit 180 bpm when the race started.... and<BR>
_stayed there_ for the entire two+ hours of the race.  Talk about your<BR>
cardiovascular fitness!<BR>
<BR>
	Rod Basler, COFIT<BR>
- ---------------------------------------------------<BR>
Disclaimer - I'm at work...but it's not their fault <BR>
<BR>
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<HEAD><BR>
<META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; =<BR>
charset=3Diso-8859-1"><BR>
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<TITLE>RE: Realism in space combat</TITLE><BR>
</HEAD><BR>
<BR>
<BR>
<BR>
&gt;From: Bruce Johnson =<BR>
&lt;johnson@Pharmacy.Arizona.EDU&gt;<BR>
<BR>
&gt;Subject: Re: Realism in space combat<BR>
&gt;<BR>
&gt;On Tue, 22 Aug 2000, Andrew Douglas =wrote:<BR>
&gt; <BR>
&lt;snip&gt; <BR>
&gt;<BR>
&gt;LOL! I remember the first 'superstar' athlete =contests in the '70's. This<BR>
&gt;was a contrived thing (on ABC, IIRC) where =various sports stars were<BR>
&gt;pitted in competition against each other, =running jumping, lifting, that<BR>
&gt;sort of thing. The first show features some =big-name NFL and MLB players,<BR>
&gt;as well as a smattering of other athletes. =<BR>
&gt;<BR>
&gt;Who won? The Indy car driver. By a lot.<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; I used to =work with an amateur racer and full-time race-buff.&nbsp; He told me =that someone once stuck EKGs on several drivers during a race.&nbsp; = The average F-1 driver's heart rate hit 180 bpm when the race = started.... and _stayed there_ for the entire two+ hours of the = race.&nbsp; Talk about your cardiovascular fitness!<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rod =Basler, COFIT<BR>
---------------------------------------------------<BR>
Disclaimer - I'm at work...but it's not their fault =<BR>
- ------_=_NextPart_001_01C00D4F.28378AC0--<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:18:27 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: For Striker: groovy grav tank<BR>
<BR>
A-1 Armament Industries is proud to present...<BR>
<BR>
The A-1  _Rapira_  Heavy Overwatch Grav-Tank <BR>
<BR>
Intended for long range direct fire support of advancing battle tanks.<BR>
 <BR>
Armed with a 90 MW pulse laser, it can punch through most prismatic<BR>
aerosol clouds.  It also features a tac-missile launcher that fires HEAP<BR>
follow-up missiles against hard targets, and HE missiles for long range<BR>
fire against soft targets.  Its armament is rounded out by a VRF gauss<BR>
gun to repel close assaults.  It features frontal armor of unheard of <BR>
dimensions for its tech level.  The Rapira's mobility is limited on<BR>
standard gravity worlds, but is quite adequate on low-g worlds such<BR>
as Mongo <cough>.<BR>
<BR>
Requires point defense vehicles to protect it from artillery.  Don't let <BR>
the bastards flank you.<BR>
- ---------------------------------------------<BR>
<BR>
Rapira class Laser Grav Tank (TL-10)<BR>
<BR>
This vehicle has a crew of 3 (commander, gunner, driver).  Its turret mounts<BR>
a pulse laser, a tac-missile launcher, and a VRF gauss gun, all coaxial in<BR>
a frontal turret mount, with direct fire control.  Height: 1.5 m (+ turret <BR>
0.5m).  Width 11 m.  Length 13 m.  Total volume: 132.275 m^3.  Weight: 755.31<BR>
tons.  Cost: Cr 6,857,114.  Price includes full ammo load.  Vehicle will not<BR>
float.    :P<BR>
<BR>
Movement:  Maximum speed: 180 kph/150 cm.  Cruise: 135 kph/112.5 cm.  <BR>
NOE: 45 kph/37.5 cm.  Above values assume 1 standard Earth gravity; <BR>
on Mongo (0.375G) speeds are Max: 960/800.  Cruise: 720/600.  NOE: 140/117.<BR>
Vehicle has power to fire its laser & move at max speed in the same<BR>
phase.<BR>
<BR>
Movement effects on fire: no effect<BR>
<BR>
Armor: Crystaliron.  Turret & chassis front: 80.  Turret & chassis sides <BR>
& rear: 47.  Deck: 42.  Belly: 34.  <BR>
<BR>
Target size DMs: +4 low, +2 high.<BR>
<BR>
Equipment: laser sensor (roll 6+), 100 power target acquisition radar, 5000<BR>
power radio, 10 power maser communicator, extensive ecm, 100 bottles <BR>
prismatic anti-laser aerosol, thermal imaging, passive IR, image <BR>
enhancement, map box, battle computer.<BR>
<BR>
Weapons: The 90 MW single lens pulse laser may engage one target, is spotted<BR>
automatically, and has a hit DM of +0.  Its range and penetration are:<BR>
<BR>
Effective       Long            Extreme<BR>
<BR>
300(80)         400(80)         550(80)<BR>
<BR>
The tac-missile magazine launcher carries 45 missiles (15 HEAP, 15 HEAP <BR>
follow-up, 15 HE).  The HEAP missile are passive homing, while the HE <BR>
missiles are operator guided via a maser link.  Range for both types is 5.5 <BR>
km.  The HEAP missiles (& follow-up) are high performance (+10 DM).  The <BR>
HEAP missiles have a penetration of 60 (includes follow-up).  The HE <BR>
missiles characteristics are 28/4/5, with a hit DM of +3.  Launch sig. of <BR>
all missiles is +2.<BR>
<BR>
The VRF gauss gun has sufficient ammo for 23 phases of fire.<BR>
<BR>
Effective       Long            Extreme<BR>
<BR>
150(21) +8      300(19) +6      450(17) +3   Targets: 16  Sig.: +4<BR>
<BR>
<BR>
- ---------------------------------------------<BR>
Design details:<BR>
<BR>
Hull: 13 m long, 11 m wide, 1.5 m high.  Hull volume = 214.5 m^3<BR>
Configuration: radical front, moderate sides & rear.  <BR>
    Available volume = 107.25 m^3<BR>
<BR>
Turret: 9.1 m long, 11 m wide, 0.5 m high.  Turret volume = 50.05 m^3<BR>
Configuration: radical front, moderate sides & rear.<BR>
    Available turret volume 25.025 m^3<BR>
<BR>
Hull Armor: Crystaliron.  Volume = 49.4415 m^3  Weight = 494.415 tons  <BR>
    Cost = Cr 444,973.5  Remaining volume = 57.8085 m^3<BR>
<BR>
Front = 135cm thick (AV 80), 22.275 m^3.<BR>
Sides = 10.3cm thick (AV 47), 4.017 m^3.<BR>
Rear = 10.3cm thick (AV 47), 1.6995 m^3.<BR>
Deck = 10cm thick (AV 42), 14.3 m^3.<BR>
Belly = 5cm thick (AV 34), 7.15 m^3.<BR>
<BR>
Turret Armor: Crystaliron  Volume = 8.9288 m^3.  Weight = 89.288 tons  <BR>
    Cost = Cr 80,359.2  Remaining Volume = 16.0962 m^3<BR>
<BR>
Front = 135cm thick (AV 80), 7.425 m^3.<BR>
Sides = 10.3cm thick (AV 47), 0.9373 m^3.<BR>
Rear = 10.3cm thick (AV 47), 0.5665 m^3.<BR>
<BR>
* = in hull<BR>
<BR>
Power Plant: Fusion, 30 m^3.  Output 180 MW.  120 tons.  Cr 3,100,000.*<BR>
<BR>
Grav Generators: 18 m^3.  900 tons of thrust. need 90 MW  36 tons.*<BR>
    Cr 1,800,000.<BR>
<BR>
Fuel: 6480 liters of fuel for 24 hour endurance: 6.48 m^3, 0.4536 tons,*<BR>
    Cr 226.8  Power Plant consumes 270 liters per hour.<BR>
<BR>
Avionics: TL-10 Avionics, Volume = 0.3 m^3, Weight = 0.15 tons, Cr 12,000*<BR>
    Max NOE speed = 140/117.<BR>
<BR>
Electronics: Total volume = 0.4478 m^3  Cost = Cr 545,250   Weight = 0.3783 <BR>
tons* <BR>
    5000 power radio<BR>
    10 power maser communicator<BR>
    100 power target acquisition radar (all-weather)<BR>
    map box<BR>
    battle computer<BR>
    extensive ECM<BR>
    thermal imaging<BR>
    image enhancement<BR>
    passive IR<BR>
    laser sensors -- TL-10<BR>
    100 cannisters prismatic anti-laser aerosol<BR>
<BR>
Crew:   1 Driver, seated in hull,  Volume 1 m^3  Weight 0.2 tons  Cr100*<BR>
    1 Command., seated in turr.,  Volume 1 m^3  Weight 0.2 tons  Cr 100<BR>
    1 Gunner, seated in turret,  Volume 1 m^3  Weight 0.2 tons  Cr 100<BR>
<BR>
Environment:<BR>
    Hull, sealed with lifesupport  Volume 0.5578085 m^3  Weight <BR>
    0.5578085 tons  Cr 1578.085*<BR>
    Turret, sealed with lifesupport  Volume 1.0160962 m^3  Weight <BR>
    1.0160962 tons  Cr 2160.962<BR>
<BR>
Main Laser: one weapon station in turret front with 90MW pulse laser,<BR>
 coaxial VRF gauss gun, & coaxial tac-missile launcher<BR>
<BR>
TL-10 single lens pulse laser<BR>
90MW power input<BR>
Direct fire control:  Volume 0.06 m^3  Weight 0.06 tons  Cr 30,000<BR>
Batteries:  Weight  30 kg  Volume 0.03 m^3  Cr 15,750<BR>
Laser:  Weight 5.94 tons  Volume 5.94 m^3  Cr 360,000<BR>
Output: 90 MW<BR>
Signature: +23<BR>
Firing Bonus: +0<BR>
Range (E/L/X): 3/4/5.5 km<BR>
Penetration (E/L/X): 80/80/80<BR>
<BR>
Coaxial VRF gauss gun: Cr 206,000  Weight 2.3 tons  Volume 2.3 m^3<BR>
One hopper of ammunition (30,000 rounds) enough for 23.4 phases of fire<BR>
combat stats are in Book 3.<BR>
<BR>
Coaxial magazine tac missile launcher:<BR>
    magazine capacity 45 (15 HEAP, 15 HEAP follow-up, 15 HE)<BR>
Weight 1.1177 tons  Volume 1.1177 m^3  Cr 167,655 <BR>
Maser guidance package: 0.02 tons  0.02 m^3  Cr 4000  <BR>
<BR>
tac missiles:  Total weight 2.031 tons  Volume 2.031 m^3  Cr 16,860<BR>
<BR>
Basic = warhead: 20 cm HEAP  Weight 6 kg  Cr 36 <BR>
    guidance: Homing  Weight 1 kg  Cr 300<BR>
    propellant: range 5.5 km  Weight 44.1 kg (+ 10 High Performance)<BR>
    Cr 44.1<BR>
    Total weight: 51.1 kg.  Volume 0.0511 m^3  Cr 381<BR>
<BR>
follow-up = identical to homing missile but cost = Cr 481<BR>
<BR>
HE =    warhead: 20 cm HE  Weight 6 kg  Cr 36<BR>
    guidance: maser operator guided  Weight 2kg  Cr 200<BR>
    propellant: range 5.5 km  Weight 25.2 kg  Cr 25.2<BR>
Total weight: 33.2 kg.  Volume 0.0332 m^3  Cr 262<BR>
<BR>
HEAP warhead (with follow-up): PV 60<BR>
HE warhead: PV 28/4/5  Hit DM + 3<BR>
<BR>
Stabilization gear: 0.94777 tons  0.94777 m^3  Cr 70,000<BR>
<BR>
Waste Space in Hull: 1.0228915 m^3*<BR>
Waste Space in Turret: 0.6336338 m^3 <BR>
<BR>
<BR>
- -----------------------------------------------<BR>
Remember: A-1 Armament Industries -- the first name in the <BR>
construction of destruction!<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2980<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2981</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Wednesday, August 23 2000     Volume 1999 : Number 2981<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: private space ventures<BR>
Re: Godzilla 2000<BR>
Re: Artificial Gravity and fighter armament<BR>
Re: A better armed police force?<BR>
Re: Uplift Series<BR>
Re: private space ventures<BR>
Re: Superdense: a proposal<BR>
Re: Droyne invisibility<BR>
Re: Droyne invisibility<BR>
Re: Godzilla 2000<BR>
Re: Hours at Hi-G<BR>
Re: Droyne invisibility<BR>
Re: Godzilla 2000<BR>
Re: Minor Race Census?<BR>
Re: A better armed police force?<BR>
Re: Droyne invisibility<BR>
Re: Artificial Gravity and fighter armament<BR>
Re: Droyne invisibility<BR>
Re: Droyne invisibility<BR>
Re: Traveller-digest V1999 #2978<BR>
Re: Traveller-digest V1999 #2979<BR>
Re: Artificial Gravity and fighter armament<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: For Striker: groovy grav tank<BR>
Re: A better armed police force?<BR>
RE: A better armed police force?<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: A better armed police force?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:44:07 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: private space ventures<BR>
<BR>
> From: "Tod Glenn" <webmaster@travellercentral.com><BR>
> Subject: Re: private space ventures<BR>
> It is true that there are huge blocks to private space ventures in the<BR>
> US.<BR>
<BR>
<stuff snipped><BR>
<BR>
I think it's time for a little history.<BR>
<BR>
There used to be a rather successful company called the Dutch East India<BR>
Company. It had a legally-sanctioned monopoly on trade from Holland to the<BR>
East Indies, and a couple of subsiduaries, one of which founded New<BR>
Amsterdam (aka New York). It was insanely profitable (like, 10% dividends<BR>
each and every year for 250 years or so).<BR>
<BR>
Now, there were several efforts by influential Dutch merchants to get this<BR>
monopoly lifted so they could get a slice of the action, but the Dutch<BR>
Government wouldnt budge.<BR>
<BR>
Around about the same time, a couple of other East Indies Companies set up<BR>
shop in the East Indies, most notably the Danish and Swedish East Indies<BR>
Companies.<BR>
<BR>
And how did a little place like Denmark come up with the resources to set up<BR>
all that working capital, and all those ships and forts ? They didnt. They<BR>
talked to the influential Dutch merchants who had just got rolled over the<BR>
issue of the Dutch Company's monopoly.<BR>
<BR>
The moral of this story as it applies to private US space flight is pretty<BR>
simple. If people thought they could have made money doing it, and were<BR>
stopped by a legal monopoly or regulatory hassles, you would have seen US<BR>
money backing a 90% private Mexican, Trinidadian, Australian or whoever<BR>
space effort.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:26:29 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> Yep. Page 95:<BR>
> <BR>
> Gojira:<BR>
> ST: 1,200     Move/Dodge: 100/0     Size: 100 hexes<BR>
> DX: 12          PD/DR: 0/200          Weight: 50,000 tons<BR>
> IQ: 5          Damage: 6dx10 cutting, or breath<BR>
> HT: 15/1,000     Reach: C,1-50<BR>
> <BR>
> They note that Gojira is 60 stories tall (call it 600 feet, or 200<BR>
> meters), and that it displaces 64,000 cubic yards of seawater. Call it<BR>
> 4700 dT. <BR>
<BR>
That's way too tall and nowhere near strong enough, and runs way too fast.<BR>
<BR>
I'd go with something more like:<BR>
ST: 8,000       Move/Dodge: 30/5      Size: 1000 hexes (50 long, 20 wide)<BR>
DX: 10          PD/DR:    3/2500      Weight: 50,000 tons<BR>
IQ: 5           Damage:   8d*100 crushing, breath 9d*100<BR>
HT: 15/8,000    Reach: C,1-20 (arms), 1-40(tail) (height 80 hexes)<BR>
Special Powers:<BR>
    Regeneration: 100/5 minutes, both HP and fatigue.<BR>
    Breath Weapon: 1/2d 2 miles, 10 hexes wide; side effect of 1 rad/pt damage.<BR>
	Causes melting damage as a flamer.  Costs 1 fatigue/die (900 for<BR>
	full power attack), which is why he doesn't always use it.<BR>
    Heat Self: can superheat self.  Does 1d*100 damage to objects touching<BR>
        scales, 1d*50 at other points.  Requires 10 seconds to start, costs<BR>
	20 fatigue per second.<BR>
    Absorb Radiation: can absorb the first 6d*200 of radiation attacks, <BR>
	regaining 1 hp/die.  Additional dice count normally.<BR>
    Slow Reactions: only acts (other than movement) every 5 turns.<BR>
<BR>
Godzilla should use cHP and cDR as per Space 3/e.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 17:33:43 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Artificial Gravity and fighter armament<BR>
<BR>
William Molendyk wrote:<BR>
> <BR>
<<snip>><BR>
> <BR>
> As for fighters, in addition to the increased Gs cited<BR>
> above does anybody remember the aircraft design rules<BR>
> from MT:COAAC?  Equip your fighters with 2 inboard<BR>
> wing hardpoints, 2 outboard wing hardpoints (each<BR>
> capable of holding 3 missles), one wingtip launch rail<BR>
> (1 missle) on each wing and a centerline hardpoint (3<BR>
> missles)and you have a craft carrying 29 missles in<BR>
> addition to whatever armament was included in the<BR>
> design.<BR>
<BR>
While I don't have the supplement in question, I suspect that the<BR>
missiles mentioned above are roughly similar in volume and mass to<BR>
modern (AD 2000) air-launched missiles.  These are _far_ too small to<BR>
pose a major threat to starships.  Note that, according to FF&S2 (page<BR>
48), "standard spacecraft missiles are one half of a displacement ton, 7<BR>
cubic meters, and have a design mass of 7 metric tons."  Somehow, I just<BR>
can't see a fighter hauling 189 metric tons (and 14.5 dtons) of missiles<BR>
on wing hardpoints.  Missile boats (such as Ian mentioned) are a much<BR>
better solution for carrying large missile armament.  <BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:32:26 -0700<BR>
From: Cliff Linehan <clinehan@sfamipec.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> Date: Wed, 23 Aug 2000 14:45:17 EDT From: Sethkimmel@aol.com<BR>
> <BR>
> In a message dated 8/23/00 12:15:08 AM !!!First Boot!!!, <BR>
> bem@imaginaryfilms.demon.co.uk writes:<BR>
> <BR>
> << PS: just in case. This is not a gun control thread. >><BR>
> <BR>
> ACK!!!!! He said the G-C phrase! Batten down the hatches! Call the NRA and<BR>
> <BR>
> HCI!!!<BR>
> Sorry; I couldn't resist...:-)<BR>
> BTW; NRA=National Rifle Association<BR>
>         HCI=Handgun Control Inc.<BR>
> <BR>
Has anyone looked at the lower part of this page? They have handguns!!!<BR>
<BR>
http://www.sjgames.com/gurps/books/Technomancer/art.html<BR>
<BR>
Clifford Linehan<BR>
http://herons-reach.homepage.com/traveller<BR>
Developing Vlanchiets Qlom and the Core route.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:47:11 +0300<BR>
From: =?iso-8859-1?Q?Jussi_Kenkkil=E4?= <Jussi.Kenkkila@helsinki.fi><BR>
Subject: Re: Uplift Series<BR>
<BR>
- ----- Original Message ----- <BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 24, 2000 12:29 AM<BR>
Subject: Re: Uplift Series<BR>
<BR>
<BR>
> Via electronic medium on 8/23/00 10:57 PM, robocon@ozemail.com.au issued<BR>
> forth:<BR>
> <BR>
> > David Brin's Uplift series!<BR>
> <BR>
> I started one of these and found out I had one in the middle of the<BR>
> timeline, but it was really interesting. Anyone out there know the order of<BR>
> the books, how many there are, etc? I think I'll have to read them soon.<BR>
><BR>
<BR>
The first trilogy is: Sundiver, Startide Rising, Uplift War<BR>
don't remember the order of the second one.<BR>
<BR>
- -J2K <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:42:57 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: private space ventures<BR>
<BR>
Katharine Whitchurch wrote:<BR>
> <BR>
<BR>
> The moral of this story as it applies to private US space flight is pretty<BR>
> simple. If people thought they could have made money doing it, and were<BR>
> stopped by a legal monopoly or regulatory hassles, you would have seen US<BR>
> money backing a 90% private Mexican, Trinidadian, Australian or whoever<BR>
> space effort.<BR>
> <BR>
<BR>
<shudder> Space shuttles with Liberian registry...<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 15:43:58 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Superdense: a proposal<BR>
<BR>
Christopher Thrash writes:<BR>
> I have been considering the question I posed earlier to the list; that is,<BR>
> what is "superdense"? What are its properties? The explanations offered so<BR>
> far, though interesting, have not satisfactorily answered the canonical<BR>
> descriptions of the material:<BR>
<BR>
It's unclear if such a description is even possible.  The best handwave I can<BR>
think of is that superdense represents a metastable allotrope of some metal <BR>
or alloy (similar to the difference between graphite and diamond), which<BR>
only forms under high pressure.  Certainly, a few such materials are known to<BR>
exist, and others might be possible (I've heard suggestions that metallic <BR>
hydrogen could be metastable, though that's hardly a good candidate for <BR>
superdense even so).<BR>
<BR>
> Now, the KCr64 question: can one of the quantum mechanics gurus on the list<BR>
> confirm or deny my conclusions about the stability of such an isotope? In<BR>
> reviewing my college textbooks, I can't find anything to prevent it, but I<BR>
> haven't more than skipped lightly over the material looking for what I<BR>
> need. I have certainly forgotten huge chunks, one of which might blow this<BR>
> proposal completely away.<BR>
<BR>
I suspect it would undergo rapid beta decay into palladium-108.  The various<BR>
metastable shells don't gain you _that_ much.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:53:41 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
David P. Summers wrote:<BR>
> Does anyone know of Droyne invisibility keeps working even after a<BR>
> Droyne has attacked someone?  In the GDW Alien module 5 it doesn't<BR>
> say so either way....<BR>
<BR>
What Droyne invisibility? I don't see any mention of it here (G:T AR3).<BR>
<BR>
Wait a minute... perhaps the paragraph itself is invisible!<BR>
<BR>
Seriously, have I missed something major about the Droyne?<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:49:52 +0200<BR>
From: Volker Greimann <volker@greimann.de><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
At 23:52 23.08.00, you wrote:<BR>
>Does anyone know of Droyne invisibility keeps working even after a Droyne <BR>
>has attacked someone?  In the GDW Alien module 5 it doesn't say so either <BR>
>way....<BR>
>______________________________<BR>
<BR>
Why should it go away? AFAIK, its psionic, so an action by the droyne <BR>
should not affect<BR>
its invisibility, unless it demands its entire concentration.<BR>
<BR>
True invisibility should, IMHO, not be restricted like AD&D invisibility...<BR>
<BR>
- ---<BR>
Volker A. Greimann<BR>
greimann@geocities.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:51:11 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
> > They note that Gojira is 60 stories tall <BR>
> <BR>
> That's way too tall <BR>
<BR>
Actually he was 500 feet tall, but only 180 feet tall in Godzilla 2000.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:42:45 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Hours at Hi-G<BR>
<BR>
> A ship crewed entirely by dolphins, that sounds interesting. Most of what<BR>
I<BR>
> have read on dolphins in Traveller deals with them interfacing with<BR>
> humaniti, if they were the sole crew of a starship, how would that affect<BR>
<BR>
It would be a bit of a pain, considering that dolphins breath air, but need<BR>
to live in water. If the gravity vector kept changing, so would the bit of<BR>
the room with the water in it. Presumeably the crew would require breathing<BR>
apparatus (air regulator strapped over blowhole) before entering combat in<BR>
order to avoid this, and I suppose human crews would be wearing vacc suits<BR>
anyway in the same situation.<BR>
<BR>
At least they'd get about an extra gee's compensation from being immersed<BR>
in fluid.<BR>
<BR>
But shock transmission through the ship would be worse when it got hit. And<BR>
the all-up mass would be a lot higher, requiring far more powerful drives.<BR>
<BR>
Would it be worth filling the ship with water, or having a relatively small<BR>
accomodation space and 'wet-suits' ?<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:09:14 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
Volker Greimann wrote:<BR>
> Why should it go away? AFAIK, its psionic, so an action by the droyne<BR>
> should not affect<BR>
> its invisibility, unless it demands its entire concentration.<BR>
<BR>
Ah, a psionic power. That explains the whole thing.<BR>
<BR>
Is this power very common among the Droyne? Among others?<BR>
<BR>
> True invisibility should, IMHO, not be restricted like AD&D invisibility...<BR>
<BR>
Certainly not. Depending on how it is achieved, it may have weaknesses<BR>
though. For instance, invisibility by mental control ("you cannot see<BR>
me") would not affect a camera. Invisibility by bending light might be<BR>
detectable by advanced optical equipment.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:03:35 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
Mike Demetro writes:<BR>
> > > They note that Gojira is 60 stories tall <BR>
> > <BR>
> > That's way too tall <BR>
> <BR>
> Actually he was 500 feet tall, but only 180 feet tall in Godzilla 2000.<BR>
<BR>
Per Toho Studios, he's ranged from 50-100 meters (160-320 feet).  The godzilla<BR>
from 1985-1995 grew from about 80 meters to about 100 over the course of the<BR>
movies.  From what I can find, they reduced him to 55 meters for this movie.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:16:54 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Minor Race Census?<BR>
<BR>
> Has anyone ever calculated the average number of minor human and<BR>
> non-human races in the typical sector?  I dimly recall seeing such<BR>
> figures somewhere on the web, but I'm afraid I didn't bother<BR>
> bookmarking the page at the time.<BR>
<BR>
ISTR the writers' guidelines mentioning a rate of about one minor human<BR>
race per sector, and about one minor nonhuman race per subsector.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:22:00 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> << Hmmm. It just occured to me that *this* might be a legit reason for<BR>
>  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
>  initimidation factor would be very useful, they don't *need* to hide<BR>
>  from miltary grade sensors nor deal with military grade weapons.  >><BR>
<BR>
30-50 feet is small? Surely for a SWAT team you'd be better off with<BR>
something closer to ten feet? You're unlikely to need the long range<BR>
antitank/multiple rocket weapons that a fifty foot mecha could carry, plus<BR>
which a ten foot unit could actually enter a lot of buildings, which SWAT<BR>
teams seem to have to do on a fairly regular basis.<BR>
<BR>
See Antti Lahtinen's Landmate suits (from his Vyborg TNE campaign).<BR>
<BR>
Just my thoughts...<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:24:59 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
At 12:53 AM +0200 8/24/00, Jens 'Spacejens' Rydholm wrote:<BR>
>David P. Summers wrote:<BR>
>  > Does anyone know of Droyne invisibility keeps working even after a<BR>
>  > Droyne has attacked someone?  In the GDW Alien module 5 it doesn't<BR>
>  > say so either way....<BR>
><BR>
>What Droyne invisibility? I don't see any mention of it here (G:T AR3).<BR>
><BR>
>Wait a minute... perhaps the paragraph itself is invisible!<BR>
><BR>
>Seriously, have I missed something major about the Droyne?<BR>
<BR>
In GT AR3 it's on page 94.  There hostile actions break the<BR>
invisibility.  I just wondering if in MT it was the same way....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:28:51 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Artificial Gravity and fighter armament<BR>
<BR>
>John Groth wrote:<BR>
> Somehow, I just<BR>
> can't see a fighter hauling 189 metric tons (and 14.5 dtons) of missiles<BR>
> on wing hardpoints.  Missile boats (such as Ian mentioned) are a much<BR>
> better solution for carrying large missile armament.<BR>
<BR>
I agree, although you can make those boats a fair bit smaller than 500dT<BR>
and still be effective. If they don't have to jump, a 50-100dT boat would<BR>
be my preference. (Admittedly for aesthetic reasons almost as much as<BR>
tactical.)<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:32:01 -0700<BR>
From: "Nick Bradbeer" <nick@traveller.freeserve.co.uk><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
>Why should it go away? AFAIK, its psionic, so an action by the droyne<BR>
should not affect<BR>
its invisibility, unless it demands its entire concentration.<BR>
<BR>
Possible handwave (if you want to prevent invisible Droyne commandos) -<BR>
it's psionic, but there's only so far the brain can be suppressed. If<BR>
someone is actually wounded by an invisible bad guy then their<BR>
self-preservation instict kicks in and they realise they're there. If the<BR>
Droyne uses something high-intensity like a plasma weapon or grenade<BR>
launcher, then everyone in line of sight wakes up to them.<BR>
<BR>
YMMV, this is only a suggestion.<BR>
<BR>
Nick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:28:25 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
At 12:49 AM +0200 8/24/00, Volker Greimann wrote:<BR>
>At 23:52 23.08.00, you wrote:<BR>
>>Does anyone know of Droyne invisibility keeps working even after a <BR>
>>Droyne has attacked someone?  In the GDW Alien module 5 it doesn't <BR>
>>say so either way....<BR>
>>______________________________<BR>
><BR>
>Why should it go away? AFAIK, its psionic, so an action by the <BR>
>droyne should not affect<BR>
>its invisibility, unless it demands its entire concentration.<BR>
><BR>
>True invisibility should, IMHO, not be restricted like AD&D invisibility...<BR>
<BR>
It is based on the Droyne planting the suggestion in the person's<BR>
mind that he should ignore the Droyne.  The reason I was asking<BR>
is that I can see this going either way (it depends on whether the<BR>
suggest overcomes the immediate evidence to contrary from the attack)<BR>
so I was wondering what other thought if if anyone knew definatively<BR>
how MT did it....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 19:32:23 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2978<BR>
<BR>
In a message dated 23-Aug-00 10:23:42 AM Central Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> >We are never going to get a perfectly accurate SF movie. You can <BR>
substitute <BR>
>  >"western" for SF, or "police procedural" or "action adventure" or <BR>
whatever <BR>
>  >else you choose. I used to listen to the gearheads explaining what was <BR>
> wrong <BR>
>  >with 2001 when it first came out . . . nothing new here.<BR>
>  ><BR>
>  >LKW<BR>
>  <BR>
>  Being new to this list I must ask, what is wroung with 2001?<BR>
>  <BR>
>  Les<BR>
<BR>
From my point of view, nothing, but there were many who found fault with it <BR>
when it came out. All sorts of technical nit-picky stuff . . . <BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 19:37:46 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2979<BR>
<BR>
In a message dated 23-Aug-00 1:23:32 PM Central Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> >>BUC was indeed the currency used in MYTHUS/DANGEROUS JOURNEYS. I'll see <BR>
>  >>what I can find out about current rights in that if you like...<BR>
>  <BR>
>  >Who ya gonna call?<BR>
>  <BR>
>  The author of DANGEROUS JOURNEYS of course :-)<BR>
>  <BR>
<BR>
The author sold the IPRs years ago -- to TSR. Which is now oned by WOTC. <BR>
Which is now owned by Hasbro. <BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 16:56:16 -0700 (PDT)<BR>
From: William Molendyk <wmolendyk@yahoo.com><BR>
Subject: Re: Artificial Gravity and fighter armament<BR>
<BR>
- --- John Groth <wombat@premier.net> wrote:<BR>
>SNIP<<BR>
> ...according to FF&S2 (page 48), "standard<BR>
> spacecraft missiles are one half of a displacement<BR>
> ton, 7 cubic meters, and have a design mass of 7<BR>
> metric tons."  Somehow, I just can't see a fighter <BR>
> hauling 189 metric tons (and 14.5 dtons) of missiles<BR>
> on wing hardpoints.  Missile boats (such as Ian<BR>
> mentioned) are a much better solution for carrying<BR>
> large missile armament.<BR>
<BR>
Point taken.  I was thinking back to the original LBBs<BR>
when you had 3 missile launchers in a 3 ton turret and<BR>
could reload them during combat.  So much for that<BR>
idea.<BR>
<BR>
   William Molendyk<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:09:41 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
> From: "David P. Summers" <BR>
> This is the basis for theories for things like "technological<BR>
> singularities".  The idea is that the exponential curve we<BR>
> currently see for technology in general will, in the not-to-<BR>
> distant-future, hit a regime were it is vertical enough that<BR>
> change will be faster than what we can possibly imagine and<BR>
> society will not be anything like what we want.<BR>
<BR>
"society will not be anything like what we want" is an interesting<BR>
statement.<BR>
<BR>
A singularity would be a point in time when social change would become both<BR>
possible and necessary.  That isn't necessarily something "we" wouldn't<BR>
want.<BR>
<BR>
The Industrial Revolution could be interpreted as a singularity.  It<BR>
happened to coincide with a massive series of wars and revolutions.  I<BR>
suspect that all singularities would tend to do that.  Tragic, but<BR>
necessary.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:32:07 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Re: For Striker: groovy grav tank<BR>
<BR>
> From: Ludowick@aol.com<BR>
> Cost: Cr 6,857,114.  <BR>
<BR>
Of late I have been working to a budget of Cr 75,000:  two orders of<BR>
magnitude less!<BR>
<BR>
The kind of beasties you can churn out for this kind of money are kind of<BR>
interesting.  One of the things I am planning on doing is to rebuild the TL<BR>
9 cop vehicles in JTAS 14 (original JTAS, of course) at TL 10. <BR>
Crystalliron armour might go some way to making them more survivable,<BR>
although they will lose some mobility.  They will still be police vehicles<BR>
though:  unsuitable for first-line military use.<BR>
<BR>
> Coaxial VRF gauss gun: Cr 206,000  Weight 2.3 tons  Volume 2.3 m^3<BR>
> One hopper of ammunition (30,000 rounds) enough for 23.4 phases of fire<BR>
> combat stats are in Book 3.<BR>
<BR>
The KCr 200 price tag is actually a bit steep for vehicles at the bottom<BR>
end of the market.    Has anyone played with autocannons and so on at<BR>
TL9-11?  What are the chances of being able to produce something with<BR>
comparable performance to the VRF Gauss Gun, but cheaper?<BR>
<BR>
> Remember: A-1 Armament Industries -- the first name in the <BR>
> construction of destruction!<BR>
<BR>
Sadly, Hawkins and Ouzogh are still a startup company.  <BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 00:11:13 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: A better armed police force?<BR>
<BR>
>Date: Wed, 23 Aug 2000 15:00:30 EDT<BR>
>From: Sethkimmel@aol.com<BR>
>Subject: Re: A better armed police force?<BR>
<BR>
>shadow@krypton.rain.com writes:<BR>
>> Hmmm. It just occured to me that *this* might be a legit reason for<BR>
>> building *small* (say 30-50 foot tall) mecha. <BR>
><BR>
>I just don't want to work for your Dept. of Public works, after these things <BR>
>go through the pavement...:-) ground pressure sucks...:-)<BR>
<BR>
What ground pressure?  This is Traveller - just put a small contragrav<BR>
unit in the mech's torso that can nullify, say, half its weight...  <BR>
<BR>
(justifying doing this rather than building an actual grav vehicle is<BR>
left as an exercise for the handwavers out there!)<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:17:37 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: A better armed police force?<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> Sethkimmel@aol.com<BR>
> Sent: Wednesday, August 23, 2000 8:01 PM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: A better armed police force?<BR>
><BR>
><BR>
> In a message dated 8/23/00 10:17:30 AM !!!First Boot!!!,<BR>
> shadow@krypton.rain.com writes:<BR>
><BR>
> << Hmmm. It just occurred to me that *this* might be a legit<BR>
> reason for<BR>
>  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
>  intimidation factor would be very useful, they don't<BR>
> *need* to hide<BR>
>  from military grade sensors nor deal with military grade<BR>
> weapons.  >><BR>
><BR>
> I just don't want to work for your Dept. of Public works,<BR>
> after these things<BR>
> go through the pavement...:-) ground pressure sucks...:-)<BR>
<BR>
not to mention the fact that there will be loads of places you just<BR>
cant get them to without demolishing surrounding buildings...<BR>
<BR>
3-5 *metres* would be more reasonable, and perfectly acceptable for<BR>
Law-enforcement roles.<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 17:22:34 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
At 9:09 AM +1000 8/24/00, Alan Bradley wrote:<BR>
>  > From: "David P. Summers"<BR>
>  > This is the basis for theories for things like "technological<BR>
>  > singularities".  The idea is that the exponential curve we<BR>
>  > currently see for technology in general will, in the not-to-<BR>
>  > distant-future, hit a regime were it is vertical enough that<BR>
>  > change will be faster than what we can possibly imagine and<BR>
>  > society will not be anything like what we want.<BR>
><BR>
>"society will not be anything like what we want" is an interesting<BR>
>statement.<BR>
><BR>
>A singularity would be a point in time when social change would become both<BR>
>possible and necessary.  That isn't necessarily something "we" wouldn't<BR>
>want.<BR>
<BR>
I meant to say, "we could understand".  :-)<BR>
<BR>
><BR>
>The Industrial Revolution could be interpreted as a singularity.  It<BR>
>happened to coincide with a massive series of wars and revolutions.  I<BR>
>suspect that all singularities would tend to do that.  Tragic, but<BR>
>necessary.<BR>
<BR>
This isn't what is meant by those who I heard the term from....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:27:06 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: A better armed police force?<BR>
<BR>
It suddenly occured to me that Police Forces on high TL worlds would<BR>
be a likely market for humanoid robots, possibly teleoperated or guided, for<BR>
things like forced entry, hostage rescue, stakeouts etc.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: Nick Bradbeer <nick@traveller.freeserve.co.uk><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 24, 2000 8:22 AM<BR>
Subject: Re: A better armed police force?<BR>
<BR>
<BR>
> > << Hmmm. It just occured to me that *this* might be a legit reason for<BR>
> >  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
> >  initimidation factor would be very useful, they don't *need* to hide<BR>
> >  from miltary grade sensors nor deal with military grade weapons.  >><BR>
> <BR>
> 30-50 feet is small? Surely for a SWAT team you'd be better off with<BR>
> something closer to ten feet? You're unlikely to need the long range<BR>
> antitank/multiple rocket weapons that a fifty foot mecha could carry, plus<BR>
> which a ten foot unit could actually enter a lot of buildings, which SWAT<BR>
> teams seem to have to do on a fairly regular basis.<BR>
> <BR>
> See Antti Lahtinen's Landmate suits (from his Vyborg TNE campaign).<BR>
> <BR>
> Just my thoughts...<BR>
> <BR>
> Nick<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2981<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2982</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 24 2000     Volume 1999 : Number 2982<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: A better armed police force?<BR>
Roc: Re: Droyne invisibility<BR>
Re: Why I love NPR<BR>
Re: Dolphin-crewed SDBs<BR>
Re: Droyne Invisibility<BR>
Re: Droyne invisibility<BR>
Re: For Striker: groovy grav tank<BR>
Godzilla Stats <BR>
Re: Getting ships under control<BR>
Re: Cargo question<BR>
The 3D Shoe (was Re: A Mathematical Problem)<BR>
Re: Csequences of Artificial Gravity?<BR>
Re: Droyne invisibility<BR>
Re: Hours at Hi-G<BR>
Re: Gills and vacuum adaptations (designer people)<BR>
Re: Ship's Locker<BR>
Re: Trap<BR>
Re: A better armed police force?<BR>
Mini-reviews<BR>
Re: A better armed police force?<BR>
Re: Droyne invisibility<BR>
GT-Q: Dispersed Structure Hulls?<BR>
Re: Newbie Q: Artificial Gravity<BR>
RE: Uplift Series<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:30:08 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: A better armed police force?<BR>
<BR>
I doubt the Home Office would have come to the<BR>
same conclusions if they had done the study in the US.<BR>
Mainly because self-protection (for the officer)<BR>
is more of an issue because of the large number of<BR>
crimes committed with the use of a firearm.<BR>
<BR>
In London what policemen are scared of is being<BR>
stabbed because a knife is a far more common<BR>
weapon.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message ----- <BR>
From: <Sethkimmel@aol.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Wednesday, August 23, 2000 7:37 PM<BR>
Subject: Re: A better armed police force?<BR>
<BR>
<BR>
> In a message dated 8/22/00 9:34:55 PM !!!First Boot!!!, <BR>
> bem@imaginaryfilms.demon.co.uk writes:<BR>
> <BR>
> << lots of slightly rusty and<BR>
>  above<BR>
>  all nervous constables armed with revolvers. >><BR>
> <BR>
> Hey; I used to resemble that remark...:-). The London plan seems to be a <BR>
> resonable one to me for Europe, but there would have been no way in heck I'm <BR>
> going on the street without my sidearms.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:22:51 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: Roc: Re: Droyne invisibility<BR>
<BR>
- ----- Original Message -----<BR>
From: Jens 'Spacejens' Rydholm <jenry023@student.liu.se><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 24, 2000 9:09:am<BR>
Subject: Re: Droyne invisibility<BR>
<BR>
<BR>
> Volker Greimann wrote:<BR>
> > Why should it go away? AFAIK, its psionic, so an action by the droyne<BR>
> > should not affect<BR>
> > its invisibility, unless it demands its entire concentration.<BR>
><BR>
> Ah, a psionic power. That explains the whole thing.<BR>
><BR>
> Is this power very common among the Droyne? Among others?<BR>
<BR>
In CT, it was common to Chirpers from memory?  Research Station Gamma??<BR>
<BR>
><BR>
> > True invisibility should, IMHO, not be restricted like AD&D<BR>
invisibility...<BR>
<BR>
That's how I see it too, I would never equate Traveller's psionic<BR>
invisbility with AD&D's magic invisibility.<BR>
<BR>
><BR>
> Certainly not. Depending on how it is achieved, it may have weaknesses<BR>
> though. For instance, invisibility by mental control ("you cannot see<BR>
> me") would not affect a camera. Invisibility by bending light might be<BR>
> detectable by advanced optical equipment.<BR>
<BR>
Again, in CT, Chirper psionic invisibility didn't affect cameras, especially<BR>
CCTV security... also from Research Station Gamma from memory?<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 21:27:37 EDT<BR>
From: KenRoney@aol.com<BR>
Subject: Re: Why I love NPR<BR>
<BR>
Pournelle's Chaos Manor is at:<BR>
www.jerrypournelle.com/view/currentview.html#Groom<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:32:17 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Dolphin-crewed SDBs<BR>
<BR>
>From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
...<BR>
>A ship crewed entirely by dolphins, that sounds interesting. Most of what I<BR>
>have read on dolphins in Traveller deals with them interfacing with<BR>
>humaniti, if they were the sole crew of a starship, how would that affect<BR>
>design parameters? Would such a ship be able to do things human/aslan/vargr<BR>
>craft could not? What would the deckplans look like? I assume there would be<BR>
>less of the up-down factor. What about controls and workstations? Do they<BR>
>really need staterooms, or would they just have berthing slots? How would<BR>
>the hatches work? How many G's can a dolphin take, considering it is in a<BR>
>fluid medium? Even with a mixed crew, would you have dolphin oriented areas?<BR>
<BR>
  ISTR one of the _Ringworld_ books (FGU?) included deckplans for a ship<BR>
whose facilities included amenities for one (or more?) dolphins.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 18:40:55 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Droyne Invisibility<BR>
<BR>
Via electronic medium on 8/23/00 6:22 PM, roc@kewl.com.au issued forth:<BR>
<BR>
> In CT, it was common to Chirpers from memory?  Research Station Gamma?<BR>
<BR>
Yes indeed, I have that module and the Chirper who enlists the aid of the<BR>
PC's uses it. I assume if Chirpers have this ability, so do Droyne.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 19:14:19 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: Droyne invisibility<BR>
<BR>
>True invisibility should, IMHO, not be restricted like AD&D invisibility...<BR>
<BR>
  But it's not true invisibility - it's all in your mind :|<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 19:19:44 -0700<BR>
From: shudson@lightspeed.bc.ca (Steven Hudson)<BR>
Subject: Re: For Striker: groovy grav tank<BR>
<BR>
>From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
>Subject: Re: For Striker: groovy grav tank<BR>
...<BR>
>The KCr 200 price tag is actually a bit steep for vehicles at the bottom<BR>
>end of the market.    Has anyone played with autocannons and so on at<BR>
>TL9-11?  What are the chances of being able to produce something with<BR>
>comparable performance to the VRF Gauss Gun, but cheaper?<BR>
<BR>
  Agree, Yes, Good, respectively.<BR>
<BR>
  Oh, but if you want the VRF's ROF _and_ more than a few (impressive!)<BR>
bursts, then you'll want a hell of an ammo bay :(<BR>
<BR>
  The VRF can't be built under Striker Book 3 - while it gets screwed on<BR>
weapon cost and weight it gets away with ~10% the ammo input weight, IIRC.<BR>
<BR>
        Steven Hudson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:08:19 -0500<BR>
From: Richard Wilson <rtwilson@rollanet.org><BR>
Subject: Godzilla Stats <BR>
<BR>
The following comes from The Official Godzilla Compendium:<BR>
<BR>
These are the stats for the 3 Godzillas.<BR>
<BR>
Godzilla (1954-1975)<BR>
Movies: 1-15<BR>
<BR>
Height: 50 meters (164 feet)<BR>
Mass: 20,000 metric tons (22,000 tons)<BR>
Powers/weapons: Atomic ray, super regenerative power<BR>
Fight record: Wins 18, Losses 3, Ties 7<BR>
<BR>
Godzilla (1984-1989)<BR>
Movies: 16-17<BR>
Movies 16 and 17 ignore movies 2-15 and are direct sequels to the first <BR>
movie. Therefore, this Godzilla is supposed to be a larger member of the <BR>
same species as the monster in the first movie.<BR>
<BR>
Height: 80 meters (262 feet)<BR>
Mass: 50,000 metric tons (55,000 tons)<BR>
Powers/weapons: Atomic ray, super regenerative power, nuclear pulse<BR>
Fight record: Wins 4, Losses 2, Ties 1<BR>
<BR>
Godzilla (1991-1995)<BR>
Movies 18-22<BR>
This Godzilla was accidently created by time travellers trying to prevent <BR>
the creation of the first Godzilla.<BR>
<BR>
Height: 100 meters (328 feet)<BR>
Mass: 60,000 metric tons (66,000 tons)<BR>
Powers/weapons: Atomic ray, super regenerative power, nuclear pulse<BR>
Fight record: Wins 6, Losses 4, Ties 4<BR>
<BR>
Studying the data, you want the first Godzilla. He is the smallest and <BR>
easier to transport. Plus, looking at his fight record, being small and <BR>
agile more than makes up for the lack of nuclear pulse power.<BR>
<BR>
<BR>
Richard Wilson<BR>
<BR>
rtwilson@rollanet.org<BR>
<BR>
========================================================================<BR>
Humanity is not something we should aspire to. It is something we should<BR>
strive to overcome.<BR>
========================================================================<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:20:41 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Getting ships under control<BR>
<BR>
On 08/21/00 at 10:32 PM,  Michel R Vaillancourt <misha@empire.atlantic-online.ns.ca> said:<BR>
<BR>
>On Mon, 21 Aug 2000, Leonard Erickson wrote:<BR>
>> 	within 100 planetary diameters of a world, +15 if<BR>
>> 	within 10 planetary diameters of a world. If the result<BR>
>> 	is 16+, then the ship is destroyed.<BR>
>> <BR>
>> Note the "+15"...<BR>
>> <BR>
<BR>
>	Yuck.  That makes it *impossible* to jump within 10D. 2+15=17. Boom.  I<BR>
>think I am going to keep doing it the way I have always been doing it... <BR>
>allows for some calculated heroism/ risk-taking.<BR>
<BR>
I use +5 and +10 (non-cumulative) myself.  I also allow Engineering<BR>
skill as a DM, with restrictions.  The Engineer can't "save" from a<BR>
misjump result, but they get a Staggering Task chance against<BR>
Engineering skill when the result is destroyed.  If they succeed the<BR>
ship isn't destroyed, just damaged and misjumping.  Misjumps,<BR>
themselves, aren't obvious to those aboard the ship (there's a<BR>
Staggering task to detect when one happens) although they become<BR>
apparent over time.  Having "things go horribly wrong" and the<BR>
Engineer having to take heroic measures to "stabilize the jump<BR>
bubble", "get the reaction under control", or whatever is a pretty<BR>
good indication that something bad is happening, though. <g><BR>
<BR>
BTW, Staggering in this case is 14+ on 2d6+Engineering, or 15+ on<BR>
2d6+Engineering+(Edu/4), or (Engineering+Edu)- on 5d6, or<BR>
(Mechanic(Jump Drive)-6) on 3d6-6...depending on task system I'm<BR>
using.  <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:28:36 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Cargo question<BR>
<BR>
On 08/22/00 at 03:17 PM,  "Katharine Whitchurch" <katts@globalfreeway.com.au> said:<BR>
<BR>
>Also, keep the ships accounts in Monopoly money. Make them spend those<BR>
>red and yellow notes ...<BR>
<BR>
I did that too! <g> When I was running a FTF game many, many years ago, I really did use the money from a Monopoly game. I handed the players a wad of money and said, "This is what your characters start with. Remember to save some for the air tax." <g><BR>
<BR>
<BR>
Eris<BR>
<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:43:15 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: The 3D Shoe (was Re: A Mathematical Problem)<BR>
<BR>
On 09/21/00 at 09:54 PM,  Christopher Thrash <thrash@io.com> said:<BR>
<BR>
>[I started to answer this for the 3D case, then realized you meant 2D.<BR>
>Eris, take note: the 3D Heresy cannot be too far away.]<BR>
<BR>
Chris, go right ahead and drop the 3d shoe.  The TML hasn't<BR>
seriously discussed that subject in several months now.  <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 23:07:26 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Csequences of Artificial Gravity?<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> In mail you write:<BR>
><BR>
> > I agree.  And the 6G limit doesn't make much sense, either.  It would be<BR>
> > a small matter to accelerate at much higher G for short periods of time,<BR>
> > using even fairly conventional technologies.<BR>
><BR>
> It's stated in "later" works that 6-g is all that can be *neutralized*.<BR>
> Which means you can buiuld a ship that boosts at 9 g, if you are<BR>
> willing to put up with the 3g that can't be neutralized.<BR>
><BR>
<BR>
IMTU, thruster plates can only generate 6 Gs of acceleration for the same<BR>
reason that only 6 Gs can be neutralized   The handwave I use is that both<BR>
technologies rely on exploiting the 'gravitic potential' of the universe.<BR>
Thruster plates and G-compensators are two aspects of the same technology and<BR>
have the same limitation, i.e. that 6 Gs is the most that can be safely<BR>
generated without warping the space-time continuum and causing Unspecified<BR>
Really Bad Things to happen to you.  To get above 6 Gs you have to go with a<BR>
reaction drive such as chemical/nuclear rockets or HEPLAR .<BR>
...<BR>
<BR>
> And require unreal power levels.<BR>
><BR>
> > Pulsing<BR>
> > gravity generators (imagine being to exposed to a gravity field that<BR>
> > fluctuated between 0 and 6 Gs a few times a second).<BR>
<BR>
In CT/HG, there were no 'tractor beams', only repulsors.  So you could<BR>
manipulate gravity by 'pushing' against it, but you could not 'pull' anything<BR>
toward you.  We rationalized all gravitics in terms of what it 'pushed'<BR>
against.  CG pushed against a gravity well, and so would not work in deep<BR>
space.  Thruster plates, G-Comp, and Repulsors pushed against the universe<BR>
itself and so would work there.  I like this rationalization in part because I<BR>
always felt that tractor beams were too Trekkish.<BR>
<BR>
YMMV,<BR>
WKH<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 23:19:45 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
We always played it that the Droyne could make themselves invisible to those in<BR>
direct line of sight who were not psionically protected.  If there was an<BR>
unprotected guard at a desk in front of the Droyne looking at a camera monitor,<BR>
he would not see the Droyne either by looking at him directly or on the camera<BR>
monitor, even though the Droyne would later show up on the camera tapes.  If the<BR>
guard was in another room out of direct line of sight, he would see the Droyne on<BR>
the camera monitor.  This held regardless of any action performed by the Droyne.<BR>
<BR>
WKH<BR>
<BR>
Jens 'Spacejens' Rydholm wrote:<BR>
<BR>
> Volker Greimann wrote:<BR>
> > Why should it go away? AFAIK, its psionic, so an action by the droyne<BR>
> > should not affect<BR>
> > its invisibility, unless it demands its entire concentration.<BR>
><BR>
> Ah, a psionic power. That explains the whole thing.<BR>
><BR>
> Is this power very common among the Droyne? Among others?<BR>
><BR>
> > True invisibility should, IMHO, not be restricted like AD&D invisibility...<BR>
><BR>
> Certainly not. Depending on how it is achieved, it may have weaknesses<BR>
> though. For instance, invisibility by mental control ("you cannot see<BR>
> me") would not affect a camera. Invisibility by bending light might be<BR>
> detectable by advanced optical equipment.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 23:37:58 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: Hours at Hi-G<BR>
<BR>
Nick Bradbeer wrote:<BR>
<BR>
> > A ship crewed entirely by dolphins, that sounds interesting. Most of what<BR>
> I<BR>
> > have read on dolphins in Traveller deals with them interfacing with<BR>
> > humaniti, if they were the sole crew of a starship, how would that affect<BR>
><BR>
> It would be a bit of a pain, considering that dolphins breath air, but need<BR>
> to live in water. If the gravity vector kept changing, so would the bit of<BR>
> the room with the water in it. Presumeably the crew would require breathing<BR>
> apparatus (air regulator strapped over blowhole) before entering combat in<BR>
> order to avoid this, and I suppose human crews would be wearing vacc suits<BR>
> anyway in the same situation.<BR>
<BR>
Why not, instead of water, have the ship filled with a liquid that has lots of<BR>
O2 in it, that the dolphins can breathe as well as swim in?  Or you could<BR>
geneer them with gills...:-)<BR>
<BR>
WKH<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 21:25:53 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Gills and vacuum adaptations (designer people)<BR>
<BR>
In mail you write:<BR>
<BR>
> Regarding bioengineering for vacuum :-<BR>
>> As noted during the "skin suit" discussion, sweating works just fine<BR>
>> for cooling (and as a matter of fact, current suit use a form of<BR>
>> evaporative cooling, which means that their duration is just as <BR>
>> limited as that of a human in a skin suit.<BR>
><BR>
> That's the problem. John Snead wanted much longer endurance than sweating<BR>
> losses (and transepidermal diffusion) would permit, unless there's<BR>
> an integral water reservoir.<BR>
<BR>
> Obligate losses are 500mL/day from transepidermal diffusion, sweat<BR>
> losses up to 3L/hour with maximal exercise in an adult.<BR>
<BR>
Is it any worse than working in desert sunlight? <BR>
<BR>
And why can't the reservior be *external* (ie some sort of "canteen")?<BR>
<BR>
The fun part would be drinking. <BR>
<BR>
>> With appropriate valving and improved kidneys/bladder, you can excrete<BR>
>> very concentrated liquid wastes, which will handle a lot of this.<BR>
> Retain water and excrete solid nitrogenous wastes, like birds and<BR>
> desert mammals (marsupial mice, for example) do.<BR>
><BR>
> A 'bladder' which contains these is probably a better option.<BR>
<BR>
Useful too, as those wastes, will make good fertilizer when properly<BR>
diluted. <BR>
<BR>
>> That's one of the reasons for toughening the rectum, as such (very)<BR>
>> solid wastes are a lot harder on the tissues.<BR>
<BR>
> The shop handle for that is 'stercoral ulceration', Leonard. <BR>
> A real pain for the patient as well as the treating staff.<BR>
<BR>
I've heard stories from nurses of "badly impacted" patients and their<BR>
attempts at home remedies.<BR>
<BR>
> Dribble the stuff in granules or small chunks, and keep the walls of<BR>
> the garbage pouch lubed with mucus. I think this could be manageable.<BR>
<BR>
> The radical approach would be to then use the 'garbage pouch' as a<BR>
> recycling centre. Gas formation could be paved over with an appropriate<BR>
> choice of microbes...<BR>
<BR>
I think it'd be good enough to just dump it into the "fertilizer<BR>
generator" for the hydroponic farm.<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, 23 Aug 2000 21:44:28 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
> Via electronic medium on 8/22/00 10:30 PM, shadow@krypton.rain.com issued<BR>
> forth:<BR>
><BR>
>> They'll have freeze-dried ice cream for sale.<BR>
><BR>
> How does it taste? I'm trying to keep an open mind on this, but /dry/ ice<BR>
> cream? Of course I love freeze dried marshmallows, is it at all like that?<BR>
<BR>
Something like that. Ice cream it ain't, but a neat "sweet snack" it is.<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, 23 Aug 2000 21:45:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Trap<BR>
<BR>
In mail you write:<BR>
<BR>
>>From: GDWGAMES@aol.com<BR>
>>> How does one capture a 'Gojira' anyway?<BR>
>><BR>
>>You get a really, really, REALLY _BIG_ box, and prop it up <BR>
>>with a stick, Then you tie  a piece of string to the stick, and run the<BR>
>>string to a hiding place a safe distance away. Then you get something to<BR>
>>use as bait . . . <BR>
><BR>
> Maybe you could use an X-Boat Tender as the box -- would Gojiru fit in the<BR>
> X-Boat bay?  Of course, getting the non-streamlined Tender onto and off of<BR>
> Monster Planet is a major problem all its own.<BR>
<BR>
Gojira is "60 stories" tall. <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, 23 Aug 2000 21:46:48 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In mail you write:<BR>
<BR>
>> << Hmmm. It just occured to me that *this* might be a legit reason for<BR>
>>  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
>>  initimidation factor would be very useful, they don't *need* to hide<BR>
>>  from miltary grade sensors nor deal with military grade weapons.  >><BR>
>><BR>
>> I just don't want to work for your Dept. of Public works, after<BR>
>> these things go through the pavement...:-) ground pressure<BR>
>> sucks...:-)<BR>
<BR>
No, *gravity*  sucks... :-)<BR>
<BR>
Seriously, you just give them oversized flat feet. Gives a whole<BR>
different spin to referring to cops as "flatfoots". <eg><BR>
<BR>
"Run, the flatfoots are coming!"<BR>
<BR>
> Probably a small RPV (tracked and armored) would be better.  Police have<BR>
> already used bobm-disposale robots to deal with heavily armed crazies.<BR>
<BR>
Sure, but nobody ever claimed that stuff police departments do always<BR>
makes sense.<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, 23 Aug 2000 21:54:00 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Mini-reviews<BR>
<BR>
I picked up a copy of "Warehouse 23" at my FLGS the other day. I'm<BR>
about 3/4ths of the way thru it, and it's been great fun.<BR>
<BR>
While much of it is aimed at late 20th century games, it's not that<BR>
hard to see how to "update" it for use in a Traveller game. It'd fit<BR>
right in with the Templars and other craziness. And you'd be surprised<BR>
just how many items work just fine without any need to update them. <BR>
<BR>
I also picked up "Suppressed Transmission: The First Broadcast" I've<BR>
only just started on it, but it looks like Ken Hite would fit right in<BR>
with some of the crazier members of the list.<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, 23 Aug 2000 22:01:44 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In mail you write:<BR>
<BR>
>> << Hmmm. It just occured to me that *this* might be a legit reason for<BR>
>>  building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
>>  initimidation factor would be very useful, they don't *need* to hide<BR>
>>  from miltary grade sensors nor deal with military grade weapons.  >><BR>
><BR>
> 30-50 feet is small? Surely for a SWAT team you'd be better off with<BR>
> something closer to ten feet? You're unlikely to need the long range<BR>
> antitank/multiple rocket weapons that a fifty foot mecha could carry, plus<BR>
> which a ten foot unit could actually enter a lot of buildings, which SWAT<BR>
> teams seem to have to do on a fairly regular basis.<BR>
<BR>
These are more intended to do thinks like pick up the car the perps are<BR>
using for cover, and for getting direct access to them in those high<BR>
rises. :-)<BR>
<BR>
They double as gridlock clearing units. Just pick up the cars and place<BR>
them out of the way... <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, 24 Aug 2000 15:06:44 +1000<BR>
From: Phill Webb <pwebbtrav@yarranet.net.au><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
> We always played it that the Droyne could make themselves invisible<BR>
> to those in direct line of sight who were not psionically protected.<BR>
> If there was an unprotected guard at a desk in front of the Droyne<BR>
> looking at a camera monitor, he would not see the Droyne either by<BR>
> looking at him directly or on the camera monitor, even though the<BR>
> Droyne would later show up on the camera tapes.  If the guard was in<BR>
> another room out of direct line of sight, he would see the Droyne on<BR>
> the camera monitor.  This held regardless of any action performed by<BR>
> the Droyne.<BR>
<BR>
I've always done this as an ability that affects the processing of<BR>
information not the receiving of it, it still arrives but is ignored.<BR>
<BR>
So the guard would glance up, see the Droyne, and his mind would ignore<BR>
it like the pot plant that has been in the corner of the room for the<BR>
last five years.<BR>
<BR>
The guard would not pay any heed to what the Droyne was doing unless it<BR>
was something really hard to ignore. Attacking or getting into the<BR>
guards personal space causes "something is not right" thoughts and an<BR>
effect similar to coming out of a daydream.<BR>
<BR>
Phill<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 02:49:32 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
This reply has also been sent to the newsgroups.<BR>
Could somebody please explain to me what a "dispersed" type starship<BR>
hull is, and how I can build one with the GURPS Traveller modular<BR>
starship design system? I've seen them referred to by several<BR>
Traveller related sources, but aside from the obvious fact that the<BR>
ship is broken up into connected sub-hulls there is very little to<BR>
go on. How are the sub-hulls connected? What units must be grouped<BR>
together? Do the sub-hulls share power and life support systems<BR>
somehow, or do each have their own? There is so much that I *don't*<BR>
know about this topic I'm not sure where to begin. Please help!<BR>
<BR>
- -- <BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              |  Han Solo must take the Chinese BBS from Mars.   |<BR>
              |                      FNORD!                      |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 02:49:32 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: Re: Newbie Q: Artificial Gravity<BR>
<BR>
On Mon, 21 Aug 2000 22:03:53 -0400, "Terry Carlino"<BR>
<carlino@home.com> wrote:<BR>
<BR>
> The canon answer is that ships use gravity plates to create artificial<BR>
> gravity. According to the GT rules these also act as compensators for up to<BR>
> 6G's at GTL12 (TTL15). I believe DGP's SOM uses similar rules. (I won't know<BR>
> for sure until next week when Barnes and Noble's out-of-print department<BR>
> sends me my copy.) So basically the deck can be in any direction.<BR>
<BR>
According to G:T p.154, a utility module is "An artificial gravity<BR>
generator that can vary gravity from 0 to 3 G. It also includes an<BR>
airlock. Install one per 500 spaces, rounding up. Small craft<BR>
usually omit utility modules." Thus anything less than 100 dtons has<BR>
to fake it, regardless of deck orientation. Fortunately, all G:T<BR>
thrusters are assumed to have vectored thrust, so they are able to<BR>
accelerate along any axis regardless of engine placement. This makes<BR>
all ships VTOL, which is handy to have when a freestanding berth is<BR>
basically a hole in the ground. :)<BR>
<BR>
Most small<BR>
> ships are set up so that the deck is parallel to the thrust of the<BR>
> maneuvering drives to allow the ship to turn off its artificial gravity<BR>
> while landed. This is most convenient for traders and scouts. Some bigger<BR>
> ships (notably the merc Broadsword class) is set up to land on its tail and<BR>
> has decks perpendicular to engine thrust. I would assume that should<BR>
> artificial gravity go out this kind of ship could use its engines to provide<BR>
> gravity (or a reasonable facsimile there of.)<BR>
<BR>
As stated above, with vectored thrust this is a moot point. The real<BR>
reason for utility modules is to provide gravity while a starship is<BR>
in jump, which is why small craft usually omit them. I have designed<BR>
a couple of new small craft utility/engineering modules using GURPS<BR>
Vehicles including a fusion power core, a compact fire suppression<BR>
system, a one person airlock and artificial grav units for 54- and<BR>
108-dton coverage (the former replaces one grav unit with a 300-ston<BR>
lift CG unit).<BR>
<BR>
Speaking of the Broadsword does bring up a gravitics issue however.<BR>
According to the deck plans in GT: Star Mercs, the onboard cutters<BR>
and their spare modules are stored perpendicularly to the main grav<BR>
axis. Since cutters have no utility modules of their own, does this<BR>
mean that the vehicle bays are deliberately kept grav free or is the<BR>
cutter bridge arranged (like the modern RL space shuttle) for crew<BR>
entry when the nose is pointed up?<BR>
<BR>
- -- <BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              | The chicken infiltrates the stoned couch. FNORD! |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:58:16 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Uplift Series<BR>
<BR>
Jussi Kenkkil wrote :<BR>
<BR>
> The first trilogy is: Sundiver, Startide Rising, Uplift War<BR>
> don't remember the order of the second one.<BR>
<BR>
Starts with "Brightness Reef"<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2982<BR>
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Traveller-digest     Thursday, August 24 2000     Volume 1999 : Number 2983<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: Droyne invisibility<BR>
Re: For Striker: groovy Grav Tank<BR>
RE: Uplift Series<BR>
RE:Dolphin Ships Hours at Hi-G<BR>
Re: For Striker: groovy Grav Tank<BR>
"I saw this, and thought of you"*<BR>
Re: A better armed police force?<BR>
RE: Mini-reviews<BR>
RE: GT-Q: Dispersed Structure Hulls?<BR>
RE: For Striker: groovy Grav Tank<BR>
RE: Newbie Q: Artificial Gravity<BR>
RE: For Striker: groovy Grav Tank<BR>
REPOST for Kristian RE: For Striker: groovy Grav Tank<BR>
[Heresy] Traveller 3D<BR>
Re: Dispersed Structure Hulls?<BR>
RE: Getting ships under control<BR>
Re: GURPS: OGRE<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 02:10:32 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
Phill Webb wrote:<BR>
> <BR>
<<snips discussion of Droyne "invisibility">><BR>
> <BR>
> I've always done this as an ability that affects the processing of<BR>
> information not the receiving of it, it still arrives but is ignored.<BR>
> <BR>
> So the guard would glance up, see the Droyne, and his mind would ignore<BR>
> it like the pot plant that has been in the corner of the room for the<BR>
> last five years.<BR>
> <BR>
> The guard would not pay any heed to what the Droyne was doing unless it<BR>
> was something really hard to ignore. Attacking or getting into the<BR>
> guards personal space causes "something is not right" thoughts and an<BR>
> effect similar to coming out of a daydream.<BR>
<BR>
In other words, the Droyne are capable of creating SEP* fields? ;-)<BR>
<BR>
Seriously, your explanation works for me.<BR>
<BR>
*"Somebody Else's Problem", from the HHGTTG series.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:25:33 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: For Striker: groovy Grav Tank<BR>
<BR>
> From: Ludowick@aol.com<BR>
> Subject: For Striker: groovy grav tank<BR>
><BR>
> A-1 Armament Industries is proud to present...<BR>
><BR>
> The A-1  _Rapira_  Heavy Overwatch Grav-Tank<BR>
<BR>
<design and notes snipped><BR>
<BR>
Most Munificent Ming,<BR>
<BR>
My Most Mighty Monarch, this Mere Mortal means to make music to your ears by<BR>
informing you of the means to make mincemeat of this metal monster.<BR>
<BR>
My lord, alas I have almost exceeded my quote of the letter 'm', so I shall<BR>
cease with the alliteration.<BR>
<BR>
They key to combatting the Rapira is to take advantage of it's<BR>
disadvantages. They are ...<BR>
<BR>
1) it is expensive<BR>
2) it has an inadequate number of gunners<BR>
3) it's side, rear and deck armour is weak.<BR>
<BR>
Therefore, the key is to force it into a disadvantageous tactical situation.<BR>
<BR>
A key to this is overloading it's point defense capability.<BR>
<BR>
It is assumed that the Rapira will have PD support vehicles, but the MCr 6<BR>
cost of the Rapida should allow numerical superiority for the Loyalist<BR>
forces.<BR>
<BR>
This can be assisted by the mass issue of cheap imported Howitzers, firing a<BR>
combination of chaff, chemical smoke and HEAP rounds (a TL9 100mm HEAP round<BR>
will penetrate a Rapida's deck armour).<BR>
<BR>
Such a TL6 towed howitzer costs KCr 60.5, masses 2175 kg and yakes a crew of<BR>
9 at TL6. May I recommend a levee of your agricultural labourers to provide<BR>
willing arms to move it's 30 kg shells. The howitzer fires at -1 to 6km and<BR>
to -3 at 12 km. I would recommend that the savings on the howitzer itself be<BR>
spent on high-tech ammunition.<BR>
<BR>
If the Rapida is in the danger zone of a Standard Sheaf, it's +4 low hit<BR>
modifier gives over a 50% chance of hitting it's weak deck armour with a<BR>
round (7+ on 2 dice).<BR>
<BR>
Secondly, a combination of TL10 incendary smoke and TL10 chaff fired in<BR>
front of it will force it to move to achive a firing position.<BR>
<BR>
Thirdly, the lack of a secondary gunner means that the Rapida cannot fire<BR>
both it's devestating main armament and it's secondary point defense<BR>
armament. Thus, if it can be flanked, a stream of missiles can allow other<BR>
units (perhaps the Ming-class ACV) to achieve a favourable firing<BR>
opportunity.<BR>
<BR>
Fourthly, if the Rapida turns it's turret to fire in point defense at<BR>
incoming missiles, then supporting units may get a shot at the weak side<BR>
turret armour.<BR>
<BR>
The key in all of these will be slowing the battle down, to allow the<BR>
numerical superiority of the Loyalist Forces to be brought to bear, and<BR>
attempt a flanking maneuver.<BR>
<BR>
I hope this humble advice assists,<BR>
<BR>
Fancesci Conditteri, Military Attache from Famile Spofulam to Mongo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 08:31:12 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Uplift Series<BR>
<BR>
> -----Original Message-----<BR>
> From: Frank G. Pitt [mailto:frankie@mundens.gen.nz]<BR>
> Sent: 24 August 2000 07:58<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: Uplift Series<BR>
> <BR>
> <BR>
> Jussi Kenkkil wrote :<BR>
> <BR>
> > The first trilogy is: Sundiver, Startide Rising, Uplift War<BR>
> > don't remember the order of the second one.<BR>
> <BR>
> Starts with "Brightness Reef"<BR>
<BR>
Infinity's Shore<BR>
Heaven's Reach<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 08:35:45 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE:Dolphin Ships Hours at Hi-G<BR>
<BR>
<snip><BR>
<BR>
> <BR>
> Why not, instead of water, have the ship filled with a liquid <BR>
> that has lots of<BR>
> O2 in it, that the dolphins can breathe as well as swim in?  <BR>
> Or you could<BR>
> geneer them with gills...:-)<BR>
<BR>
The Dolphin-crewed ship _Streaker_ in 'Startide Rising', 'Infinity's Shore'<BR>
and 'Heavens Reach' uses oxy-water. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 01:34:58 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: For Striker: groovy Grav Tank<BR>
<BR>
Katharine Whitchurch wrote:<BR>
> > The A-1  _Rapira_  Heavy Overwatch Grav-Tank<BR>
...<BR>
> Most Munificent Ming,<BR>
> <BR>
> My Most Mighty Monarch, this Mere Mortal means to make music to your ears by<BR>
> informing you of the means to make mincemeat of this metal monster.<BR>
<BR>
Could someone repost the original specs for the Rapira?  Thanks.<BR>
<BR>
Kristian<BR>
Ming's Minister of Munitions<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 08:16:02 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: "I saw this, and thought of you"*<BR>
<BR>
*naff advertising slogan being used by the British mail service to persuade <BR>
us that it is a good service really.  Yeah, and Archduke Norris sleeps with <BR>
a teddybear.<BR>
Thought this may be of interest, not quite a gravbelt but close. (It's a <BR>
"personal helicopter".  Who said something about bad drivers round their <BR>
way..?)<BR>
<BR>
http://news.bbc.co.uk/hi/english/sci/tech/newsid_893000/893200.stm<BR>
<BR>
Jeff (aka Captain Chicken, Leg-end in his own luncbox)<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:34:17 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: A better armed police force?<BR>
<BR>
<snip><BR>
<BR>
><BR>
> Hmmm. It just occured to me that *this* might be a legit reason for<BR>
> building *small* (say 30-50 foot tall) mecha. For SWAT units. The<BR>
> initimidation factor would be very useful, they don't *need* to hide<BR>
> from miltary grade sensors nor deal with military grade weapons.<BR>
><BR>
<BR>
The word you are looking for here is 'Patlabor'<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:38:10 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Mini-reviews<BR>
<BR>
> I picked up a copy of "Warehouse 23" at my FLGS the other day. I'm<BR>
> about 3/4ths of the way thru it, and it's been great fun.<BR>
> <BR>
> While much of it is aimed at late 20th century games, it's not that<BR>
> hard to see how to "update" it for use in a Traveller game. It'd fit<BR>
> right in with the Templars and other craziness. And you'd be surprised<BR>
> just how many items work just fine without any need to update them. <BR>
> <BR>
> I also picked up "Suppressed Transmission: The First Broadcast" I've<BR>
> only just started on it, but it looks like Ken Hite would fit right in<BR>
> with some of the crazier members of the list.<BR>
> <BR>
<BR>
<BR>
Weird Old Uncle Ken is, without a doubt, the man. I swear, Ken seems to<BR>
think up a half-dozen new campaign ideas a week. IMHO he makes the Pyramid<BR>
subsciption worth the dosh on his own. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:39:59 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
> <BR>
> This reply has also been sent to the newsgroups.<BR>
> Could somebody please explain to me what a "dispersed" type starship<BR>
> hull is, and how I can build one with the GURPS Traveller modular<BR>
> starship design system? I've seen them referred to by several<BR>
> Traveller related sources, but aside from the obvious fact that the<BR>
> ship is broken up into connected sub-hulls there is very little to<BR>
> go on. How are the sub-hulls connected? What units must be grouped<BR>
> together? Do the sub-hulls share power and life support systems<BR>
> somehow, or do each have their own? There is so much that I *don't*<BR>
> know about this topic I'm not sure where to begin. Please help!<BR>
<BR>
<BR>
Dispersed hulls most likely use a space-frame to connect them together.<BR>
These are covered in GURPS Vehicles. If you don't have access to that, lemme<BR>
know <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:04:38 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: RE: For Striker: groovy Grav Tank<BR>
<BR>
> -----Original Message-----<BR>
> From: Katharine Whitchurch [mailto:katts@globalfreeway.com.au]<BR>
<BR>
<snip><BR>
<BR>
> May I recommend a levee of your agricultural <BR>
> labourers to provide<BR>
<BR>
... a really gross means of preventing the rivers of Mongo from<BR>
flooding?<BR>
<BR>
Oh, perhaps you meant levy...<BR>
<BR>
<g><BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:09:01 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Newbie Q: Artificial Gravity<BR>
<BR>
> <BR>
> According to G:T p.154, a utility module is "An artificial gravity<BR>
> generator that can vary gravity from 0 to 3 G. It also includes an<BR>
> airlock. Install one per 500 spaces, rounding up. Small craft<BR>
> usually omit utility modules." Thus anything less than 100 dtons has<BR>
> to fake it, regardless of deck orientation.<BR>
<BR>
Not a problem, since anything less than 100 dtons is not jump-capable.<BR>
Fighters and Pinnaces usually have seat straps, and aren't designed for long<BR>
occupancy.<BR>
<BR>
> Fortunately, all G:T<BR>
> thrusters are assumed to have vectored thrust, so they are able to<BR>
> accelerate along any axis regardless of engine placement. This makes<BR>
> all ships VTOL, which is handy to have when a freestanding berth is<BR>
> basically a hole in the ground. :)<BR>
<BR>
Yup, but since the G-comps are installed as part of the utility module (the<BR>
AG units provide G-comp up to 6 Gs) accel. in a <100dt vessel IS felt.<BR>
<BR>
<BR>
> <BR>
> As stated above, with vectored thrust this is a moot point. The real<BR>
> reason for utility modules is to provide gravity while a starship is<BR>
> in jump, which is why small craft usually omit them. I have designed<BR>
> a couple of new small craft utility/engineering modules using GURPS<BR>
> Vehicles including a fusion power core, a compact fire suppression<BR>
> system, a one person airlock and artificial grav units for 54- and<BR>
> 108-dton coverage (the former replaces one grav unit with a 300-ston<BR>
> lift CG unit).<BR>
<BR>
I'd like to take a look, if you wanna share :)<BR>
 <BR>
> Speaking of the Broadsword does bring up a gravitics issue however.<BR>
> According to the deck plans in GT: Star Mercs, the onboard cutters<BR>
> and their spare modules are stored perpendicularly to the main grav<BR>
> axis. Since cutters have no utility modules of their own, does this<BR>
> mean that the vehicle bays are deliberately kept grav free or is the<BR>
> cutter bridge arranged (like the modern RL space shuttle) for crew<BR>
> entry when the nose is pointed up?<BR>
<BR>
Either or both, The nice thing about AG is you can turn it off. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:10:06 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: For Striker: groovy Grav Tank<BR>
<BR>
> <BR>
> > May I recommend a levee of your agricultural <BR>
> > labourers to provide<BR>
> <BR>
> ... a really gross means of preventing the rivers of Mongo from<BR>
> flooding?<BR>
> <BR>
> Oh, perhaps you meant levy...<BR>
<BR>
<BR>
Perhaps not...<G><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:10:51 +0100<BR>
From: Matt Bond <MBOND@karpad.demon.co.uk><BR>
Subject: REPOST for Kristian RE: For Striker: groovy Grav Tank<BR>
<BR>
> -----Original Message-----<BR>
> From: Kristian Miller [mailto:travellerne@3rd-imperium.com]<BR>
> <BR>
> Katharine Whitchurch wrote:<BR>
> > > The A-1  _Rapira_  Heavy Overwatch Grav-Tank<BR>
> ...<BR>
> > Most Munificent Ming,<BR>
> > <BR>
> > My Most Mighty Monarch, this Mere Mortal means to make <BR>
> music to your ears by<BR>
> > informing you of the means to make mincemeat of this metal monster.<BR>
> <BR>
> Could someone repost the original specs for the Rapira?  Thanks.<BR>
> <BR>
> Kristian<BR>
> Ming's Minister of Munitions<BR>
<BR>
Oh, go on then...<BR>
<BR>
see below<BR>
<BR>
Matt<BR>
<BR>
> -----Original Message-----<BR>
> From: Ludowick@aol.com [mailto:Ludowick@aol.com]<BR>
> Sent: 23 August 2000 23:18<BR>
> To: traveller-digest@lists.imagiconline.com<BR>
> Subject: For Striker: groovy grav tank<BR>
> <BR>
> A-1 Armament Industries is proud to present...<BR>
> <BR>
> The A-1  _Rapira_  Heavy Overwatch Grav-Tank <BR>
> <BR>
> Intended for long range direct fire support of advancing battle tanks.<BR>
>  <BR>
> Armed with a 90 MW pulse laser, it can punch through most prismatic<BR>
> aerosol clouds.  It also features a tac-missile launcher that <BR>
> fires HEAP<BR>
> follow-up missiles against hard targets, and HE missiles for <BR>
> long range<BR>
> fire against soft targets.  Its armament is rounded out by a VRF gauss<BR>
> gun to repel close assaults.  It features frontal armor of unheard of <BR>
> dimensions for its tech level.  The Rapira's mobility is limited on<BR>
> standard gravity worlds, but is quite adequate on low-g worlds such<BR>
> as Mongo <cough>.<BR>
> <BR>
> Requires point defense vehicles to protect it from artillery. <BR>
>  Don't let <BR>
> the bastards flank you.<BR>
> ---------------------------------------------<BR>
> <BR>
> Rapira class Laser Grav Tank (TL-10)<BR>
> <BR>
> This vehicle has a crew of 3 (commander, gunner, driver).  <BR>
> Its turret mounts<BR>
> a pulse laser, a tac-missile launcher, and a VRF gauss gun, <BR>
> all coaxial in<BR>
> a frontal turret mount, with direct fire control.  Height: <BR>
> 1.5 m (+ turret <BR>
> 0.5m).  Width 11 m.  Length 13 m.  Total volume: 132.275 m^3. <BR>
>  Weight: 755.31<BR>
> tons.  Cost: Cr 6,857,114.  Price includes full ammo load.  <BR>
> Vehicle will not<BR>
> float.    :P<BR>
> <BR>
> Movement:  Maximum speed: 180 kph/150 cm.  Cruise: 135 kph/112.5 cm.  <BR>
> NOE: 45 kph/37.5 cm.  Above values assume 1 standard Earth gravity; <BR>
> on Mongo (0.375G) speeds are Max: 960/800.  Cruise: 720/600.  <BR>
> NOE: 140/117.<BR>
> Vehicle has power to fire its laser & move at max speed in the same<BR>
> phase.<BR>
> <BR>
> Movement effects on fire: no effect<BR>
> <BR>
> Armor: Crystaliron.  Turret & chassis front: 80.  Turret & <BR>
> chassis sides <BR>
> & rear: 47.  Deck: 42.  Belly: 34.  <BR>
> <BR>
> Target size DMs: +4 low, +2 high.<BR>
> <BR>
> Equipment: laser sensor (roll 6+), 100 power target <BR>
> acquisition radar, 5000<BR>
> power radio, 10 power maser communicator, extensive ecm, 100 bottles <BR>
> prismatic anti-laser aerosol, thermal imaging, passive IR, image <BR>
> enhancement, map box, battle computer.<BR>
> <BR>
> Weapons: The 90 MW single lens pulse laser may engage one <BR>
> target, is spotted<BR>
> automatically, and has a hit DM of +0.  Its range and penetration are:<BR>
> <BR>
> Effective       Long            Extreme<BR>
> <BR>
> 300(80)         400(80)         550(80)<BR>
> <BR>
> The tac-missile magazine launcher carries 45 missiles (15 <BR>
> HEAP, 15 HEAP <BR>
> follow-up, 15 HE).  The HEAP missile are passive homing, while the HE <BR>
> missiles are operator guided via a maser link.  Range for <BR>
> both types is 5.5 <BR>
> km.  The HEAP missiles (& follow-up) are high performance <BR>
> (+10 DM).  The <BR>
> HEAP missiles have a penetration of 60 (includes follow-up).  The HE <BR>
> missiles characteristics are 28/4/5, with a hit DM of +3.  <BR>
> Launch sig. of <BR>
> all missiles is +2.<BR>
> <BR>
> The VRF gauss gun has sufficient ammo for 23 phases of fire.<BR>
> <BR>
> Effective       Long            Extreme<BR>
> <BR>
> 150(21) +8      300(19) +6      450(17) +3   Targets: 16  Sig.: +4<BR>
> <BR>
> <BR>
> ---------------------------------------------<BR>
> Design details:<BR>
> <BR>
> Hull: 13 m long, 11 m wide, 1.5 m high.  Hull volume = 214.5 m^3<BR>
> Configuration: radical front, moderate sides & rear.  <BR>
>     Available volume = 107.25 m^3<BR>
> <BR>
> Turret: 9.1 m long, 11 m wide, 0.5 m high.  Turret volume = 50.05 m^3<BR>
> Configuration: radical front, moderate sides & rear.<BR>
>     Available turret volume 25.025 m^3<BR>
> <BR>
> Hull Armor: Crystaliron.  Volume = 49.4415 m^3  Weight = <BR>
> 494.415 tons  <BR>
>     Cost = Cr 444,973.5  Remaining volume = 57.8085 m^3<BR>
> <BR>
> Front = 135cm thick (AV 80), 22.275 m^3.<BR>
> Sides = 10.3cm thick (AV 47), 4.017 m^3.<BR>
> Rear = 10.3cm thick (AV 47), 1.6995 m^3.<BR>
> Deck = 10cm thick (AV 42), 14.3 m^3.<BR>
> Belly = 5cm thick (AV 34), 7.15 m^3.<BR>
> <BR>
> Turret Armor: Crystaliron  Volume = 8.9288 m^3.  Weight = <BR>
> 89.288 tons  <BR>
>     Cost = Cr 80,359.2  Remaining Volume = 16.0962 m^3<BR>
> <BR>
> Front = 135cm thick (AV 80), 7.425 m^3.<BR>
> Sides = 10.3cm thick (AV 47), 0.9373 m^3.<BR>
> Rear = 10.3cm thick (AV 47), 0.5665 m^3.<BR>
> <BR>
> * = in hull<BR>
> <BR>
> Power Plant: Fusion, 30 m^3.  Output 180 MW.  120 tons.  Cr <BR>
> 3,100,000.*<BR>
> <BR>
> Grav Generators: 18 m^3.  900 tons of thrust. need 90 MW  36 tons.*<BR>
>     Cr 1,800,000.<BR>
> <BR>
> Fuel: 6480 liters of fuel for 24 hour endurance: 6.48 m^3, <BR>
> 0.4536 tons,*<BR>
>     Cr 226.8  Power Plant consumes 270 liters per hour.<BR>
> <BR>
> Avionics: TL-10 Avionics, Volume = 0.3 m^3, Weight = 0.15 <BR>
> tons, Cr 12,000*<BR>
>     Max NOE speed = 140/117.<BR>
> <BR>
> Electronics: Total volume = 0.4478 m^3  Cost = Cr 545,250   <BR>
> Weight = 0.3783 <BR>
> tons* <BR>
>     5000 power radio<BR>
>     10 power maser communicator<BR>
>     100 power target acquisition radar (all-weather)<BR>
>     map box<BR>
>     battle computer<BR>
>     extensive ECM<BR>
>     thermal imaging<BR>
>     image enhancement<BR>
>     passive IR<BR>
>     laser sensors -- TL-10<BR>
>     100 canisters prismatic anti-laser aerosol<BR>
> <BR>
> Crew:   1 Driver, seated in hull,  Volume 1 m^3  Weight 0.2 <BR>
> tons  Cr100*<BR>
>     1 Command., seated in turr.,  Volume 1 m^3  Weight 0.2 <BR>
> tons  Cr 100<BR>
>     1 Gunner, seated in turret,  Volume 1 m^3  Weight 0.2 tons  Cr 100<BR>
> <BR>
> Environment:<BR>
>     Hull, sealed with life-support  Volume 0.5578085 m^3  Weight <BR>
>     0.5578085 tons  Cr 1578.085*<BR>
>     Turret, sealed with life-support  Volume 1.0160962 m^3  Weight <BR>
>     1.0160962 tons  Cr 2160.962<BR>
> <BR>
> Main Laser: one weapon station in turret front with 90MW pulse laser,<BR>
>  coaxial VRF gauss gun, & coaxial tac-missile launcher<BR>
> <BR>
> TL-10 single lens pulse laser<BR>
> 90MW power input<BR>
> Direct fire control:  Volume 0.06 m^3  Weight 0.06 tons  Cr 30,000<BR>
> Batteries:  Weight  30 kg  Volume 0.03 m^3  Cr 15,750<BR>
> Laser:  Weight 5.94 tons  Volume 5.94 m^3  Cr 360,000<BR>
> Output: 90 MW<BR>
> Signature: +23<BR>
> Firing Bonus: +0<BR>
> Range (E/L/X): 3/4/5.5 km<BR>
> Penetration (E/L/X): 80/80/80<BR>
> <BR>
> Coaxial VRF gauss gun: Cr 206,000  Weight 2.3 tons  Volume 2.3 m^3<BR>
> One hopper of ammunition (30,000 rounds) enough for 23.4 <BR>
> phases of fire<BR>
> combat stats are in Book 3.<BR>
> <BR>
> Coaxial magazine tac missile launcher:<BR>
>     magazine capacity 45 (15 HEAP, 15 HEAP follow-up, 15 HE)<BR>
> Weight 1.1177 tons  Volume 1.1177 m^3  Cr 167,655 <BR>
> Maser guidance package: 0.02 tons  0.02 m^3  Cr 4000  <BR>
> <BR>
> tac missiles:  Total weight 2.031 tons  Volume 2.031 m^3  Cr 16,860<BR>
> <BR>
> Basic = warhead: 20 cm HEAP  Weight 6 kg  Cr 36 <BR>
>     guidance: Homing  Weight 1 kg  Cr 300<BR>
>     propellant: range 5.5 km  Weight 44.1 kg (+ 10 High Performance)<BR>
>     Cr 44.1<BR>
>     Total weight: 51.1 kg.  Volume 0.0511 m^3  Cr 381<BR>
> <BR>
> follow-up = identical to homing missile but cost = Cr 481<BR>
> <BR>
> HE =    warhead: 20 cm HE  Weight 6 kg  Cr 36<BR>
>     guidance: maser operator guided  Weight 2kg  Cr 200<BR>
>     propellant: range 5.5 km  Weight 25.2 kg  Cr 25.2<BR>
> Total weight: 33.2 kg.  Volume 0.0332 m^3  Cr 262<BR>
> <BR>
> HEAP warhead (with follow-up): PV 60<BR>
> HE warhead: PV 28/4/5  Hit DM + 3<BR>
> <BR>
> Stabilization gear: 0.94777 tons  0.94777 m^3  Cr 70,000<BR>
> <BR>
> Waste Space in Hull: 1.0228915 m^3*<BR>
> Waste Space in Turret: 0.6336338 m^3 <BR>
> <BR>
> <BR>
> -----------------------------------------------<BR>
> Remember: A-1 Armament Industries -- the first name in the <BR>
> construction of destruction!<BR>
> <BR>
> Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 05:23:55 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: [Heresy] Traveller 3D<BR>
<BR>
>Date: Wed, 23 Aug 2000 22:43:15 -0500<BR>
>From: eris@pcola.gulf.net<BR>
>Subject: The 3D Shoe (was Re: A Mathematical Problem)<BR>
><BR>
>Chris, go right ahead and drop the 3d shoe.  The TML hasn't<BR>
>seriously discussed that subject in several months now.  <g><BR>
<BR>
Eris, I've done what I can: I have an article in this week's edition of<BR>
JTAS online, entitled, "Traveller 3D: Mapping the Solid Subsector Using<BR>
ChView." The URL is:<BR>
<BR>
http://jtas.sjgames.com/login/article.cgi?139<BR>
<BR>
but of course you have to be a JTAS subscriber to see it.<BR>
<BR>
<shameless plug><BR>
<BR>
Ladies and gentlemen, it's $15/year for 2-3 decent articles a *week*.<BR>
That's less than half of what the last classic reprints book cost. All of<BR>
the back issues are available in the archives (which are sorted and<BR>
searchable). You also get the obligatory discussion groups and chat<BR>
room/MOO venue.<BR>
<BR>
Highlights of the article include:<BR>
<BR>
* Instructions using the freeware program ChView for creating and viewing<BR>
subsectors in 3D, with examples. ChView (which was written by Jo Grant,<BR>
among others) is available for the curious from:<BR>
<BR>
http://members.nova.org/~sol/chview/<BR>
<BR>
* A subsector format (called a "rhombic dodecahedron") that takes the place<BR>
of cubes in 3D-space. Adjacent subsectors meet only along their faces, not<BR>
edges or corners the way cubes do (analogous to the way hexagons meet only<BR>
along their edges, when squares meet along both edges and corners).<BR>
<BR>
* A mapping sequence that combines both GT: First In and GT: Far Trader,<BR>
reduces die-rolling to the bare minimum required to flesh out the subsector<BR>
in a rational fashion, but still produces results that are completely<BR>
compatible with both sources. This allows you to get your subsector on<BR>
paper, then go back with /Heaven and Earth/ or some other program and fill<BR>
in the detail on just the systems you need. The sequence produces about the<BR>
same level of detail as Book 3, but with much greater logic and cohesion.<BR>
<BR>
The mapping sequence results in ~60+ systems per subsector. Of those, 3-4<BR>
are habitable and another 6-7 contain useful levels of resources. The<BR>
sequence concentrates on these worlds.<BR>
<BR>
* Comprehensive notes, glossary, and references for further reading.<BR>
<BR>
</shameless plug><BR>
<BR>
The math involved is pretty heavy going, I admit, but I couldn't expound<BR>
more in a 5,000-word article and still pack in what I needed to. I provided<BR>
tables and files, so you don't need the math to use the article (only to<BR>
understand why I did it that way).<BR>
<BR>
So far, there has been a profound lack of response on the JTAS boards, so I<BR>
don't know whether the article was simply too dense to be interesting or<BR>
useful. I hope not, of course. I'd like to continue the series, with<BR>
discussions on converting the Third Imperium setting to 3D (using my<BR>
now-published system at the subsector level, naturlich), and on creating a<BR>
Traveller Near Stars campaign in 3D (if I can ever come up with a simple<BR>
algorithm for randomly filling in the stars that are missing from the<BR>
Gleise/Hipparcos data).<BR>
<BR>
How's that? ;-)<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 05:34:50 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Dispersed Structure Hulls?<BR>
<BR>
>Date: Thu, 24 Aug 2000 02:49:32 -0400 (EDT)<BR>
>From: Dalton Spence <dalton.spence@hwcn.org><BR>
>Subject: GT-Q: Dispersed Structure Hulls?<BR>
><BR>
>This reply has also been sent to the newsgroups.<BR>
>Could somebody please explain to me what a "dispersed" type starship<BR>
>hull is, and how I can build one with the GURPS Traveller modular<BR>
>starship design system? <BR>
<BR>
A dispersed hull in GT has what GURPS Vehicles (p. 23) calls "open frame"<BR>
armor. Calculate the structural requirements normally; when you figure up<BR>
armor, though, divide the weight (and thus the cost) by 5. Armor is limited<BR>
to DR100, and protects only against collision-type damage. Turrets and<BR>
other sub-assemblies are armored normally.<BR>
<BR>
Subhulls were my initial attempt to reflect the separate requirements for<BR>
sealing and armoring the inhabited portions of the ship, but as you note<BR>
they have turned out to be too complicated. My recommendation is to simply<BR>
require dispersed hulls to have heavy or total compartmentalization (p.<BR>
GT159), depending on how much of the ship is pressurized.<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:57:58 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Getting ships under control<BR>
<BR>
<snip><BR>
<BR>
> I use +5 and +10 (non-cumulative) myself.  I also allow Engineering<BR>
> skill as a DM, with restrictions.  The Engineer can't "save" from a<BR>
> misjump result, but they get a Staggering Task chance against<BR>
> Engineering skill when the result is destroyed.  If they succeed the<BR>
> ship isn't destroyed, just damaged and misjumping.  Misjumps,<BR>
> themselves, aren't obvious to those aboard the ship (there's a<BR>
> Staggering task to detect when one happens) although they become<BR>
> apparent over time.  Having "things go horribly wrong" and the<BR>
> Engineer having to take heroic measures to "stabilize the jump<BR>
> bubble", "get the reaction under control", or whatever is a pretty<BR>
> good indication that something bad is happening, though. <g><BR>
> <BR>
> BTW, Staggering in this case is 14+ on 2d6+Engineering, or 15+ on<BR>
> 2d6+Engineering+(Edu/4), or (Engineering+Edu)- on 5d6, or<BR>
> (Mechanic(Jump Drive)-6) on 3d6-6...depending on task system I'm<BR>
> using.  <g><BR>
<BR>
<BR>
I fondly remember my first misjump...I shut down all non-essential systems<BR>
(I counter life-support as non-essential!) and shunted all available power<BR>
to the computers and jump systems, then threatened the computer to keep the<BR>
field stable or else. Pretty pointless without AI, I admit, but *I* felt<BR>
better :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:06:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
In mail you write:<BR>
<BR>
> From: Leonard Erickson <shadow@krypton.rain.com><BR>
><BR>
>>Just keep in mind that Ogres are built to shrug off near misses by<BR>
>>nukes. And I mean *near* misses (meters, not km).<BR>
><BR>
>     One question, can an Orge take a near miss by a Nuclear Weapon Spawed<BR>
> Giant Lizard?<BR>
<BR>
Depends on how mad said NWSGL is. The Warehouse 23 entry on Gojira says<BR>
that his breath weapon does as much damage as he wants it to, limited<BR>
only by factors I won't describe here. <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 #2983<BR>
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Traveller-digest     Thursday, August 24 2000     Volume 1999 : Number 2984<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: How do you deal with biotech in your TU?<BR>
Re: Godzilla 2000<BR>
Re: Godzilla 2000<BR>
Re: Godzilla 2000<BR>
Re: Superdense: a proposal<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: Realism in space combat<BR>
Re: private space ventures<BR>
Re: Things that go bang<BR>
Re: Godzilla Stats<BR>
Re: [Heresy] Traveller 3D<BR>
Re: [Heresy] Traveller 3D<BR>
RE: How do you deal with biotech in your TU?<BR>
Re: Gills and vacuum adaptations (designer people)<BR>
Re: Droyne invisibility<BR>
Re: Dispersed-structure hulls<BR>
RE: Droyne invisibility<BR>
RE: Godzilla 2000<BR>
Autocannons and stuff   was Re: For Striker: groovy grav tank<BR>
Re: Minor Race Census<BR>
Star catalogue available online?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Wed, 23 Aug 2000 22:11:40 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> On Wed, 23 Aug 2000, Andrew Douglas wrote:<BR>
>  <BR>
>> A big part of the reason that the vision of 2001 hasn't come true yet is<BR>
>> that the government kept a monopoly on space flight. I doubt that we'd have<BR>
>> something as grand as 2001's Space Station V under construction, but you <BR>
> can<BR>
>> bet we'd be farther along than we are now if the private sector had been<BR>
>> given a shot starting 30 years ago. 30 years is a long time. Lindbergh<BR>
>> crossed the Atlantic 30 year before Yeager broke the sound barrier! <BR>
><BR>
> Puleeze!! The the government has never had a 'monopoly' on space flight,<BR>
> unless you consider 'no one else willing to spend the money doing it' a<BR>
> monopoly. In fact, in the 80's the US government got NASA OUT of launching<BR>
> commercial satellites in order to _encourage_ privatization of the<BR>
> satellite launching business.<BR>
><BR>
> Private industry has been a major, active, and enthusiastic part of the<BR>
> space program all along. Who the hell do you think _makes_ all that<BR>
> stuff?? They're just willing to do it on Government contracts, not their<BR>
> own dime.<BR>
><BR>
> We haven't had commercialization of space because no one's been able to<BR>
> figure out how to make a profit at it. Period. <BR>
<BR>
Actually, there are some nasty legal problems due to a couple of<BR>
treaties. The government has legal responsibility for the space<BR>
activities of its citizens, regardless of where they launch from, for<BR>
example. <BR>
<BR>
Unlike aircraft, where a private aircraft is not the responsibility of<BR>
the government except with regards to cerification of airworthiness,<BR>
with spacecraft, the government of the people operating it is 100%<BR>
responsible. <BR>
<BR>
This is why the Commerce department can veto any space activity by<BR>
American citizens.<BR>
<BR>
> I mean, look at commercial satellites. They're everywhere...but only<BR>
> governments have the money to spend on the launch systems (and all the<BR>
> attendant infrastructure). There is a dire need for more launches, but<BR>
> hey, it really _is_ rocket science. <BR>
<BR>
> There have been schemes floated for private launch facilities, boosters,<BR>
> etc. for decades now, but they all foundered on one thing: cost. It costs<BR>
> a boatload of money to develop, test and build launch vehicles.<BR>
<BR>
Yeah, but not near as much as many seem to think. The problem is being<BR>
able to get investors while at the same time complying with government<BR>
regulations. <BR>
<BR>
I have to wonder how far the Wright Brothers would have gotten under<BR>
equivalent laws.<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, 23 Aug 2000 22:30:42 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> <snip><BR>
><BR>
>> The 1991-1995 toho godzilla is (per Toho studios)<BR>
>> 60,000 tons (sinks in water, but can swim; call it 4,000 dtons)<BR>
>> 100 meters tall (note: if he were reduced to a typical human <BR>
>> height of 180 cm,<BR>
>> that would be 350 kilograms)<BR>
>> <BR>
>> Since he isn't bothered by the square/cube law, presumably <BR>
>> godzillasaurus flesh<BR>
>> is about 50x stronger, per unit cross-section, than human, <BR>
>> and probably <BR>
>> godzilla hide is similarly stronger.  The evidence is that <BR>
>> can feel modern <BR>
>> (TL 7-8) anti-tank weaponry, but not terribly vulnerable to <BR>
>> it.  He is largely<BR>
>> invulnerable to TL 6 weapons (if you look at the fate of the <BR>
>> army in older<BR>
>> godzilla movies).<BR>
><BR>
><BR>
> Good point about the resiliancy, but IMO it's actually the Gojira's nuclear<BR>
> radiation field that makes it possible to walk and resist TL6 weapons.<BR>
> Arguements, coments and flames are invited, but will be met with "It's a<BR>
> hundred foot nuclear dinosaur, don't tell me my theory is unrealistic!" :)<BR>
<BR>
"Hundred foot"? Must not have its full growth yet. The figures quotes<BR>
above say "100 meters", and Warehouse 23 says "60 stories" (which I<BR>
read as *at least* 600 feet, maybe 200 meters).<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, 23 Aug 2000 22:35:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> Mike Demetro writes:<BR>
>> > > They note that Gojira is 60 stories tall <BR>
>> > <BR>
>> > That's way too tall <BR>
>> <BR>
>> Actually he was 500 feet tall, but only 180 feet tall in Godzilla 2000.<BR>
><BR>
> Per Toho Studios, he's ranged from 50-100 meters (160-320 feet).  The <BR>
> godzilla<BR>
> from 1985-1995 grew from about 80 meters to about 100 over the course of the<BR>
> movies.  From what I can find, they reduced him to 55 meters for this movie.<BR>
<BR>
Maybe the folks at Warehouse 23 have been testing growth hormones? :-)<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, 23 Aug 2000 22:32:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla 2000<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson writes:<BR>
><BR>
>> Yep. Page 95:<BR>
>> <BR>
>> Gojira:<BR>
>> ST: 1,200     Move/Dodge: 100/0     Size: 100 hexes<BR>
>> DX: 12          PD/DR: 0/200          Weight: 50,000 tons<BR>
>> IQ: 5          Damage: 6dx10 cutting, or breath<BR>
>> HT: 15/1,000     Reach: C,1-50<BR>
>> <BR>
>> They note that Gojira is 60 stories tall (call it 600 feet, or 200<BR>
>> meters), and that it displaces 64,000 cubic yards of seawater. Call it<BR>
>> 4700 dT. <BR>
><BR>
> That's way too tall and nowhere near strong enough, and runs way too fast.<BR>
<BR>
That speed is swimming. On land it's only 25.<BR>
<BR>
> I'd go with something more like:<BR>
<BR>
Check Warehouse 23, you'll find that he doesn't *need* to be stronger,<BR>
as he regens at an ungodly rate. Among other details not easily<BR>
expresed in the bare stats.<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, 23 Aug 2000 22:42:14 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Superdense: a proposal<BR>
<BR>
In mail you write:<BR>
<BR>
> Christopher Thrash writes:<BR>
>> I have been considering the question I posed earlier to the list; that is,<BR>
>> what is "superdense"? What are its properties? The explanations offered so<BR>
>> far, though interesting, have not satisfactorily answered the canonical<BR>
>> descriptions of the material:<BR>
><BR>
> It's unclear if such a description is even possible.  The best handwave I can<BR>
> think of is that superdense represents a metastable allotrope of some metal <BR>
> or alloy (similar to the difference between graphite and diamond), which<BR>
> only forms under high pressure.  Certainly, a few such materials are known to<BR>
> exist, and others might be possible (I've heard suggestions that metallic <BR>
> hydrogen could be metastable, though that's hardly a good candidate for <BR>
> superdense even so).<BR>
<BR>
No, but metallic H would make great shielding against some types of<BR>
particle radiation. It'd also be great for increasing the yield of nukes.<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, 23 Aug 2000 22:17:08 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> At 10:11 PM -0800 8/22/00, Leonard Erickson wrote:<BR>
>>Yeah, but as several SF authors and science writers point out, most<BR>
>>extrapolations are linear, while history shows that most trends are<BR>
>>exponteial.<BR>
><BR>
> Not forever, not always.  And eventually you hit limits.<BR>
><BR>
> Even that statement is mostly based<BR>
> on our recent trends in science and it isn't clear how long<BR>
> it applies.<BR>
><BR>
><BR>
>>That means that over the *near* term, the curve will be *below* the<BR>
>>straight line. But once the curve and the line intersect, the curve<BR>
>>shoots up so much faster that it isn't funny.<BR>
>><BR>
>>So predicting decades, you'll often overestimate. Predicting centuries,<BR>
>>you'll *under* estimate severely.<BR>
><BR>
> This is the basis for theories for things like "technological<BR>
> singularities".  The idea is that the exponential curve we<BR>
> currently see for technology in general will, in the not-to-<BR>
> distant-future, hit a regime were it is vertical enough that<BR>
> change will be faster than what we can possibly imagine and<BR>
> society will not be anything like what we want.<BR>
<BR>
Actually, it doesn't require *either* of those to have a "singularity".<BR>
Merely that the changes result in *qualitative* changes such that the<BR>
rules used for predicting are no longer useful. The automobile was such<BR>
a change. <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, 23 Aug 2000 22:36:03 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Realism in space combat<BR>
<BR>
In mail you write:<BR>
<BR>
> On Wed, 23 Aug 2000, Leonard Erickson wrote:<BR>
><BR>
>> In the front-to-back direction, 6 gees can be endured for substantial<BR>
>> amounts of time...<BR>
><BR>
> ...and if I were designing a fighter or small, fast battle rider, I would<BR>
> certainly make sure the crew is lying flat relative to the  of thrust.  So<BR>
> how long a time is "substantial?"<BR>
<BR>
I don't have the references handy. Ask over in sci.space. <BR>
<BR>
At a guess, hours, especially if you have a accel couch that provides<BR>
better cushioning than the current ones. One big problem will be<BR>
bedsores, caused mbu folds of clothing or the like reducing circulation.<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, 23 Aug 2000 23:31:33 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: private space ventures<BR>
<BR>
In mail you write:<BR>
<BR>
> GypsyComet@aol.com wrote:<BR>
>> <BR>
>> Bruce Johnson sez:<BR>
>> <BR>
>> >There have been schemes floated for private launch facilities, boosters,<BR>
>> >etc. for decades now, but they all foundered on one thing: cost. It costs<BR>
>> >a boatload of money to develop, test and build launch vehicles.<BR>
>> <BR>
>>  A big part of that cost, however, is based on the government's being <BR>
> forced<BR>
>> to over-regulate and micromanage the whole process. Why? My understanding <BR>
> is<BR>
>> that the UN passed a resolution to hold each Nation responsible for its<BR>
>> citizens' actions and mistakes in space. This has cascaded, in typical<BR>
>> American fashion, into the current situation: no private launches.<BR>
><BR>
> Uhhh, no. The reason the government regulates orbital booster launches<BR>
> that closely is because a) failed  booster launches can be really bad<BR>
> when they happen in populated areas (witness the recent Chinese disaster<BR>
> when the off-course Long March landed in a nearby suburb),  b) failed<BR>
> orbital insertions can be really bad when they get into some of the more<BR>
> crowded areas of LEO, and c) of necessity the technology to make a good<BR>
> booster also makes for a dandy ICBM. There could be _serious_ temptation<BR>
> to recoup development costs by selling a few to shady men with<BR>
> diplomatic immunity and C-130's full of cash. <BR>
><BR>
> While it's popular to blame the UN for everything from dandruff to<BR>
> tornados, a UN resolution has zero force on the US if it doesn't want to<BR>
> follow it. What are they going to do...send in the Canadians? ;-)<BR>
<BR>
Alas, if they make it part od a *treaty* and we sign, thenm it's got<BR>
the exact same status as the Consitution. So sayeth the Constitution...<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, 23 Aug 2000 23:08:43 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Things that go bang<BR>
<BR>
In mail you write:<BR>
<BR>
> ...or why should have a machine shop on your starship.<BR>
><BR>
>>Yes, you can build a firearm for you own use.  In fact, you can build<BR>
>>many--for your own use.  If you manufacture to see, you must have a<BR>
>>manufacturers licence.<BR>
>>Interestingly, gun you manufacture for yourself are not required to have an<BR>
>>markings, unless they are Tittle II (Class 3) weapons.<BR>
><BR>
> Isn't a closed bolt full auto smg actually easier to make than an open bolt <BR>
> semi-auto?<BR>
><BR>
> If I remember my history correctly, English high school kids used to make <BR>
> Sten SMGs in shop class as part of the home front war effort.<BR>
<BR>
According to a gunsmith I used to know, you can build a Sten with<BR>
nothing more than files and a hacksaw. <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, 24 Aug 2000 00:40:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Godzilla Stats<BR>
<BR>
In mail you write:<BR>
<BR>
> The following comes from The Official Godzilla Compendium:<BR>
><BR>
> These are the stats for the 3 Godzillas.<BR>
><BR>
> Godzilla (1954-1975)<BR>
> Movies: 1-15<BR>
><BR>
> Height: 50 meters (164 feet)<BR>
> Mass: 20,000 metric tons (22,000 tons)<BR>
<BR>
Hmmm. By these figures a 2 meter tall Godzilla would weigh 1.28 metric<BR>
tons. That's pretty damn dense.<BR>
<BR>
> Godzilla (1984-1989)<BR>
> Movies: 16-17<BR>
> Movies 16 and 17 ignore movies 2-15 and are direct sequels to the first <BR>
> movie. Therefore, this Godzilla is supposed to be a larger member of the <BR>
> same species as the monster in the first movie.<BR>
><BR>
> Height: 80 meters (262 feet)<BR>
> Mass: 50,000 metric tons (55,000 tons)<BR>
<BR>
But this one would only weigh .78 metric tons if it was 2 meters tall.<BR>
<BR>
> Godzilla (1991-1995)<BR>
> Movies 18-22<BR>
> This Godzilla was accidently created by time travellers trying to prevent <BR>
> the creation of the first Godzilla.<BR>
><BR>
> Height: 100 meters (328 feet)<BR>
> Mass: 60,000 metric tons (66,000 tons)<BR>
<BR>
And this one is only .48 metric tons at 2 meters.<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, 24 Aug 2000 12:16:08 +0300<BR>
From: Paul =?iso-8859-1?Q?K=FCnnap?= <paul@sorainen.ee><BR>
Subject: Re: [Heresy] Traveller 3D<BR>
<BR>
Christopher Thrash wrote:<BR>
<BR>
snip<BR>
> <BR>
> Eris, I've done what I can: I have an article in this week's edition of<BR>
> JTAS online, entitled, "Traveller 3D: Mapping the Solid Subsector Using<BR>
> ChView." The URL is:<BR>
> <BR>
> http://jtas.sjgames.com/login/article.cgi?139<BR>
> <BR>
> but of course you have to be a JTAS subscriber to see it.<BR>
> <BR>
> <shameless plug><BR>
<BR>
snip<BR>
<BR>
It seems a very interesting article, but I definitely need more time to<BR>
really think it through than what I can spare during the week, but which<BR>
I hopefully have during the weekend. I have to admit that the "rhombic<BR>
dodecahedron" seems awfully complicated.<BR>
<BR>
I have lately been fooling around using ~Klaus Boerlich (DISCLAIMER:<BR>
pulled the name out of memory, don't have it here at work,  my memory<BR>
has been known to have severe faults in it) starmapping program "It's<BR>
full of stars" (same disclaimer applies) to try and create a 3d<BR>
universe. The program can randomly generate a starfield into a cube.<BR>
<BR>
I believe there is a link to where this program can be found in Winchell<BR>
Chung's page.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:22:48 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: [Heresy] Traveller 3D<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
<BR>
>>> So far, there has been a profound lack of response on the JTAS boards,<BR>
so I<BR>
 don't know whether the article was simply too dense to be interesting or<BR>
 useful. I hope not, of course. I'd like to continue the series, with<BR>
> discussions on converting the Third Imperium setting to 3D (using my<BR>
> now-published system at the subsector level, naturlich), and on creating a<BR>
> Traveller Near Stars campaign in 3D (if I can ever come up with a simple<BR>
> algorithm for randomly filling in the stars that are missing from the<BR>
> Gleise/Hipparcos data).<BR>
><BR>
> How's that? ;-)<BR>
<BR>
I have to say  that I back you in this way of thinking and have printed out<BR>
the material from the JTAS, though wil take my time over it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:52:04 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: How do you deal with biotech in your TU?<BR>
<BR>
> <BR>
> I have to wonder how far the Wright Brothers would have gotten under<BR>
> equivalent laws.<BR>
<BR>
Until the W.B.s there was no cause to legislate :). See the current laws on<BR>
FTL Travel for an example.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 21:31:17 +1000<BR>
From: "Robert O'Connor" <robocon@ozemail.com.au><BR>
Subject: Re: Gills and vacuum adaptations (designer people)<BR>
<BR>
Leonard Erickson wrote :-<BR>
> > Obligate losses are 500mL/day from transepidermal diffusion, sweat<BR>
> > losses up to 3L/hour with maximal exercise in an adult.<BR>
> <BR>
> Is it any worse than working in desert sunlight? <BR>
> <BR>
Consider the heat stress as additional 'exercise'.<BR>
Oops. The upper bound is closer to 1.5L/hour than 3. In any case, it is<BR>
not a sustainable loss for more than a few hours without vigorous fluid<BR>
replacement.<BR>
<BR>
> And why can't the reservior be *external* (ie some sort of "canteen")?<BR>
> The fun part would be drinking.<BR>
Which is why I think we should go with an internal water (+ Na+, K+,<BR>
etc.) tank.<BR>
<BR>
In summary, I'm positing a 'nearly-closed' system, with :-<BR>
- - a clear (in the visible spectrum) membrane over the eyes which<BR>
protects against UV, etc. as well as preventing eye oedema (normal<BR>
intraocular pressure is 5-20mm Hg above atmospheric) ;<BR>
- - membranous 'solar panels' in a skin flap joining the arm, leg and<BR>
torso (like that of a flying squirrel), providing the capacity for<BR>
photosynthesis ;<BR>
- - an abbreviated gastrointestinal tract (no large bowel) ;<BR>
- - the capacity to extremely concentrate urine and gastrointestinal waste<BR>
products, with a storage pouch for same ; and<BR>
- - a small backup oxygen reservoir, and a water/electrolyte solution<BR>
tank (An external 'PLSS' would be easier to implement, but an integral<BR>
system provides more flexibility and possibly endurance).<BR>
<BR>
Part of John's original post :-<BR>
> This bioform allows the recipient to live in the<BR>
> vacuum of space.<BR>
<snip><BR>
> Photosynthetic organisms in the new skin allow<BR>
> the recipient to survive for up to 10 days<BR>
> without eating or drinking as long as the<BR>
> recipient stays in bright light for at least 8<BR>
> hours a day.<BR>
<BR>
<BR>
Robert O'Connor<BR>
Medico, Gamer<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 04:36:18 -0700<BR>
From: "Thing" <gduke@telebyte.com><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
On Wednesday, August 23, 2000 9:19 PM<BR>
Bill Hopper said,<BR>
<BR>
> We always played it that the Droyne could make themselves invisible to<BR>
those in<BR>
> direct line of sight who were not psionically protected.  If there was an<BR>
> unprotected guard at a desk in front of the Droyne looking at a camera<BR>
monitor,<BR>
> he would not see the Droyne either by looking at him directly or on the<BR>
camera<BR>
> monitor, even though the Droyne would later show up on the camera tapes.<BR>
If the<BR>
> guard was in another room out of direct line of sight, he would see the<BR>
Droyne on<BR>
> the camera monitor.  This held regardless of any action performed by the<BR>
Droyne.<BR>
<BR>
I've always ran with it being a completely subconscious process and allowed<BR>
the viewing of Droyne on monitors while they where also in direct L.O.S..<BR>
The Droynes mind automatically searches the minds of all nearby people and<BR>
edits out any pictures of the Droyne itself, but since it operates on an<BR>
instinctual level they don't edit images on screens containing themselves,<BR>
only the first person images as it where.  This allows for people going<BR>
against Droyne to use little cameras an displays like in Ultra Violet.  Also<BR>
since it operates automatically the Droyne can't exclude anybody from the<BR>
effect.  All unprotected sophonts in the area get the same Jedi mind trick.<BR>
<BR>
G.D.D.<BR>
Thing under the stairs,<BR>
Minion of Shechemist & GothBunny,<BR>
Grand Master of the Electron Flow.<BR>
===========================<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:43:15 GMT<BR>
From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
One of the better-known examples is the Eagle transporter from Gerry <BR>
Anderson's "Space:1999".  It has a sealed front end, a sealed back end and <BR>
carries a variety of modules clamped onto the overhead tubework - although I <BR>
believe only two ever showed up in the TV series.<BR>
<BR>
Also, many of the 'illustrations' of space stations from about the <BR>
mid-1960's on show various structures held together by frames.  (sounds a <BR>
bit like a website - but I'd hate to have to use the 'No Frames' version.. <BR>
:0).<BR>
<BR>
HTH,<BR>
Jeff (aka Captain Chicken, Leg-end in his own lunchbox)<BR>
________________________________________________________________________<BR>
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:51:14 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Droyne invisibility<BR>
<BR>
> I've always ran with it being a completely subconscious <BR>
> process and allowed<BR>
> the viewing of Droyne on monitors while they where also in <BR>
> direct L.O.S..<BR>
> The Droynes mind automatically searches the minds of all <BR>
> nearby people and<BR>
> edits out any pictures of the Droyne itself, but since it <BR>
> operates on an<BR>
> instinctual level they don't edit images on screens <BR>
> containing themselves,<BR>
> only the first person images as it where.  This allows for <BR>
> people going<BR>
> against Droyne to use little cameras an displays like in <BR>
> Ultra Violet.  Also<BR>
> since it operates automatically the Droyne can't exclude <BR>
> anybody from the<BR>
> effect.  All unprotected sophonts in the area get the same <BR>
> Jedi mind trick.<BR>
> <BR>
<BR>
I agree, although if I can nit-pick : it worked the OPPOSITE way from in<BR>
Ultraviolet...the leeches didn't show up on screen, the Droyne do. Funny...I<BR>
hadn't connected the two until now. I'd personally redefine 'searches minds<BR>
and edits out pictures' as 'broadcasts an I'm-not-here signal and allows the<BR>
individual brains to edit their own info'. That's just because I'm a GURPSer<BR>
and I want invisibility to work without requiring the Mindwipe skill...same<BR>
effect, book keeping trick :). The Droyne *can* use telesend/recieve and<BR>
mind wipe/illusion to blank the screens out too, but that has to be done<BR>
consciously and cannot be global like the standard invisibility.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:53:33 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Godzilla 2000<BR>
<BR>
<snip><BR>
<BR>
> ><BR>
> ><BR>
> > Good point about the resiliancy, but IMO it's actually the <BR>
> Gojira's nuclear<BR>
> > radiation field that makes it possible to walk and resist <BR>
> TL6 weapons.<BR>
> > Arguements, coments and flames are invited, but will be met <BR>
> with "It's a<BR>
> > hundred foot nuclear dinosaur, don't tell me my theory is <BR>
> unrealistic!" :)<BR>
> <BR>
> "Hundred foot"? Must not have its full growth yet. The figures quotes<BR>
> above say "100 meters", and Warehouse 23 says "60 stories" (which I<BR>
> read as *at least* 600 feet, maybe 200 meters).<BR>
><BR>
<BR>
Ah, well, um...I'm British, and all the local pubs have real low ceilings.<BR>
Yeah, that's it! I'm just used to that. :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:55:52 +1000<BR>
From: "Alan Bradley" <alanb@elf.brisnet.org.au><BR>
Subject: Autocannons and stuff   was Re: For Striker: groovy grav tank<BR>
<BR>
> From: Steven Hudson<BR>
> >From: Alan Bradley<BR>
> >The KCr 200 price tag is actually a bit steep for vehicles at the bottom<BR>
> >end of the market.    Has anyone played with autocannons and so on at<BR>
> >TL9-11?  What are the chances of being able to produce something with<BR>
> >comparable performance to the VRF Gauss Gun, but cheaper?<BR>
> <BR>
>   Agree, Yes, Good, respectively.<BR>
> <BR>
>   Oh, but if you want the VRF's ROF _and_ more than a few (impressive!)<BR>
> bursts, then you'll want a hell of an ammo bay :(<BR>
> <BR>
>   The VRF can't be built under Striker Book 3 - while it gets screwed on<BR>
> weapon cost and weight it gets away with ~10% the ammo input weight,<BR>
> IIRC.<BR>
<BR>
I guess some kind of compromise on the ROF would be necessary.  That won't<BR>
be a problem with my current design series:  I'm reverse-engineering a<BR>
bunch of published designs from JTAS and High Passage and tweaking them.  A<BR>
lot of them already have autocannons.<BR>
<BR>
It's kind of scary being the kind of person who would rather design<BR>
armoured cars than heavy tanks.  I will work up to the big toys eventually<BR>
though.<BR>
<BR>
Actually, I _should_ start with Zhodani TL14 gear.  That's because Hawkins<BR>
& Ouzogh LIC began as an arms salvage organisation, recovering and<BR>
refitting Zhodani, Sword Worlds and Vargr gear left over from the 5FW. <BR>
Please don't ask where they got the trained technicians and spare parts.<BR>
<BR>
Come to think of it, the civil war on Mongo might affect them, or at least<BR>
KU Security Services, H&O's mercenary subsidiary.  There are lots of<BR>
veterans of the civil war on Efate in the human units of KUSS (memo to<BR>
self:  change the name to avoid the bad acronym), who might be happy to<BR>
train freedom fighters to liberate Mongo.  Hmm.  I think the Mongo war just<BR>
started IMTU.  (And Extolay - H&O's base - is TL 10!  Oh joy!)<BR>
<BR>
I've had Striker "forever", but I've never really got to the bottom of the<BR>
design system.  I used it for combat a bit, instead of AHL.<BR>
<BR>
Oh!  A question!  Does anybody know where the stats for the Vargr grav<BR>
platform (fun bucket) were published?  It was an early issue of Challenge,<BR>
wasn't it?  Guess which Traveller publications I don't keep handy.<BR>
<BR>
Alan Bradley<BR>
alanb@elf.brisnet.org.au<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:57:36 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Minor Race Census<BR>
<BR>
In a message dated 8/23/00 11:23:32 AM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> Minor Race Census?<BR>
>  <BR>
>  Has anyone ever calculated the average number of minor human and<BR>
>  non-human races in the typical sector?  I dimly recall seeing such<BR>
>  figures somewhere on the web, but I'm afraid I didn't bother<BR>
>  bookmarking the page at the time.<BR>
>                                                         - J. Raynor<BR>
<BR>
Look at:<BR>
<BR>
members.aol.com/kagekiha/traveller<BR>
<BR>
    It does not include most of the new GURPs races, any TNE new races (and <BR>
possibly some MT races).<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 16:05:40 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Star catalogue available online?<BR>
<BR>
I need data for the stars near Sol for a campaign I have been working on<BR>
for quite a while. I have access to all stars within 20 l.y. already,<BR>
but that wasn't enough.<BR>
<BR>
Is the data from any of the star catalogues available online for free?<BR>
Preferrably in some kind of table, in order to make it possible to read<BR>
using a computer program. I need the positions in 3D space (choice of<BR>
coordinate system is not relevant), the spectral class, and the<BR>
luminosity.<BR>
<BR>
If anyone has the data in some kind of file, I would very much enjoy a<BR>
copy of that file. The format is not critical, but please check with me<BR>
if the format is OK before mailing anything large.<BR>
<BR>
On the URL below, a book is available for purchase. This book contains<BR>
the stars within 150 l.y. If I don't get the data in any other way, I'll<BR>
probably buy the book. They have a file with all stars within 20 l.y.<BR>
for free download, and it is great.<BR>
<BR>
http://www.scifi-az.com/astronomy/astrogators_handbook.htm<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2984<BR>
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Traveller-digest     Thursday, August 24 2000     Volume 1999 : Number 2985<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: Star catalogue available online?<BR>
Re:  "I saw this, and thought of you"*<BR>
Scarey shades of TNE:Virus in the News<BR>
Re: Minor Race Census<BR>
Re: Star catalogue available online?<BR>
Re: Dolphin crewed SDBs<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: Dolphin-crewed SDBs<BR>
Re: A better armed police force?<BR>
Re: A better armed police force?<BR>
Re: Why I love NPR<BR>
RE: Minor Race Census<BR>
Re: A better armed police force?<BR>
Re: GT-Q: Dispersed Structure Hulls?<BR>
RE: Dolphin-crewed SDBs<BR>
RE: Getting ships under control<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: A better armed police force?<BR>
Re: Dolphin-crewed SDBs<BR>
Re: Godzilla 2000<BR>
Re: A better armed police force?<BR>
Re: Traveller-digest V1999 #2984<BR>
unsubscribe<BR>
Re: A better armed police force?<BR>
Re: Dispersed-structure hulls<BR>
unsubscribe<BR>
Re: Dispersed-structure hulls<BR>
Re: Dispersed-structure hulls<BR>
RE: Traveller-digest V1999 #2984<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 15:04:35 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Star catalogue available online?<BR>
<BR>
> <BR>
> I need data for the stars near Sol for a campaign I have been <BR>
> working on<BR>
> for quite a while. I have access to all stars within 20 l.y. already,<BR>
> but that wasn't enough.<BR>
> <BR>
> Is the data from any of the star catalogues available online for free?<BR>
> Preferrably in some kind of table, in order to make it <BR>
> possible to read<BR>
> using a computer program. I need the positions in 3D space (choice of<BR>
> coordinate system is not relevant), the spectral class, and the<BR>
> luminosity.<BR>
> <BR>
> If anyone has the data in some kind of file, I would very much enjoy a<BR>
> copy of that file. The format is not critical, but please <BR>
> check with me<BR>
> if the format is OK before mailing anything large.<BR>
> <BR>
> On the URL below, a book is available for purchase. This book contains<BR>
> the stars within 150 l.y. If I don't get the data in any <BR>
> other way, I'll<BR>
> probably buy the book. They have a file with all stars within 20 l.y.<BR>
> for free download, and it is great.<BR>
> <BR>
<BR>
I may just get myself a copy of this book anyway, Jens...looks cool.<BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 10:07:12 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re:  "I saw this, and thought of you"*<BR>
<BR>
In a message dated 8/24/00 3:25:05 AM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
>   <BR>
>  <BR>
>  *naff advertising slogan being used by the British mail service to <BR>
persuade <BR>
>  us that it is a good service really.  Yeah, and Archduke Norris sleeps <BR>
with <BR>
>  a teddybear.<BR>
<BR>
In the U.S. it's usually a porn picture........ So is the British mail <BR>
expanding the 'services' offered now?<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 07:10:54 -0700<BR>
From: "Thing" <gduke@telebyte.com><BR>
Subject: Scarey shades of TNE:Virus in the News<BR>
<BR>
http://uk.news.yahoo.com/000815/12/ag589.html<BR>
<BR>
G.D.D.<BR>
Thing under the stairs,<BR>
Minion of Shechemist & GothBunny,<BR>
Grand Master of the Electron Flow.<BR>
===========================<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:45:59 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Minor Race Census<BR>
<BR>
In a message dated 8/24/00 9:02:45 AM Central Daylight Time, Kagehira@aol.com <BR>
writes:<BR>
<BR>
<< <BR>
 > Minor Race Census?<BR>
 >  <BR>
 >  Has anyone ever calculated the average number of minor human and<BR>
 >  non-human races in the typical sector?  I dimly recall seeing such<BR>
 >  figures somewhere on the web, but I'm afraid I didn't bother<BR>
 >  bookmarking the page at the time.<BR>
 >                                                         - J. Raynor<BR>
  >><BR>
<BR>
With the canon number of human minor races somewhere between 40 and 90, that <BR>
is probably one (maybe two) minor HUMAN race(s) per sector. I would extend <BR>
that to say that there (or was; some have probably died out) one or two minor <BR>
HUMAN races per sector.<BR>
<BR>
Beyond that, we believe in a fertile, cosmopolitan universe, which by <BR>
extension says that there is a unique intelligent minor (non-Human) race on <BR>
most (not all) hospitable worlds. <BR>
<BR>
I would like to see in T5 a process that would put a uniquely defined minor <BR>
race on each of those worlds (definition of hospitable still to be made).<BR>
<BR>
<BR>
Marc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:08:47 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: Star catalogue available online?<BR>
<BR>
>Date: Thu, 24 Aug 2000 16:05:40 +0200<BR>
>From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
>Subject: Star catalogue available online?<BR>
><BR>
>Is the data from any of the star catalogues available online for free?<BR>
<BR>
Start here:<BR>
<BR>
http://www.clark.net/pub/nyrath/smap06.html<BR>
<BR>
I recommend that you download the ChView program from:<BR>
<BR>
http://members.fcac.org/~sol/chview/<BR>
<BR>
or<BR>
<BR>
http://members.nova.org/~sol/chview/<BR>
<BR>
The ChView site has files of stars that incorporate both the lastest Gleise<BR>
and Hipparcos data, already in (x,y,z) coordinates (which the original<BR>
catalogs are not). You can upload their files, then export them in a<BR>
slash-delimited text format.<BR>
<BR>
<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:31:09 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Re: Dolphin crewed SDBs<BR>
<BR>
>  ISTR one of the _Ringworld_ books (FGU?) included deckplans for a ship<BR>
>whose facilities included amenities for one (or more?) dolphins.<BR>
<BR>
That was Chaosium's Ringworld RPG, actually, and is now consistently one of <BR>
the most expensive gaming collectibles around...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 09:07:53 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
At 10:17 PM -0800 8/23/00, Leonard Erickson wrote:<BR>
>  > This is the basis for theories for things like "technological<BR>
>  > singularities".  The idea is that the exponential curve we<BR>
>  > currently see for technology in general will, in the not-to-<BR>
>  > distant-future, hit a regime were it is vertical enough that<BR>
>  > change will be faster than what we can possibly imagine and<BR>
>  > society will not be anything like what we want.<BR>
><BR>
>Actually, it doesn't require *either* of those to have a "singularity".<BR>
>Merely that the changes result in *qualitative* changes such that the<BR>
>rules used for predicting are no longer useful. The automobile was such<BR>
>a change.<BR>
<BR>
This isn't what it meant when I heard it.  It goes beyond mearly<BR>
not being able to predict some outcome (which I agree we can't<BR>
do already since that was part of my original post).  It went<BR>
to a complete transformation of society and how it works into<BR>
something we were fundamentally unable to understand.....<BR>
<BR>
If you extrapolate current progress, including the curvature<BR>
you get to a point where you start going through major<BR>
advances every day, then everyone hour, etc.  You wake<BR>
up in the morning and put off your trip for a few hours<BR>
so teleportation can be invented and implemented globally.<BR>
How can one say what a society would be like?  Of course<BR>
it is academic since even simple linear exptrapolations are<BR>
usually wrong.....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:09:19 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: Re: Dolphin-crewed SDBs<BR>
<BR>
>From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
...<BR>
>A ship crewed entirely by dolphins, that sounds interesting. Most of what I<BR>
>have read on dolphins in Traveller deals with them interfacing with<BR>
>humaniti, if they were the sole crew of a starship, how would that affect<BR>
>design parameters? <BR>
<BR>
	(BTW - testing, testing, 1, 2, 3 on the MIME issue...)<BR>
<BR>
	Once when refereeing a campaign near the Solomani Rim, my players<BR>
were looking for a chief engineer - they found a (Genassist) gibbon.  He was<BR>
a whiz with powerplants, had massive zero-g skill, and was able to fit into<BR>
small accessways.  If you asked him about his last job, though, he would<BR>
just shudder and complain about dolphin ships - 100% humidity and nullG 80%<BR>
of the time...he thought he'd never get the mildew out of his fur.  (Made<BR>
for great color, but the story would fall apart if the players looked at it<BR>
too closely.  Dolphins would not be able to 'swim' in the air any better<BR>
than we would, and without waldos they lack the hands to pulll themselves<BR>
along.  You want the untimate Z-G operators?  Genetically uplift a spider<BR>
monkey:  their feet are practically hands, and their long tail is fully<BR>
prehensile - it even has a 'palm pad' on the inside of the curl at the tip<BR>
.... really cool)<BR>
<BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------------------------------------<BR>
Disclaimer - They just tell me to think; they don't tell me what to think.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 14:42:28 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/24/00 12:37:13 AM !!!First Boot!!!, <BR>
bem@imaginaryfilms.demon.co.uk writes:<BR>
<BR>
<< In London what policemen are scared of is being<BR>
 stabbed because a knife is a far more common<BR>
 weapon. >><BR>
<BR>
probably explains why body armor manufacturers are selling "knife-resistant" <BR>
(I don't know if they're bullet resistant as well) body armor as well as <BR>
traditional bullet resistant body armor. In the states they tend to be worn <BR>
by correctional officers who don't have to worry about firearms, but who are <BR>
VERY worried about home made edged and blunt weapons. This would seem to be <BR>
ideal for "bobbies" ,especially it they can be made as descrete as bullet <BR>
resistant vests. I bet they are also cheaper than bullet resistant vests, <BR>
since (I'm guessing here) the Kevlar is cheaper since it doesn't have to <BR>
resist slugs...<BR>
<BR>
Ob Trav: Real life Jack Armor? (I consider bullet resistant armor to be <BR>
inferior Cloth Armor...)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 14:43:18 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/24/00 12:37:42 AM !!!First Boot!!!, <BR>
bem@imaginaryfilms.demon.co.uk writes:<BR>
<BR>
<< t suddenly occured to me that Police Forces on high TL worlds would<BR>
 be a likely market for humanoid robots, possibly teleoperated or guided, for<BR>
 things like forced entry, hostage rescue, stakeouts etc. >><BR>
<BR>
There are some excellent examples of the above in 101 robots...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 14:43:33 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Why I love NPR<BR>
<BR>
thanks...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 19:43:02 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Minor Race Census<BR>
<BR>
Marc wrote:<BR>
> With the canon number of human minor races somewhere between <BR>
> 40 and 90, that is probably one (maybe two) minor HUMAN race(s)<BR>
> per sector. I would extend that to say that there (or was; some<BR>
> have probably died out) one or two minor HUMAN races per<BR>
> sector.<BR>
> <BR>
> Beyond that, we believe in a fertile, cosmopolitan universe,<BR>
> which by extension says that there is a unique intelligent<BR>
> minor (non-Human) race on most (not all) hospitable worlds. <BR>
> <BR>
> I would like to see in T5 a process that would put a uniquely <BR>
> defined minor race on each of those worlds (definition of<BR>
> hospitable still to be made).<BR>
<BR>
I would think any system of generating  the  occurance  of  minor<BR>
races would have to first generate a base chance of a minor race,<BR>
and  then  add  the  chance  of   a   transplanted   minor   race<BR>
(transplanted by the Ancients).  The  later  would  peak  in  the<BR>
Spinward Marches and drop off  the  further  away  you  go.  Then<BR>
there is a chance that said minor race failed and died out (which<BR>
would be more likely for a transplanted race).  Finally, there is<BR>
the chance that a minor race has colonised other systems  (either<BR>
by J-drive after first contact, or by STL  sleeper  ships  before<BR>
first contact) and thus could be found in a number of systems.<BR>
<BR>
Hmmm ... thinking of transplanted races: did anyone else do  this<BR>
on a large scale?  Did the First Imperium have servitor races (or<BR>
client races) in any form?<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 14:47:31 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In a message dated 8/24/00 5:05:26 AM !!!First Boot!!!, <BR>
shadow@krypton.rain.com writes:<BR>
<BR>
<< Seriously, you just give them oversized flat feet. Gives a whole<BR>
 different spin to referring to cops as "flatfoots". <eg> >><BR>
<BR>
SPLORT!!!!!!!! There goes my coffee and donuts...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 11:50:24 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
Dalton Spence wrote:<BR>
> <BR>
> This reply has also been sent to the newsgroups.<BR>
> Could somebody please explain to me what a "dispersed" type starship<BR>
> hull is,<BR>
<BR>
Dunno how to build 'em but a "dispersed" type starship consists of<BR>
separate modules connected by, well, connecting bits.<BR>
<BR>
The "USS Enterprise" (ST not RL version) is often cited as a classic<BR>
'dispersed' type structure. The "Jupiter 1" from '2001' is another<BR>
example.<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 19:48:58 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Dolphin-crewed SDBs<BR>
<BR>
Rodney Basler wrote:<BR>
> You want the untimate Z-G operators?  Genetically uplift a<BR>
> spider monkey:  their feet are practically hands, and their<BR>
> long tail is fully prehensile - it even has a 'palm pad' on the<BR>
> inside of the curl at the tip .... really cool<BR>
<BR>
Or how about a human/spider hybrid (like Lt Berkley in an episode<BR>
of Star Trek Next Gen)?  Manic ... industrious ... okay, ugly  as<BR>
sin and can't spin a decent web in zero-G, but ...<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 16:36:28 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Getting ships under control<BR>
<BR>
I use Engineering skill as a DM too (and Pilot or Navigation for the<BR>
Jump and Manoeuver Drives) but I also add an IMTU quirk - the DMs are<BR>
applied against mis-jump, but every jump causes a loss of 1-10%<BR>
efficiency in the components (all of them; power plant, jump drive,<BR>
everything) and a +1 modifier to mis-jump risk. That means, of course,<BR>
I can handle the need for servicing by allowing a service to reduce<BR>
the DM and so reduce the chance of a mis-jump. A mis-jump reduces<BR>
efficiency by an additional 1-10% and gives an extra DM for<BR>
everything. That's how come I can say (in the example this started<BR>
from) that at the end of jump my power plant was running at 84% (now<BR>
96%, thanks to my engineer) and that my fuel tankage was at 81% (DM 3<BR>
for leakage) and leaking. Works out interesting, and a little more<BR>
survivable, I think.<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> eris@pcola.gulf.net<BR>
> Sent: 24 August 2000 04:21<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Getting ships under control<BR>
><BR>
><BR>
> On 08/21/00 at 10:32 PM,  Michel R Vaillancourt<BR>
> <misha@empire.atlantic-online.ns.ca> said:<BR>
><BR>
> >On Mon, 21 Aug 2000, Leonard Erickson wrote:<BR>
> >> 	within 100 planetary diameters of a world, +15 if<BR>
> >> 	within 10 planetary diameters of a world. If the result<BR>
> >> 	is 16+, then the ship is destroyed.<BR>
> >><BR>
> >> Note the "+15"...<BR>
> >><BR>
><BR>
> >	Yuck.  That makes it *impossible* to jump within 10D.<BR>
> 2+15=17. Boom.  I<BR>
> >think I am going to keep doing it the way I have always<BR>
> been doing it...<BR>
> >allows for some calculated heroism/ risk-taking.<BR>
><BR>
> I use +5 and +10 (non-cumulative) myself.  I also allow Engineering<BR>
> skill as a DM, with restrictions.  The Engineer can't "save" from a<BR>
> misjump result, but they get a Staggering Task chance against<BR>
> Engineering skill when the result is destroyed.  If they succeed the<BR>
> ship isn't destroyed, just damaged and misjumping.  Misjumps,<BR>
> themselves, aren't obvious to those aboard the ship (there's a<BR>
> Staggering task to detect when one happens) although they become<BR>
> apparent over time.  Having "things go horribly wrong" and the<BR>
> Engineer having to take heroic measures to "stabilize the jump<BR>
> bubble", "get the reaction under control", or whatever is a pretty<BR>
> good indication that something bad is happening, though. <g><BR>
><BR>
> BTW, Staggering in this case is 14+ on 2d6+Engineering, or 15+ on<BR>
> 2d6+Engineering+(Edu/4), or (Engineering+Edu)- on 5d6, or<BR>
> (Mechanic(Jump Drive)-6) on 3d6-6...depending on task system I'm<BR>
> using.  <g><BR>
><BR>
> Eris<BR>
> --<BR>
> -----------------------------------------------------------<BR>
> eris@pcola.gulf.net    using MR/2 ICE #245<BR>
> http://www.crosswinds.net/~erisr<BR>
> -----------------------------------------------------------<BR>
><BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:07:32 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Leonard Erickson wrote:<BR>
> In mail you write:<BR>
> > If I remember my history correctly, English high school kids used to make <BR>
> > Sten SMGs in shop class as part of the home front war effort.<BR>
> <BR>
> According to a gunsmith I used to know, you can build a Sten with<BR>
> nothing more than files and a hacksaw. <BR>
<BR>
Neat trick. I take it you file the hacksaw blade down into some springs, bore <BR>
out the biggest file you have to make the barrel...<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:29:32 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: A better armed police force?<BR>
<BR>
Sethkimmel@aol.com wrote:<BR>
> <BR>
> I bet they are also cheaper than bullet resistant vests,<BR>
> since (I'm guessing here) the Kevlar is cheaper since it doesn't have to<BR>
> resist slugs...<BR>
<BR>
Actually, I don't think that part is kevlar. Kevlar is Kevlar, it can be<BR>
cut with sharp edges, which is _why_ bulletproof vests are susceptible<BR>
to stabbing attacks. <BR>
<BR>
I think the stab protection is from a fine steel mesh, such as used in<BR>
anti-shark suits and it's original incarnation, as butchers gloves.<BR>
<BR>
There are stab/cut resistant _gloves_ that may have woven kevlar in 'em,<BR>
though. But those are more to protect from razor cuts and needle sticks<BR>
when frisking suspects....I wouldn't try to fend off a knife with one.<BR>
<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:34:50 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Dolphin-crewed SDBs<BR>
<BR>
just hire some Clotho....<BR>
<BR>
Peter.Trevor@rb.cwplc.com wrote:<BR>
> <BR>
> Rodney Basler wrote:<BR>
> > You want the untimate Z-G operators?  Genetically uplift a<BR>
> > spider monkey:  their feet are practically hands, and their<BR>
> > long tail is fully prehensile - it even has a 'palm pad' on the<BR>
> > inside of the curl at the tip .... really cool<BR>
> <BR>
> Or how about a human/spider hybrid (like Lt Berkley in an episode<BR>
> of Star Trek Next Gen)?  Manic ... industrious ... okay, ugly  as<BR>
> sin and can't spin a decent web in zero-G, but ...<BR>
> <BR>
> Regards PLST<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:54:33 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Godzilla 2000<BR>
<BR>
Leonard Erickson writes:<BR>
<BR>
> > I'd go with something more like:<BR>
> <BR>
> Check Warehouse 23, you'll find that he doesn't *need* to be stronger,<BR>
> as he regens at an ungodly rate. Among other details not easily<BR>
> expresed in the bare stats.<BR>
<BR>
Yes he does need to be stronger, as he can (with effort) lift other giant<BR>
monsters in his size range, which needs 7-8 thousand ST (using the push<BR>
rules).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:56:09 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> probably explains why body armor manufacturers are selling<BR>
"knife-resistant"<BR>
> (I don't know if they're bullet resistant as well) body armor as well<BR>
as<BR>
> traditional bullet resistant body armor. In the states they tend to be<BR>
worn<BR>
> by correctional officers who don't have to worry about firearms, but<BR>
who are<BR>
> VERY worried about home made edged and blunt weapons. This would seem<BR>
to be<BR>
> ideal for "bobbies" ,especially it they can be made as descrete as<BR>
bullet<BR>
> resistant vests. I bet they are also cheaper than bullet resistant<BR>
vests,<BR>
> since (I'm guessing here) the Kevlar is cheaper since it doesn't have<BR>
to<BR>
> resist slugs...<BR>
><BR>
<BR>
Typically, knife resistant vests utilize interconnected metal plates, or<BR>
even 'chain mail' like arrangements. In addition, many ballistic vests<BR>
are knife resistant (i.e. proof against anything other than a very<BR>
pointed, sharp knife thrust).<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 12:59:26 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
- ----- Original Message -----<BR>
From: "Russell Bornschlegel" <kaleja@estarcion.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 24, 2000 12:07 PM<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
<BR>
> Leonard Erickson wrote:<BR>
> > In mail you write:<BR>
> > > If I remember my history correctly, English high school kids used<BR>
to make<BR>
> > > Sten SMGs in shop class as part of the home front war effort.<BR>
> ><BR>
> > According to a gunsmith I used to know, you can build a Sten with<BR>
> > nothing more than files and a hacksaw.<BR>
><BR>
> Neat trick. I take it you file the hacksaw blade down into some<BR>
springs, bore<BR>
> out the biggest file you have to make the barrel...<BR>
<BR>
I suspect he meant you can build a sten using a sten kit, with tools no<BR>
more sophisticated that a file and hacksaw.  In order to make the<BR>
barrel, even smoothbore, with a reasonable chamber, you'll need a lathe,<BR>
though I'm reliably informed that it can be done with a hand drill.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 16:04:05 EDT<BR>
From: OMENSIGIL@aol.com<BR>
Subject: unsubscribe<BR>
<BR>
unsubscribe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 13:04:41 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: A better armed police force?<BR>
<BR>
> Actually, I don't think that part is kevlar. Kevlar is Kevlar, it can<BR>
be<BR>
> cut with sharp edges, which is _why_ bulletproof vests are susceptible<BR>
> to stabbing attacks.<BR>
><BR>
> I think the stab protection is from a fine steel mesh, such as used in<BR>
> anti-shark suits and it's original incarnation, as butchers gloves.<BR>
><BR>
> There are stab/cut resistant _gloves_ that may have woven kevlar in<BR>
'em,<BR>
> though. But those are more to protect from razor cuts and needle<BR>
sticks<BR>
> when frisking suspects....I wouldn't try to fend off a knife with one.<BR>
<BR>
Kevlar gloves are great in protecting from slashes.  The problem is<BR>
thrusts.  I have used a kevlar glove with a very sharp filleting knife,<BR>
and thanks to the glove, I have all my original fingers. Sharply pointed<BR>
knives are the danger against kevlar, which is why an ice pick is so<BR>
effective against ballistic vests.  It's all about concentrating a lot<BR>
of force on a very small point.  As an aside, a wire blowgun dart will<BR>
also penetrate a vest, and even low velocity flechette barely notice<BR>
kevlar.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 20:18:02 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
>From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
<BR>
>One of the better-known examples is the Eagle transporter from Gerry <BR>
>Anderson's "Space:1999".  <BR>
<BR>
And here's me thinking that the *best* known example of a dispersed<BR>
hull would be the Starship Enterprise... or would you count that as<BR>
Close Structure?<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 16:22:47 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: unsubscribe<BR>
<BR>
unsubscribe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 13:28:07 -0700<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
> >From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
><BR>
> >One of the better-known examples is the Eagle transporter from Gerry<BR>
> >Anderson's "Space:1999".<BR>
><BR>
> And here's me thinking that the *best* known example of a dispersed<BR>
> hull would be the Starship Enterprise... or would you count that as<BR>
> Close Structure?<BR>
><BR>
> Stephen<BR>
<BR>
How about the Valley Forge from "Silent Running" .<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 13:30:59 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
Stephen Tempest writes:<BR>
> >From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
> <BR>
> >One of the better-known examples is the Eagle transporter from Gerry <BR>
> >Anderson's "Space:1999".  <BR>
> <BR>
> And here's me thinking that the *best* known example of a dispersed<BR>
> hull would be the Starship Enterprise... or would you count that as<BR>
> Close Structure?<BR>
<BR>
Best example is a typical TL 7 interplanetary probe.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 15:57:24 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
> ----- Original Message -----<BR>
> From: "Russell Bornschlegel" <kaleja@estarcion.com><BR>
> > Leonard Erickson wrote:<BR>
> > > According to a gunsmith I used to know, you can build a Sten with<BR>
> > > nothing more than files and a hacksaw.<BR>
> ><BR>
> > Neat trick. I take it you file the hacksaw blade down into some<BR>
> springs, bore<BR>
> > out the biggest file you have to make the barrel...<BR>
> <BR>
> I suspect he meant you can build a sten using a sten kit, <BR>
> with tools no<BR>
> more sophisticated that a file and hacksaw.<BR>
<BR>
A trip to your local Home Despot (DIY store) will supply all you need (bar stock, springs, sheet metal - even wood for fancy stocks) for a STEN gun (at an almost unbelievably low price), and your entire purchase will have a casual, home-improvement look to it.  Just tell the clerk that you're fixing some plumbing. <BR>
<BR>
The plans are available in a variety of books and publications - indeed, you might be able to find them on line.<BR>
<BR>
Just add simple hand tools, a modicum of knowledge, and a bit of time.<BR>
<BR>
Think of it as a different type of 'home brewing'.<BR>
<BR>
<BR>
NOTE TO ALL: The above information is for educational purposes only.  Unlicensed manufacture of a fully automatic machine gun is double-secret illegal in the US, Canada, UK, and a metric sh!tload of other countries.<BR>
<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
- ---------------------------- Omnia dicta fortiora, si dicta latina.<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2985<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2986</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Thursday, August 24 2000     Volume 1999 : Number 2986<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: Home Gunsmithing for Fun and Profit<BR>
FFS3 check-in<BR>
Re: A better armed police force?<BR>
Re: A better armed police force?<BR>
Re: Gills and vacuum adaptations (designer people)<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: For Striker: groovy Grav Tank<BR>
Re: Getting ships under control<BR>
Re: Dispersed-structure hulls<BR>
RE: [Heresy] Traveller 3D<BR>
RE: Traveller-digest V1999 #2984<BR>
Re: Newbie Q: Artificial Gravity<BR>
Re: Droyne invisibility<BR>
Re: Minor Race Census? <BR>
Re: [Heresy] Traveller 3D<BR>
Re: How do you deal with biotech in your TU?<BR>
RE: Newbie Q: Artificial Gravity?<BR>
Re: Traveller-digest V1999 #2984<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:18:04 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: Home Gunsmithing for Fun and Profit<BR>
<BR>
> From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
> Subject: RE: Traveller-digest V1999 #2984<BR>
> The plans are available in a variety of books and publications - indeed,<BR>
you might be able to find them on line.<BR>
><BR>
> Just add simple hand tools, a modicum of knowledge, and a bit of time.<BR>
><BR>
> Think of it as a different type of 'home brewing'.<BR>
<BR>
Dont forget our old friend Eric Blair, who I believe has some decent<BR>
pointers for building a home-brew mortar (cant remember if it was in 'My<BR>
Country Right or Left' or 'The Lion and the Unicorn').<BR>
<BR>
><BR>
><BR>
> NOTE TO ALL: The above information is for educational purposes only.<BR>
Unlicensed manufacture of a fully automatic machine gun is double-secret<BR>
illegal in the US, Canada, UK, and a metric sh!tload of other countries.<BR>
<BR>
It's probably just my bleeding-heart concience, but I have this image of a<BR>
couple of the TML gun nuts running a  'Handmade Firearms' course in some<BR>
ghetto school's metal shop, and then running the kids up to a gun show to<BR>
sell 'Genuine Hand-built Liberator Pistols' to collectors.<BR>
<BR>
Hmmm. We need the legalities checked out ... but I'm afraid to call in<BR>
Roderick Elliott ... unless of course we want 'Handmade Firearms 102 ...<BR>
Anti-Starship Weapons'.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:24:37 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: FFS3 check-in<BR>
<BR>
I'm working away on the space combat system (I think I am just going to say<BR>
Agility=Gees/Length Modifier, and more precise turning circles be damned).<BR>
<BR>
Could I please get a check-in from everyone I assigned jobs to ?<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:02:11 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: A better armed police force?<BR>
<BR>
Seth writes:<BR>
<snipped><BR>
>Ob Trav: Real life Jack Armor? (I consider bullet resistant armor to be <BR>
>inferior Cloth Armor...)<BR>
<BR>
	Inferior Cloth Armour = Mesh?<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 14:39:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: A better armed police force?<BR>
<BR>
In mail you write:<BR>
<BR>
> Sethkimmel@aol.com wrote:<BR>
>> <BR>
>> I bet they are also cheaper than bullet resistant vests,<BR>
>> since (I'm guessing here) the Kevlar is cheaper since it doesn't have to<BR>
>> resist slugs...<BR>
><BR>
> Actually, I don't think that part is kevlar. Kevlar is Kevlar, it can be<BR>
> cut with sharp edges, which is _why_ bulletproof vests are susceptible<BR>
> to stabbing attacks. <BR>
><BR>
> I think the stab protection is from a fine steel mesh, such as used in<BR>
> anti-shark suits and it's original incarnation, as butchers gloves.<BR>
<BR>
Actually, the original incarnation was chain mail! That's all those<BR>
gloves and suits are, high tech chain mail. <BR>
<BR>
Chain, with kevlar backing acting as the "padding" under it would make<BR>
very good armor against a lot of things if you use modern alloys.<BR>
<BR>
The hard part is the the techniques used for the gloves aren't suitable<BR>
for the "heavier" mail required for armor. Especially since the armor<BR>
needed to have the links be welded shut.<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, 24 Aug 2000 14:44:40 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Gills and vacuum adaptations (designer people)<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote :-<BR>
>> And why can't the reservior be *external* (ie some sort of "canteen")?<BR>
>> The fun part would be drinking.<BR>
> Which is why I think we should go with an internal water (+ Na+, K+,<BR>
> etc.) tank.<BR>
><BR>
> In summary, I'm positing a 'nearly-closed' system, with :-<BR>
> - a clear (in the visible spectrum) membrane over the eyes which<BR>
> protects against UV, etc. as well as preventing eye oedema (normal<BR>
> intraocular pressure is 5-20mm Hg above atmospheric) ;<BR>
> - membranous 'solar panels' in a skin flap joining the arm, leg and<BR>
> torso (like that of a flying squirrel), providing the capacity for<BR>
> photosynthesis ;<BR>
> - an abbreviated gastrointestinal tract (no large bowel) ;<BR>
> - the capacity to extremely concentrate urine and gastrointestinal waste<BR>
> products, with a storage pouch for same ; and<BR>
> - a small backup oxygen reservoir, and a water/electrolyte solution<BR>
> tank (An external 'PLSS' would be easier to implement, but an integral<BR>
> system provides more flexibility and possibly endurance).<BR>
<BR>
Would it be worthwhile "designing in" PLSS "hookups"? I'm thinking of<BR>
something like access stoma with muscular rings to hold them shut, and<BR>
to seal them against the hoses of the PLSS.<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, 24 Aug 2000 14:58:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
>> I have to wonder how far the Wright Brothers would have gotten under<BR>
>> equivalent laws.<BR>
><BR>
> Until the W.B.s there was no cause to legislate :). See the current laws on<BR>
> FTL Travel for an example.<BR>
<BR>
Sorry, but balloons, dirigibles and gliders predate the Wrights. And<BR>
there were lots of well known *attempts* to fly. But no real laws on<BR>
the subject.<BR>
<BR>
Compare that with now. If I invented CG and tried to build and fly a CG<BR>
lifter to orbit, I'd be buried in red tape for *years*.<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, 24 Aug 2000 14:51:46 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> At 10:17 PM -0800 8/23/00, Leonard Erickson wrote:<BR>
>>> This is the basis for theories for things like "technological<BR>
>>> singularities".  The idea is that the exponential curve we<BR>
>>> currently see for technology in general will, in the not-to-<BR>
>>> distant-future, hit a regime were it is vertical enough that<BR>
>>> change will be faster than what we can possibly imagine and<BR>
>>> society will not be anything like what we want.<BR>
>><BR>
>>Actually, it doesn't require *either* of those to have a "singularity".<BR>
>>Merely that the changes result in *qualitative* changes such that the<BR>
>>rules used for predicting are no longer useful. The automobile was such<BR>
>>a change.<BR>
><BR>
> This isn't what it meant when I heard it.  It goes beyond mearly<BR>
> not being able to predict some outcome (which I agree we can't<BR>
> do already since that was part of my original post).  It went<BR>
> to a complete transformation of society and how it works into<BR>
> something we were fundamentally unable to understand.....<BR>
<BR>
I disagree. I also retract the automobile as an example. <BR>
<BR>
You see, most of even the *second* order effects of the automobile<BR>
could have been predicted, it's just that no one bothered to "think it<BR>
through". <BR>
<BR>
But some changes result in situations that no one from before the<BR>
introduction of the technology in question could begin to picture the<BR>
consequences. <BR>
<BR>
*That* is a singularity. A place where the rules break down and you can<BR>
come up with new rules without being able to *observe* what's going on.<BR>
<BR>
> If you extrapolate current progress, including the curvature<BR>
> you get to a point where you start going through major<BR>
> advances every day, then everyone hour, etc.  You wake<BR>
> up in the morning and put off your trip for a few hours<BR>
> so teleportation can be invented and implemented globally.<BR>
<BR>
And see, you can forsee that. <g><BR>
<BR>
But what happens when they get abilities we can't *concieve* of. Then<BR>
you get into "Clarke's Law" territory. The tech might as well be magic<BR>
for all the sense we can make of it. <BR>
<BR>
> How can one say what a society would be like?  Of course<BR>
> it is academic since even simple linear exptrapolations are<BR>
> usually wrong.....<BR>
<BR>
What society will be like depends on both tech *and* on the choices<BR>
people make. The former is predicatable, at least to some extent. The<BR>
latter is far less predictable.<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, 24 Aug 2000 15:01:01 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: For Striker: groovy Grav Tank<BR>
<BR>
In mail you write:<BR>
<BR>
>> -----Original Message-----<BR>
>> From: Katharine Whitchurch [mailto:katts@globalfreeway.com.au]<BR>
><BR>
> <snip><BR>
><BR>
>> May I recommend a levee of your agricultural <BR>
>> labourers to provide<BR>
><BR>
> ... a really gross means of preventing the rivers of Mongo from<BR>
> flooding?<BR>
><BR>
> Oh, perhaps you meant levy...<BR>
<BR>
Probably. On the other hand "levee" is a term for a sort of "royal<BR>
audience" as well as for the flood control device.<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, 24 Aug 2000 14:49:39 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Getting ships under control<BR>
<BR>
"Jones, Dean" <Dean.Jones@fox-europe.com> wrote<BR>
<BR>
> I fondly remember my first misjump...<BR>
<BR>
Yours, or your characters? <BR>
<BR>
If the former, details please.<BR>
<BR>
<BR>
> I shut down all non-essential systems<BR>
> (I counter life-support as non-essential!) and shunted all available power<BR>
> to the computers and jump systems, then threatened the computer to keep the<BR>
> field stable or else. Pretty pointless without AI, I admit, but *I* felt<BR>
> better :)<BR>
<BR>
I thought everyone knew that this is why jump capable starships<BR>
were required to have three computers. If you misjump you destroy <BR>
one of the computers while the other two computers are watching <BR>
so that they know what will happen to them if they don't behave....<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:01:27 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
Stephen Tempest wrote:<BR>
> <BR>
> >From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
> <BR>
> >One of the better-known examples is the Eagle transporter from Gerry<BR>
> >Anderson's "Space:1999".<BR>
> <BR>
> And here's me thinking that the *best* known example of a dispersed<BR>
> hull would be the Starship Enterprise... or would you count that as<BR>
> Close Structure?<BR>
<BR>
_Valley Forge_ from "Silent Running" is another good example, IMHO.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 19:00:56 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: [Heresy] Traveller 3D<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Christopher<BR>
Thrash<BR>
Sent: Thursday, August 24, 2000 5:24 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: [Heresy] Traveller 3D<BR>
<BR>
>Date: Wed, 23 Aug 2000 22:43:15 -0500<BR>
>From: eris@pcola.gulf.net<BR>
>Subject: The 3D Shoe (was Re: A Mathematical Problem)<BR>
><BR>
>Chris, go right ahead and drop the 3d shoe.  The TML hasn't<BR>
>seriously discussed that subject in several months now.  <g><BR>
<BR>
Eris, I've done what I can: I have an article in this week's edition of<BR>
JTAS online, entitled, "Traveller 3D: Mapping the Solid Subsector Using<BR>
ChView." The URL is:<BR>
<BR>
http://jtas.sjgames.com/login/article.cgi?139<BR>
<BR>
but of course you have to be a JTAS subscriber to see it.<BR>
<BR>
So far, there has been a profound lack of response on the JTAS boards, so I<BR>
don't know whether the article was simply too dense to be interesting or<BR>
useful. I hope not, of course. I'd like to continue the series, with<BR>
discussions on converting the Third Imperium setting to 3D (using my<BR>
now-published system at the subsector level, naturlich), and on creating a<BR>
Traveller Near Stars campaign in 3D (if I can ever come up with a simple<BR>
algorithm for randomly filling in the stars that are missing from the<BR>
Gleise/Hipparcos data).<BR>
<BR>
How's that? ;-)<BR>
<BR>
I definitely gave it a 5.0 (A this article Rocks) rating. I tend to stay off<BR>
the JTAS boards since I can't read them with a news reader (and I refuse to<BR>
use a telnet text session or the horribly slow web interface.) I'm not sure<BR>
I'd want to go so far from my nice safe canon universe in a Traveller<BR>
campaign, but I definitely see possibilities for this article (and the<BR>
wonderful chview program) for a high TL science fantasy game I'm planning to<BR>
run Real Soon Now.<BR>
<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:09:34 +0100<BR>
From: "Matthew Bond" <mgb@akira.swinternet.co.uk><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> Moody, Danny<BR>
> M.<BR>
> Sent: Thursday, August 24, 2000 9:57 PM<BR>
> To: 'traveller@lists.imagiconline.com'<BR>
> Subject: RE: Traveller-digest V1999 #2984<BR>
<snip><BR>
<BR>
> A trip to your local Home Despot (DIY store) will supply<BR>
> all you need (bar stock, springs, sheet metal - even wood<BR>
> for fancy stocks) for a STEN gun (at an almost unbelievably<BR>
> low price), and your entire purchase will have a casual,<BR>
> home-improvement look to it.  Just tell the clerk that<BR>
> you're fixing some plumbing.<BR>
><BR>
> The plans are available in a variety of books and<BR>
> publications - indeed, you might be able to find them on line.<BR>
><BR>
> Just add simple hand tools, a modicum of knowledge, and a<BR>
> bit of time.<BR>
><BR>
> Think of it as a different type of 'home brewing'.<BR>
><BR>
><BR>
> NOTE TO ALL: The above information is for educational<BR>
> purposes only.  Unlicensed manufacture of a fully automatic<BR>
> machine gun is double-secret illegal in the US, Canada, UK,<BR>
> and a metric sh!tload of other countries.<BR>
<BR>
Of course, here in the UK the hardest part would be getting hold of<BR>
ammunition... :(<BR>
<BR>
Matt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 15:04:36 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Newbie Q: Artificial Gravity<BR>
<BR>
In mail you write:<BR>
<BR>
> Speaking of the Broadsword does bring up a gravitics issue however.<BR>
> According to the deck plans in GT: Star Mercs, the onboard cutters<BR>
> and their spare modules are stored perpendicularly to the main grav<BR>
> axis. Since cutters have no utility modules of their own, does this<BR>
> mean that the vehicle bays are deliberately kept grav free or is the<BR>
> cutter bridge arranged (like the modern RL space shuttle) for crew<BR>
> entry when the nose is pointed up?<BR>
<BR>
I'd do the latter. It means you can still use the cutters when battle<BR>
damage has screwed up the Broadsword's g-comp and grav fields. *Always*<BR>
design miltary type gear to not depend on auxilary systems working.<BR>
<BR>
<BR>
<BR>
><BR>
> -- <BR>
>               @==================================================@<BR>
>               | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
>               | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
>               |      Family Motto: Virtute Acquiritur Honos      |<BR>
>               |    "Trade is the lifeblood of the Imperium."     |<BR>
>               |   Cleon I, First Emperor of the Third Imperium   |<BR>
>               | The chicken infiltrates the stoned couch. FNORD! |<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: Fri, 25 Aug 2000 09:24:37 +1000<BR>
From: "The Roc" <roc@kewl.com.au><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
- ----- Original Message -----<BR>
From: Thing <gduke@telebyte.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Thursday, August 24, 2000 9:36:pm<BR>
Subject: Re: Droyne invisibility<BR>
<BR>
<BR>
> On Wednesday, August 23, 2000 9:19 PM<BR>
> Bill Hopper said,<BR>
><BR>
> > We always played it that the Droyne could make themselves invisible to<BR>
> those in<BR>
> > direct line of sight who were not psionically protected.  If there was<BR>
an<BR>
> > unprotected guard at a desk in front of the Droyne looking at a camera<BR>
> monitor,<BR>
> > he would not see the Droyne either by looking at him directly or on the<BR>
> camera<BR>
> > monitor, even though the Droyne would later show up on the camera tapes.<BR>
> If the<BR>
> > guard was in another room out of direct line of sight, he would see the<BR>
> Droyne on<BR>
> > the camera monitor.  This held regardless of any action performed by the<BR>
> Droyne.<BR>
><BR>
> I've always ran with it being a completely subconscious process and<BR>
allowed<BR>
> the viewing of Droyne on monitors while they where also in direct L.O.S..<BR>
> The Droynes mind automatically searches the minds of all nearby people and<BR>
> edits out any pictures of the Droyne itself, but since it operates on an<BR>
> instinctual level they don't edit images on screens containing themselves,<BR>
> only the first person images as it where.  This allows for people going<BR>
> against Droyne to use little cameras an displays like in Ultra Violet.<BR>
Also<BR>
> since it operates automatically the Droyne can't exclude anybody from the<BR>
> effect.  All unprotected sophonts in the area get the same Jedi mind<BR>
trick.<BR>
<BR>
Wow, memory working overtime here... isn't it great! ;)<BR>
<BR>
Again, working from Research Station Gamma, I believe the Chirpers could be<BR>
selective as to whom saw them or not, and cameras could be used to "detect"<BR>
them?  The Guard in the hall, for example, wouldn't see the Chirper (unless<BR>
he had a psi-shield/helm), but the guard in the monitor room would see the<BR>
Chirper, and could even say to the first guard things like, "Why are you<BR>
letting that Chirper scratch it's bum in front of you?" and the reply could<BR>
be, "Chirper?"  Remember, this is from memory...<BR>
<BR>
As for being attacked by the Chirper, I don't recall how that effected the<BR>
invisibility, but I personally like the idea of the victim knowing something<BR>
is there and having to figure out how to make it visible without attacking<BR>
air.  That new movie "Hollowman?" may have some grouse ideas on that from<BR>
what I have seen of the shorts??<BR>
<BR>
- -- The Roc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 15:26:44 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re: Minor Race Census? <BR>
<BR>
"John P. Raynor" <john.raynor@yale.edu> wrote<BR>
<BR>
> Has anyone ever calculated the average number of minor human and<BR>
> non-human races in the typical sector?  I dimly recall seeing such<BR>
> figures somewhere on the web, but I'm afraid I didn't bother<BR>
> bookmarking the page at the time.<BR>
<BR>
"As of the current Imperial date of 1113, there are 426 identified<BR>
minor races inside the borders of the Imperium. Of these 426 minor <BR>
races, about 40 of them are minor human races (which amounts <BR>
to an occurrence of roughly 10%).<BR>
<BR>
To determine if a world with native life [1] is the homeworld <BR>
of a minor race, roll 3d6 for 17+, with a DM of +3 if the worlds<BR>
population digit is 6+. If the minor race roll is successful,<BR>
a further 3d6 roll of 15+ indicates the minor race is a minor<BR>
human race."<BR>
<BR>
CT Grand Census p 28, DPG 1987 [It was canon once, is not canon<BR>
in G:Trav, but is still canon in other versions IMNSHO.]<BR>
<BR>
[1] Native life [not necessarily intelligent]<BR>
2d6 for 10+<BR>
Atmosphere 0 DM-3<BR>
Atmosphere 4-9 DM+4<BR>
Hydrosphere 0 DM-2<BR>
Mean base surface temperature is less than -20C or greater<BR>
than 30C DM-1<BR>
If stellar type G or K DM+1<BR>
If stellar type F, A, or B -1<BR>
[Grand Survey p 30, DGp 1986]<BR>
<BR>
Thus 16.2% of worlds with native life and a Pop of 6+ will<BR>
be the homeworld of a minor race as will 1.85% of the worlds<BR>
with native life and a Pop of 5+ or a total of 7.83 of<BR>
all worlds with native life.<BR>
<BR>
However determining how many worlds in an average sector will <BR>
have native life is too complicated to do by hand as it is influenced<BR>
by planetary surface temperature which would have to be calculated<BR>
separately for every mathematically possible result of the entire<BR>
Book 6 planetary generation system. It also depends on how many<BR>
stars it has, which depends on your perception of the average<BR>
stellar density of the average sector in the Imperium although <BR>
I suppose this could be determined from Atlas of the Imperium by <BR>
calculating the total number of hexes in the Imperium and dividing<BR>
by the number of planets.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 19:11:56 -0500<BR>
From: Joseph Heck <heckj@missouri.edu><BR>
Subject: Re: [Heresy] Traveller 3D<BR>
<BR>
> Eris, I've done what I can: I have an article in this week's edition of<BR>
> JTAS online, entitled, "Traveller 3D: Mapping the Solid Subsector Using<BR>
> ChView." The URL is:<BR>
> <BR>
> http://jtas.sjgames.com/login/article.cgi?139<BR>
> <BR>
> but of course you have to be a JTAS subscriber to see it.<BR>
> <BR>
> So far, there has been a profound lack of response on the JTAS boards, so I<BR>
> don't know whether the article was simply too dense to be interesting or<BR>
> useful. I hope not, of course. I'd like to continue the series, with<BR>
> discussions on converting the Third Imperium setting to 3D (using my<BR>
> now-published system at the subsector level, naturlich), and on creating a<BR>
> Traveller Near Stars campaign in 3D (if I can ever come up with a simple<BR>
> algorithm for randomly filling in the stars that are missing from the<BR>
> Gleise/Hipparcos data).<BR>
<BR>
Ok, I'll bite. :)<BR>
<BR>
I've run a 3D traveller environment, and it was pretty cool, if more<BR>
complex. I took the near stars catalog (Gleise/Hipparcos) and frankly just<BR>
screwed with the distance a jump-1 would get you to get an approximate feel.<BR>
I have most of the data in a TNE setting still available:<BR>
http://traveller.mu.org/3d/ if you're interested. I'd written a fairly<BR>
complete adventure about a world getting back into space called "Tsuga<BR>
Orbital" for TNE in 1994.<BR>
<BR>
One of the items I noticed immediately about the game was economics got<BR>
really weird, really fast, and large fleet actions would be profoundly<BR>
impacted. At J1 you don't really get anywhere - a few systems are that close<BR>
to each other, but only a few. At J2, there's a long string of gravity wells<BR>
(i.e. solar systems/stars) that acts damn near like the spinward main. At<BR>
J3, you're shortcutting and moving about pretty effectively, and at J4<BR>
through J6 it's like there's no boundaries at all. This was using the raw<BR>
Gleise data and a jump 1 traveled 1 parsec = 3.26 light years.<BR>
<BR>
- -joe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 10:32:48 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
<snip><BR>
<BR>
><BR>
> Compare that with now. If I invented CG and tried to build and fly a CG<BR>
> lifter to orbit, I'd be buried in red tape for *years*.<BR>
><BR>
<BR>
Unless you just went ahead and did it _then_ called the press...If you used a<BR>
modicum of secrecy in purchasing components (I'm building a tourist<BR>
minisub....honest officer!) and just go ahead and launch the sucker...What are<BR>
they going to do? shoot you down? When (if) you get back hold a press conference<BR>
and if the government doesn't like what you did take the tech elsewhere....<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 20:56:43 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
>>>Sorry, but most of the designs in the LBB (such as the Type S scout,<BR>
>>>the Free Trader and Far Trader, etc) have the decks aligned in such a<BR>
>>>way that you *can't* use the drive for gravity. The drive would make<BR>
>>>"down" towards the stren of the ship, which would turn all those<BR>
>>>corridors running from bow to stern into open shafts. Not good.<BR>
>>Um.... I'm talking about the maneuver drive, not the jump drive. I am<BR>
>>assuming that the maneuver drive is what you use while landing, right? So<BR>
a<BR>
>>ship that is hovering, about to set down on a landing pad belly-first must<BR>
>>therefore be using its maneuver drive to thrust along the Z axis.... not<BR>
so?<BR>
>>Or is there a third drive that I'm unaware of? Or is there a way to duct<BR>
>>thrust (I suppose this would make the most sense).<BR>
><BR>
>        I think that what he is trying to say is that the "canon" designs<BR>
>        have the maneuver drive pushing the ship parallel to the decks.<BR>
>        How these ships take off is something of a mystery: I figure that<BR>
>        maneuvering thrusters use the ground effect to get off the ground<BR>
>        enough for the maneuver drive to get the ship moving at an<BR>
increasing<BR>
>        angle up.  YMMV (Your Mileage May Vary)<BR>
><BR>
Peez<BR>
<BR>
This is a very convoluted subject that is not really well handled in GT.<BR>
According to GT all maneuvering drive reactionless thrusters use vectored<BR>
thrust. However none of the very fine illustrations show any kind of<BR>
mechanism for providing vectored thrust. There are no ducts or pivoting<BR>
engine mounts. Furthermore almost all of the craft show what appear to be<BR>
small maneuvering thrusters, such as might be used to change the craft's<BR>
attitude while in flight, a system that is not described at all in part of<BR>
the GT ship design sequence.<BR>
In my game I assume that all ships have CG for use while landing and taking<BR>
off. I also assume that a system of small reactionless thrusters is<BR>
installed to allow the ship to hover, pitch, yaw, etc. For design purposes I<BR>
just assume that all this dispersed stuff is lumped together in the slop for<BR>
the maneuvering drives and the Utility module.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:00:03 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
on 8/24/00 1:57 PM, Moody, Danny M. at Danny.Moody@bridge.com wrote:<BR>
<BR>
> <BR>
> A trip to your local Home Despot (DIY store) will supply all you need (bar<BR>
> stock, springs, sheet metal - even wood for fancy stocks) for a STEN gun (at<BR>
> an almost unbelievably low price), and your entire purchase will have a<BR>
> casual, home-improvement look to it.  Just tell the clerk that you're fixing<BR>
> some plumbing. <BR>
> <BR>
> The plans are available in a variety of books and publications - indeed, you<BR>
> might be able to find them on line.<BR>
> <BR>
> Just add simple hand tools, a modicum of knowledge, and a bit of time.<BR>
> <BR>
> Think of it as a different type of 'home brewing'.<BR>
> <BR>
<BR>
<BR>
I wouldn't put too much faith in those home brew plans.<BR>
<BR>
1)  The magazine.  This is usually the hardest thing to build.  I personally<BR>
know a title II (class 3) manufacturer who builds, among other things, a<BR>
copy of the Sterling SMG (Police Automatic Weapons Service or PAWS for those<BR>
interested, located in Salem Oregon).<BR>
<BR>
Despite having a very extensive machine shop (including CNC), lots of<BR>
experience and technical know how, he does not make his own magazine owing<BR>
to the Difficulty of manufacture.  In fact, most firearms manufacturers<BR>
subcontract magazine manufacture to 2 or 3 companies in the US who do it.<BR>
<BR>
2) The barrel.  Your local hardware store is unlikely to have ordnance grade<BR>
4140 chrome molybdenum steel or it's stainless equivalent in stock.  If they<BR>
do, who will heat treat it.  Yes, you can use lesser material.  But I'll<BR>
pass on firing your SMG.<BR>
<BR>
Most of those Sten gun plans assume you will be starting from a kit.  There<BR>
are large number of Sten parts set floating around, missing only the<BR>
receiver.  What you are typically doing in the 'plans' is building this<BR>
rather simple part.<BR>
<BR>
Building a gun from raw materials that works and won't kill or maim you is a<BR>
job for an professional or talented amateur machinist.  Don't try this at<BR>
home unless you want to be known as "lefty".<BR>
<BR>
Joe (non-gunsmith) average could build a functional (sort of) weapon from<BR>
scrap and with hand tools.  I wouldn't fire it.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2986<BR>
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Traveller-digest      Friday, August 25 2000      Volume 1999 : Number 2987<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: Home Gunsmithing for Fun and Profit<BR>
Re: Traveller-digest V1999 #2986<BR>
Re: FFS3 Check-in<BR>
RE: Newbie Q: Artificial Gravity?<BR>
Striker RPVs<BR>
Re: [Heresy] Traveller 3D<BR>
Re: How do you deal with biotech in your TU?<BR>
Re: Dispersed-structure hulls<BR>
Re: Dispersed-structure hulls<BR>
Re: How do you deal with biotech in your TU?<BR>
Expensive RPG modules<BR>
Re: Minor race census<BR>
Re: Home Gunsmithing for Fun and Profit<BR>
Re: Home Gunsmithing for Fun and Profit<BR>
Re: Traveller-digest V1999 #2984<BR>
This is what Streetwise Skill is for<BR>
Re: Minor race census<BR>
Re: Traveller-digest V1999 #2986<BR>
RE: Striker spreadsheets wanted<BR>
RE: nits & things that go bang<BR>
Re: Ship's Locker<BR>
Re: FFS3 check-in<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:10:44 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Home Gunsmithing for Fun and Profit<BR>
<BR>
on 8/24/00 6:18 AM, Katharine Whitchurch at katts@globalfreeway.com.au<BR>
wrote:<BR>
<BR>
> Unlicensed manufacture of a fully automatic machine gun is double-secret<BR>
> illegal in the US, Canada, UK, and a metric sh!tload of other countries.<BR>
<BR>
up to 20 years and $100,000 fine in the US.<BR>
> <BR>
> It's probably just my bleeding-heart concience, but I have this image of a<BR>
> couple of the TML gun nuts running a  'Handmade Firearms' course in some<BR>
> ghetto school's metal shop, and then running the kids up to a gun show to<BR>
> sell 'Genuine Hand-built Liberator Pistols' to collectors.<BR>
> <BR>
> Hmmm. We need the legalities checked out ... but I'm afraid to call in<BR>
> Roderick Elliott ... unless of course we want 'Handmade Firearms 102 ...<BR>
> Anti-Starship Weapons'.<BR>
> <BR>
<BR>
ObTrav:  Someone with engineering and access to a machine shop, say aboard a<BR>
ship, making a firearm does not classify as "any Joe with hand tools", but<BR>
unless said person is also an experienced gunsmith, the results will<BR>
probably 'interesting'.  In any restrictive state where a gun is needed, and<BR>
the PCs are ruthless, the correct answer is probably:  Make simple gun.<BR>
Shoot someone with better gun.  Take better gun.<BR>
<BR>
This was the whole point of the liberator pistol of WWII.  A crude, stamped<BR>
steel, single shot .45 caliber pistol distributed to the resistance in<BR>
Europe.  It purpose, allow the user to shoot a German soldier and take HIS<BR>
gun.<BR>
<BR>
Want to support the revolutionaries on an oppressed planet.  Sam idea.<BR>
Build or buy lots (and I mean lots) of cheap single shot weapons (I'd choose<BR>
short shotguns).<BR>
<BR>
I actually have a device IMTU for just such occasions.  Known as the<BR>
Insurgency Gun and manufactured by Military Technologies, LIC, it is a light<BR>
weight, disposable shotgun.  It holds 5 rounds fired roman candle fashion.<BR>
It is then discarded. Bulk price is $2 per unit in lots of 500 or more.<BR>
<BR>
Tod<BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:54:05 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Traveller-digest V1999 #2986<BR>
<BR>
Leonard Erickson wrote:<BR>
><BR>
> In mail you write:<BR>
> <BR>
> >> I have to wonder how far the Wright Brothers would have gotten under<BR>
> >> equivalent laws.<BR>
> ><BR>
> > Until the W.B.s there was no cause to legislate :). See the current laws on<BR>
> > FTL Travel for an example.<BR>
> <BR>
> Sorry, but balloons, dirigibles and gliders predate the Wrights. And<BR>
> there were lots of well known *attempts* to fly. But no real laws on<BR>
> the subject.<BR>
> <BR>
> Compare that with now. If I invented CG and tried to build and fly a CG<BR>
> lifter to orbit, I'd be buried in red tape for *years*.<BR>
<BR>
I see two ways of dealing with this. <BR>
<BR>
If you merely want CG-to-orbit to exist, and are willing to give up being the <BR>
famous pilot who flies the mission, simply develop a workable CG prototype in <BR>
your garage, patent the mechanism, license the patent to Boeing, and let them <BR>
deal with the red tape.<BR>
<BR>
If you require your name in the history books, contact a tabloid, offer them<BR>
a scoop in exchange for $expenses+$profit (expenses including legal fees and/or<BR>
fines from the FAA), and just fly the sucker. If the tabloid can't cover your <BR>
fines, then patent-and-license as above.<BR>
<BR>
Get an expert to sign an affidavit stating that there's no way your craft can<BR>
possibly fly; then you'll have an ironclad defense: "Your honor, I swear I had <BR>
_no idea_ that I was going to make it into the FAA's jurisdiction on my first <BR>
flight, let alone into orbit. Exhibit A is a _mathematical proof_ that the <BR>
Gossamer Bumblebee couldn't possibly fly..."<BR>
<BR>
- -Russell B<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:05:44 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: FFS3 Check-in<BR>
<BR>
>Could I please get a check-in from everyone I assigned jobs to ?<BR>
<BR>
Maintenance man, check. I won't really be able to get into this until<BR>
after the 8th of September, but I will truly enjoy coming up with lemon<BR>
tables at that point! :-) <BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:57:40 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: RE: Newbie Q: Artificial Gravity?<BR>
<BR>
At 8:56 PM -0400 8/24/00, Terry Carlino wrote:<BR>
>This is a very convoluted subject that is not really well handled in GT.<BR>
>According to GT all maneuvering drive reactionless thrusters use vectored<BR>
>thrust. However none of the very fine illustrations show any kind of<BR>
>mechanism for providing vectored thrust. There are no ducts or pivoting<BR>
>engine mounts. Furthermore almost all of the craft show what appear to be<BR>
>small maneuvering thrusters, such as might be used to change the craft's<BR>
>attitude while in flight, a system that is not described at all in part of<BR>
>the GT ship design sequence.<BR>
<BR>
<BR>
Well, illustrations, (from CT to GT) have never been any use as<BR>
technical info, or even totally consistent with the rules.<BR>
Equipment is always presented as vague blocky shapes in an "engineering"<BR>
section regardless of the supposed technology.  This applies<BR>
to maneuver and jump drives in spite of the presence of vectored<BR>
thrust in GT, thruster plates in MT, jump grids in MT and GT (?),<BR>
etc.  Often the power plant doesn't even make it in...<BR>
<BR>
OTOH, it isn't know what it takes to make a maneuver drive.  Maybe<BR>
there is a big blob one place and the small pieces of equipment<BR>
other places.  Maybe a jump drive does take a big blob that connects<BR>
to the jump grid?  Maybe a lot of those blobs are power plant stuff?<BR>
All the diagrams are low enough "resolution" that  you can fit<BR>
a lot of moderate size component and claim they wouldn't show up....<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:13:02 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: Striker RPVs<BR>
<BR>
Alan Bradley wrote:<BR>
<BR>
<BR>
 >Are there rules for RPVs in Striker?  I was looking last night, and all<BR>
 >I<BR>
 >could find was Drone Vehicles and Missiles, which are TL 13 or so<BR>
 >robots.  <BR>
<BR>
No rules for true drones (as opposed to autonomous robots).<BR>
<BR>
For a work around, you could use the control system from the remote MRL<BR>
rules (Book 3, p. 17 & 18), or use tac-missile guidance systems (operator<BR>
guided, maybe teleguided) to simulate the drone control systems.<BR>
<BR>
These will be too big for the paper-aeroplane sized drones discussed in<BR>
recent posts, but will be good enough for larger drones.  The micro <BR>
drones would just have to be made up for the ready to use equipment <BR>
tables.  Fudge figures for weight in kg., cost in Cr, speed, endurance,<BR>
and carried sensors.<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:24:16 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: [Heresy] Traveller 3D<BR>
<BR>
I believe that 3D is the best way that Traveller should go.  But are we<BR>
going to account for the fact that CT's position for Deneb is off, based on<BR>
newer data.  1800+ LY from Sol instead of 600?  This will reshape the<BR>
Imperium, because Deneb is almost due spinward of Sol and hardly coreward at<BR>
all.  The 3I would have to be 1800+ LY across to contain it. (I support<BR>
making this change BTW, though I somehow doubt that many others will.  I<BR>
have been working on this project for many years using an orthogonal<BR>
galactic coordinate coordinate system, and it must be done using  galactic<BR>
coordinates vice equatorial coordinates.  One also should account for how<BR>
major dust lanes and interstellar structures would shape the Imperium. These<BR>
are the true "great rifts".<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 18:30:56 -0700<BR>
From: "David P. Summers" <summers@alum.mit.edu><BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
At 2:51 PM -0800 8/24/00, Leonard Erickson wrote:<BR>
>  > This isn't what it meant when I heard it.  It goes beyond mearly<BR>
>  > not being able to predict some outcome (which I agree we can't<BR>
>  > do already since that was part of my original post).  It went<BR>
>  > to a complete transformation of society and how it works into<BR>
>  > something we were fundamentally unable to understand.....<BR>
><BR>
>I disagree. I also retract the automobile as an example.<BR>
><BR>
>You see, most of even the *second* order effects of the automobile<BR>
>could have been predicted, it's just that no one bothered to "think it<BR>
>through".<BR>
><BR>
>But some changes result in situations that no one from before the<BR>
>introduction of the technology in question could begin to picture the<BR>
>consequences.<BR>
><BR>
>*That* is a singularity. A place where the rules break down and you can<BR>
>come up with new rules without being able to *observe* what's going on.<BR>
<BR>
<BR>
OK, I assume you meant to say "can't" come up with new rules.<BR>
<BR>
I'm OK with the definition, but I don't think I'm using it the<BR>
same way.  A technological singularity (as I heard it) is where<BR>
the definition applies to the fundamental makeup of society and<BR>
technology.  It isn't about one technology, but technology as<BR>
whole.  Tech is just moving so fast that we can understand how<BR>
it would be applied or feed up itself.<BR>
<BR>
>  > If you extrapolate current progress, including the curvature<BR>
>  > you get to a point where you start going through major<BR>
>  > advances every day, then everyone hour, etc.  You wake<BR>
>  > up in the morning and put off your trip for a few hours<BR>
>  > so teleportation can be invented and implemented globally.<BR>
><BR>
>And see, you can forsee that. <g><BR>
<BR>
But that is happening in _every_ field, on everything you<BR>
use every day.  Your communications, power sources, computing<BR>
power, nutrition, health care, understanding of where you and<BR>
the universe came form (and are going), etc. are all changing<BR>
at the same rate.  Eventually you have to start asking question<BR>
like (In TL terms) what is TL 25 like?  TL 50?  TL 200?<BR>
<BR>
>But what happens when they get abilities we can't *concieve* of. Then<BR>
>you get into "Clarke's Law" territory. The tech might as well be magic<BR>
>for all the sense we can make of it.<BR>
<BR>
Yeah, that is a way of describing transitioning to something we<BR>
can't understand for a single technology.<BR>
<BR>
><BR>
>  > How can one say what a society would be like?  Of course<BR>
>  > it is academic since even simple linear exptrapolations are<BR>
>  > usually wrong.....<BR>
><BR>
>What society will be like depends on both tech *and* on the choices<BR>
>people make. The former is predicatable, at least to some extent. The<BR>
>latter is far less predictable.<BR>
<BR>
Neither are.  I'm scientist.  I guarantee that 90%+ of all<BR>
predictions on where technology will be in 50 years are dead<BR>
wrong.  The only reason any of them are write are because there<BR>
are enough that some of them will hit on the truth by accident.  :-)<BR>
<BR>
______________________________<BR>
summers@alum.mit.edu<BR>
(This is the net.  My e-mail address may be in Boston, but I'm in California.)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 19:23:33 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
In mail you write:<BR>
<BR>
> Stephen Tempest writes:<BR>
>> >From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
>> <BR>
>> >One of the better-known examples is the Eagle transporter from Gerry <BR>
>> >Anderson's "Space:1999".  <BR>
>> <BR>
>> And here's me thinking that the *best* known example of a dispersed<BR>
>> hull would be the Starship Enterprise... or would you count that as<BR>
>> Close Structure?<BR>
><BR>
> Best example is a typical TL 7 interplanetary probe.<BR>
<BR>
Nope. Try the design(s) for the International Space Station.<BR>
<BR>
*That* is dispersed. Everything is hung off a framework of open trusses.<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, 24 Aug 2000 19:25:09 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Dispersed-structure hulls<BR>
<BR>
In mail you write:<BR>
<BR>
> Stephen Tempest wrote:<BR>
>> <BR>
>> >From: "Jeff Rowse" <jeffrowse@hotmail.com><BR>
>> <BR>
>> >One of the better-known examples is the Eagle transporter from Gerry<BR>
>> >Anderson's "Space:1999".<BR>
>> <BR>
>> And here's me thinking that the *best* known example of a dispersed<BR>
>> hull would be the Starship Enterprise... or would you count that as<BR>
>> Close Structure?<BR>
><BR>
> _Valley Forge_ from "Silent Running" is another good example, IMHO.<BR>
<BR>
Create a long, large triangular truss (like the arm on those huge<BR>
cranes they build most large buldings around these days). Only bulid it<BR>
out of smaller trusses. <BR>
<BR>
You attach the control section to one end, the engines to the other,<BR>
add some access passages (perhaps down the trusses that make up the<BR>
three edges of the truss that's the "backbone" of the ship), and then<BR>
hang fuel tanks and cargo and passenger modules from the trusses. <BR>
<BR>
The trusses are incredibly strong for their weight, especially with<BR>
advanced materials. And the design is *very* flexible. All you have to<BR>
do is balance the added modules around the thrust axis. <BR>
<BR>
Not the best design for a jump capable ship. But a *great* design for<BR>
an orbit to orbit cargo hauler.<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, 24 Aug 2000 19:32:49 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: How do you deal with biotech in your TU?<BR>
<BR>
In mail you write:<BR>
<BR>
> <snip><BR>
><BR>
>> Compare that with now. If I invented CG and tried to build and fly a CG<BR>
>> lifter to orbit, I'd be buried in red tape for *years*.<BR>
><BR>
> Unless you just went ahead and did it _then_ called the press... If<BR>
> you used a modicum of secrecy in purchasing components (I'm building<BR>
> a tourist minisub... honest officer!) and just go ahead and launch<BR>
> the sucker... What are they going to do? shoot you down? When (if)<BR>
> you get back hold a press conference and if the government doesn't<BR>
> like what you did take the tech elsewhere....<BR>
<BR>
Actually, they *can* shoot you down. They can also throw you in jail<BR>
for a lot of years for violatung FAA regs, and not getting permission<BR>
from the Commerce Department for the "space" portions of the flight.<BR>
<BR>
And even *trying* to leave the country with the tech would get you<BR>
arrested under a "National Security" order.<BR>
<BR>
I rather like the stunt G.Harry Stine (writing as Lee Correy) pulled in<BR>
one of his books (I think the title was "Star Driver"). Due to some<BR>
corporate infighting, the research department which had developed a<BR>
"reactionless thruster" type gizmo was going to be shut down.<BR>
<BR>
So some folks on the staff smuggled out one of the protypes, installed<BR>
it in a Cessna, and took a little trip. It wasn't up to getting to<BR>
orbit, but they got a *lot* of attention when they requested clearance<BR>
to flight level 300 (that's 30,000 feet). In what was supposed to be a<BR>
single engine prop plane. <BR>
<BR>
They go even more attention when they not only reached it, but were<BR>
spotted by a couple of airliners, who reported that the prop wasn't<BR>
turning!<BR>
<BR>
And, they had the *great* satisfaction of referring all questions to<BR>
the board of the company "Sorry, we're not at liberty to discuss that,<BR>
refer all questions to..." And, naturally, this went on long enough for<BR>
a reporter or two to start monitoring the ATC frequencies...<BR>
<BR>
They landed, and got the plane well "hidden" at a tiny field, and<BR>
waited for the board (who were ignorant of the whole mess) to start<BR>
asking questions. Along with the media, the government, etc.<BR>
<BR>
It took a while for various folks to get their ducks in a row, but the<BR>
middle management types got fired, the research department was saved,<BR>
and the company wound up with some nice contracts. <BR>
<BR>
The book would make a nice "alternate history" for the discovery of<BR>
thruster plates. :-)<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, 24 Aug 2000 23:14:32 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Expensive RPG modules<BR>
<BR>
>That was Chaosium's Ringworld RPG, actually, and is now consistently one of<BR>
>the most expensive gaming collectibles around...<BR>
<BR>
That & the Original Battletech House Marik book.  Guess which House book <BR>
I'm missing?<BR>
  :-(<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
Vikings? There ain't no vikings here. Just us honest farmers. The town was<BR>
burning, the villagers were dead. They didn't need those sheep anyway.<BR>
That's our story and we're sticking to it.  http://www.bigfoott.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 05:18:53 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Minor race census<BR>
<BR>
Marc Miller writes:<BR>
<BR>
>With the canon number of human minor races somewhere between 40 and 90,<BR>
<BR>
I think it was the Library Data that mentioned the figure 46 for the number of<BR>
minor Human races that had survived up to the classic Era[*]. With the Loeskalth<BR>
(who were thought to be extinct, but was shown in the Sky Raider trilogy to have<BR>
survived on a generation ship) and the 3 major Human races, the total is 50. <BR>
<BR>
[*] And if it was, there's some wiggle room there, since that is the figure<BR>
    known to _Imperial_ scientists to have survived; it would be possible to<BR>
    have one or two more show up on the fringes of Charted Space (Witness the<BR>
    Loeskalth).<BR>
<BR>
>...that is probably one (maybe two) minor HUMAN race(s) per sector. <BR>
<BR>
On the average, that is. Traveller authors being prone to introducing new minor<BR>
Human races at the drop of a hat, some sectors have two or even three, so some<BR>
will have none at all.<BR>
<BR>
>...I would extend  that to say that there (or was; some have probably died out) <BR>
>one or two minor HUMAN races per sector.<BR>
<BR>
I'm positive that I've seen the figure 'over 100' for the number of populations<BR>
scattered by the Ancients somewhere, but I can't find it again. I would suggest<BR>
that the Ancients apparently distributed the Humans pretty evenly, two or three<BR>
to a sector, and that random action had all of them surviving in some sectors<BR>
and none in others.<BR>
<BR>
Funnily enough, it does not appear from the evidence that the concentration was<BR>
higher nearer to Eskaloyt. It could have been, because the evidence is scanty,<BR>
but we don't know of very many minor Human races Behind the Claw (unless you<BR>
count the two unnamed races mentioned in two throwaway references in _Behind the<BR>
Claw_, which I really hope we won't have to). <BR>
<BR>
>Beyond that, we believe in a fertile, cosmopolitan universe, which by <BR>
>extension says that there is a unique intelligent minor (non-Human) race on <BR>
>most (not all) hospitable worlds. <BR>
<BR>
Over 100 non-human races in the Imperium and over 400 in Charted Space. That<BR>
works out at (IIRC) 5-6 per sector (Again, on the average).<BR>
<BR>
I think between 30 and 40 of the minor Human races have been named in various<BR>
canonical material, though some of them as no more than a name. But the list is<BR>
fast filling up. Fortunately the figure only refers to populations scattered by<BR>
the Ancients, not to gengineered races like the Jonkereen and the Wuans.<BR>
 <BR>
Peter Trevor writes:<BR>
<BR>
>I would think any system of generating  the  occurance  of  minor<BR>
>races would have to first generate a base chance of a minor race,<BR>
>and  then  add  the  chance  of   a   transplanted   minor   race<BR>
>(transplanted by the Ancients).  The  later  would  peak  in  the<BR>
>Spinward Marches and drop off  the  further  away  you  go.<BR>
<BR>
Apparently not. Maybe Gramps assigned his kids territories of roughly equal<BR>
size so that they didn't interfere too much with each other.<BR>
<BR>
>Then there is a chance that said minor race failed and died out (which<BR>
>would be more likely for a transplanted race).  Finally, there is the<BR>
>chance that a minor race has colonised other systems  (either by J-drive<BR>
>after first contact, or by STL  sleeper  ships  before first contact) and<BR>
>thus could be found in a number of systems.<BR>
> <BR>
>Hmmm ... thinking of transplanted races: did anyone else do  this on a large<BR>
>scale?  Did the First Imperium have servitor races (or client races) in any<BR>
>form?<BR>
<BR>
The Vilani allowed the jump-1 drive to get into the manipulative appendages of a<BR>
lot of minor races and some of them used it to spread out a bit. The STL ship<BR>
idea has never been explored, but there's no reason why not. And then there's<BR>
the mysterious race that set up a small retreat on Yorbund 50,000 years ago and<BR>
was never heard from again. Were they using jump-drives? Where did they come<BR>
from and what happened to them? <BR>
<BR>
<BR>
      Hans Rancke<BR>
University of Copenhagen<BR>
     rancke@diku.dk<BR>
- ------------<BR>
        "The referee should determine the nature of subsequent<BR>
         events based on the individual situation."<BR>
                                _76 Patrons_, p. 8<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:21:54 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: Home Gunsmithing for Fun and Profit<BR>
<BR>
>It's probably just my bleeding-heart concience, but I have this image of a<BR>
>couple of the TML gun nuts running a  'Handmade Firearms' course in some<BR>
>ghetto school's metal shop, and then running the kids up to a gun show to<BR>
>sell 'Genuine Hand-built Liberator Pistols' to collectors.<BR>
<BR>
Nah...Sell 'em at the so called 'Buy Back' scams where they give out $50 <BR>
for firearms, no questions asked.<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
A well-educated electorate being necessary to the prosperity of a free<BR>
state, the right of the people to keep and read books, shall not be<BR>
infringed.  -- http://www.bigfoot.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 04:07:10 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Home Gunsmithing for Fun and Profit<BR>
<BR>
'Let's be honest here - you paid for the women.'<BR>
                                       Bill Murrey - Scrooged<BR>
- ----- Original Message -----<BR>
From: Katharine Whitchurch <katts@globalfreeway.com.au><BR>
> > From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
> > Subject: RE: Traveller-digest V1999 #2984<BR>
> > The plans are available in a variety of books and publications - indeed,<BR>
> you might be able to find them on line.<BR>
> ><BR>
> > Just add simple hand tools, a modicum of knowledge, and a bit of time.<BR>
> ><BR>
> > Think of it as a different type of 'home brewing'.<BR>
><BR>
> Dont forget our old friend Eric Blair, who I believe has some decent<BR>
> pointers for building a home-brew mortar (cant remember if it was in 'My<BR>
> Country Right or Left' or 'The Lion and the Unicorn').<BR>
><BR>
> ><BR>
> ><BR>
> > NOTE TO ALL: The above information is for educational purposes only.<BR>
> Unlicensed manufacture of a fully automatic machine gun is double-secret<BR>
                                                                                <BR>
            --------------<BR>
> illegal in the US, Canada, UK, and a metric sh!tload of other countries.<BR>
><BR>
Do you mean 'double-plus ungood'. In Newspeak ungood and illegal are synonyms.<BR>
<BR>
Ben Aaronovitch.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 04:14:54 +0100<BR>
From: "Ben Aaronovitch" <bem@imaginaryfilms.demon.co.uk><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
> ----- Original Message -----<BR>
> From: "Russell Bornschlegel" <kaleja@estarcion.com><BR>
> > Leonard Erickson wrote:<BR>
> > > In mail you write:<BR>
> > > > If I remember my history correctly, English high school kids used<BR>
> to make<BR>
> > > > Sten SMGs in shop class as part of the home front war effort.<BR>
> > ><BR>
> > > According to a gunsmith I used to know, you can build a Sten with<BR>
> > > nothing more than files and a hacksaw.<BR>
> ><BR>
> > Neat trick. I take it you file the hacksaw blade down into some<BR>
> springs, bore<BR>
> > out the biggest file you have to make the barrel...<BR>
><BR>
> I suspect he meant you can build a sten using a sten kit, with tools no<BR>
> more sophisticated that a file and hacksaw.  In order to make the<BR>
> barrel, even smoothbore, with a reasonable chamber, you'll need a lathe,<BR>
> though I'm reliably informed that it can be done with a hand drill.<BR>
<BR>
I know in places like Somalia and Afghanistan there are craftsmen who routinely<BR>
make<BR>
firearms out of junk and left over bits using only hand tools.<BR>
<BR>
Ben Aaronovitch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:25:02 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: This is what Streetwise Skill is for<BR>
<BR>
> > NOTE TO ALL: The above information is for educational<BR>
> > purposes only.  Unlicensed manufacture of a fully automatic<BR>
> > machine gun is double-secret illegal in the US, Canada, UK,<BR>
> > and a metric sh!tload of other countries.<BR>
>Of course, here in the UK the hardest part would be getting hold of<BR>
>ammunition... :(<BR>
<BR>
I'll bet there is a brisk criminal trade in firearms & ammunition.<BR>
The cool Warsaw Pact military stuff still must be fairly common on the <BR>
black market.<BR>
<BR>
Easier than making your own brass and powder probably.<BR>
<BR>
<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
Vikings? There ain't no vikings here. Just us honest farmers. The town was<BR>
burning, the villagers were dead. They didn't need those sheep anyway.<BR>
That's our story and we're sticking to it.  http://www.bigfoott.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 20:35:44 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Minor race census<BR>
<BR>
Via electronic medium on 8/24/00 8:18 PM, rancke@diku.dk issued forth:<BR>
<BR>
> Fortunately the figure only refers to populations scattered by<BR>
> the Ancients, not to gengineered races like the Jonkereen and the Wuans.<BR>
<BR>
Who are the Wuans, and what publications cover them?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:39:44 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2986<BR>
<BR>
> Joe (non-gunsmith) average could build a functional (sort of) weapon from<BR>
>  scrap and with hand tools.  I wouldn't fire it.<BR>
<BR>
They used to call these zip guns. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 21:18:16 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Striker spreadsheets wanted<BR>
<BR>
***TAS FLASH***TAS FLASH***TAS FLASH***TAS FLASH***TAS FLASH***TAS FLASH***<BR>
<BR>
Pinkerdoo Design Group is proud to announce the forthcoming release of the<BR>
Pinkerdoo Striker Version One Spreadsheet!<BR>
<BR>
In a break with tradition, Pinkerdoo will release some of it's most closely<BR>
guarded design routines for designing vehicles under the Striker I rules<BR>
set.<BR>
<BR>
"Pinkerdoo rests on it's capability to out design the competition" M. Pinkly<BR>
said in an teleinterview from his yacht, "We welcome others using our<BR>
tools."<BR>
<BR>
Mr. Avendoo was quoted as saying "Hmmm.. Pinkly might be on to something<BR>
with this. Also, let me quash any rumors that this program turns out<BR>
inferior vehicles. We would never release an inferior product. The PSVOS<BR>
should allow other design groups to actually compete on an even playing<BR>
field with us."<BR>
<BR>
When asked about the lack of designs coming out of the group for the last<BR>
several weeks, Mr. Avendoo was evasive, however M. Pinkly had the following<BR>
to say:<BR>
<BR>
"We are deeply sorry about this situation. Needless to say, we are consumed<BR>
with a special project, that should be coming to fruition in several months.<BR>
Look for it! Also, the PSVOS has taken it's toll on our limited resources."<BR>
<BR>
When M Pinkly was asked about a recent raid on a resort housing the<BR>
Pinkerdoo Staff on a retreat, he had no comments.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 21:32:12 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: nits & things that go bang<BR>
<BR>
But the Fed has decided that all Fed agencies will use TLA's. (it's true..<BR>
really..can I have my keyboard back Mr MIB?)<BR>
<BR>
- ----<BR>
Bah!  They just want to be cool like the FBI (Federal Bureau of<BR>
Investigation)& the DEA (Drug Enforcement Agency).<BR>
They are the Bureau of Alcohol, Tobacco & Firearms, hence BATF.  They have<BR>
four letters and have to learn to live with it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:35:01 EDT<BR>
From: Damage169@cs.com<BR>
Subject: Re: Ship's Locker<BR>
<BR>
Russell Bornschlegel writes:<BR>
<BR>
> Hey, could a modern wet-naval warship replace its own propellors if it <BR>
>  needed to?<BR>
>  <BR>
<BR>
Manufacture a replacement propeller, no. Replace a damaged propeller with an <BR>
undamaged one, maybe. It would depend on size of the prop, situation the ship <BR>
found itself in, and any other ships that might be able to help.<BR>
<BR>
Doug G<BR>
(Yeah I know it's late, but I'm still catching up on my GenCon email backlog)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:35:46 -0400<BR>
From: "DaveShayne" <daveshayne@email.msn.com><BR>
Subject: Re: FFS3 check-in<BR>
<BR>
>Date: Thu, 24 Aug 2000 23:24:37 +1000<BR>
>From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
>Subject: FFS3 check-in<BR>
><BR>
>I'm working away on the space combat system (I think I am just going to say<BR>
>Agility=Gees/Length Modifier, and more precise turning circles be damned).<BR>
><BR>
>Could I please get a check-in from everyone I assigned jobs to ?<BR>
<BR>
<BR>
David Shayne, Civilian Fittings.<BR>
<BR>
I know aproximately what I want this section to look like but I haven't<BR>
gotten<BR>
anything writen up yet. Perhaps by this time next week I will have posted<BR>
preliminary info.<BR>
<BR>
Dave Shayne<BR>
<BR>
"She came from Planet Claire<BR>
 I knew she came from there<BR>
 She drove a Plymouth Satellite<BR>
 Faster than the speed of light"<BR>
  - B-52's<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2987<BR>
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Traveller-digest      Friday, August 25 2000      Volume 1999 : Number 2988<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: Ship's Locker<BR>
Re: This is what Streetwise Skill is for<BR>
RE: For Striker: groovy Grav Tank<BR>
Re: This is what Streetwise Skill is for<BR>
Re: REPOST for Kristian RE: For Striker: groovy Grav Tank<BR>
[OT] Quiklink Contact Info?<BR>
Re:  Minor race census<BR>
Re: Ship's Locker<BR>
RE: Minor race census<BR>
New GT Disadvantage: Jumpspace Sickness<BR>
RE: New GT Disadvantage: Jumpspace Sickness<BR>
Re: [Heresy] Traveller 3D<BR>
Re: Traveller-digest V1999 #2986<BR>
RE: Dolphin-crewed SDBs<BR>
[none]<BR>
Re: Droyne invisibility<BR>
RE: private space ventures<BR>
Re: private space ventures<BR>
minor human races<BR>
Re:  Minor race census<BR>
RE: minor human races<BR>
RE: Minor race census<BR>
Re: minor human races<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:37:49 EDT<BR>
From: Damage169@cs.com<BR>
Subject: Re: Ship's Locker<BR>
<BR>
Terry C writes:<BR>
<BR>
> A question easily answered. Freetraders are tramp steamers. This is evident<BR>
>  by the following facts as shown in canon. Freetraders do not have lifeboats<BR>
>  sufficient for all passengers. They do not have spacesuits or lifeballs<BR>
>  sufficient for all passengers. They do not have sufficient medical <BR>
personnel<BR>
>  to insure Low Passage passenger's safety.  All this equals tramp steamer.<BR>
>  <BR>
<BR>
Either that, or it makes them the Titanic.<BR>
<BR>
Doug G<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:38:11 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: This is what Streetwise Skill is for<BR>
<BR>
In a message dated 8/24/00 10:31:33 PM Central Daylight Time, <BR>
urbin@bigfoot.com writes:<BR>
<BR>
<< > > NOTE TO ALL: The above information is for educational<BR>
 > > purposes only.  Unlicensed manufacture of a fully automatic<BR>
 > > machine gun is double-secret illegal in the US, Canada, UK,<BR>
 > > and a metric sh!tload of other countries.<BR>
 >Of course, here in the UK the hardest part would be getting hold of<BR>
 >ammunition... :(<BR>
  >><BR>
<BR>
In T5 I envision a classification of some skills as "forbidden knowledge." <BR>
You can't learn it legitimately (except in the military); if you know it, you <BR>
shouldn't tell polite society you know it. Demolitions. Gun Combat. etc.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:20:02 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: For Striker: groovy Grav Tank<BR>
<BR>
Fancesci Conditteri wrote:<BR>
<BR>
> This can be assisted by the mass issue of cheap imported<BR>
> Howitzers, firing a<BR>
> combination of chaff, chemical smoke and HEAP rounds (a TL9 100mm<BR>
> HEAP round<BR>
> will penetrate a Rapida's deck armour).<BR>
<BR>
One problem with indirect fire at higher TLs is that the vehicles move so<BR>
darn fast, so that by the time you have called in the fire mission, the<BR>
intended target is nowhere to be seen. At least in the context of a Striker<BR>
game, this makes your artillery less useful than it would be at lower TLs.<BR>
At higher TLs, when your vehicles are almost spacecraft, a 30-second turn<BR>
seems like forever.<BR>
<BR>
If you are playing at TL13+ or so, it might make sense to scale down all of<BR>
the ranges, "cm" into "mm," and so forth, so that your gaming table is now<BR>
15 km across instead of 1.5 km. Does anyone have experience with Striker at<BR>
these TLs who can enlighten us?<BR>
<BR>
On the other hand, I'm going to pick up some WWI miniatures soon, so that we<BR>
can also play the extremely low TLs. That could be interesting also.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 22:25:44 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: This is what Streetwise Skill is for<BR>
<BR>
on 8/24/00 8:25 PM, Mark Urbin at urbin@bigfoot.com wrote:<BR>
<BR>
>> Of course, here in the UK the hardest part would be getting hold of<BR>
>> ammunition... :(<BR>
> <BR>
> I'll bet there is a brisk criminal trade in firearms & ammunition.<BR>
> The cool Warsaw Pact military stuff still must be fairly common on the<BR>
> black market.<BR>
> <BR>
> Easier than making your own brass and powder probably.<BR>
> <BR>
<BR>
I'm told that in Britain the normal course is to 'rent' guns for a job.  Ah,<BR>
England.<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:17:36 -0700<BR>
From: Kristian Miller <travellerne@3rd-imperium.com><BR>
Subject: Re: REPOST for Kristian RE: For Striker: groovy Grav Tank<BR>
<BR>
Thanks Matt!<BR>
<BR>
And if you are ever in San Jose, stop by and see how well this beast<BR>
does. :-)<BR>
<BR>
Kristian<BR>
<BR>
Matt Bond wrote:<BR>
...<BR>
> > > Most Munificent Ming,<BR>
> > ><BR>
> > > My Most Mighty Monarch, this Mere Mortal means to make<BR>
> > music to your ears by<BR>
> > > informing you of the means to make mincemeat of this metal monster.<BR>
...<BR>
> Oh, go on then...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 01:02:42 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: [OT] Quiklink Contact Info?<BR>
<BR>
Ahoy, the list.<BR>
Wondering if the Quiklink guys are monitoring TML.<BR>
IIRC, Hunter was?  Could you email me off-list please?<BR>
<BR>
Thanks<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Thu, 24 Aug 2000 23:09:11 -0800<BR>
From: Peter Newman <pnewman@gci.net><BR>
Subject: Re:  Minor race census<BR>
<BR>
Hans Rancke-Madsen <rancke@diku.dk> wrote<BR>
> Subject: Re:<BR>
> <BR>
> Marc Miller writes:<BR>
> <BR>
> >With the canon number of human minor races somewhere between 40 and 90,<BR>
> <BR>
> I think it was the Library Data that mentioned the figure 46 for the number of<BR>
> minor Human races that had survived up to the classic Era[*]. With the Loeskalth<BR>
> (who were thought to be extinct, but was shown in the Sky Raider trilogy to have<BR>
> survived on a generation ship) and the 3 major Human races, the total is 50.<BR>
<BR>
1) "There is evidence of human life on at least 90 worlds, on<BR>
about 40 [1] of them, humans took root, surviving a period of<BR>
barbarism before embracing civilization [2]" [CT AM 5 Droyne, p5],<BR>
presumably this was the source Marc was thinking of.<BR>
<BR>
2) What Marc says goes.<BR>
<BR>
3) Yes some other sources have suggested that there are 40+ minor<BR>
human races in the Imperium alone and more outside of it.<BR>
<BR>
[1] It is possible, of course, for a single world to have more<BR>
than one minor human race on it, thus 40 worlds could have<BR>
more than 40 minor human races.<BR>
<BR>
[1] If we wish to be pedantic about it might be able to increase <BR>
the number of minor human races by claiming that some of them are <BR>
TL 0 and hence have not yet 'embraced civilization' and hence were<BR>
not counted in the above total of about 40.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:36:53 -0700<BR>
From: Evyn MacDude <wmacdude@worldnet.att.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
Damage169@cs.com wrote:<BR>
<BR>
> Russell Bornschlegel writes:<BR>
><BR>
> > Hey, could a modern wet-naval warship replace its own propellors if it<BR>
> >  needed to?<BR>
> ><BR>
><BR>
> Manufacture a replacement propeller, no. Replace a damaged propeller with an<BR>
> undamaged one, maybe. It would depend on size of the prop, situation the ship<BR>
> found itself in, and any other ships that might be able to help.<BR>
<BR>
No.   No dive locker.<BR>
<BR>
- --<BR>
Evyn...<BR>
<BR>
C-Space home http://home.att.net/~wmacdude/<BR>
<BR>
When Spring comes back with rustling shade,<BR>
And apple blossoms fills the air,<BR>
I have a rendezvous with Death,<BR>
When spring brings back blue days and fair.<BR>
 Legionnaire Alan Seeger, KIA the Somme.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 09:39:49 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Minor race census<BR>
<BR>
<snip><BR>
<BR>
> <BR>
> 1) "There is evidence of human life on at least 90 worlds, on<BR>
> about 40 [1] of them, humans took root, surviving a period of<BR>
> barbarism before embracing civilization [2]" [CT AM 5 Droyne, p5],<BR>
> presumably this was the source Marc was thinking of.<BR>
<BR>
Seems reasonable...minor human races are a valuable commodity...use<BR>
sparingly, and make sure they actually add something to your game<BR>
 <BR>
> 2) What Marc says goes.<BR>
<BR>
Piffle. No disrespect intended to Marc, but 'Marc says so' ain't good enough<BR>
IMTU. :)<BR>
<BR>
> 3) Yes some other sources have suggested that there are 40+ minor<BR>
> human races in the Imperium alone and more outside of it.<BR>
><BR>
> [1] It is possible, of course, for a single world to have more<BR>
> than one minor human race on it, thus 40 worlds could have<BR>
> more than 40 minor human races.<BR>
<BR>
True...there is evidence that Neanderthal and Cro-Magnon man existed side by<BR>
side for a couple thousand years or so<BR>
<BR>
> [1] If we wish to be pedantic about it might be able to increase <BR>
> the number of minor human races by claiming that some of them are <BR>
> TL 0 and hence have not yet 'embraced civilization' and hence were<BR>
> not counted in the above total of about 40.<BR>
><BR>
<BR>
Nah, that's not pedantry, them's adventure seeds!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 05:09:20 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: New GT Disadvantage: Jumpspace Sickness<BR>
<BR>
This reply has also been sent to the newsgroups.<BR>
I just finished reading an old JTAS article by Mark Miller about<BR>
Jumpspace, and the one part of it that didn't show up in the GURPS<BR>
Traveller sourcbook in some form involved the physical side effects<BR>
of jumpspace travel. <You can find the complete article archived at<BR>
<http://members.aol.com/kagekiha/traveller/jtas/jumpspac.htm>.)<BR>
<BR>
>    The biological effects of jump on travellers are negligible. Some<BR>
>    individuals report experiencing nausea; there are increased reports of<BR>
>    nausea and physical illness when a ship has misjumped; this increased<BR>
>    nausea is considered a symptom of misjump.<BR>
<BR>
>    Nearly everyone reports a momentary wrenching sensation at the instant<BR>
>    of transition into and out of jump space.<BR>
<BR>
Since this effect seems to vary with the individual, I decided to<BR>
write it up as a GURPS disadvantage based on Timesickness (see GURPS<BR>
Time Travel p.33-34) and Motion Sickness (CI p.82).<BR>
<BR>
                         *   *   *   *   *<BR>
<BR>
Jumpspace Sickness                                          varies<BR>
<BR>
For the majority of interstellar travellers in the Third Imperium,<BR>
the most deleterious effect of jumpspace (aside from the momentary<BR>
disorientation at entering or leaving it) is boredom, but some<BR>
people aren't so lucky. The severity of the condition determines the<BR>
point value. A misjump will cause everyone to have the disadvantage<BR>
at 1 level higher than usual (or two if the GM rules the misjump was<BR>
*very* bad) while a critical success on the Mechanic (J-Drive) roll<BR>
will reduce the level by one.<BR>
<BR>
There are two categories of effect: on entry/exit and in transit.<BR>
The latter requires a daily HT roll for Nuisance level or above. A<BR>
normal success uses the penalty of the previous level while a<BR>
critical success reduces it two levels. A failed roll causes the<BR>
stated penalty to occur and a critical failure increases it to the<BR>
next level.<BR>
<BR>
(NOTE: The table below should be viewed with a fixed space font.)<BR>
<BR>
Severity    On entry/exit               In Transit          Points<BR>
<BR>
Normal      Mentally Stunned for 1      None                  0<BR>
            second, roll against HT<BR>
            for recovery. (see page<BR>
            B111 for effects.)<BR>
<BR>
Nuisance    Mentally Stunned for 5      -1 to all DX and IQ  -2<BR>
            seconds, roll against       rolls. Feels mildly<BR>
            HT-5 for recovery.          queasy all day.<BR>
<BR>
Mild        Mentally stunned and take   -2 to all DX and IQ  -5<BR>
            2 dice of Fatigue (see      rolls. Miserably<BR>
            p.B117).                    queasy all day.<BR>
<BR>
Severe      Must make a HT roll. On     -5 to all die rolls. -10<BR>
            success, Mental Stun for    Nausea is severe,<BR>
            1d x 10 minutes. On a       causing vomiting.<BR>
            failure, Stunned for 1d     1HT damage from<BR>
            hours. Double this for a    dehydration without<BR>
            critical failure.           antinausea drugs.<BR>
<BR>
Very Severe As above, plus damage;      As above, but drugs  -15<BR>
            1HT for under an hour,      won't prevent damage.<BR>
            2HT if longer. Low          Low passage is highly<BR>
            passage will prevent        recomended and will<BR>
            1HT of damage.              prevent all further<BR>
                                        damage.<BR>
<BR>
Critical*   1 die damage, plus 1        1 die damage/day.    -20<BR>
            more on failed HT roll.     Low passage will<BR>
            Low passage will prevent    reduce daily damage<BR>
            1 die of damage.            to 1HT.<BR>
<BR>
*Low passage is legally required for passengers who are diagnosed<BR>
with Critical Jumpspace Sickness, a fact which by Imperial law must<BR>
be noted on their Imperial ID card. Unfortunately one's level of<BR>
Jumpspace sickness cannot be reliably diagnosed before their first<BR>
Jump, although it's presence can be found by a GTL10 genetic scan.<BR>
TAS guidelines strongly recommend that one's first Jump be taken as<BR>
a low passage (regardless of the traveller's financial condition) if<BR>
such a genetic scan is positive or if no such scan is possible and a<BR>
family member has been diagnosed with the condition.<BR>
<BR>
Why would someone flaunt this obviously common sense rule? There are<BR>
two main reasons:<BR>
<BR>
1.) The social sigma attached to low passage and J-sickness may<BR>
    cause some people (particularly the nobility or the well-to-do<BR>
    who can afford middle or high passage) to risk death rather than<BR>
    be caught taking the "peasant's path to the stars."<BR>
<BR>
2.) Since Jumpspace Sickness is rare and extreme cases are even<BR>
    rarer, it makes it very hard for those who suffer to travel<BR>
    anonymously. If a person needs quick transport off planet and<BR>
    all the availabe low berths are filled, he might risk a higher<BR>
    passage with false ID and hope his HT rolls held out.<BR>
<BR>
                         *   *   *   *   *<BR>
<BR>
Comments, please?<BR>
<BR>
- --<BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              |    Hitler avenges Ringo and my couch. FNORD!     |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 10:21:42 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: New GT Disadvantage: Jumpspace Sickness<BR>
<BR>
<snip><BR>
> <BR>
> Why would someone flaunt this obviously common sense rule? There are<BR>
> two main reasons:<BR>
> <BR>
> 1.) The social sigma attached to low passage and J-sickness may<BR>
>     cause some people (particularly the nobility or the well-to-do<BR>
>     who can afford middle or high passage) to risk death rather than<BR>
>     be caught taking the "peasant's path to the stars."<BR>
> <BR>
> 2.) Since Jumpspace Sickness is rare and extreme cases are even<BR>
>     rarer, it makes it very hard for those who suffer to travel<BR>
>     anonymously. If a person needs quick transport off planet and<BR>
>     all the availabe low berths are filled, he might risk a higher<BR>
>     passage with false ID and hope his HT rolls held out.<BR>
> <BR>
>                          *   *   *   *   *<BR>
> <BR>
> Comments, please?<BR>
<BR>
How about the inherent unreliability of the cryo-recovery process that lead<BR>
to the popular<BR>
'low-berth lottery', where the crew take bets on who survives low passage. <BR>
 <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 05:42:03 -0400<BR>
From: Christopher Thrash <thrash@io.com><BR>
Subject: Re: [Heresy] Traveller 3D<BR>
<BR>
>Date: Thu, 24 Aug 2000 19:11:56 -0500<BR>
>From: Joseph Heck <heckj@missouri.edu><BR>
>Subject: Re: [Heresy] Traveller 3D<BR>
><BR>
>I've run a 3D traveller environment, and it was pretty cool, if more<BR>
>complex...<BR>
>I have most of the data in a TNE setting still available:<BR>
>http://traveller.mu.org/3d/ if you're interested. <BR>
<BR>
Pretty cool, indeed -- thanks for the link. I ran a campaign very similar<BR>
in concept, using TNE rules but a setting more akin to Cherryh's Merchanter<BR>
universe. Because all the major jump routes originated at Sol, I was able<BR>
to translate the 3D data to a 2D map for the players. It wasn't<BR>
proportional (nor was it intended to be), but more of a "subway map" to<BR>
show them how to get around. There were symbols on the chart to show where<BR>
it was possible to leave the map and travel a different route -- useful for<BR>
avoiding pursuit, as it turned out.<BR>
<BR>
>One of the items I noticed immediately about the game was economics got<BR>
>really weird, really fast, and large fleet actions would be profoundly<BR>
>impacted. At J1 you don't really get anywhere - a few systems are that close<BR>
>to each other, but only a few. At J2, there's a long string of gravity wells<BR>
>(i.e. solar systems/stars) that acts damn near like the spinward main. At<BR>
>J3, you're shortcutting and moving about pretty effectively, and at J4<BR>
>through J6 it's like there's no boundaries at all. This was using the raw<BR>
>Gleise data and a jump 1 traveled 1 parsec = 3.26 light years.<BR>
<BR>
I noticed the distance/stellar density problem as well. At one system per<BR>
11.5 cubic parsecs (the figure from GT: First In, and tolerably close to<BR>
what I get from curve-fitting the Gleise/Hipparcos data), the critical<BR>
value is something like 2.5 pc (8.3 ly). Much below this figure, nothing is<BR>
close enough to connect; much above it, and systems link up all the time.<BR>
To be interesting, you want a jump length that is close to this value.<BR>
<BR>
I sat down with what little canonical data there is -- the mapboard for<BR>
Imperium, the map of the Solomani Rim, and a couple of real stars<BR>
identified in passing in Supplement 10 -- and tried to work out what the<BR>
quantum jump distance should be in 3D. I compared adjacent pairs of star<BR>
systems, on the theory that the least distortion would be found on the<BR>
short end. The result was a jump length that is 1.21 pc (3.95 ly). This<BR>
way, for example, Prometheus (A Cen., 4.3 ly) and Junction (Wolf 359, 7.6<BR>
ly) are Jump-2 from Terra; Sirius (8.7 ly) is Jump-3. <BR>
<BR>
I also noticed that if you extend a hexagonal grid vertically to make a<BR>
honeycomb 1 pc across and 1 pc tall, the average distance from the center<BR>
of one cell to the centers of its 20 neighbors (six on the same level,<BR>
seven each above and below) is also 1.21 pc. Loren Wiseman has said that<BR>
the Solomani Rim maps were created by throwing a hex grid over a 3D<BR>
starchart and picking the hexes that "looked about right," so this probably<BR>
isn't surprising. <BR>
<BR>
I explicitly use Jump-1 = 3.95 ly in my work, which puts Jump-2 = 7.9 ly<BR>
just below the critical value. Since the problem of increasing connectivity<BR>
with distance in 3D is pretty insoluable, this seemed a useful step. My own<BR>
TU's tend to stay at the low end technologically, so the problems at high<BR>
jump numbers don't affect me as much.<BR>
<BR>
One alternate possibility is to screw with the jump distances in 3D, making<BR>
them non-linear and falling off with jump distance. For example:<BR>
<BR>
Jump	pc	ly<BR>
1	1.2	4.0<BR>
2	1.9	6.3<BR>
3	2.5	8.2<BR>
4	3.1	10.0<BR>
5	3.5	11.5<BR>
6	4.0	13.0<BR>
<BR>
This chart has a couple of features. The relative number of stars<BR>
accessible at each jump number is the same as the current 2D universe,<BR>
which minimizes changes to military and commercial operations. The Jump-3<BR>
distance is right at the critical value, so routes using Jump-3 connect<BR>
about 50% of the time. Jump-4 is the lowest value that will get through<BR>
basically all the time, which may explain why the Xboat network stayed at<BR>
Jump-4 when higher numbers were available.<BR>
<BR>
<BR>
<BR>
<BR>
"All changes should be rational, logical, and scientifically sound (after<BR>
all, Traveller is a /science/ fiction role-playing game." Book 0,<BR>
Introduction to Traveller, p. 34. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 00:29:44 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2986<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
>><BR>
>> In mail you write:<BR>
>> <BR>
>>>> I have to wonder how far the Wright Brothers would have gotten under<BR>
>>>> equivalent laws.<BR>
>>><BR>
>>> Until the W.B.s there was no cause to legislate :). See the current laws <BR>
> on<BR>
>>> FTL Travel for an example.<BR>
>> <BR>
>> Sorry, but balloons, dirigibles and gliders predate the Wrights. And<BR>
>> there were lots of well known *attempts* to fly. But no real laws on<BR>
>> the subject.<BR>
>> <BR>
>> Compare that with now. If I invented CG and tried to build and fly a CG<BR>
>> lifter to orbit, I'd be buried in red tape for *years*.<BR>
><BR>
> I see two ways of dealing with this. <BR>
><BR>
> If you merely want CG-to-orbit to exist, and are willing to give up<BR>
> being the famous pilot who flies the mission, simply develop a<BR>
> workable CG prototype in your garage, patent the mechanism, license<BR>
> the patent to Boeing, and let them deal with the red tape.<BR>
<BR>
Patenting it would be difficult, you'd likely have to provide the<BR>
examiner with a working model before he'd accept it. I know that's the<BR>
rule for perpetual motion machines.<BR>
<BR>
And once you did *that*, care to guess how long it'd be before they<BR>
invoked National Security and *classified* the patent? And possibly<BR>
you, along with it?<BR>
<BR>
> If you require your name in the history books, contact a tabloid,<BR>
> offer them a scoop in exchange for $expenses+$profit (expenses<BR>
> including legal fees and/or fines from the FAA), and just fly the<BR>
> sucker. If the tabloid can't cover your fines, then<BR>
> patent-and-license as above.<BR>
<BR>
They might be able to pay the fines. But I don't think they can do the<BR>
jail time for you.<BR>
<BR>
> Get an expert to sign an affidavit stating that there's no way your<BR>
> craft can possibly fly; then you'll have an ironclad defense: "Your<BR>
> honor, I swear I had _no idea_ that I was going to make it into the<BR>
> FAA's jurisdiction on my first flight, let alone into orbit. Exhibit<BR>
> A is a _mathematical proof_ that the Gossamer Bumblebee couldn't<BR>
> possibly fly..."<BR>
<BR>
"Then why did you have a spacesuit on board, as well as other gear for<BR>
your orbital stay?"<BR>
<BR>
And anybody who bet his *life* on cabin pressurization on a "first<BR>
flight" is *nuts*!<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: Fri, 25 Aug 2000 11:33:44 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Dolphin-crewed SDBs<BR>
<BR>
> just hire some Clotho....<BR>
> <BR>
<BR>
Are you kidding?! Just imagine the mess a technical discussion would leave<BR>
in engineering! <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 06:35:15 -0500 (CDT)<BR>
From: Robert Walsh <meow@advancenet.net><BR>
Subject: [none]<BR>
<BR>
unsubscribe<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 08:43:32 -0400<BR>
From: Ian Ferguson <ian@vax2.concordia.ca><BR>
Subject: Re: Droyne invisibility<BR>
<BR>
The Roc writes:<BR>
<snipped><BR>
>As for being attacked by the Chirper, I don't recall how that effected the<BR>
>invisibility, but I personally like the idea of the victim knowing something<BR>
>is there and having to figure out how to make it visible without attacking<BR>
>air.  That new movie "Hollowman?" may have some grouse ideas on that from<BR>
>what I have seen of the shorts??<BR>
<BR>
	I would expect that some of the tactics used in the "Hollowman" clip<BR>
	would not work with psi invisibility.  If you are making the guard's<BR>
	mind 'edit out' your image, then I presume that it would not matter<BR>
	if you are wearing clothes, are covered by paint, etc.  I would think<BR>
	that such invisibility would be very hard to maintain if you were<BR>
	overtly drawing attention to yourself by speaking, attacking, etc.<BR>
	Perhaps the best way to detect an invisible chirper is to close one<BR>
	eye and watch for things in the background that disappear.  Of course,<BR>
	if the psi invisibility is sophisticated enough, you might ignore<BR>
	such hints as well.<BR>
<BR>
Peez<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 13:42:48 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: private space ventures<BR>
<BR>
...spotted chipmunk.  There's the court injunctions, the legal costs, the<BR>
> liability insurance.  OSHO will have to decide if you spacecraft meets<BR>
> it's regulations.  Then  there's the FAA to deal with, possible the<BR>
> department of transportation.  Get the picture.<BR>
  <BR>
  Tod...OSOH ?<BR>
  <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 05:47:10 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: private space ventures<BR>
<BR>
on 8/25/00 5:42 AM, Jones, Dean at Dean.Jones@fox-europe.com wrote:<BR>
<BR>
> <BR>
> ...spotted chipmunk.  There's the court injunctions, the legal costs, the<BR>
>> liability insurance.  OSHO will have to decide if you spacecraft meets<BR>
>> it's regulations.  Then  there's the FAA to deal with, possible the<BR>
>> department of transportation.  Get the picture.<BR>
> <BR>
> Tod...OSOH ?<BR>
> <BR>
> <BR>
Sorry,  OSHA (Occupational Safety and Health Administration).<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 08:59:31 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: minor human races<BR>
<BR>
>Who are the Wuans, and what publications cover them?<BR>
<BR>
They are a minor human race in Reavers' Deep.  They geengineer worker <BR>
drones, management, and senior Leader types to make the planet run more <BR>
efficiently.<BR>
<BR>
Mentioned in Cats & Rats (Aslan & Solomani)<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Hillary's gut political judgment is always the same:<BR>
go for the jugular even when it's self-destructive. - Dick Morris<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 09:04:11 -0400 (EDT)<BR>
From: "John P. Raynor" <john.raynor@yale.edu><BR>
Subject: Re:  Minor race census<BR>
<BR>
On Thu, 24 Aug 2000, Peter Newman wrote:<BR>
> [1] If we wish to be pedantic about it might be able to increase <BR>
> the number of minor human races by claiming that some of them are <BR>
> TL 0 and hence have not yet 'embraced civilization' and hence were<BR>
> not counted in the above total of about 40.<BR>
<BR>
We might be able to stretch the number of minor human races of a little<BR>
bit further by arguing that any group of hominids which is incapable of <BR>
mating with the Solomani branch of H. sapiens and producing fertile<BR>
offspring is *not* a true "minor human race."  Given strong selection<BR>
pressures, three hundred thousand years might be just enough time for<BR>
this level of evolutionary divergence to occur, and anything is possible<BR>
if Grandfather or one of the kids fiddled around...<BR>
                                                          - J. Raynor<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 14:04:26 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: minor human races<BR>
<BR>
> <BR>
> <BR>
> >Who are the Wuans, and what publications cover them?<BR>
> <BR>
> They are a minor human race in Reavers' Deep.  They geengineer worker <BR>
> drones, management, and senior Leader types to make the <BR>
> planet run more <BR>
> efficiently.<BR>
> <BR>
> Mentioned in Cats & Rats (Aslan & Solomani)<BR>
<BR>
<BR>
Any good minors in Cogs & Dogs?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 14:06:26 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Minor race census<BR>
<BR>
> <BR>
> On Thu, 24 Aug 2000, Peter Newman wrote:<BR>
> > [1] If we wish to be pedantic about it might be able to increase <BR>
> > the number of minor human races by claiming that some of them are <BR>
> > TL 0 and hence have not yet 'embraced civilization' and hence were<BR>
> > not counted in the above total of about 40.<BR>
> <BR>
> We might be able to stretch the number of minor human races <BR>
> of a little<BR>
> bit further by arguing that any group of hominids which is <BR>
> incapable of <BR>
> mating with the Solomani branch of H. sapiens and producing fertile<BR>
> offspring is *not* a true "minor human race."  Given strong selection<BR>
> pressures, three hundred thousand years might be just enough time for<BR>
> this level of evolutionary divergence to occur, and anything <BR>
> is possible<BR>
> if Grandfather or one of the kids fiddled around...<BR>
>                                                           - J. Raynor<BR>
<BR>
Tonight on Springer: People of Darrian-Solomani Solomani descent who hate<BR>
being called 'Half-elves' :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 08:17:03 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: minor human races<BR>
<BR>
"Jones, Dean" wrote:<BR>
> <BR>
> ><BR>
> ><BR>
> > >Who are the Wuans, and what publications cover them?<BR>
> ><BR>
> > They are a minor human race in Reavers' Deep.  They geengineer worker<BR>
> > drones, management, and senior Leader types to make the<BR>
> > planet run more<BR>
> > efficiently.<BR>
> ><BR>
> > Mentioned in Cats & Rats (Aslan & Solomani)<BR>
> <BR>
> Any good minors in Cogs & Dogs?<BR>
<BR>
Yes, the Vilani (just ask any Solomani Party member!). ;-)<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2988<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2989</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 25 2000      Volume 1999 : Number 2989<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: Allegience Codes<BR>
RE: Allegience Codes<BR>
RE: Allegience Codes<BR>
Re: Traveller-digest V1999 #2984<BR>
RE: Traveller-digest V1999 #2984<BR>
Re: nits & things that go bang<BR>
Homemade SMGs<BR>
RE: nits & things that go bang<BR>
Re: This is what Streetwise Skill is for<BR>
Re: Minor race census<BR>
Re: Minor race census<BR>
Re: This is what Streetwise Skill is for<BR>
Re: Allegience Codes<BR>
Re: New GT Disadvantage: Jumpspace Sickness<BR>
RE: Allegience Codes<BR>
GURPS:Traveller Imperial Navy<BR>
RE: nits & things that go bang<BR>
Re: Flying w/o FAA blessing<BR>
RE: Flying w/o FAA blessing<BR>
RE: Allegience Codes<BR>
RE: Allegience Codes<BR>
RE: Home Gunsmithing for Fun and Profit<BR>
RE: Traveller-digest V1999 #2984<BR>
RE: Home Gunsmithing for Fun and Profit<BR>
RE: Allegience Codes<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 14:17:41 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Allegience Codes<BR>
<BR>
> -----Original Message-----<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
> Sent: 17 August 2000 00:25<BR>
> To: Traveller Mailing List<BR>
> Subject: Allegience Codes<BR>
> <BR>
> <BR>
> <BR>
> In Anthony's (wonderful) map page there is an allegience<BR>
> code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
> <BR>
<BR>
<BR>
Speaking of which, who the heck are the CS? :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 06:52:50 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: RE: Allegience Codes<BR>
<BR>
On Fri, 25 Aug 2000, Jones, Dean wrote:<BR>
 <BR>
> > In Anthony's (wonderful) map page there is an allegience<BR>
> > code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
> > <BR>
> <BR>
> <BR>
> Speaking of which, who the heck are the CS? :)<BR>
> <BR>
<BR>
Client States, at a not-so-wild guess.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 15:09:18 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Allegience Codes<BR>
<BR>
> <BR>
> <BR>
> <BR>
> On Fri, 25 Aug 2000, Jones, Dean wrote:<BR>
>  <BR>
> > > In Anthony's (wonderful) map page there is an allegience<BR>
> > > code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
> > > <BR>
> > <BR>
> > <BR>
> > Speaking of which, who the heck are the CS? :)<BR>
> > <BR>
> <BR>
> Client States, at a not-so-wild guess.<BR>
<BR>
<BR>
*red-face* Oh. :) Yeah. Thanks<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 07:10:48 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
On Fri, 25 Aug 2000, Ben Aaronovitch wrote:<BR>
 <BR>
> I know in places like Somalia and Afghanistan there are craftsmen who routinely<BR>
> make<BR>
> firearms out of junk and left over bits using only hand tools.<BR>
> <BR>
> Ben Aaronovitch<BR>
> <BR>
<BR>
Ahh, the legendary 'Handmade Afghani AK's just as good as a real one'...<BR>
<BR>
I wouldn't fire one of those, either...besides, most of those pieces of<BR>
'junk and leftover bits' that these guns are made of are broken Russian or<BR>
Chinese AK's. They are NOT, for instance, making barrels by hand.<BR>
<BR>
Now, I _have_ seen a Pakistani 'pen gun': a single shot, typically .25 or<BR>
.22 cal gun made up to look like a pen, or a lighter, or something else<BR>
innocuous. This was in a National Geographic issue long time ago, an<BR>
article about Pakistan, that showed a dealers shop, one counter was full<BR>
of these, hand grenades, and other assorted ordnance. I suspect this was<BR>
during the 70's-80's when the Afghanistan-Russian war was still going on.<BR>
As I recall, the shop owner even demonstrated firing one.<BR>
 <BR>
Wouldn't fire one of _those_ either ;-)<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 15:06:44 +0100<BR>
From: "Mark Preston" <mark@mpreston.demon.co.uk><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
Purely for interest, the original Sten was made, believe it or not,<BR>
from the components for a 1940's vacuum cleaner (later also from a<BR>
washing machine) and initially in the same factory and by the same<BR>
workers. A piece of high-tech weaponry it certainly is not! A friend<BR>
of mine further up the valley still has one - disbled now, but until<BR>
fairly recently still in working order - and they are not at all<BR>
complex....or reliable. On one memorable occasion, when he first<BR>
showed it to me and test fired it, he tossed it to the ground after it<BR>
stopped shooting so that we could go and look at the effects on the<BR>
target. When the gun hit the ground - luckily behind a small rise - it<BR>
went off again. The thing had just jammed, not fired the full clip,<BR>
and dropping it was enough to start it off again. Even without someone<BR>
holding the trigger, it fired off the remainder of the clip.<BR>
<BR>
All this is an idea of how useful a low-tech design can be, and how<BR>
dodgy they are to use. My dad has many similar memories of actually<BR>
trying to use them in anger during the war and post-war years in<BR>
India.<BR>
<BR>
ObTrav: On a low-tech system (around TL7-8 ?) with low law level,<BR>
there are likely to be plenty of similar lash-up weapons about. How<BR>
valuable would a simple auto-pistol be there - never mind something<BR>
like a gauss rifle? Can you see a crowd of armed muggers outside the<BR>
startport gates, just waiting to 'welcome' visitors with decent tech<BR>
weapons....<BR>
<BR>
- --<BR>
Mark A. Preston, The Magpie's Nest, Lancashire, UK<BR>
Email     : mark@mpreston.demon.co.uk<BR>
Website : www.mpreston.demon.co.uk<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> Matthew Bond<BR>
> Sent: 25 August 2000 00:10<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: RE: Traveller-digest V1999 #2984<BR>
><BR>
><BR>
><BR>
><BR>
> > -----Original Message-----<BR>
> > From: owner-traveller@lists.imagiconline.com<BR>
> > [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> > Moody, Danny<BR>
> > M.<BR>
> > Sent: Thursday, August 24, 2000 9:57 PM<BR>
> > To: 'traveller@lists.imagiconline.com'<BR>
> > Subject: RE: Traveller-digest V1999 #2984<BR>
> <snip><BR>
><BR>
> > A trip to your local Home Despot (DIY store) will supply<BR>
> > all you need (bar stock, springs, sheet metal - even wood<BR>
> > for fancy stocks) for a STEN gun (at an almost unbelievably<BR>
> > low price), and your entire purchase will have a casual,<BR>
> > home-improvement look to it.  Just tell the clerk that<BR>
> > you're fixing some plumbing.<BR>
> ><BR>
> > The plans are available in a variety of books and<BR>
> > publications - indeed, you might be able to find them on line.<BR>
> ><BR>
> > Just add simple hand tools, a modicum of knowledge, and a<BR>
> > bit of time.<BR>
> ><BR>
> > Think of it as a different type of 'home brewing'.<BR>
> ><BR>
> ><BR>
> > NOTE TO ALL: The above information is for educational<BR>
> > purposes only.  Unlicensed manufacture of a fully automatic<BR>
> > machine gun is double-secret illegal in the US, Canada, UK,<BR>
> > and a metric sh!tload of other countries.<BR>
><BR>
> Of course, here in the UK the hardest part would be getting hold of<BR>
> ammunition... :(<BR>
><BR>
> Matt<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 07:37:29 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: nits & things that go bang<BR>
<BR>
How about a department  DOA - Department of Other Agencies otherwise known as<BR>
dead on arrival at work :-)<BR>
<BR>
Tsykoduk wrote:<BR>
<BR>
> But the Fed has decided that all Fed agencies will use TLA's. (it's true..<BR>
> really..can I have my keyboard back Mr MIB?)<BR>
><BR>
> ----<BR>
> Bah!  They just want to be cool like the FBI (Federal Bureau of<BR>
> Investigation)& the DEA (Drug Enforcement Agency).<BR>
> They are the Bureau of Alcohol, Tobacco & Firearms, hence BATF.  They have<BR>
> four letters and have to learn to live with it.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 02:40:43 +1200<BR>
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz><BR>
Subject: Homemade SMGs<BR>
<BR>
On 25 Aug 00, at 15:06, Mark Preston wrote:<BR>
<BR>
> Purely for interest, the original Sten was made, believe it or not,<BR>
> from the components for a 1940's vacuum cleaner (later also from a<BR>
> washing machine) and initially in the same factory and by the same<BR>
> workers. A piece of high-tech weaponry it certainly is not! A friend<BR>
> of mine further up the valley still has one - disbled now, but until<BR>
> fairly recently still in working order - and they are not at all<BR>
> complex....or reliable. On one memorable occasion, when he first<BR>
> showed it to me and test fired it, he tossed it to the ground after it<BR>
> stopped shooting so that we could go and look at the effects on the<BR>
> target. When the gun hit the ground - luckily behind a small rise - it<BR>
> went off again. The thing had just jammed, not fired the full clip,<BR>
> and dropping it was enough to start it off again. Even without someone<BR>
> holding the trigger, it fired off the remainder of the clip.<BR>
<BR>
Its a common problem with simple blowback slam bolt designs. The jolt <BR>
drives the bolt back far enough to strip a round but not far enough to catch <BR>
the trigger spur. The spring then returns the bolt, chambers the round and <BR>
fires. The recoil drives the bolt back again repeating the process. Most <BR>
modern designs have some form of bolt lock to stop this (look at the <BR>
Madsen M1950 for a good example of a simple but effective bolt lock). <BR>
Actually I think the Madsen would be an even better example of a low tech <BR>
gun manufactured in backwoods workshops than the Sten. Two bits of <BR>
stamped steel (the receiver), a heavy block of metal with a spike (the bolt), <BR>
a big spring and a magazine and barrel. All held together by a single lock <BR>
bolt<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 15:41:06 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: nits & things that go bang<BR>
<BR>
DRD: The Department of Redundancy Department<BR>
 <BR>
> How about a department  DOA - Department of Other Agencies <BR>
> otherwise known as<BR>
> dead on arrival at work :-)<BR>
> <BR>
> Tsykoduk wrote:<BR>
> <BR>
> > But the Fed has decided that all Fed agencies will use <BR>
> TLA's. (it's true..<BR>
> > really..can I have my keyboard back Mr MIB?)<BR>
> ><BR>
> > ----<BR>
> > Bah!  They just want to be cool like the FBI (Federal Bureau of<BR>
> > Investigation)& the DEA (Drug Enforcement Agency).<BR>
> > They are the Bureau of Alcohol, Tobacco & Firearms, hence <BR>
> BATF.  They have<BR>
> > four letters and have to learn to live with it.<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 10:46:06 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: This is what Streetwise Skill is for<BR>
<BR>
In a message dated 8/25/00 4:41:21 AM !!!First Boot!!!, CardSharks@aol.com <BR>
writes:<BR>
<BR>
<< In T5 I envision a classification of some skills as "forbidden knowledge." <BR>
 You can't learn it legitimately (except in the military); if you know it, <BR>
you <BR>
 shouldn't tell polite society you know it. Demolitions. Gun Combat. etc. >><BR>
<BR>
How about a modifier on low law level worlds? I can't see gun combat being a <BR>
big deal on a law level 1 world, but not a good idea to have on a law level 9 <BR>
world?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:08:49 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Minor race census<BR>
<BR>
In a message dated 8/25/00 2:14:55 AM Central Daylight Time, pnewman@gci.net <BR>
writes:<BR>
<BR>
<< <BR>
 1) "There is evidence of human life on at least 90 worlds, on<BR>
 about 40 [1] of them, humans took root, surviving a period of<BR>
 barbarism before embracing civilization [2]" [CT AM 5 Droyne, p5],<BR>
 presumably this was the source Marc was thinking of.<BR>
  >><BR>
<BR>
This is academic speak. we have evidence from "at least" 90 worlds that there <BR>
was human life on them. And that we can point to 40 human minor races.  But <BR>
then again, we haven't visited every world in the galaxy.<BR>
<BR>
The next step would be for this professor to apply for a grant to visit every <BR>
world in the galaxy and count the rest of the human minor races.<BR>
<BR>
Marc<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:09:34 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Minor race census<BR>
<BR>
In a message dated 8/25/00 3:41:35 AM Central Daylight Time, <BR>
Dean.Jones@fox-europe.com writes:<BR>
<BR>
<< > 2) What Marc says goes.<BR>
 <BR>
 Piffle. No disrespect intended to Marc, but 'Marc says so' ain't good enough<BR>
 IMTU. :)<BR>
  >><BR>
<BR>
I agree. It also has to make sense.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:16:57 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: This is what Streetwise Skill is for<BR>
<BR>
CardSharks@aol.com<BR>
>In a message dated 8/24/00 10:31:33 PM Central Daylight Time,<BR>
>urbin@bigfoot.com writes:<BR>
><< > > NOTE TO ALL: The above information is for educational<BR>
>  > > purposes only.  Unlicensed manufacture of a fully automatic<BR>
>  > > machine gun is double-secret illegal in the US, Canada, UK,<BR>
>  > > and a metric sh!tload of other countries.<BR>
>  >Of course, here in the UK the hardest part would be getting hold of<BR>
>  >ammunition... :(<BR>
>In T5 I envision a classification of some skills as "forbidden knowledge."<BR>
>You can't learn it legitimately (except in the military); if you know it, you<BR>
>shouldn't tell polite society you know it. Demolitions. Gun Combat. etc.<BR>
<BR>
Oh ya...big time.  My dad was a Combat Engineer, so the books lying around <BR>
the house when I was kid included stuff like Improvised Explosives and <BR>
Incendiary Devices, the Ranger Handbook, and the like.<BR>
<BR>
The Misguided Moms I deal with my son's basket ball games, etc. really <BR>
don't want to know that such knowledge exists.<BR>
On the other hand, they let their kids watch WWF, where they learn about <BR>
forearm strikes the throat and body slams.<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Exigis Domus Hillaria - http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 10:28:27 -0500<BR>
From: Eris Reddoch <eris@pcola.gulf.net><BR>
Subject: Re: Allegience Codes<BR>
<BR>
"Jones, Dean" wrote:<BR>
> <BR>
> ><BR>
> ><BR>
> ><BR>
> > On Fri, 25 Aug 2000, Jones, Dean wrote:<BR>
> ><BR>
> > > > In Anthony's (wonderful) map page there is an allegience<BR>
> > > > code of K1 (or Kl I can't tell) can anyone tell me who this is?<BR>
> > > ><BR>
> > ><BR>
> > ><BR>
> > > Speaking of which, who the heck are the CS? :)<BR>
> > ><BR>
> ><BR>
> > Client States, at a not-so-wild guess.<BR>
> <BR>
> *red-face* Oh. :) Yeah. Thanks<BR>
<BR>
You didn't ask the obvious followup..."Client States of whom?"<BR>
<g><BR>
<BR>
CS are Imperium Client States.  What is the code for Zhodani,<BR>
Solomani, Hiver, K'kree, or various other "empire's" client<BR>
states? I've always thought that two digit codes for allegiance<BR>
was one too few, but then I've always run games in universes<BR>
where the Imperium is just one among many states, if it even<BR>
exists at all.<BR>
<BR>
Eris<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 08:30:43 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: New GT Disadvantage: Jumpspace Sickness<BR>
<BR>
Dalton Spence wrote:<BR>
<BR>
> This reply has also been sent to the newsgroups.<BR>
> I just finished reading an old JTAS article by Mark Miller about<BR>
> Jumpspace, and the one part of it that didn't show up in the GURPS<BR>
> Traveller sourcbook in some form involved the physical side effects<BR>
> of jumpspace travel.<BR>
<BR>
I like the idea for any version of Traveller, and for each PC.  Each successive<BR>
jump made should/could give a +/- to the roll for reaction to the phenomenon.<BR>
There should be a maximum + which would always allow a chance of normal jump<BR>
sickness.<BR>
<BR>
"Jones, Dean" wrote:<BR>
<BR>
> How about the inherent unreliability of the cryo-recovery process that lead<BR>
> to the popular<BR>
> 'low-berth lottery', where the crew take bets on who survives low passage.<BR>
<BR>
In this case, wouldn't there already be a medic aboard to assist.  Or maybe the<BR>
unfortunate would only be moved to the low berth area for remedial assistance<BR>
until recovery. Could be a fairly foul smelling place by the end of the jump.<BR>
<BR>
Jim Cooper<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 16:31:37 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Allegience Codes<BR>
<BR>
> > ><BR>
> > > On Fri, 25 Aug 2000, Jones, Dean wrote:<BR>
> > ><BR>
> > > > > In Anthony's (wonderful) map page there is an allegience<BR>
> > > > > code of K1 (or Kl I can't tell) can anyone tell me <BR>
> who this is?<BR>
> > > > ><BR>
> > > ><BR>
> > > ><BR>
> > > > Speaking of which, who the heck are the CS? :)<BR>
> > > ><BR>
> > ><BR>
> > > Client States, at a not-so-wild guess.<BR>
> > <BR>
> > *red-face* Oh. :) Yeah. Thanks<BR>
> <BR>
> You didn't ask the obvious followup..."Client States of whom?"<BR>
> <g><BR>
> <BR>
> CS are Imperium Client States.  What is the code for Zhodani,<BR>
> Solomani, Hiver, K'kree, or various other "empire's" client<BR>
> states? I've always thought that two digit codes for allegiance<BR>
> was one too few, but then I've always run games in universes<BR>
> where the Imperium is just one among many states, if it even<BR>
> exists at all.<BR>
<BR>
Hurm. Specifically, I'm thinking of the area around the Khuur League. The<BR>
K'kree, while they do range that far, wouldn't have the support to hold<BR>
those worlds as clients, and the other Big Governments (apart from the 3I)<BR>
have that same problem. Still, the ICs I'm looking at in Ley look like being<BR>
a little out the the Imperiums way. I figure the Khuur have them as<BR>
clients...in the same way the Mob have local shopkeepers as clients (Your<BR>
Neighbourhood May Vary).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:57:01 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: GURPS:Traveller Imperial Navy<BR>
<BR>
http://www.sjgames.com/gurps/traveller/navy/<BR>
<BR>
This page says it's in production.<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Monday special, two valiums with a coffee chaser.<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:14:59 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: nits & things that go bang<BR>
<BR>
Tsykoduk wrote:<BR>
> But the Fed has decided that all Fed agencies will use TLA's.<BR>
> (it's true..really..can I have my keyboard back Mr MIB?)<BR>
><BR>
> ----<BR>
> Bah!  They just want to be cool like the FBI (Federal Bureau of<BR>
> Investigation)& the DEA (Drug Enforcement Agency).<BR>
> They are the Bureau of Alcohol, Tobacco & Firearms, hence BATF.<BR>
> They have four letters and have to learn to live with it.<BR>
<BR>
Thats known an "ETLA" ... an extended TLA.<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 12:25:00 EDT<BR>
From: RBasler1@aol.com<BR>
Subject: Re: Flying w/o FAA blessing<BR>
<BR>
In a message dated 8/24/00 9:38:56 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
<< From: shadow@krypton.rain.com (Leonard Erickson)<BR>
 Subject: Re: How do you deal with biotech in your TU?<BR>
 <BR>
 In mail you write:<BR>
 <BR>
 > <snip><BR>
 <BR>
 Actually, they *can* shoot you down. They can also throw you in jail<BR>
 for a lot of years for violatung FAA regs, and not getting permission<BR>
 from the Commerce Department for the "space" portions of the flight.<BR>
  >><BR>
<BR>
    I am reminded of the tale of the man who took to the skys in a lawn <BR>
chair, using a large number of helium-filled weather balloons, a radio, and a <BR>
pellet gun for the descent.  He ended up in deep Bandini from the FAA...I <BR>
think the full, sad story is on the Darwin Awards website. <BR>
<BR>
    Rod Basler, COFIT (I want to fly, but not _that_ bad)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:27:18 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Flying w/o FAA blessing<BR>
<BR>
> In a message dated 8/24/00 9:38:56 PM Pacific Daylight Time, <BR>
> owner-traveller-digest@lists.imagiconline.com writes:<BR>
> <BR>
> << From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>  Subject: Re: How do you deal with biotech in your TU?<BR>
>  <BR>
>  In mail you write:<BR>
>  <BR>
>  > <snip><BR>
>  <BR>
>  Actually, they *can* shoot you down. They can also throw you in jail<BR>
>  for a lot of years for violatung FAA regs, and not getting permission<BR>
>  from the Commerce Department for the "space" portions of the flight.<BR>
>   >><BR>
> <BR>
>     I am reminded of the tale of the man who took to the skys <BR>
> in a lawn <BR>
> chair, using a large number of helium-filled weather <BR>
> balloons, a radio, and a <BR>
> pellet gun for the descent.  He ended up in deep Bandini from <BR>
> the FAA...I <BR>
> think the full, sad story is on the Darwin Awards website. <BR>
> <BR>
> <BR>
<BR>
IIRC he failed to win an award though...he lived<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:33:23 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Allegience Codes<BR>
<BR>
Dean Jones wrote:<BR>
> > On Fri, 25 Aug 2000, Jones, Dean wrote:<BR>
> > > Speaking of which, who the heck are the CS? :)<BR>
> > <BR>
> > Client States, at a not-so-wild guess.<BR>
> <BR>
> *red-face* Oh. :) Yeah. Thanks<BR>
<BR>
Or, alternatively ...<BR>
<BR>
<warning="friday sillyness"><BR>
<BR>
    Originally called Gypsys, then New Age  Travellers  (or  just<BR>
    Travellers), and now calling themselves  "Citizens of Space":<BR>
    this  is  a  large,  dispersed  semi-nomadic  people.   Often<BR>
    shunned and unwelcome they are pushed  from  world  to  world<BR>
    until they eventually end up just outside the 3I border.<BR>
<BR>
    Worlds outside the 3I border often do not have  the  resouces<BR>
    to dislodge the large numbers of "Citizens of Space" who land<BR>
    on any patch of open ground and then don't move for  decades.<BR>
    Thus  these  worlds  frequently  petition  to  join  the  3I,<BR>
    whereupon the Imperial Navy moves the "Citizens of Space"  on<BR>
    and the whole process begins again on another world.<BR>
<BR>
    The epitaph of "Citizens of Space" is "Crud of Space".<BR>
<BR>
    Astrogators often mark these  worlds  as  CS  as  a  sort  of<BR>
    warning.<BR>
<BR>
</warning><BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:41:49 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Allegience Codes<BR>
<BR>
> <warning="friday sillyness"><BR>
> <BR>
>     Originally called Gypsys, then New Age  Travellers  (or  just<BR>
>     Travellers), and now calling themselves  "Citizens of Space":<BR>
>     this  is  a  large,  dispersed  semi-nomadic  people.   Often<BR>
>     shunned and unwelcome they are pushed  from  world  to  world<BR>
>     until they eventually end up just outside the 3I border.<BR>
> <BR>
>     Worlds outside the 3I border often do not have  the  resouces<BR>
>     to dislodge the large numbers of "Citizens of Space" who land<BR>
>     on any patch of open ground and then don't move for  decades.<BR>
>     Thus  these  worlds  frequently  petition  to  join  the  3I,<BR>
>     whereupon the Imperial Navy moves the "Citizens of Space"  on<BR>
>     and the whole process begins again on another world.<BR>
> <BR>
>     The epitaph of "Citizens of Space" is "Crud of Space".<BR>
> <BR>
>     Astrogators often mark these  worlds  as  CS  as  a  sort  of<BR>
>     warning.<BR>
> <BR>
<BR>
Large areas of CS planets are known as 'Crusty Space' :)<BR>
<BR>
> </warning><BR>
> <BR>
> Regards PLST<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:57:08 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Home Gunsmithing for Fun and Profit<BR>
<BR>
> From: Ben Aaronovitch [mailto:bem@imaginaryfilms.demon.co.uk]<BR>
> > > NOTE TO ALL: The above information is for educational <BR>
> purposes only.<BR>
> > Unlicensed manufacture of a fully automatic machine gun is <BR>
> double-secret<BR>
>                                                               <BR>
>                   <BR>
>             --------------<BR>
> > illegal in the US, Canada, UK, and a metric sh!tload of <BR>
> other countries.<BR>
> ><BR>
> Do you mean 'double-plus ungood'. In Newspeak ungood and <BR>
> illegal are synonyms.<BR>
<BR>
From 'Animal House'. a movie about a quite 'spirited' fraternity house (reminds me of the TML is many ways) at a small college.  Starring John Belushi.  www.imdb.com/Title?0077975<BR>
<BR>
Dean Wormer places the Deltas on 'Double-Secret Probation'.<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 12:02:35 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: Tod Glenn [mailto:webmaster@travellercentral.com]<BR>
<BR>
> Building a gun from raw materials that works and won't kill <BR>
> or maim you is a<BR>
> job for an professional or talented amateur machinist.  Don't <BR>
> try this at<BR>
> home unless you want to be known as "lefty".<BR>
<BR>
Indeed.  Modern firearms are very well built - over-built, actually.  Nothing wrong with that - take a look at some of the guns that have gone *boom* by using reloads with too strong a charge.  Rarely is anyone hurt by it, but it does wreck the gun. <BR>
 <BR>
> Joe (non-gunsmith) average could build a functional (sort of) <BR>
> weapon from<BR>
> scrap and with hand tools.  I wouldn't fire it.<BR>
<BR>
However, if it was you and few of your village-mates against an invading army and the only weapons you had were such home-build weapons...<BR>
<BR>
Fire 'em once at the bad guys and take their guns.<BR>
<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:02:47 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Home Gunsmithing for Fun and Profit<BR>
<BR>
<snip><BR>
<BR>
> > ><BR>
> > Do you mean 'double-plus ungood'. In Newspeak ungood and <BR>
> > illegal are synonyms.<BR>
> <BR>
> From 'Animal House'. a movie about a quite 'spirited' <BR>
> fraternity house (reminds me of the TML is many ways) at a <BR>
> small college.  Starring John Belushi.  www.imdb.com/Title?0077975<BR>
> <BR>
> Dean Wormer places the Deltas on 'Double-Secret Probation'.<BR>
> <BR>
<snip><BR>
<BR>
Toga Party!<BR>
<BR>
>              ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
It sure does :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:59:08 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Allegience Codes<BR>
<BR>
Dean Jones wrote:<BR>
> Large areas of CS planets are known as 'Crusty Space' :)<BR>
<BR>
Ah, yes.  Where watch Crusty the Clown and eat Crusty Burgers.<BR>
<BR>
("The Simpsons" reference)<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2989<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2990</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 25 2000      Volume 1999 : Number 2990<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: Silly Allegience Codes<BR>
GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
Wuans<BR>
RE: Silly Allegience Codes<BR>
Minor Human Races (and, er, Wuans)<BR>
RE: Silly Allegience Codes<BR>
RE: Minor Human Races (and, er, Wuans)<BR>
RE: Landgrab: Yori<BR>
RE: GUK-2K<BR>
Re: Allegience Codes<BR>
Re: New GT Disadvantage: Jump Sickness<BR>
Re: Landgrab: Yori<BR>
RE: Silly Allegience Codes<BR>
RE: Flying w/o FAA blessing<BR>
Re: Landgrab: Yori<BR>
Re: Silly Allegience Codes<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Silly Allegience Codes<BR>
RE: Traveller-digest V1999 #2984<BR>
Re: Silly Allegience Codes<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: For Striker : groovy grav tank<BR>
RE: Traveller-digest V1999 #2984<BR>
Re: Csequences of Artificial Gravity?<BR>
Re: Traveller-digest V1999 #2984<BR>
RE: Traveller-digest V1999 #2984<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:07:36 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Silly Allegience Codes<BR>
<BR>
> <BR>
> Dean Jones wrote:<BR>
> > Large areas of CS planets are known as 'Crusty Space' :)<BR>
> <BR>
> Ah, yes.  Where watch Crusty the Clown and eat Crusty Burgers.<BR>
> <BR>
> ("The Simpsons" reference)<BR>
> <BR>
<BR>
That's KS (Krusty Space)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:20:21 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
<BR>
Dean Jones wrote:<BR>
> Toga Party!<BR>
<BR>
We are at T minus 5 days to Gencon UK 2000 ... maybe BITS  should<BR>
run a midnight Traveller  toga  party!  Come  as  your  favourite<BR>
Emperor, or something ...  Why should the Westpoint Space Academy<BR>
crowd and the Vampire crowd have all the fun?<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:27:19 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
<BR>
> Dean Jones wrote:<BR>
> > Toga Party!<BR>
> <BR>
> We are at T minus 5 days to Gencon UK 2000 ... maybe BITS  should<BR>
> run a midnight Traveller  toga  party!  Come  as  your  favourite<BR>
> Emperor, or something ...  Why should the Westpoint Space Academy<BR>
> crowd and the Vampire crowd have all the fun?<BR>
> <BR>
<BR>
Great idea. Sadly I won't be at GenCon this year. :(<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 13:29:13 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Wuans<BR>
<BR>
>>Who are the Wuans, and what publications cover them?<BR>
><BR>
>They are a minor human race in Reavers' Deep.  They geengineer worker <BR>
>drones, management, and senior Leader types to make the planet run more <BR>
>efficiently.<BR>
><BR>
>Mentioned in Cats & Rats (Aslan & Solomani)<BR>
<BR>
My impression is that they are one of the "Solomani's famous sub-species" <BR>
that went off to their own world and created their form of a perfect society, <BR>
involving geneering to fit the social status and job...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:27:51 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Silly Allegience Codes<BR>
<BR>
Dean Jones wrote:<BR>
> > > Large areas of CS planets are known as 'Crusty Space' :)<BR>
> > <BR>
> > Ah, yes.  Where watch Crusty the Clown and eat Crusty Burgers.<BR>
> > <BR>
> > ("The Simpsons" reference)<BR>
> <BR>
> That's KS (Krusty Space)<BR>
<BR>
You have to make  allowances  for  3500  years  of  'corruption',<BR>
Bilanadin not being quite the same as our western  alphabet,  and<BR>
my current oatmeal-for-brains state ('cos its Friday).<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
(Who's just been told he has to install  a  major  upgrade  to  a<BR>
client's customer billing system ... starting at 4am on Sunday!)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 13:32:32 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: Minor Human Races (and, er, Wuans)<BR>
<BR>
To clarify my previous post a bit, I've always defined "Minor Human Race" as <BR>
being Ancients-planted by definition. The Darrians are MHR, but the Sword <BR>
Worlders, Wuans, and Jonkeerin are not...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:35:45 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Silly Allegience Codes<BR>
<BR>
> <BR>
> (Who's just been told he has to install  a  major  upgrade  to  a<BR>
> client's customer billing system ... starting at 4am on Sunday!)<BR>
<BR>
*Ack* <sympathy> Working the weekend and bank holiday, myself :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:36:54 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Minor Human Races (and, er, Wuans)<BR>
<BR>
> -----Original Message-----<BR>
> From: GypsyComet@aol.com [mailto:GypsyComet@aol.com]<BR>
> Sent: 25 August 2000 18:33<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Minor Human Races (and, er, Wuans)<BR>
> <BR>
> <BR>
> To clarify my previous post a bit, I've always defined "Minor <BR>
> Human Race" as <BR>
> being Ancients-planted by definition. The Darrians are MHR, <BR>
> but the Sword <BR>
> Worlders, Wuans, and Jonkeerin are not...<BR>
> <BR>
<BR>
I'm only familiar with the Ds and SWs, myself, but I use the same definition<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:35:32 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Landgrab: Yori<BR>
<BR>
I wrote (2 weeks ago):<BR>
> I was reading over my Landgrab write-up of Yori the other day and<BR>
> felt there was something missing: what do you do when  you  visit<BR>
> Yori?  Have a generic adventure  (with  the  background  just  as<BR>
> minor trivia)?  Break into the  Research  Station  (for  whatever<BR>
> reason)?  Go to the write-up now and at the bottom  of  the  main<BR>
> Yori page you'll see a link to an adventure-et I dashed  off  ...<BR>
> it has a few gaps and its not  been  play-tested  (my  group  has<BR>
> dispersed for summer) but it should get you  started.  Questions?<BR>
> Comments?  Large bundles of cash?<BR>
> <BR>
> http://www.users.zetnet.co.uk/trisen/sol/traveller/yori/yori.html<BR>
> <BR>
> This first mini-adventure is written for Scarland,  if  its  well<BR>
> received I may  add  one  for  the  desert,  the  mountains,  and<BR>
> elsewhere in the system.  The idea is to give a sense  of  "being<BR>
> there", and to avoid the "its raining on planet Mongo" syndrome.<BR>
<BR>
For which there was zero response.<BR>
<BR>
So I guess no more info on Yori will be forthcoming.<BR>
<BR>
Meanwhile, where is everyone elses  Landgrab  write-ups?  There's<BR>
still a 'few' missing.<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:40:19 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: GUK-2K<BR>
<BR>
Dean Jones wrote:<BR>
> Sadly I won't be at GenCon this year. :(<BR>
<BR>
Bummer!  It looks like this year's going to be good (even  if  it<BR>
is now located way out in the boonies).<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 10:47:40 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: Allegience Codes<BR>
<BR>
Peter.Trevor@rb.cwplc.com wrote:<BR>
<BR>
   Astrogators often mark these  worlds  as  CS  as  a  sort  of<BR>
<BR>
>     warning.<BR>
><BR>
<BR>
Now ther's a splorrt if I ever heard one. Thanks made my day.<BR>
<BR>
Jim Cooper<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:00:21 -0700 (PDT)<BR>
From: Mark Cook <markc@peak.org><BR>
Subject: Re: New GT Disadvantage: Jump Sickness<BR>
<BR>
Just FYI, here are the 2 definitions of Jump Sickness used in the TML<BR>
PBeM (both were created by Eric Sergienko, the ship's Chief Medical<BR>
Officer and a real honest-to-God doctor in real life):<BR>
<BR>
  JTS:<BR>
       Jump Transition Syndrome. Commonly known as Jump Sickness. <BR>
  <BR>
  Jump Sickness:<BR>
       Jump Induced Acute Bilateral Peripheral Vestibulopathy. Manifested<BR>
       by vertigo, nausea, and vomiting. During the attack, the patient is<BR>
       often found lying on one side, unwilling to move his head. In milder<BR>
       cases, the patient does not require treatment. In severe cases, the<BR>
       patient may require IV fluid resuscitation and IV sedation. Death has<BR>
       been reported secondary to profound emesis and aspiration leading to<BR>
       suffocation or pneumonia and their sequelae. Prophylaxis is with a<BR>
       wide variety of drugs that work in the PNS including antihistamines,<BR>
       anticholinergics, benzodiazepines and sympathomimetics.<BR>
<BR>
Enjoy!<BR>
<BR>
        - Mark C.<BR>
          Instructor, Willamette Small Arms Academy<BR>
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75<BR>
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR<BR>
          NRA (Life), GOA (Life), SAF (Life), CCRKBA (Life)<BR>
          Front Sight First Family member #1<BR>
<BR>
- -----------------------------------------------------------------------<BR>
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com<BR>
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com<BR>
 Phone: 541-745-5709                                  Fax: 541-745-5818      <BR>
- -----------------------------------------------------------------------<BR>
          64,999,987 firearm owners killed no one yesterday.<BR>
                  Somehow, it didn't make the news.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:02:11 -0700<BR>
From: Jim Cooper <tloql@home.com><BR>
Subject: Re: Landgrab: Yori<BR>
<BR>
Ooops.  Sorry!  I read it, really liked it, downloaded same for my info,<BR>
and bookmarked the sight in case I miss other postings.   I guess I was<BR>
waiting for the next installment.<BR>
<BR>
Jim Cooper<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 19:05:17 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Silly Allegience Codes<BR>
<BR>
Dean Jones wrote:<BR>
> > (Who's just been told he has to install  a  major  upgrade  to  a<BR>
> > client's customer billing system ... starting at 4am on Sunday!)<BR>
> <BR>
> *Ack* <sympathy> Working the weekend and bank holiday, myself :)<BR>
<BR>
I *live* in the Dilbert Zone!<BR>
<BR>
(Oops, this is now off-topic...)<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
Chief User: "Is it okay if, to minimise downtime, we allow the<BR>
  users to stay on the system while the backups are being done?"<BR>
<BR>
Me: "NO!"<BR>
<BR>
Okay, so how was that not clear?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:52:22 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: RE: Flying w/o FAA blessing<BR>
<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Flying w/o FAA blessing<BR>
<BR>
>> <BR>
>>     I am reminded of the tale of the man who took to the skys <BR>
>> in a lawn <BR>
>> chair, using a large number of helium-filled weather <BR>
>> balloons, a radio, and a <BR>
>> pellet gun for the descent.  He ended up in deep Bandini from <BR>
>> the FAA...I <BR>
>> think the full, sad story is on the Darwin Awards website. <BR>
>> <BR>
><BR>
>IIRC he failed to win an award though...he lived<BR>
<BR>
	True...sort of.  IIRC, after all the legal hassles were sorted out<BR>
he tried to cash in on the experience, but the talk-shows lost interest<BR>
fast.  When the rest of his life fell apart, he finally committed suicide.<BR>
<BR>
	ObTrav....ummm.....I'm thinking.....  A distress call drags the<BR>
characters into a hoax that was staged just as a publicity stunt?  When it<BR>
all goes bad, the bozo in question begins to stalk them?<BR>
<BR>
	Rod Basler, COFIT<BR>
- -------------------------------------------------------------------------<BR>
Disclaimer - they just tell me to think, they don't tell me _what_ to think.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 12:41:52 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Landgrab: Yori<BR>
<BR>
Via electronic medium on 8/25/00 10:35 AM, Peter.Trevor@rb.cwplc.com issued<BR>
forth:<BR>
<BR>
>> http://www.users.zetnet.co.uk/trisen/sol/traveller/yori/yori.html<BR>
>> <BR>
>> This first mini-adventure is written for Scarland,  if  its  well<BR>
>> received I may  add  one  for  the  desert,  the  mountains,  and<BR>
>> elsewhere in the system.  The idea is to give a sense  of  "being<BR>
>> there", and to avoid the "its raining on planet Mongo" syndrome.<BR>
> <BR>
> For which there was zero response.<BR>
> <BR>
> So I guess no more info on Yori will be forthcoming.<BR>
<BR>
I've been busy wacking hobgobbers on the head in Baldurs Gate, or I would<BR>
have gone and looked at it. I have now, but there is a lot there so I just<BR>
downloaded it to disk for later. It sounds real interesting, I like the<BR>
"Desert Coral" a lot. The whole write-up will probably be canon IMTU, if you<BR>
do write more, and I hope you do, post it or at least send it to me. I am<BR>
sure others on the list liked it too, but overlooked responding. Shame on us<BR>
all. ;)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 12:45:59 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Silly Allegience Codes<BR>
<BR>
Peter.Trevor@rb.cwplc.com wrote:<BR>
> <BR>
<BR>
> I *live* in the Dilbert Zone!<BR>
> <BR>
> (Oops, this is now off-topic...)<BR>
> <BR>
> Regards PLST<BR>
> <BR>
> Chief User: "Is it okay if, to minimise downtime, we allow the<BR>
>   users to stay on the system while the backups are being done?"<BR>
> <BR>
> Me: "NO!"<BR>
<BR>
<BR>
You don't live in the Dilbert Zone until you can't say no...or you've<BR>
had to fend off the company Nurse with a chair, a keyboard and AOL CD's<BR>
crudely sharpened by grinding on the floor...<BR>
<BR>
"But the CEO said to make all the it staffe into Enuchs<BR>
Programmers"....;-)<BR>
<BR>
If you can say NO and enforce it you are not in the Dilbert Zone, but<BR>
the BOFH Zone...http://frolic.dhs.org/humor/bofh/<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 13:05:41 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Moody, Danny M. writes:<BR>
<BR>
> However, if it was you and few of your village-mates against an invading<BR>
> army and the only weapons you had were such home-build weapons... <BR>
> <BR>
> Fire 'em once at the bad guys and take their guns.<BR>
<BR>
At which point you almost certainly miss and the bad guys level your town for<BR>
resisting.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 13:51:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Silly Allegience Codes<BR>
<BR>
In mail you write:<BR>
<BR>
> Dean Jones wrote:<BR>
>> > (Who's just been told he has to install  a  major  upgrade  to  a<BR>
>> > client's customer billing system ... starting at 4am on Sunday!)<BR>
>> <BR>
>> *Ack* <sympathy> Working the weekend and bank holiday, myself :)<BR>
><BR>
> I *live* in the Dilbert Zone!<BR>
><BR>
> (Oops, this is now off-topic...)<BR>
<BR>
Not necessarily. Is Dilbert's boss a Vilani agent?<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: Fri, 25 Aug 2000 16:07:33 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: Anthony Jackson [mailto:ajackson@molly.iii.com]<BR>
> <BR>
> Moody, Danny M. writes:<BR>
> <BR>
> > However, if it was you and few of your village-mates <BR>
> against an invading<BR>
> > army and the only weapons you had were such home-build weapons... <BR>
> > <BR>
> > Fire 'em once at the bad guys and take their guns.<BR>
> <BR>
> At which point you almost certainly miss and the bad guys <BR>
> level your town for<BR>
> resisting.<BR>
<BR>
And if there is no guarantee that they won't level you town even if you *don't* resist - what have you lost?<BR>
<BR>
Besides - get close enough and you won't miss.  See the suggested operation of the Liberator .45 ACP pistol.<BR>
<BR>
http://home.pacbell.net/rlhag65/<BR>
<BR>
Resistance is *not* futile.<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 14:11:10 -0700 (PDT)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: Silly Allegience Codes<BR>
<BR>
On Fri, 25 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> > I *live* in the Dilbert Zone!<BR>
> ><BR>
> > (Oops, this is now off-topic...)<BR>
> <BR>
> Not necessarily. Is Dilbert's boss a Vilani agent?<BR>
> <BR>
I thought the Vilani were actually EFFICIENT, at least where survival<BR>
issues were concerned.<BR>
<BR>
Kiri  ^_^<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 14:30:10 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Moody, Danny M. writes:<BR>
> > From: Anthony Jackson [mailto:ajackson@molly.iii.com]<BR>
> > At which point you almost certainly miss and the bad guys <BR>
> > level your town for<BR>
> > resisting.<BR>
> <BR>
> And if there is no guarantee that they won't level you town even if you<BR>
> *don't* resist - what have you lost? <BR>
<BR>
No, if there's a reasonable certainty that they _will_ level it.  If there's<BR>
a reasonable doubt whether they will, a probably ineffective guerilla action<BR>
is usually a really poor idea.<BR>
> <BR>
> Besides - get close enough and you won't miss.  See the suggested operation<BR>
> of the Liberator .45 ACP pistol. <BR>
<BR>
If the only weapons you have access to are home-made, you probably don't know<BR>
how to _use_ a gun either.  You'd very likely be better off knifing people,<BR>
or spending the same amount of time making traps.<BR>
> <BR>
> Resistance is *not* futile.<BR>
<BR>
Well, there's effective resistance and ineffective.  Handmade guns are rather<BR>
likely to fall under the second category.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 16:04:35 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
> From: Luther Martin <lwmarti@pacbell.net><BR>
> Subject: RE: For Striker: groovy Grav Tank<BR>
><BR>
> Fancesci Conditteri wrote:<BR>
><BR>
> > This can be assisted by the mass issue of cheap imported<BR>
> > Howitzers, firing a<BR>
> > combination of chaff, chemical smoke and HEAP rounds (a TL9 100mm<BR>
> > HEAP round<BR>
> > will penetrate a Rapida's deck armour).<BR>
><BR>
> One problem with indirect fire at higher TLs is that the vehicles move so<BR>
> darn fast, so that by the time you have called in the fire mission, the<BR>
> intended target is nowhere to be seen. At least in the context of a<BR>
Striker<BR>
> game, this makes your artillery less useful than it would be at lower TLs.<BR>
> At higher TLs, when your vehicles are almost spacecraft, a 30-second turn<BR>
> seems like forever.<BR>
><BR>
> If you are playing at TL13+ or so, it might make sense to scale down all<BR>
of<BR>
> the ranges, "cm" into "mm," and so forth, so that your gaming table is now<BR>
> 15 km across instead of 1.5 km. Does anyone have experience with Striker<BR>
at<BR>
> these TLs who can enlighten us?<BR>
><BR>
> On the other hand, I'm going to pick up some WWI miniatures soon, so that<BR>
we<BR>
> can also play the extremely low TLs. That could be interesting also.<BR>
<BR>
I think Winston Churchill summed it up when he said 'Taking artillery fire<BR>
is a little like catching a cricket ball - it hurt less if you can give a<BR>
little".<BR>
<BR>
If the artillery forces the grav tanks to move, then it has accomplished<BR>
something - if it forces it to move, then it forces a chance for something<BR>
to take a flank shot, or at minimum forced it to duck behind cover.<BR>
<BR>
'Modern' ATGMs are lethal enough for grav tanks to want to stay in an<BR>
advantageous position when they have one.<BR>
<BR>
I think that one of the problems with Striker is that TL9+ vehicles are<BR>
more-or-less immune to infantry. One of the things I am trying to achieve<BR>
with FFS3 is making tanks fear infantry again.<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 16:43:39 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: Anthony Jackson [mailto:ajackson@molly.iii.com]<BR>
<BR>
> > And if there is no guarantee that they won't level you town <BR>
> even if you<BR>
> > *don't* resist - what have you lost? <BR>
> <BR>
> No, if there's a reasonable certainty that they _will_ level <BR>
> it.  If there's<BR>
> a reasonable doubt whether they will, a probably ineffective <BR>
> guerilla action<BR>
> is usually a really poor idea.<BR>
<BR>
And just where was I advocating an 'ineffective' action?<BR>
<BR>
> > Besides - get close enough and you won't miss.  See the <BR>
> suggested operation<BR>
> > of the Liberator .45 ACP pistol. <BR>
> <BR>
> If the only weapons you have access to are home-made, you <BR>
> probably don't know<BR>
> how to _use_ a gun either.<BR>
<BR>
Using a gun is not a difficult thing - especially simple, close range weapons like the Liberator.  If you know how to make one, it's almost certain you know how to use one.<BR>
<BR>
>  You'd very likely be better off <BR>
> knifing people,<BR>
<BR>
No thanks.  There is a much better chance of killing the enemy up close with a gun than a knife.<BR>
<BR>
> or spending the same amount of time making traps.<BR>
<BR>
You do that to, but if you want to take their weapon and get away quickly and quietly, it's time for close up work.  Using a knife to kill is much more difficult that with a firearm.<BR>
<BR>
> > Resistance is *not* futile.<BR>
> <BR>
> Well, there's effective resistance and ineffective.<BR>
<BR>
Generally, you can't tell the difference until the end of the conflict.<BR>
<BR>
>  Handmade <BR>
> guns are rather<BR>
> likely to fall under the second category.<BR>
<BR>
All guns, at some point, are handmade.  Handmade != crappy.<BR>
<BR>
 -- vargr1                                              UPP-8D9B85 --<BR>
The three principle virtues of a good programmer   | dmoody@bridge-dot-com<BR>
 are Laziness, Impatience, and Hubris.             | vargr1@jcn1-dot-com<BR>
             ** Omnia dicta fortiora, si dicta latina. **           <BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:52:20 -0400<BR>
From: Eric Freitas <ericfrei@gte.net><BR>
Subject: Re: Csequences of Artificial Gravity?<BR>
<BR>
On Tue, 22 Aug 2000, you wrote:<BR>
<BR>
> And has anyone considered the consequences of being able to generate<BR>
> artificial gravity?  Freelance traveller has an interesting article<BR>
> about using gravity generators as shield.  Why not?  And how could<BR>
> thruster plate technology be applied to weapons?  Mines or weapons that<BR>
> generate huge gravity wells for very short periods of time.  Pulsing<BR>
> gravity generators (imagine being to exposed to a gravity field that<BR>
> fluctuated between 0 and 6 Gs a few times a second).<BR>
<BR>
<snip><BR>
<BR>
> Anyone look at the weapon potential of grav generators?<BR>
> <BR>
> Tod<BR>
<BR>
<<<  SPOILER WARNING  >>>><BR>
<BR>
<BR>
CONTINUED BELOW<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
Peter F. Hamilton has a character that uses a wormhole generator (very powerful<BR>
grav generator) and a stasis field to generate a blackhole weapon.  Very nasty.<BR>
<BR>
It's a very simple weapon really.  Take a jump drive, turn it on, and at the<BR>
moment the hole to jump space opens, turn on the stasis field.  Viola!  Instant<BR>
black hole!<BR>
<BR>
Pretty cool.<BR>
<BR>
W. Michael Gear uses what he calls Gravity Bombs to destroy specific areas of a<BR>
city, such as a single building in his _Forbidden_Borders_ trilogy.   From the<BR>
description, it appears that the weapon generates a huge omnidirectional grav<BR>
field when it goes off.  In an air-burst situation, you get buildings yanked<BR>
sideways and up.  Most buildings will tear apart when that happens, then<BR>
collapse in a pile of debris.<BR>
<BR>
There are probably more out there.<BR>
<BR>
Eric<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 15:05:42 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Moody, Danny M. writes:<BR>
> <BR>
> And just where was I advocating an 'ineffective' action?<BR>
<BR>
If there's an army, and you have a couple of guys with homemade pistols -- and<BR>
you're actually trying to 'defend' the town (guerilla actions against an<BR>
invader are _not_ defense), that's pretty clearly an ineffective action.<BR>
Defense means you actually prevent them from getting in, and you just <BR>
aren't going to succeed given the weapons you're talking about.<BR>
<BR>
> Using a gun is not a difficult thing - especially simple, close range<BR>
> weapons like the Liberator.  If you know how to make one, it's almost certain you know how to use one. <BR>
<BR>
A good point.  The odds are that if there aren't any weapons already in town,<BR>
there also aren't any people who know how to build them.<BR>
<BR>
> All guns, at some point, are handmade.  Handmade != crappy.<BR>
<BR>
I don't consider a weapon made from fitting together machine-crafted parts<BR>
designed for the purpose to be 'handmade'.  Guns haven't been handmade<BR>
since the early 1800s.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:31:18 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
> -----Original Message-----<BR>
> From: Anthony Jackson [mailto:ajackson@molly.iii.com]<BR>
> Defense means you actually prevent them from getting in, and you just <BR>
> aren't going to succeed given the weapons you're talking about.<BR>
<BR>
I do believe that we were talking about guerrilla actions - not stand up fights.  Any non-traditional force will lose to an organized army in any battle.  However, actually winning battles does not win wars.<BR>
<BR>
> > All guns, at some point, are handmade.  Handmade != crappy.<BR>
> <BR>
> I don't consider a weapon made from fitting together <BR>
> machine-crafted parts<BR>
> designed for the purpose to be 'handmade'.  Guns haven't been handmade<BR>
> since the early 1800s.<BR>
<BR>
There is quite a market in building custom competition handguns in the US where the builders craft many of the parts in their own workshops on their own CNC machines.  I believe that this can be seen as 'hand-made.'  If by hand-made you mean not using *any* tools - well, that's a different story.<BR>
<BR>
With the cost of computer controlled milling machines dropping every day, having such a machine in your garage is not a farfetched prospect.  It would be quite easy to build quality firearms in such a small machine shop.  Any high school with a descent shop would do, as would many auto repair garages (real garages - not stop-and-gas-up-stores).  Even using inferior tools could result in a working firearm.  Certainly without the fit and polish, but working nonetheless.<BR>
<BR>
Building firearms is not a difficult, esoteric operation - even if you are limited to hand tools and bar stock.  The difficulty comes between making a firearm that works and making a firearm that always works, is accurate, and does not constitute a greater danger to the user as to the intended target.<BR>
<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
- ---------------------------- Omnia dicta fortiora, si dicta latina.<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com      <BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2990<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2991</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Friday, August 25 2000      Volume 1999 : Number 2991<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>
Rapira grav-tank (groovy)<BR>
Re: Handmade Firearms<BR>
Rapira-B: groovier grav tank<BR>
For Striker: really groovy grav tank (Rapira-C)<BR>
RE: Handmade Firearms<BR>
RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
RE: Flying w/o FAA blessing<BR>
RE: private space ventures/treaties/Another Dark Imperium<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Homemade SMGs<BR>
RE: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:57:35 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: Rapira grav-tank (groovy)<BR>
<BR>
Alan Bradley wrote:<BR>
<BR>
 >> From: Ludowick@aol.com<BR>
 >> Cost: Cr 6,857,114.  <BR>
 ><BR>
 >Of late I have been working to a budget of Cr 75,000:  two orders of<BR>
 >magnitude less!<BR>
<BR>
Ouch!  That won't pay for a WWII Panther ausf. A, according to Striker.<BR>
<BR>
If you're on a budget, put the missile launcher from the Rapira on an <BR>
air/raft, buy as many as you can, and teach the crews this phrase:<BR>
<BR>
"Tenno heika, banzai!"<BR>
<BR>
- ---------------------------------------------<BR>
<teasing><BR>
A simpering, sycophantic seneschal of Spofulam said:<BR>
</teasing><BR>
<BR>
 >Most Munificent Ming,<BR>
 ><BR>
 >My Most Mighty Monarch, this Mere Mortal means to make music to your<BR>
 >ears by<BR>
 >informing you of the means to make mincemeat of this metal monster.<BR>
<snip><BR>
 >They key to combatting the Rapira is to take advantage of it's<BR>
 >disadvantages. They are ...<BR>
 ><BR>
 >1) it is expensive<BR>
<BR>
Your Majesty,<BR>
<BR>
It is catered to expensive tastes.  <BR>
<BR>
Also, how many "Mings"* would you like the enemy claim to <BR>
destroy in battle?  It would not be proper to hand the enemy such an easy<BR>
propaganda coup.  (Remember the Deutschland/Lutzow of WWII). <BR>
<BR>
 >2) it has an inadequate number of gunners<BR>
<BR>
Those who have faced its withering fire seldom speak so, if they still<BR>
are able to speak, your Protruberance.<BR>
<BR>
 >3) it's side, rear and deck armour is weak.<BR>
<BR>
The Rapira is intended to be an overwatch tank which supports the advance<BR>
of more conventional (and balanced) tank designs.  Relatively few would<BR>
be purchased (as part of a "high/low" mixed force).  Its employment at<BR>
relatively long range, and the mutual support of the battle tanks it <BR>
overwatches, (as well as other allied forces), should minimize the risk<BR>
to its flanks.<BR>
<BR>
However, an analysis of the Rapira-A design, (as the first posted design<BR>
is henceforth known), has led to an improved Rapira-B variant (posted <BR>
anon).  A Rapira-C variant is also in the process of being designed.<BR>
<BR>
Together with the upcoming _Pika_** battle tank, and the _Ydra_ PD <BR>
platform, these vehicles form the core of _A-1 Armament Industries_ <BR>
_TL-10M_ series.  Hail Ming!<BR>
<BR>
 >This can be assisted by the mass issue of cheap imported Howitzers,<BR>
 >firing a<BR>
 >combination of chaff, chemical smoke and HEAP rounds (a TL9 100mm HEAP<BR>
 >round<BR>
 >will penetrate a Rapida's*** deck armour).<BR>
<BR>
***That's _Rapira_, or more specifcally, Rapira-A.  The Rapira-B <BR>
addresses this matter, your majesty.  Note that logically, as the<BR>
Rapira faces its foes, some indirect plunging fire will strike the<BR>
back sloping frontal plates.<BR>
<BR>
 >Thirdly, the lack of a secondary gunner means that the Rapida cannot<BR>
 >fire<BR>
 >both it's devestating main armament and it's secondary point defense<BR>
 >armament. Thus, if it can be flanked, a stream of missiles can allow<BR>
 >other<BR>
 >units (perhaps the Ming-class ACV) to achieve a favourable firing<BR>
 >opportunity.<BR>
 ><BR>
 >Fourthly, if the Rapida turns it's turret to fire in point defense at<BR>
 >incoming missiles, then supporting units may get a shot at the weak<BR>
 >side<BR>
 >turret armour.<BR>
<BR>
The Rapira has no PD fire control.  Point defense must be provided by<BR>
off-vehicle resources; thus its gunner will not be distracted with PD<BR>
tasks.  The upcoming Rapira-C will have an organic PD capability.<BR>
<BR>
<BR>
* refers to the tank offered by our competitors at FS, not your most <BR>
Incomparable and Truculent Person.<BR>
<BR>
** "Pika" is Russian for "Pike".  No Pokemon reference is intended.<BR>
<BR>
His Most Renowned Ludowick III, baron of 867-5309/Jenny<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 15:59:55 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Handmade Firearms<BR>
<BR>
Via electronic medium on 8/25/00 3:31 PM, Danny.Moody@bridge.com issued<BR>
forth:<BR>
<BR>
> If by hand-made you mean not using *any* tools - well, that's a different<BR>
> story.<BR>
<BR>
Captain Kirk used a handmade firearm fairly effectively against a Gorn. ;)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 19:01:17 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: Rapira-B: groovier grav tank<BR>
<BR>
A-1 Armament Industries is proud to present...<BR>
<BR>
The A-1  _Rapira-B_  Heavy Overwatch Grav-Tank <BR>
<BR>
An improved version of the Rapira-A grav-tank of our previous post.<BR>
For a moderate reduction in the armor of the hull-front, much better<BR>
deck armor is made possible.  The frontal hull armor is still quite<BR>
formidible.  The endurance has been cut by half (though, since much<BR>
of the vehicle's fuel consumption is caused by firing its main gun,<BR>
this realistically isn't as bad as it first seems).  Weight has <BR>
increased, resulting in a slight decrease in performance.  Price has<BR>
gone up (heh heh).  A terrain following radar has been added (the<BR>
rules aren't clear if grav-vehicles need them, but I played it <BR>
safe).  <BR>
<BR>
N.B. By overwatch, I don't mean PD overwatch, but the more<BR>
traditional direct fire support of advancing MBTs.<BR>
<BR>
- ---------------------------------------------<BR>
<BR>
Rapira-B class Laser Grav Tank (TL-10)<BR>
<BR>
This vehicle has a crew of 3 (commander, gunner, driver).  Its turret <BR>
mounts a pulse laser, a tac-missile launcher, and a VRF gauss gun, all <BR>
coaxial in a frontal turret mount, with direct fire control.  Height: <BR>
1.5 m (+ turret 0.5m).  Width 11 m.  Length 13 m.  Total volume: 132.275<BR>
m^3.  Weight: 796.41 tons.  Cost: Cr 6,904,147.  Price includes full <BR>
ammo load.  Vehicle will not float.    :P<BR>
<BR>
Movement:  Maximum speed: 120 kph/100 cm.  Cruise: 90 kph/75 cm.  <BR>
NOE: 30 kph/25 cm.  Above values assume 1 standard Earth gravity; <BR>
on Mongo (0.375G) speeds are Max: 840/700.  Cruise: 630/525.  NOE: <BR>
140/117.  Vehicle has power to fire its laser & move at max speed <BR>
in the same phase.<BR>
<BR>
Movement effects on fire: no effect<BR>
<BR>
Armor: Crystaliron.  Turret front: 80.  Chassis front: 73.  Turret & <BR>
chassis sides & rear: 47.  Deck: 50.  Belly: 34.  <BR>
<BR>
Target size DMs: +4 low, +2 high.<BR>
<BR>
Equipment: laser sensor (roll 6+), 100 power target acquisition radar, <BR>
5000 power radio, 10 power maser communicator, extensive ecm, 100 <BR>
bottles prismatic anti-laser aerosol, thermal imaging, passive IR, <BR>
image enhancement, map box, battle computer, 5 power terrain following<BR>
radar.<BR>
<BR>
Weapons: The 90 MW single lens pulse laser may engage one target, is <BR>
spotted automatically, and has a hit DM of +0.  Its range and <BR>
penetration are:<BR>
<BR>
Effective       Long            Extreme<BR>
<BR>
300(80)         400(80)         550(80)<BR>
<BR>
The tac-missile magazine launcher carries 45 missiles (15 HEAP, <BR>
15 HEAP follow-up, 15 HE).  The HEAP missile are passive homing, <BR>
while the HE missiles are operator guided via a maser link.  Range <BR>
for both types is 5.5 km.  The HEAP missiles (& follow-up) are high <BR>
performance (+10 DM).  The HEAP missiles have a penetration of 60 <BR>
(includes follow-up).  The HE missile characteristics are<BR>
28/4/5, with a hit DM of +3.  Launch sig. of all missiles is +2.<BR>
<BR>
The VRF gauss gun has sufficient ammo for 23 phases of fire.<BR>
<BR>
Effective       Long            Extreme<BR>
<BR>
150(21) +8      300(19) +6      450(17) +3   Targets: 16  Sig.: +4<BR>
<BR>
<BR>
- ---------------------------------------------<BR>
Design details:<BR>
<BR>
Mostly similar to Rapira-A except:<BR>
<BR>
Hull Armor: Crystaliron.  Volume = 53.573375 m^3  Weight = <BR>
    535.73375 tons  Cost = Cr 482,160.38  Remaining volume = <BR>
    53.676625 m^3<BR>
<BR>
Front = 73.375cm thick (AV 73), 12.106875 m^3.<BR>
Sides = 10.3cm thick (AV 47), 4.017 m^3.<BR>
Rear = 10.3cm thick (AV 47), 1.6995 m^3.<BR>
Deck = 20cm thick (AV 50), 28.6 m^3.<BR>
Belly = 5cm thick (AV 34), 7.15 m^3.<BR>
<BR>
<BR>
* = in hull<BR>
<BR>
Fuel: 3240 liters of fuel for 12 hour endurance: 3.24 m^3, 0.2268 tons,*<BR>
    Cr 113.4  Power Plant consumes 270 liters per hour.<BR>
<BR>
Electronics: Total volume = 0.4498 m^3  Cost = Cr 555,250   Weight = <BR>
0.3793 tons* <BR>
<BR>
    5000 power radio<BR>
    10 power maser communicator<BR>
    100 power target acquisition radar (all-weather)<BR>
    map box<BR>
    battle computer<BR>
    extensive ECM<BR>
    thermal imaging<BR>
    image enhancement<BR>
    passive IR<BR>
    laser sensors -- TL-10<BR>
    100 cannisters prismatic anti-laser aerosol<BR>
    5 power terrain following radar<BR>
<BR>
Environment:<BR>
    Hull, sealed with life support  Volume 0.53676625 m^3  Weight <BR>
    0.53676625 tons  Cr 1536.76625*<BR>
    Turret, sealed with life support  Volume 1.0160962 m^3  Weight<BR>
    1.0160962 tons  Cr 2160.962<BR>
<BR>
Waste Space in Hull: 0.1500588 m^3*<BR>
Waste Space in Turret: 0.6336338 m^3 <BR>
- --------------------------------------------------------------<BR>
Remember: A-1 Armament Industries -- the first name in the <BR>
construction of destruction!<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 19:04:38 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: For Striker: really groovy grav tank (Rapira-C)<BR>
<BR>
A-1 Armament Industries is proud to present...<BR>
<BR>
The A-1  _Rapira-C_  Heavy Overwatch Grav-Tank <BR>
<BR>
An improved version of the Rapira-B grav-tank of our previous post.<BR>
Now equipped with an organic point defense capability.  The coaxial<BR>
VRF gauss gun has been removed, to be replaced by a second gunner <BR>
with PD fire control.  Three fixed, turret mounted 2 cm autocannon <BR>
provide the firepower for the new mission, mounted to provide cover <BR>
for the 270o forward arc (one mounted straight ahead, others mounted<BR>
on the left & right turret sides.  The PD gunner may fire one mount <BR>
per turn (the fixed mounts are remotely operated ball mounts).  The <BR>
frontal turret armor has been reduced somewhat.  It's about as <BR>
"Ogreish" as Traveller gets.  I wonder if you could get a 20% <BR>
discount for mass production?  Anybody got a Striker spreadsheet?<BR>
My eyes are killing me.  It would have been much cheaper to stabilize<BR>
the whole turret (but much bulkier/heavier).  Is this legal?  Has space in<BR>
hull for more anti-laser aerosol, if you're so inclined.<BR>
<BR>
- ---------------------------------------------<BR>
<BR>
Rapira-C class Laser Grav Tank (TL-10)<BR>
<BR>
This vehicle has a crew of 4 (commander, 2 gunners, driver).  Its turret<BR>
mounts a pulse laser and a tac-missile launcher, all coaxial in a frontal<BR>
turret mount, with direct fire control.  Three 2 cm autocannon are mounted<BR>
in fixed mounts, one in each of the forward, left, and right turret faces.<BR>
A point defense fire control system controls these mounts, permitting one<BR>
to be fired per turn.  Height: 1.5 m (+ turret 0.5m).  Width 11 m.  <BR>
Length: 13 m.  Total volume: 132.275m^3.  Weight: 781.39 tons.  Cost: <BR>
Cr 7,217,083.  OH, YEAH!!!  Price includes full ammo load.  Vehicle will not<BR>
float.   :P<BR>
<BR>
Movement:  Maximum speed: 180 kph/150 cm.  Cruise: 135 kph/112.5 cm.  <BR>
NOE: 45 kph/37.5 cm.  Above values assume 1 standard Earth gravity; <BR>
on Mongo (0.375G) speeds are Max: 840/700.  Cruise: 630/525.  NOE: <BR>
140/117.  Vehicle has power to fire its laser & move at max speed <BR>
in the same phase.<BR>
<BR>
Movement effects on fire: no effect<BR>
<BR>
Armor: Crystaliron.  Turret front: 77.  Chassis front: 73.  Turret &<BR>
chassis sides & rear: 47.  Deck: 50.  Belly: 34.  <BR>
<BR>
Target size DMs: +4 low, +2 high.<BR>
<BR>
Equipment: laser sensor (roll 6+), 100 power target acquisition radar,<BR>
5000 power radio, 10 power maser communicator, extensive ecm, 100<BR>
bottles prismatic anti-laser aerosol, thermal imaging, passive IR,<BR>
image enhancement, map box, battle computer, 5 power terrain following<BR>
radar.<BR>
<BR>
Weapons: The 90 MW single lens pulse laser may engage one target, is<BR>
spotted automatically, and has a hit DM of +0.  Its range and<BR>
penetration are:<BR>
<BR>
Effective               Long            Extreme<BR>
<BR>
300(80)         400(80)         550(80)<BR>
<BR>
The tac-missile magazine launcher carries 45 missiles (15 HEAP, <BR>
15 HEAP follow-up, 15 HE).  The HEAP missile are passive homing, <BR>
while the HE missiles are operator guided via a maser link.  Range <BR>
for both types is 5.5 km.  The HEAP missiles (& follow-up) are high <BR>
performance (+10 DM).  The HEAP missiles have a penetration of 60 <BR>
(includes follow-up).  The HE missile characteristics are<BR>
28/4/5, with a hit DM of +3.  Launch sig. of all missiles is +2.<BR>
<BR>
The 2cm autocannon have point defense fire control and are intended<BR>
mainly to shield the vehicle itself from indirect fire.  They roll<BR>
6D in this roll.  KEAP ammunition only is provided for these weapons,<BR>
which have sufficient ammo for 8 bursts each.  They may engage 16<BR>
targets and have a signature of +1. <BR>
<BR>
Effective               Long            Extreme<BR>
<BR>
250(14) +6              350(12) +5      500(10) +2<BR>
    <BR>
- ---------------------------------------------<BR>
Design details:<BR>
<BR>
Hull: 13 m long, 11 m wide, 1.5 m high.  Hull volume = 214.5 m^3<BR>
Configuration: radical front, moderate sides & rear.  <BR>
    Available volume = 107.25 m^3<BR>
<BR>
Turret: 9.1 m long, 11 m wide, 0.5 m high.  Turret volume = 50.05 m^3<BR>
Configuration: radical front, moderate sides & rear.<BR>
    Available turret volume 25.025 m^3<BR>
<BR>
Hull Armor: Crystaliron.  Volume = 53.573375 m^3  Weight = 535.73375<BR>
    tons  Cost = Cr 482,160.38  Remaining volume = 53.676625 m^3<BR>
<BR>
Front = 73.375cm thick (AV 73), 12.106875 m^3.<BR>
Sides = 10.3cm thick (AV 47), 4.017 m^3.<BR>
Rear = 10.3cm thick (AV 47), 1.6995 m^3.<BR>
Deck = 20cm thick (AV 50), 28.6 m^3.<BR>
Belly = 5cm thick (AV 34), 7.15 m^3.<BR>
<BR>
Turret Armor: Crystaliron  Volume = 7.21005 m^3.  Weight = 72.1005<BR>
    tons  Cost = Cr 64,890.45  Remaining Volume = 17.81495 m^3<BR>
<BR>
Front = 103.75cm thick (AV 77), 5.70625 m^3.<BR>
Sides = 10.3cm thick (AV 47), 0.9373 m^3.<BR>
Rear = 10.3cm thick (AV 47), 0.5665 m^3.<BR>
<BR>
* = in hull<BR>
<BR>
Power Plant: Fusion, 30 m^3.  Output 180 MW.  120 tons.  Cr 3,100,000.*<BR>
<BR>
Grav Generators: 18 m^3.  900 tons of thrust. need 90 MW  36 tons.*<BR>
    Cr 1,800,000.<BR>
<BR>
Fuel: 3240 liters of fuel for 12 hour endurance: 3.24 m^3, 0.2268 tons,*<BR>
    Cr 113.4  Power Plant consumes 270 liters per hour.<BR>
<BR>
Avionics: TL-10 Avionics, Volume = 0.3 m^3, Weight = 0.15 tons, Cr *<BR>
    12,000   Max NOE speed = 140/117.<BR>
<BR>
Electronics: Total volume = 0.4498 m^3  Cost = Cr 555,250   Weight = <BR>
    0.3793 tons* <BR>
<BR>
    5000 power radio<BR>
    10 power maser communicator<BR>
    100 power target acquisition radar (all-weather)<BR>
    map box<BR>
    battle computer<BR>
    extensive ECM<BR>
    thermal imaging<BR>
    image enhancement<BR>
    passive IR<BR>
    laser sensors -- TL-10<BR>
    100 cannisters prismatic anti-laser aerosol<BR>
    5 power terrain following radar<BR>
<BR>
Crew:   1 Driver, seated in hull,  Volume 1 m^3  Weight 0.2 tons  Cr100*<BR>
    1 Comnd., seated in tur.,  Volume 1 m^3  Weight 0.2 tons  Cr 100<BR>
    2 Gunrs., seated in tur.,  Volume 2 m^3  Weight 0.4 tons  Cr 200<BR>
<BR>
Environment:<BR>
    Hull, sealed with life support  Volume 0.53676625 m^3  Weight <BR>
    0.53676625 tons  Cr 1536.76625*<BR>
    Turret, sealed with lifesupport  Volume 1.517815 m^3  Weight <BR>
    1.517815 tons  Cr 3178.15<BR>
<BR>
Main Laser: one weapon station in turret front with 90MW pulse laser & <BR>
    coaxial tac-missile launcher<BR>
<BR>
TL-10 single lens pulse laser<BR>
90MW power input<BR>
Direct fire control:  Volume 0.06 m^3  Weight 0.06 tons  Cr 30,000<BR>
Batteries:  Weight  30 kg  Volume 0.03 m^3  Cr 15,750<BR>
Laser:  Weight 5.94 tons  Volume 5.94 m^3  Cr 360,000<BR>
Output: 90 MW<BR>
Signature: +23<BR>
Firing Bonus: +0<BR>
Range (E/L/X): 3/4/5.5 km<BR>
Penetration (E/L/X): 80/80/80<BR>
<BR>
Coaxial magazine tac missile launcher:<BR>
    magazine capacity 45 (15 HEAP, 15 HEAP follow-up, 15 HE)<BR>
Weight 1.1177 tons  Volume 1.1177 m^3  Cr 167,655 <BR>
Maser guidance package: 0.02 tons  0.02 m^3  Cr 4000  <BR>
<BR>
tac missiles:  Total weight 2.031 tons  Volume 2.031 m^3  Cr 16,860<BR>
<BR>
Basic = warhead: 20 cm HEAP  Weight 6 kg  Cr 36 <BR>
    guidance: Homing  Weight 1 kg  Cr 300<BR>
    propellant: range 5.5 km  Weight 44.1 kg (+ 10 High Performance)<BR>
    Cr 44.1<BR>
Total weight: 51.1 kg.  Volume 0.0511 m^3  Cr 381<BR>
<BR>
follow-up = identical to homing missile but cost = Cr 481<BR>
<BR>
HE =    warhead: 20 cm HE  Weight 6 kg  Cr 36<BR>
    guidance: maser operator guided  Weight 2kg  Cr 200<BR>
    propellant: range 5.5 km  Weight 25.2 kg  Cr 25.2<BR>
Total weight: 33.2 kg.  Volume 0.0332 m^3  Cr 262<BR>
<BR>
HEAP warhead (with follow-up): PV 60<BR>
HE warhead: PV 28/4/5  Hit DM + 3<BR>
<BR>
2 cm autocannon: Total weight: 0.27 tons  Total volume: 0.27 m^3<BR>
    Total cost: Cr 15,000<BR>
    Ammo: 7680 rounds KEAP  Cr 12,288  Weight 3.072 tons<BR>
    Volume 3.072 m^3.  Sufficient for 8 phases of fire <BR>
    from each weapon.<BR>
    TL-10 point defense fire control: 0.6 tons.  0.6 m^3.  Cr<BR>
    300,000.  Rolls 6D vs. indirect fire.  <BR>
<BR>
2 cm double barrel, high-velocity, auto cannon w/electric action.<BR>
    TL-10  Weight 0.09 ton  Volume 0.09 m^3  Cr 5000<BR>
    ROF per phase = 320  Autofire bonus = +6/+5/+2  16 targets<BR>
    Signature +1  Range (E/L/X) 250/350/500<BR>
Fires KEAP rounds only:<BR>
    per round  0.4 kg  0.0004 m^3  Cr 1.6<BR>
    Pen. value (E/L/X) 14/12/10<BR>
    <BR>
Stabilization gear: <BR>
    Laser & missile launcher =  0.71477 tons  0.71477 m^3  Cr 70,000<BR>
    Three autocannon mounts = 0.087 tons  0.087 m^3  Cr 210,000 <BR>
<BR>
Waste Space in Hull: 0.1500588 m^3*<BR>
Waste Space in Turret: 0.069435 m^3 <BR>
<remember A-1 Armament Industries other motto: "Our vehicles fit you<BR>
like a glove."><BR>
<BR>
Remember: A-1 Armament Industries -- the first name in the construction of<BR>
destruction!<BR>
<BR>
N.B. In a conciliatory gesture, A-1 Armament Industries is shipping<BR>
the first of these machines to be produced to Miss Ditzie Spofulam,<BR>
free of charge.<BR>
<BR>
There will be a teddy bear in each of the crew stations, equipped <BR>
with miniature replica tank-crewman gear.  (Teddy bears supplied<BR>
courtesy of _Stuffed Omnivores Unlimited_ of Rhylanor/Rhylanor).<BR>
<BR>
It is to be noted that the Rapira-C can outrun most members of <BR>
the FS Legal Division.  Go get 'em!<BR>
<BR>
Bestower of Benisons, Baron Ludowick III<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:05:48 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Handmade Firearms<BR>
<BR>
> -----Original Message-----<BR>
> From: Benyamene' ZeAbe' Akella [mailto:xrp@sierratel.com]<BR>
<BR>
> > If by hand-made you mean not using *any* tools - well, <BR>
> that's a different<BR>
> > story.<BR>
> <BR>
> Captain Kirk used a handmade firearm fairly effectively <BR>
> against a Gorn. ;)<BR>
<BR>
<BR>
Aaarrggh!<BR>
<BR>
<Shatner><BR>
Scotty....<BR>
<BR>
Lock....phasers....on target and ...*fire!*<BR>
<BR>
Spaaaaaahhhhhhhhck!<BR>
<BR>
</Shatner><BR>
<BR>
And now, please stand for our national anthem!<BR>
<BR>
http://www.hecklers.com/simshatner/simshatner.php3<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
- ---------------------------- Omnia dicta fortiora, si dicta latina.<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:16 +0100 (BST)<BR>
From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
Subject: RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
<BR>
In-Reply-To: <790253638A0FD411BC8100D0B73E4E675E9E20@VIR><BR>
Greetings Gang.<BR>
<BR>
I shall be at GenConUK.... and DMing all 3 TRAVELLER competitions (I <BR>
wrote one of them!).... erm, where's me toga?<BR>
<BR>
Hugs and kisses,<BR>
<BR>
Mexal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 23:23:37 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: RE: Flying w/o FAA blessing<BR>
<BR>
>Date: Fri, 25 Aug 2000 17:27:18 +0100<BR>
>From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
<BR>
>>  Actually, they *can* shoot you down. They can also throw you in jail<BR>
>>  for a lot of years for violatung FAA regs, and not getting permission<BR>
>>  from the Commerce Department for the "space" portions of the flight.<BR>
<BR>
What happens if you "sail" your "ground-effect vehicle" out into<BR>
international waters, then take off from there?<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 16:44:22 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: private space ventures/treaties/Another Dark Imperium<BR>
<BR>
So sayeth the Constitution, but reality has another story - The US has a<BR>
history of ignoring treaties that it... umm.. finds inconvenient. Case in<BR>
point - every treaty signed by the Native Americans and the US was broken by<BR>
the US. IIRC aprox 1800 treaties.<BR>
<BR>
Ok.. (grabbing reins, and pulling this cart back on topic)<BR>
<BR>
IMTU The Imperium is closely modeled on by perceptions of the US. They spin<BR>
the media to make themselves into the good guys, re-write history when<BR>
necessary and generally do what they want behind closed doors. Power<BR>
corrupts, and boy a sector duke has a ton of power.<BR>
<BR>
Several times my players have been into.. um.. stuff that was hip deep and<BR>
then, several weeks later when then hear the 'official' accounts of what<BR>
'happened' they started to see the light.<BR>
<BR>
- -----Original Message-----<BR>
> While it's popular to blame the UN for everything from dandruff to<BR>
> tornados, a UN resolution has zero force on the US if it doesn't want to<BR>
> follow it. What are they going to do...send in the Canadians? ;-)<BR>
<BR>
Alas, if they make it part od a *treaty* and we sign, thenm it's got<BR>
the exact same status as the Consitution. So sayeth the Constitution...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 16:52:48 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Quoting Bruce Johnson <johnson@Pharmacy.Arizona.EDU>:<BR>
<BR>
> <BR>
> On Fri, 25 Aug 2000, Ben Aaronovitch wrote:<BR>
>  <BR>
> > I know in places like Somalia and Afghanistan there are craftsmen who<BR>
> routinely<BR>
> > make<BR>
> > firearms out of junk and left over bits using only hand tools.<BR>
> > <BR>
> > Ben Aaronovitch<BR>
> > <BR>
> <BR>
> Ahh, the legendary 'Handmade Afghani AK's just as good as a real one'...<BR>
> <BR>
> I wouldn't fire one of those, either...besides, most of those pieces of<BR>
> 'junk and leftover bits' that these guns are made of are broken Russian<BR>
> or<BR>
> Chinese AK's. They are NOT, for instance, making barrels by hand.<BR>
> <BR>
<BR>
Don't forget the infamous Phillipine 'paltic' guns.  Usually these are shotguns<BR>
that range in quality from scary to works of art.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:00:56 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
Quoting Andrew Moffatt-Vallance <a.vallance@netaccess.co.nz>:<BR>
<BR>
> Its a common problem with simple blowback slam bolt designs. The jolt <BR>
> drives the bolt back far enough to strip a round but not far enough to<BR>
> catch <BR>
> the trigger spur. The spring then returns the bolt, chambers the round<BR>
> and <BR>
> fires. The recoil drives the bolt back again repeating the process. Most<BR>
> <BR>
<BR>
<nitpick><BR>
<BR>
Technically, the Sten is not a blowback gun,  but operates by Advanced Primer<BR>
Ignition (API).  In an API gun, the bolt is release from the open position and<BR>
allowed to fly forward, strips the cartridge from the magazine, chambers the<BR>
round and then fires it.  The round is actually fired a fraction of a second<BR>
before the round is fully seated, thus the forward momemtum of the bolt must be<BR>
overcome before the action begins to cycle open.<BR>
<BR>
A blowback gun operates from a closed bolt condition.  The fired round must only<BR>
overcome the inertia of the bolt and the resistance of the recoil spring.  This<BR>
is why open-bolt API guns require so much less effort to cock, and also have<BR>
less recoil than their blowback operated relatives, as the blowback gun requires<BR>
a much heavier spring.<BR>
<BR>
</nitpick><BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:03:11 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
Quoting "Moody, Danny M." <Danny.Moody@bridge.com>:<BR>
<BR>
> > Joe (non-gunsmith) average could build a functional (sort of) <BR>
> > weapon from<BR>
> > scrap and with hand tools.  I wouldn't fire it.<BR>
> <BR>
> However, if it was you and few of your village-mates against an invading<BR>
> army and the only weapons you had were such home-build weapons...<BR>
> <BR>
> Fire 'em once at the bad guys and take their guns.<BR>
> <BR>
<BR>
True.  You'd be better off with a simple shotgun, which operates at lower<BR>
chamber pressure, and has a higher probability of first round hit.  Easy to<BR>
macke a black powder version from a pipe.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:07:39 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Quoting Anthony Jackson <ajackson@molly.iii.com>:<BR>
<BR>
> Moody, Danny M. writes:<BR>
> <BR>
> > However, if it was you and few of your village-mates against an<BR>
> invading<BR>
> > army and the only weapons you had were such home-build weapons... <BR>
> > <BR>
> > Fire 'em once at the bad guys and take their guns.<BR>
> <BR>
> At which point you almost certainly miss and the bad guys level your<BR>
> town for<BR>
> resisting.<BR>
> <BR>
<BR>
They may level your town anyway.<BR>
<BR>
I'd go for making a shotgun and use it at short range.  Then take his gun, take<BR>
to the hills and make it my mission to shoot at every leader, small unit, etc. <BR>
A lone guerilla is not going to be able to prevent the taking of his 'town' by<BR>
an organized, well armed force.<BR>
<BR>
But a highly motivated and well trained individual armed with a rifle can turn a<BR>
captured area into an open sore for the enemy.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:19:25 -0700 (PDT)<BR>
From: Anthony Jackson <ajackson@molly.iii.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Tod Glenn writes:<BR>
 <BR>
> They may level your town anyway.<BR>
<BR>
Agreed.  They also might not.<BR>
> <BR>
> I'd go for making a shotgun and use it at short range.  Then take his gun,<BR>
> take to the hills and make it my mission to shoot at every leader, small<BR>
> unit, etc.  A lone guerilla is not going to be able to prevent the taking of<BR>
> his 'town' by an organized, well armed force.<BR>
<BR>
True.  Of course, the original statement implied that the defenders could do<BR>
just that.<BR>
> <BR>
> But a highly motivated and well trained individual armed with a rifle can<BR>
> turn a captured area into an open sore for the enemy.<BR>
<BR>
Where did this 'highly motivated and well trained' individual come from?  <BR>
Particularly 'highly motivated and well trained, but doesn't own a gun'.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:19:50 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Quoting Anthony Jackson <ajackson@molly.iii.com>:<BR>
<BR>
> <BR>
> No, if there's a reasonable certainty that they _will_ level it.  If<BR>
> there's<BR>
> a reasonable doubt whether they will, a probably ineffective guerilla<BR>
> action<BR>
> is usually a really poor idea.<BR>
<BR>
Why ineffective.  I don't think the Russians would call the Afghani resistance<BR>
'ineffective'.<BR>
> > <BR>
> > Besides - get close enough and you won't miss.  See the suggested<BR>
> operation<BR>
> > of the Liberator .45 ACP pistol. <BR>
> <BR>
> If the only weapons you have access to are home-made, you probably don't<BR>
> know<BR>
> how to _use_ a gun either.  You'd very likely be better off knifing<BR>
> people,<BR>
> or spending the same amount of time making traps.<BR>
<BR>
Actually, a knife is a very bad weapon.  It requires a high level of expertise,<BR>
very close range and a certain amount of physical strength.  An even then, the<BR>
results are likely to be marginal.<BR>
<BR>
Any home-made guns are most likely to be made by someone who actually knows a<BR>
little about firearms.  A there are many home machinist who have the tools and<BR>
ability toturn out very high quality guns.  Anyone with a lathe and mill can do<BR>
every operation required to turn out a modern firearm except rifling the barrel.<BR>
And equipment to do this can be fabricated if the user knows what he's doing.<BR>
<BR>
Granted, certain designs are more suitable for 'home' manufacture.  Detatchable<BR>
magazines are a bugger to make, for example. But a gunj like the SKS is designed<BR>
to be made in village shops (and still is in China).<BR>
<BR>
> > <BR>
> > Resistance is *not* futile.<BR>
> <BR>
> Well, there's effective resistance and ineffective.  Handmade guns are<BR>
> rather<BR>
> likely to fall under the second category.<BR>
> <BR>
<BR>
Resistance is a matter of will.  <BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2991<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2992</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Saturday, August 26 2000     Volume 1999 : Number 2992<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: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Another Dark Imperium<BR>
Re: Kluging together weapons<BR>
Re: Flying w/o FAA blessing<BR>
Re: Another Dark Imperium<BR>
Re: How did you find out about Traveller?<BR>
Re: Minor races census<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: For Striker : groovy grav tank<BR>
Re: Rapira grav-tank (groovy)<BR>
Re: Minor race census<BR>
RE: Traveller-digest V1999 #2986<BR>
Re: JTAS Poll<BR>
RE: For Striker : groovy grav tank<BR>
Re: Homemade SMGs<BR>
Re: For Striker : groovy grav tank<BR>
Re: Minor race census<BR>
Re: Rapira Grav Tanks<BR>
Re: Ship's Locker<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Expensive RPG modules<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: For Striker : groovy grav tank<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:24:43 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: RE: Traveller-digest V1999 #2984<BR>
<BR>
Quoting "Moody, Danny M." <Danny.Moody@bridge.com>:<BR>
<BR>
> <BR>
> >  Handmade <BR>
> > guns are rather<BR>
> > likely to fall under the second category.<BR>
> <BR>
> All guns, at some point, are handmade.  Handmade != crappy.<BR>
> <BR>
<BR>
ObTrav:  Given the technology, gun availability will be hard to restrict.  With<BR>
highly automated machinery, it may be only a small matter of downloading<BR>
gunplans off the 'net', feeding the data into a CNC machine and presto! A very<BR>
high quality firearm.  Gauss weapons may be the best format to manufacture,<BR>
given sufficient TL, as I suspect all the components will have legitimate uses.<BR>
<BR>
Manufacturing ammunition for CPR guns will be a bit more tricky as there's<BR>
chemistry involved as well.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 17:32:16 -0700 (PDT)<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Quoting Anthony Jackson <ajackson@molly.iii.com>:<BR>
<BR>
> <BR>
> Where did this 'highly motivated and well trained' individual come from?<BR>
>  <BR>
> Particularly 'highly motivated and well trained, but doesn't own a gun'.<BR>
> <BR>
<BR>
Who says he didn't at one time?  For all we know, that quiet farmer who lives on<BR>
the outskirts of Smallville is a former Imperial Marine Commando with 20 years<BR>
of service, who's just trying to have a quiet life. This is standard Sci-Fi<BR>
fodder.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 21:27:49 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
<Tsykoduk><BR>
IMTU The Imperium is closely modeled on by perceptions of the US. They<BR>
spin the media to make themselves into the good guys, re-write history<BR>
when necessary and generally do what they want behind closed doors. Power<BR>
corrupts, and boy a sector duke has a ton of power. <BR>
<BR>
Several times my players have been into.. um.. stuff that was hip deep and<BR>
then, several weeks later when then hear the 'official' accounts of what<BR>
'happened' they started to see the light.<BR>
</Tsykoduk><BR>
<BR>
It's interesting to note how people's perceptions of the Imperium have<BR>
changed over time.  Back in the 80's and early 90's there was a clear<BR>
element of 'cold war' to the conflict between the empire and the Zhodani. <BR>
Now I see more and more people (including myself to a limitted degree)<BR>
modelling their Imperium after the conspiracy trend, with governments as<BR>
untrustworthy machiavellian entities replete with spin doctors, crooker<BR>
leaders, etc. <BR>
<BR>
My Imperium has typically been the 'good guys', as I'm sick to death of<BR>
"dark roleplaying" (sheesh, whatever happened to beating back burgeoning<BR>
evil in an otherwise good world?). However, I did play a nasty trick on my<BR>
most recent gaming group.  After a few adventures as "good Imperial<BR>
Scouts" serving the glorious empire and all that, they came across a dark<BR>
secret:  A hidden INS vessel obviously designed for planetary bombardment<BR>
(big belly bays full of dead-fall nukes, etc). Definately a treaty-buster. <BR>
<BR>
Well!  The PCs' relationship with the empire changed quick, with every<BR>
ISIS agent, the INS and god knows who else trying to kill them cuz they<BR>
knew too much!  That wasn't helped when they _used_ the damn thing against<BR>
a bunch of Ihatei... <BR>
<BR>
Ah yes, I remember it well: One of the NPC characters refused to get<BR>
aboard it because it was called the Lucifer and he was a devout Christian,<BR>
so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
bombardment cruiser, eh? :-)<BR>
<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 21:38:00 -0400<BR>
From: Jeff Zeitlin <jzeitlin@cyburban.com><BR>
Subject: Re: Kluging together weapons<BR>
<BR>
On Fri, 25 Aug 2000 13:04:29 -0400 (EDT), "Mark Preston"<BR>
<mark@mpreston.demon.co.uk> wrote:<BR>
<BR>
>Purely for interest, the original Sten was made, believe it or not,<BR>
>from the components for a 1940's vacuum cleaner (later also from a<BR>
>washing machine) and initially in the same factory and by the same<BR>
>workers. A piece of high-tech weaponry it certainly is not!<BR>
<BR>
Now I know where Laumer got the idea!  There was one Retief story - I<BR>
forgot which one; they're all pretty similar - and all pretty damn funny -<BR>
where Retief somehow managed to get involved with the resistance, and tried<BR>
to talk them out of doing something rash by indicating that the trade<BR>
agreement that was being negotiated with the government was really a cover:<BR>
you take the frammistam from the hydromagic washing machines, the potrzebie<BR>
from the gravitic lawn mowers, etc., etc., etc., and presto! a Mark VI<BR>
blaster.  Not an exact quote, but you get the idea.<BR>
<BR>
I wonder if Hortalez, Naasirka, and so on have 'Covert Armaments'<BR>
divisions...<BR>
- --<BR>
Jeff Zeitlin<BR>
jzeitlin@cyburban.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:46:16 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Flying w/o FAA blessing<BR>
<BR>
In mail you write:<BR>
<BR>
>>Date: Fri, 25 Aug 2000 17:27:18 +0100<BR>
>>From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
><BR>
>>>  Actually, they *can* shoot you down. They can also throw you in jail<BR>
>>>  for a lot of years for violatung FAA regs, and not getting permission<BR>
>>>  from the Commerce Department for the "space" portions of the flight.<BR>
><BR>
> What happens if you "sail" your "ground-effect vehicle" out into<BR>
> international waters, then take off from there?<BR>
<BR>
Doesn't matter. The Commerce Dept has been assigned the job of<BR>
administering the rules on space activities involving Americans. The<BR>
*treaty* makes the space activities of citizens the responsibility of<BR>
their government *regardless* of where they are operating from. <BR>
<BR>
So Americans going into space from *anywhere* are subject to the<BR>
Commerce Dept rules. And require Commerce Dept approval. <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: Fri, 25 Aug 2000 19:10:29 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
Via electronic medium on 8/25/00 6:27 PM, charles@hebb.psych.mcgill.ca<BR>
issued forth:<BR>
<BR>
> Ah yes, I remember it well: One of the NPC characters refused to get<BR>
> aboard it because it was called the Lucifer and he was a devout Christian,<BR>
> so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
> bombardment cruiser, eh? :-)<BR>
<BR>
Look! Lucy in the sky with diamonds!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 21:27:52 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: How did you find out about Traveller?<BR>
<BR>
It was the winter of '81, Chicago. I was going to A-School in the Navy.<BR>
Nothing to do evenings and weekends (TOO cold to go anywhere).  And one<BR>
of the gamers there introduced me to Book 5, High Gaurd.  I was hooked.<BR>
I did not care much for D&D, and probibly not pursued gaming after the<BR>
service if not for this book. I was always interested in technology,<BR>
mechanics, and building things, so this book was the perfect hook.<BR>
<BR>
>How has Traveller influenced your career paths/academic interests?<BR>
<BR>
I thought I would never be much more than a technician, but following<BR>
Traveller, I also followed technology and when the opprotunity presented<BR>
itself I went to college to get a degree in Mechanical Engineering.<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 04:24:05 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Minor races census<BR>
<BR>
Peter Newman writes:<BR>
<BR>
>Hans Rancke-Madsen <rancke@diku.dk> wrote<BR>
>>Marc Miller writes:<BR>
>> <BR>
>>>With the canon number of human minor races somewhere between 40 and 90,<BR>
>> <BR>
>>I think it was the Library Data that mentioned the figure 46 for the number<BR>
>>of minor Human races that had survived up to the classic Era[*]. With the <BR>
>>Loeskalth (who were thought to be extinct, but was shown in the Sky Raider<BR>
>>trilogy to have survived on a generation ship) and the 3 major Human races,<BR>
>>the total is 50.<BR>
><BR>
>1) "There is evidence of human life on at least 90 worlds, on<BR>
>about 40 [1] of them, humans took root, surviving a period of<BR>
>barbarism before embracing civilization [2]" [CT AM 5 Droyne, p5],<BR>
>presumably this was the source Marc was thinking of.<BR>
<BR>
"About 40" is vaguer and less exact than "46". <BR>
 <BR>
>2) What Marc says goes.<BR>
<BR>
If Marc after careful consideration decides to change something, or to fix on<BR>
one of several alternatives as the official truth, then, as you say, what he<BR>
says goes (in the OTU). I was, however, under the impression that in this<BR>
particular case he was not talking _ex cathedra_ and had merely tossed off the<BR>
figure 40 from memory.<BR>
 <BR>
<BR>
      Hans Rancke<BR>
University of Copenhagen<BR>
     rancke@diku.dk<BR>
- ------------<BR>
        "The referee should determine the nature of subsequent<BR>
         events based on the individual situation."<BR>
                                _76 Patrons_, p. 8<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 18:59:41 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In mail you write:<BR>
<BR>
> I'd go for making a shotgun and use it at short range.  Then take his<BR>
> gun, take to the hills and make it my mission to shoot at every<BR>
> leader, small unit, etc.  A lone guerilla is not going to be able to<BR>
> prevent the taking of his 'town' by an organized, well armed force.<BR>
<BR>
> But a highly motivated and well trained individual armed with a rifle<BR>
> can turn a captured area into an open sore for the enemy.<BR>
<BR>
Which is why, since we were going to be buying ammo *anyway*, we tend<BR>
to buy it by the case, and make sure we always have an unbroken case on<BR>
hand (easier to transport that way). <BR>
<BR>
No, we don't think that the government is out to get us. But we don't<BR>
trust a rather large number of politicians. And while it's unlikely<BR>
that things could "fall apart", the precautions are cheap. Ammo is just<BR>
another "emergency supply".<BR>
<BR>
A few people with military grade weapons, and an ample ammo supply,<BR>
plus some common sense can make an area *very* expensive to hold.<BR>
<BR>
For Traveller, high on the list of "places you *don't* want to invade"<BR>
list are planets with a well scattered population and either<BR>
semi-dangerous local wildlife, or that have the furs of medium to large<BR>
carnivores as a major export.<BR>
<BR>
The inhabitants of such places are going to have rifles in every home<BR>
and lots of ammo. And worse, they are both experienced, and have a<BR>
reason for having the weapons such that trying to take them away merely<BR>
guarantees that your troops will be shot on sight.<BR>
<BR>
Besides, there's not likely to be much on such a planet that it<BR>
wouldn't be cheaper to acquire by trade.<BR>
<BR>
"Let me get this straight. The place is a sort of cross between<BR>
Switzerland and Alaska. And you want to *invade* the place? I don't<BR>
know what you've been drinking, but I'd like to try some when I'm off<BR>
duty..." <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: Fri, 25 Aug 2000 19:11:37 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
In mail you write:<BR>
<BR>
>> From: Luther Martin <lwmarti@pacbell.net><BR>
>> Subject: RE: For Striker: groovy Grav Tank<BR>
>><BR>
>><BR>
>> One problem with indirect fire at higher TLs is that the vehicles move so<BR>
>> darn fast, so that by the time you have called in the fire mission, the<BR>
>> intended target is nowhere to be seen. At least in the context of a<BR>
> Striker<BR>
>> game, this makes your artillery less useful than it would be at lower TLs.<BR>
>> At higher TLs, when your vehicles are almost spacecraft, a 30-second turn<BR>
>> seems like forever.<BR>
>><BR>
>> If you are playing at TL13+ or so, it might make sense to scale down all<BR>
> of<BR>
>> the ranges, "cm" into "mm," and so forth, so that your gaming table is now<BR>
>> 15 km across instead of 1.5 km. Does anyone have experience with Striker<BR>
> at<BR>
>> these TLs who can enlighten us?<BR>
>><BR>
>> On the other hand, I'm going to pick up some WWI miniatures soon, so that<BR>
> we<BR>
>> can also play the extremely low TLs. That could be interesting also.<BR>
><BR>
> I think Winston Churchill summed it up when he said 'Taking artillery fire<BR>
> is a little like catching a cricket ball - it hurt less if you can give a<BR>
> little".<BR>
><BR>
> If the artillery forces the grav tanks to move, then it has accomplished<BR>
> something - if it forces it to move, then it forces a chance for something<BR>
> to take a flank shot, or at minimum forced it to duck behind cover.<BR>
><BR>
> 'Modern' ATGMs are lethal enough for grav tanks to want to stay in an<BR>
> advantageous position when they have one.<BR>
<BR>
A nasty thought I had *long* before Traveller applies at around TL 16<BR>
or 17. <BR>
<BR>
Once you have antimatter, you can stick a *very* powerful warhead into<BR>
a missile that's *very* small. Small enough that you can have man<BR>
portable rocket launchers or mortars with *large* ammo capacities, and<BR>
multi-mile ranges. <BR>
<BR>
So what if they have a CEP of 10-50 meters when the blast radius is ten<BR>
times that. :-)<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: Fri, 25 Aug 2000 19:18:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
In mail you write:<BR>
<BR>
> If you're on a budget, put the missile launcher from the Rapira on an <BR>
> air/raft, buy as many as you can, and teach the crews this phrase:<BR>
><BR>
> "Tenno heika, banzai!"<BR>
<BR>
Translation?<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: Fri, 25 Aug 2000 23:08:39 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: Minor race census<BR>
<BR>
> <BR>
> Date: Fri, 25 Aug 2000 11:08:49 EDT<BR>
> From: CardSharks@aol.com<BR>
> Subject: Re: Minor race census<BR>
> <BR>
> In a message dated 8/25/00 2:14:55 AM Central Daylight Time, pnewman@gci.net<BR>
> writes:<BR>
> <BR>
> <<<BR>
>  1) "There is evidence of human life on at least 90 worlds, on<BR>
>  about 40 [1] of them, humans took root, surviving a period of<BR>
>  barbarism before embracing civilization [2]" [CT AM 5 Droyne, p5],<BR>
>  presumably this was the source Marc was thinking of.<BR>
>   >><BR>
> <BR>
> This is academic speak. we have evidence from "at least" 90 worlds that there<BR>
> was human life on them. And that we can point to 40 human minor races.  But<BR>
> then again, we haven't visited every world in the galaxy.<BR>
> <BR>
> The next step would be for this professor to apply for a grant to visit every<BR>
> world in the galaxy and count the rest of the human minor races.<BR>
> <BR>
> Marc<BR>
> <BR>
<BR>
	I have (somewhere) an assembled list of the known minor races. Perhaps<BR>
there is a copy on the missouri archive (Now at http://traveller.mu.org/<BR>
). The thing I keep in mind is the Dryone are found 6 sectors away (at<BR>
least to trailing and to rimward) from their home, but we know little of<BR>
their presence to spinward and to coreward. And the Ancients took the<BR>
humans as far as Zhodane and to Lair. IMTU, there are perhaps two to<BR>
three times as many Minor Human races (both extinct and existing) as are<BR>
known in canon.<BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 15:14:03 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Traveller-digest V1999 #2986<BR>
<BR>
GDWGAMES@aol.com wrote :<BR>
> > Joe (non-gunsmith) average could build a functional (sort of)<BR>
> > weapon from scrap and with hand tools.  I wouldn't fire it.<BR>
><BR>
> They used to call these zip guns.<BR>
<BR>
Heck, I've built a functional firearm from a metal pen and a firework<BR>
cracker.<BR>
(Plastic pens work as well, but run the risk of melting during firing)<BR>
<BR>
Just take the empty lower half of the pen, insert a cracker of the "Double<BR>
Happpy" or "Mighty Cannon" type, with the fuse sticking out the hole where<BR>
the nib usually goes.<BR>
<BR>
Insert small piece of appropriate diameter wire stock, so that you get a<BR>
good wadding effect from the projectile, light fuse and point at target.<BR>
<BR>
DO NOT aim by sighting down the tube, the gases etc, expelled from the back<BR>
of the tube can be painful.<BR>
<BR>
The tube is reusable, just put in a new cracker and a new projectile.<BR>
<BR>
The projectile will not be effective at more than a few feet, and won't<BR>
penetrate worth a damn, but it could take an eye out if you're not careful.<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 22:40:30 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: JTAS Poll<BR>
<BR>
>Do any other JTAS subscribers want to list their votes?<BR>
<BR>
Gearhead, with roleplayer tendencies<BR>
<BR>
Gearhead by nature, can't keep a group together long enough to be a<BR>
roleplayer.<BR>
<BR>
Charles H<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 20:29:59 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: RE: For Striker : groovy grav tank<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> A nasty thought I had *long* before Traveller applies at around TL 16<BR>
> or 17.<BR>
><BR>
> Once you have antimatter, you can stick a *very* powerful warhead into<BR>
> a missile that's *very* small. Small enough that you can have man<BR>
> portable rocket launchers or mortars with *large* ammo capacities, and<BR>
> multi-mile ranges.<BR>
><BR>
> So what if they have a CEP of 10-50 meters when the blast radius is ten<BR>
> times that. :-)<BR>
<BR>
I would assume that antimatter weapons are considered just like nuclear<BR>
weapons under the laws of land warfare, so if nuclear weapons are reserved<BR>
just for imperial use, antimatter weapons are also.<BR>
<BR>
On the other hand, if you scale everything by 10, so that 1 cm is 100<BR>
meters, you can probably use nuclear weapons in Striker without making them<BR>
too devastating. As I mentioned before, grav vehicles move so quickly that<BR>
nuclear artillery will probably will have a problem with them, but<BR>
direct-fire nuclear weapons could be interesting. Point defense weapons<BR>
become very handy to have around in this case.<BR>
<BR>
Then again, at TL 16 or 17 you also have those interesting disintegrator<BR>
weapons. How do you integrate *those* into Striker?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 20:40:09 -0700<BR>
From: "Mark F. Cook" <markc@peak.org><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
Tod Glenn <webmaster@travellercentral.com> writes:<BR>
<BR>
>Technically, the Sten is not a blowback gun,  but operates by Advanced Primer<BR>
>Ignition (API).  In an API gun, the bolt is release from the open position<BR>
and<BR>
>allowed to fly forward, strips the cartridge from the magazine, chambers the<BR>
>round and then fires it.  The round is actually fired a fraction of a second<BR>
>before the round is fully seated, thus the forward momemtum of the bolt<BR>
must be<BR>
>overcome before the action begins to cycle open.<BR>
><BR>
>A blowback gun operates from a closed bolt condition.  The fired round<BR>
must only<BR>
>overcome the inertia of the bolt and the resistance of the recoil spring.<BR>
This<BR>
>is why open-bolt API guns require so much less effort to cock, and also have<BR>
>less recoil than their blowback operated relatives, as the blowback gun<BR>
requires<BR>
>a much heavier spring.<BR>
<BR>
Tod, I agree with the first paragraph, but the second one is dead wrong.<BR>
Closed-<BR>
bolt SMGs typically have much *less* recoil than open bolt guns.  Reason:<BR>
Since<BR>
the forward-riding bolt is only required to seat the next round, and<BR>
opposed to<BR>
*almost* seat it, fire it, and continue to try to drive the case forward while<BR>
resisting the initial instance of ignition, both the bolts and springs in<BR>
open-<BR>
bolt guns tend to be heavier and generate more moment.  As the owner and<BR>
monthly<BR>
shooter of a closed-bolt HK MP5, I can testify that it's a recoil pussycat<BR>
compared<BR>
to any STEn (Mk II, III, IV, MCMXCIX, etc.) you'd care to compare.  Uzis,<BR>
Swedish<BR>
Ks, et.al. are the same.  Thompsons are a little better, mainly because<BR>
there's<BR>
so much steel in the frame that the overall weight helps damp the recoil.<BR>
<BR>
<BR>
<BR>
        - Mark C.<BR>
          Instructor, Willamette Small Arms Academy<BR>
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75<BR>
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR<BR>
          NRA (Life), SAF (Life), CCRKBA (Life)<BR>
          Front Sight First Family member #1<BR>
<BR>
- -----------------------------------------------------------------------<BR>
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com<BR>
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com<BR>
 Phone: 541-745-5709                                  Fax: 541-745-5818<BR>
- -----------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 23:03:42 -0500<BR>
From: Bill Hopper <whopper@pobox.com><BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> A nasty thought I had *long* before Traveller applies at around TL 16<BR>
> or 17.<BR>
><BR>
> Once you have antimatter, you can stick a *very* powerful warhead into<BR>
> a missile that's *very* small. Small enough that you can have man<BR>
> portable rocket launchers or mortars with *large* ammo capacities, and<BR>
> multi-mile ranges.<BR>
<BR>
One of our players designed a TL 15 man-portable nuclear one-shot rocket.  I<BR>
didn't see the stats, but as I remember his description, it had about a .5 kt<BR>
warhead, weighed about 10 kilos, and had enough propellant to get the firer out<BR>
of the blast radius.  Battle Dress was recommended for the firer.<BR>
<BR>
WKH<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 21:07:27 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Minor race census<BR>
<BR>
Via electronic medium on 8/25/00 8:08 PM, tjoneslo@together.net issued<BR>
forth:<BR>
<BR>
> And the Ancients took the<BR>
> humans as far as Zhodane and to Lair.<BR>
<BR>
They took humans to Lair as well as Vargr?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 21:19:20 -0700<BR>
From: "Bruce Macintosh" <bruce.macintosh@worldnet.att.net><BR>
Subject: Re: Rapira Grav Tanks<BR>
<BR>
In Striker, aren't anti-laser aerosols so good at TL10 that laser weapons are<BR>
pretty much useless on the battlefield?<BR>
<BR>
(I remember finding this out the hard way my first Striker game - my force<BR>
of laser-armed tanks couldn't hit anything. Meanwhile, my opponent had<BR>
misread the penetration rules, so his force of plasma and CPR-gun<BR>
armed vehicles couldn't penetrate my armour; and both of us misread<BR>
the PD rules, so our missiles almost never hit anything. I think we ended<BR>
up bludgeoning each other to death.)<BR>
<BR>
Bruce<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 11:02:54 -0400<BR>
From: Justin Kim <justinki@bellatlantic.net><BR>
Subject: Re: Ship's Locker<BR>
<BR>
	Actionable behavior aside, the kind of behavior described in <BR>
some of the posts in this thread would probably be more prevalent in <BR>
some ships than in others.<BR>
<BR>
	For example, I'd expect the ship's locker (and stores in <BR>
general) to be in much better shape in a scout or subsidized merchant <BR>
than in a free trader. Ex-scouts have lived or made at least part of <BR>
their careers on the thin edge - I'd expect they'd have a healthy <BR>
respect for a tight ship, either through experience, training, or <BR>
both (wether or not they have the creds to maintain the locker may be <BR>
another question).<BR>
<BR>
	Subsidized merchants are more corporate.  They probably spend <BR>
more time worrying about making insurance companies, stockholders, <BR>
and inspection crews happy.  They probably have more money to <BR>
maintain a stocked locker, too.<BR>
<BR>
	Comments?<BR>
<BR>
Justin<BR>
<BR>
At 9:14 PM -0400 8/16/00, Samuel D. Weiss wrote:<BR>
>When a missing or misrepresented item in the Ship's Locker can mean someone<BR>
>dies ("What do you mean you forgot to recharge the air tanks?!?!"), I think<BR>
>a Captain is fully justified in firing anyone who engages in shoddy record<BR>
>keeping in regards to it. I'd prefer traveling on such a ship to one with a<BR>
>reputation for taking everything in stride.<BR>
><BR>
>Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:25:29 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In a message dated 8/25/00 5:05:44 PM !!!First Boot!!!, <BR>
Danny.Moody@bridge.com writes:<BR>
<BR>
<< Indeed.  Modern firearms are very well built - over-built, actually.  <BR>
Nothing wrong with that - take a look at some of the guns that have gone <BR>
*boom* by using reloads with too strong a charge.  Rarely is anyone hurt by <BR>
it, but it does wreck the gun.  >><BR>
<BR>
I saw a REALLY cool example of this in the museum at the NYCPD Academy when I <BR>
was in the Academy. They had an old revolver (might have been an old S+W or <BR>
Colt- I just remember it had a 6" barrel which is rare these days...), <BR>
Anyway; they sawed the barrel in half lengthwise down the middle to show the <BR>
cause of a rather LARGE bulge in the barrel. There were SIX slugs stuck in it <BR>
nose to tail! I guess the first one squibbed, and the knucklehead kept firing <BR>
till he emptied the thing! I'm amazed the barrel didn't burst, or the <BR>
cylinder and/or topstrap didn't go bye-bye (as bullet number six barely <BR>
cleared the forcing cone...). They sure made guns tough back then...:-)<BR>
<BR>
Ob Trav: probably not a blessed thing, unless your'e a GM who is REALLY into <BR>
spectacular PC flubs...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 23:15:52 -0500<BR>
From: Jimmy Simpson <nimrod@santech.com><BR>
Subject: Re: Expensive RPG modules<BR>
<BR>
At 11:14 PM 8/24/00 -0400, you wrote:<BR>
<BR>
>>That was Chaosium's Ringworld RPG, actually, and is now consistently one of<BR>
>>the most expensive gaming collectibles around...<BR>
><BR>
>That & the Original Battletech House Marik book.  Guess which House book <BR>
>I'm missing?<BR>
>  :-(<BR>
><BR>
I believe I still have two copies of the Ringworld game and one copy of the <BR>
Ringworld Companion.<BR>
<BR>
<BR>
Jimmy Simpson<BR>
	nimrodd@mail.com<BR>
"Cannot say.<BR>
  Saying, I would know.<BR>
  Do not know.<BR>
  So cannot say."<BR>
		-Zathras (Babylon 5)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:34:15 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In a message dated 8/25/00 8:10:11 PM !!!First Boot!!!, <BR>
ajackson@molly.iii.com writes:<BR>
<BR>
<< At which point you almost certainly miss and the bad guys level your town <BR>
for<BR>
 resisting. >><BR>
<BR>
that's why you don't resist (after carefully hiding grandpappies hunting <BR>
rifle). You wait for the heat to cool down, THEN you start murdering the <BR>
occupiers one by one opn a dark stormy night and taking their weapons <BR>
(preferably done in a manner that doesn't implicate the village and inviting <BR>
reprisals...).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:34:45 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In a message dated 8/25/00 9:11:53 PM !!!First Boot!!!, <BR>
Danny.Moody@bridge.com writes:<BR>
<BR>
<< Besides - get close enough and you won't miss.  See the suggested <BR>
operation of the Liberator .45 ACP pistol. >><BR>
<BR>
a true belly gun...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:37:23 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
In a message dated 8/25/00 9:46:40 PM !!!First Boot!!!, <BR>
katts@globalfreeway.com.au writes:<BR>
<BR>
<<  I am trying to achieve<BR>
 with FFS3 is making tanks fear infantry again. >><BR>
<BR>
Ask Famile Spofulam to invent the Meson bazooka...:-)<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2992<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2993</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest     Saturday, August 26 2000     Volume 1999 : Number 2993<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: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Flying w/o FAA blessing<BR>
Re: For Striker : groovy grav tank<BR>
Re: Trap<BR>
Re: Homemade SMGs<BR>
pbem's<BR>
Re: Homemade SMGs<BR>
RE: Highly motivated and well-trained individuals(was  Traveller- digest V1999 #2984)<BR>
RE: Landgrab: Yori<BR>
FFS3?<BR>
Re: private space ventures/treaties/Another Dark Imperium<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Ship's Locker<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: Traveller-digest V1999 #2984<BR>
Re: For Striker : groovy grav tank<BR>
Re: GT-Q: Dispersed Structure Hulls?<BR>
Re: Another Dark Imperium<BR>
Re: GURPS:Traveller Imperial Navy<BR>
Re: Gills (was Re : How do you deal with biotech in your TU?)<BR>
Re: Gravity Effects<BR>
RE: Expensive RPG modules<BR>
Re: Another Dark Imperium<BR>
RE: For Striker : groovy grav tank<BR>
Re: How did you first hear about Traveller?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:41:24 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In a message dated 8/25/00 10:09:42 PM !!!First Boot!!!, <BR>
ajackson@molly.iii.com writes:<BR>
<BR>
<< I don't consider a weapon made from fitting together machine-crafted parts<BR>
 designed for the purpose to be 'handmade'.  Guns haven't been handmade<BR>
 since the early 1800s. >><BR>
<BR>
I own two S+W revolvers that are pre-1975, so they are probably hand fitted <BR>
to some extent, even though the parts are obviously assembly line <BR>
machined...The newer ones aren't and purists debate which is better; sort of <BR>
like the gearheads on this list...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 14:56:03 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Last name Rambo by any chance?<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> Quoting Anthony Jackson <ajackson@molly.iii.com>:<BR>
><BR>
> ><BR>
> > Where did this 'highly motivated and well trained' individual come from?<BR>
> ><BR>
> > Particularly 'highly motivated and well trained, but doesn't own a gun'.<BR>
> ><BR>
><BR>
> Who says he didn't at one time?  For all we know, that quiet farmer who lives on<BR>
> the outskirts of Smallville is a former Imperial Marine Commando with 20 years<BR>
> of service, who's just trying to have a quiet life. This is standard Sci-Fi<BR>
> fodder.<BR>
><BR>
> Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 14:56:45 +1000<BR>
From: Robert Houghton <rhoughto@one.net.au><BR>
Subject: Re: Flying w/o FAA blessing<BR>
<BR>
><BR>
>  > <snip><BR>
><BR>
>  Actually, they *can* shoot you down. They can also throw you in jail<BR>
>  for a lot of years for violatung FAA regs, and not getting permission<BR>
>  from the Commerce Department for the "space" portions of the flight.<BR>
>   >><BR>
><BR>
<BR>
OK...but I suppose this only applies in America and other such paranoid<BR>
states<BR>
where they can get an interceptor to all parts of their airspace in the<BR>
time it<BR>
takes a CG craft to talk its way through local airspace...what are they<BR>
going to<BR>
do once you are beyond the flight ceiling of the fighters? could they<BR>
actually<BR>
catch you?  I know the powers that be in Australia would have problems<BR>
doing this<BR>
away from the population centers...<BR>
<BR>
Other Rob<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:58:13 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
In a message dated 8/26/00 4:07:00 AM !!!First Boot!!!, whopper@pobox.com <BR>
writes:<BR>
<BR>
<<  Battle Dress was recommended for the firer. >><BR>
<BR>
Duh...:-).<BR>
<BR>
dirty PC trick: get some you don't like to take said weapon and fire it sans <BR>
battledress...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:21:18 -0500<BR>
From: Charles R Hensley <hensley.cr@gte.net><BR>
Subject: Re: Trap<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
>In mail you write:<BR>
><BR>
>>> From: "Brian Jenkins" <brianjenk@home.com><BR>
>>> Subject: Re: Trap<BR>
>>><BR>
>>> Like Tokyo....:)<BR>
>><BR>
>> Sounds like a job for a fully armed and operational Lab Ship ...<BR>
><BR>
>Except that Gojira is almost 12 times the size of a Type L.<BR>
<BR>
Wrong lab ship.  The one refered to is 1MdTon<BR>
<BR>
Charles<BR>
<BR>
P.S.  I was going to design a competitor to that ship.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 22:17:29 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
on 8/25/00 8:40 PM, Mark F. Cook at markc@peak.org wrote:<BR>
<BR>
> Tod, I agree with the first paragraph, but the second one is dead wrong.<BR>
> Closed-<BR>
> bolt SMGs typically have much *less* recoil than open bolt guns.  Reason:<BR>
> Since<BR>
> the forward-riding bolt is only required to seat the next round, and<BR>
> opposed to<BR>
> *almost* seat it, fire it, and continue to try to drive the case forward while<BR>
> resisting the initial instance of ignition, both the bolts and springs in<BR>
> open-<BR>
> bolt guns tend to be heavier and generate more moment.  As the owner and<BR>
> monthly<BR>
> shooter of a closed-bolt HK MP5, I can testify that it's a recoil pussycat<BR>
> compared<BR>
> to any STEn (Mk II, III, IV, MCMXCIX, etc.) you'd care to compare.  Uzis,<BR>
> Swedish<BR>
> Ks, et.al. are the same.  Thompsons are a little better, mainly because<BR>
> there's<BR>
> so much steel in the frame that the overall weight helps damp the recoil.<BR>
> <BR>
<BR>
My experience has been just the opposite, having fired both the MP-5 and the<BR>
PAWS (Sterling clone made in Salem OR).  Perhaps we should get together at<BR>
Albany for a comparison shoot.<BR>
<BR>
Tod <BR>
<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 22:21:56 -0700 (PDT)<BR>
From: Kyle Schuant <kyle3054@yahoo.com><BR>
Subject: pbem's<BR>
<BR>
Just popping on to do some soliciting - I know,<BR>
soliciting's a crime, but tell that to the wigged boys<BR>
in the High Court!<BR>
Those of you who like wargames, Civ and the like will<BR>
likely be interested in the site www.worldgame.org. It<BR>
focuses not on conflict to resolve difficulties<BR>
9though conflict is a solution you can try) but on<BR>
more real world solutions to real world problem, like<BR>
urbanisation, ethnic tensions, lack of access to clean<BR>
drinking water, and so on.<BR>
It's free, it's web-based, and it's a week a turn, so<BR>
easy to do.<BR>
I myself will be running a game, it's titled Res Dura,<BR>
I'd be pleased if you'd take a look.<BR>
<BR>
<BR>
<BR>
<//end blatant plug//><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>
"Duct tape is like the Force: it has a light side, a dark side, and it binds the universe together"<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail - Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Fri, 25 Aug 2000 22:32:52 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
on 8/25/00 8:40 PM, Mark F. Cook at markc@peak.org wrote:<BR>
> Tod, I agree with the first paragraph, but the second one is dead wrong.<BR>
> Closed-<BR>
> bolt SMGs typically have much *less* recoil than open bolt guns.  Reason:<BR>
> Since<BR>
> the forward-riding bolt is only required to seat the next round, and<BR>
> opposed to<BR>
> *almost* seat it, fire it, and continue to try to drive the case forward while<BR>
> resisting the initial instance of ignition, both the bolts and springs in<BR>
> open-<BR>
> bolt guns tend to be heavier and generate more moment.  As the owner and<BR>
> monthly<BR>
> shooter of a closed-bolt HK MP5, I can testify that it's a recoil pussycat<BR>
> compared<BR>
> to any STEn (Mk II, III, IV, MCMXCIX, etc.) you'd care to compare.  Uzis,<BR>
> Swedish<BR>
> Ks, et.al. are the same.  Thompsons are a little better, mainly because<BR>
> there's<BR>
> so much steel in the frame that the overall weight helps damp the recoil.<BR>
<BR>
Mark, forgot to mention.<BR>
<BR>
As you are doubtless aware, the MP-5 is not a true blowback operated closed<BR>
bolt gun, but is, in fact, a delayed blowback.  Huge difference.  Any sort<BR>
of locking mechanism (roller locking in this case) changes the equation.<BR>
However, I stand by my assertion.<BR>
<BR>
PAWS (Police Automatic Weapons Service) produces (produced.  1986 law)  both<BR>
an open-bolt SMG and a closed bolt semi-auto carbine.  With the exception of<BR>
only a couple of minor (but important) parts, these guns are identical.  The<BR>
open-bolt SMG is far easier to cock, and has significantly less recoil than<BR>
the closed bolt semi-auto.<BR>
<BR>
Apples to apples comparison.<BR>
<BR>
Interestingly, HK has discontinued the MP-5, and gone to a simplified<BR>
non-locking mechanism.  Go figure.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 07:55:57 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Highly motivated and well-trained individuals(was  Traveller- digest V1999 #2984)<BR>
<BR>
> > <BR>
> > Where did this 'highly motivated and well trained' <BR>
> individual come from?<BR>
> >  <BR>
> > Particularly 'highly motivated and well trained, but <BR>
> doesn't own a gun'.<BR>
> > <BR>
> <BR>
> Who says he didn't at one time?  For all we know, that quiet <BR>
> farmer who lives on<BR>
> the outskirts of Smallville is a former Imperial Marine <BR>
> Commando with 20 years<BR>
> of service, who's just trying to have a quiet life. This is <BR>
> standard Sci-Fi<BR>
> fodder.<BR>
<BR>
Not just sci-fi...<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 08:10:45 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Landgrab: Yori<BR>
<BR>
> <BR>
> Meanwhile, where is everyone elses  Landgrab  write-ups?  There's<BR>
> still a 'few' missing.<BR>
> <BR>
<BR>
Soon as I've finished 'rasslin with Mongol culture and making it fit, I'll<BR>
let you know.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 02:42:49 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: FFS3?<BR>
<BR>
Katharine Whitchurch wrote:<BR>
<BR>
> One of the things I am trying to achieve with FFS3 is making tanks fear<BR>
> infantry again.<BR>
><BR>
> Ian Whitchurch<BR>
<BR>
I just came back on list.  Do I infer correctly that there is an<BR>
FFS3 project underway?<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 02:50:03 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: private space ventures/treaties/Another Dark Imperium<BR>
<BR>
Tsykoduk wrote:<BR>
<BR>
> So sayeth the Constitution, but reality has another story - The US has a<BR>
> history of ignoring treaties that it... umm.. finds inconvenient. Case in<BR>
> point - every treaty signed by the Native Americans and the US was broken by<BR>
> the US. IIRC aprox 1800 treaties.<BR>
<BR>
Broken treaties or not, the many nations still have a some sovereign rights.<BR>
Not as much as the states of the Union, but certainly more than any citizen.<BR>
Thus, casinos, tax-free tobacco and alcohol products, preferential fishing,<BR>
etc.<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 02:51:16 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
Tod Glenn wrote:<BR>
<BR>
> Who says he didn't at one time?  For all we know, that quiet farmer who lives on<BR>
> the outskirts of Smallville is a former Imperial Marine Commando with 20 years<BR>
> of service, who's just trying to have a quiet life. This is standard Sci-Fi<BR>
> fodder.<BR>
<BR>
Smallville has its own local defender, doesn't it?  Something Kent, IIRC?<BR>
<BR>
:-P<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 00:30:26 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
>         Actionable behavior aside, the kind of behavior described in <BR>
> some of the posts in this thread would probably be more prevalent in <BR>
> some ships than in others.<BR>
><BR>
>         For example, I'd expect the ship's locker (and stores in <BR>
> general) to be in much better shape in a scout or subsidized merchant <BR>
> than in a free trader. Ex-scouts have lived or made at least part of <BR>
> their careers on the thin edge - I'd expect they'd have a healthy <BR>
> respect for a tight ship, either through experience, training, or <BR>
> both (wether or not they have the creds to maintain the locker may be <BR>
> another question).<BR>
<BR>
On the other hand, they'd have low tolerance for the sort of<BR>
*unecessary* BS that some folks go in for...<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: Sat, 26 Aug 2000 00:41:18 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In mail you write:<BR>
<BR>
> ObTrav:  Given the technology, gun availability will be hard to<BR>
> restrict.  With highly automated machinery, it may be only a small<BR>
> matter of downloading gunplans off the 'net', feeding the data into a<BR>
> CNC machine and presto! A very high quality firearm.  Gauss weapons<BR>
> may be the best format to manufacture, given sufficient TL, as I<BR>
> suspect all the components will have legitimate uses.<BR>
<BR>
Given that the components to a rail gun type weapon amount to a couple<BR>
pieces of copper rod, a couple *strong* "plate magnets", something to<BR>
mount them in, and a couple switches, a sensor & relay, and a *big*<BR>
battery, I'd say you are right. <BR>
<BR>
If I knew a machinist, and felt like tracking down a supplier for<BR>
custom alnico magnets, I'd be tempted to try building one, just to see<BR>
what sort of muzzle velocity I could get out of a portable, "crude" unit.<BR>
<BR>
> Manufacturing ammunition for CPR guns will be a bit more tricky as there's<BR>
> chemistry involved as well.<BR>
<BR>
Yeah, because the only practical nitrate source unless you live out in<BR>
the country where nobody will notice the *smell*, is fertilizer<BR>
(ammonium nitrate especially). And I don't want to use ammo based on<BR>
*that*. <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: Sat, 26 Aug 2000 00:36:25 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In mail you write:<BR>
<BR>
> Any home-made guns are most likely to be made by someone who actually<BR>
> knows a little about firearms.  A there are many home machinist who<BR>
> have the tools and ability toturn out very high quality guns.  Anyone<BR>
> with a lathe and mill can do every operation required to turn out a<BR>
> modern firearm except rifling the barrel.  And equipment to do this<BR>
> can be fabricated if the user knows what he's doing.<BR>
<BR>
And for a "throwaway" gun intended to let you get a better one, you can<BR>
skip the rifling, because you will be using it at ranges where rifling<BR>
isn't all that important. 10 yards max.<BR>
<BR>
> Granted, certain designs are more suitable for 'home' manufacture.<BR>
> Detatchable magazines are a bugger to make, for example. But a gunj<BR>
> like the SKS is designed to be made in village shops (and still is in<BR>
> China).<BR>
<BR>
And ammo in strippers weighs a lot less and isn't any harder to load.<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: Sat, 26 Aug 2000 00:49:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
In mail you write:<BR>
<BR>
> I saw a REALLY cool example of this in the museum at the NYCPD<BR>
> Academy when I was in the Academy. They had an old revolver (might<BR>
> have been an old S+W or Colt- I just remember it had a 6" barrel<BR>
> which is rare these days...), Anyway; they sawed the barrel in half<BR>
> lengthwise down the middle to show the cause of a rather LARGE bulge<BR>
> in the barrel. There were SIX slugs stuck in it nose to tail! I guess<BR>
> the first one squibbed, and the knucklehead kept firing till he<BR>
> emptied the thing! I'm amazed the barrel didn't burst, or the<BR>
> cylinder and/or topstrap didn't go bye-bye (as bullet number six<BR>
> barely cleared the forcing cone...). They sure made guns tough back<BR>
> then...:-)<BR>
<BR>
A friend used to have a rifle barrel that looked okay until you used a<BR>
borelight. A couple inches from the muzzle there was this odd "ring"<BR>
around the inside of the barrel. <BR>
<BR>
He'd fired the rifle with some water in the barrel...<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: Sat, 26 Aug 2000 00:53:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson wrote:<BR>
><BR>
>> A nasty thought I had *long* before Traveller applies at around TL 16<BR>
>> or 17.<BR>
>><BR>
>> Once you have antimatter, you can stick a *very* powerful warhead into<BR>
>> a missile that's *very* small. Small enough that you can have man<BR>
>> portable rocket launchers or mortars with *large* ammo capacities, and<BR>
>> multi-mile ranges.<BR>
><BR>
> One of our players designed a TL 15 man-portable nuclear one-shot<BR>
> rocket.  I didn't see the stats, but as I remember his description,<BR>
> it had about a .5 kt warhead, weighed about 10 kilos, and had enough<BR>
> propellant to get the firer out of the blast radius.  Battle Dress<BR>
> was recommended for the firer.<BR>
<BR>
Check out the Genie missile from the 50s. About 6 feet long, and about<BR>
three feet thick at the bulge behind the nose. And air-to-air<BR>
*unguided* nuke.<BR>
<BR>
The idea was for fighters to fire these in the general direction of<BR>
enemy bombers and bug out.<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: Sat, 26 Aug 2000 07:08:01 -0400 (EDT)<BR>
From: Dalton Spence <dalton.spence@hwcn.org><BR>
Subject: Re: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
On 24 Aug 2000 13:22:36 GMT, glhansen@steel.ucs.indiana.edu (Gregory L.<BR>
Hansen) wrote:<BR>
> In article <8o30ha$7po$1@nnrp1.deja.com>,  <cray74@hotmail.com> wrote:<BR>
<BR>
> >While I know very little about Traveler, wouldn't some of<BR>
> >the earlier, larger models of the International Space Station<BR>
> >aka Space Station Freedom be an example of a dispersed<BR>
> >structure? A bunch of cylinders and machinery strung out on<BR>
> >truss frames?<BR>
<BR>
> Seems to me.<BR>
<BR>
> Also, if you look at typical artist's concepts of interplanetary ships,<BR>
> you have the crew quarters, the engines some distance back on triangle<BR>
> struts, power plant held away from the crew for radiation safety, etc.<BR>
> Or like the ship from the movie "2001".  Some of them look pretty<BR>
> dispersed to me.<BR>
<BR>
Uhm, I really wasn't looking for a list of examples (although the<BR>
ISS is a good one) but more the procedure for designing one using<BR>
the modular starship construction rules in GURPS Traveller. I get<BR>
that you create two or more unstreamlined subhulls to contain the<BR>
components, but I need to know a) are there any components that<BR>
should (or shouldn't) be located in the same subhull, b) are there<BR>
some that should be duplicated in multiple subhulls, c) could some<BR>
of the subhulls be designed to operate as independant vehicles (ie.<BR>
saucer and battle sections of the Enterprise D), and d) how do I<BR>
calculate the volume, mass and cost of the connecting structures<BR>
(ie. trusses, passageways, etc.)?<BR>
<BR>
- --<BR>
              @==================================================@<BR>
              | Dalton S. Spence, B.Sc. <dalton.spence@hwcn.org> |<BR>
              | Home Page: http://www.hwcn.org/~ag775/home.html  |<BR>
              |      Family Motto: Virtute Acquiritur Honos      |<BR>
              |    "Trade is the lifeblood of the Imperium."     |<BR>
              |   Cleon I, First Emperor of the Third Imperium   |<BR>
              | A pit viper from Moscow pretends to be the mauve |<BR>
              |                 hat-rack. FNORD!                 |<BR>
              @==================================================@<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 14:14:47 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
Benyamene' ZeAbe' Akella wrote:<BR>
> > Ah yes, I remember it well: One of the NPC characters refused to get<BR>
> > aboard it because it was called the Lucifer and he was a devout Christian,<BR>
> > so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
> > bombardment cruiser, eh? :-)<BR>
> <BR>
> Look! Lucy in the sky with diamonds!<BR>
<BR>
"That ain't no diamonds..."<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 14:17:35 +0200<BR>
From: "Jens 'Spacejens' Rydholm" <jenry023@student.liu.se><BR>
Subject: Re: GURPS:Traveller Imperial Navy<BR>
<BR>
Mark Urbin wrote:<BR>
> http://www.sjgames.com/gurps/traveller/navy/<BR>
> <BR>
> This page says it's in production.<BR>
<BR>
http://www.sjgames.com/gurps/traveller/books.html<BR>
<BR>
This page doesn't list it.<BR>
<BR>
Reason: The book was in production a while back, but it misjumped and<BR>
was removed. Some kind of problem which I think wasn't explained to the<BR>
list.<BR>
<BR>
* Jens 'Spacejens' Rydholm       * Student at the university *<BR>
| jenry023@student.liu.se        | of Linkoeping, Sweden     |<BR>
| ICQ UIN: 3844745               | (computer science/tech.)  |<BR>
* http://m227.ryd.student.liu.se * 22 years old, male        *<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 09:33:11 -0400<BR>
From: Eric Freitas <ericfrei@gte.net><BR>
Subject: Re: Gills (was Re : How do you deal with biotech in your TU?)<BR>
<BR>
On Wed, 23 Aug 2000, you wrote:<BR>
<BR>
> With appropriate valving and improved kidneys/bladder, you can excrete<BR>
> very concentrated liquid wastes, which will handle a lot of this.<BR>
> Toughening the rectum, and a *strong* valve between the rectum and the<BR>
> intestines ought to allow excretion of solid wastes. Again, you'd want<BR>
> to improve water recovery before excretion. That's one of the reasons<BR>
> for toughening the rectum, as such (very) solid wastes are a lot harder<BR>
> on the tissues.<BR>
> <BR>
> I'm not sure *how* to design the anal ring to avoid hemorroids, which<BR>
> *will* be a severe problem. Ditto for the new valving for the urethra.<BR>
<BR>
Plants have been modified to produce plastics.  Spot modify the muscle cells in<BR>
the urethra and the anal ring to include plasticized cells.  This may give them<BR>
the ability to withstand the wear.<BR>
<BR>
This is science fiction after all..<BR>
<BR>
Eric<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 09:42:04 -0400<BR>
From: Eric Freitas <ericfrei@gte.net><BR>
Subject: Re: Gravity Effects<BR>
<BR>
On Fri, 18 Aug 2000, you wrote:<BR>
> Robert, some questions:<BR>
> Also, while I will concede the lack of any solid information, is there any<BR>
> information suggesting that gravitational influence might be required in<BR>
> human/primate gestation to ensure that the fetus turns to be delivered<BR>
> head-first?<BR>
<BR>
Jeff,<BR>
	according to the head of nurses at the hospital here in town, a feet<BR>
first birth (breach?), is deliverable without compication.  In England, where<BR>
she is from and was trained, these kind of births happen all the time.  In<BR>
addition, if you have ever witnessed a water-birth, you find that the pain of<BR>
the birth is much less for the woman.  It would seem that zero-g might give the<BR>
same kind of benefit.<BR>
<BR>
FYI - Our nurse was interviewed by Fox News about the water births.  I believe<BR>
the interview appeared on the Fox News Channel, in addition to our local Fox<BR>
affiliate.  My wife swears by water birthing, and would never do it any other<BR>
way, if she happens to get pregnant again.<BR>
<BR>
Eric<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 08:29:31 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Expensive RPG modules<BR>
<BR>
I hate you.<BR>
<BR>
:P<BR>
<BR>
- -----<BR>
I believe I still have two copies of the Ringworld game and one copy of the<BR>
Ringworld Companion.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 11:33:08 -0400 (EDT)<BR>
From: Michael Houghton <herveus@Radix.Net><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
Howdy!<BR>
<BR>
> Ah yes, I remember it well: One of the NPC characters refused to get<BR>
> aboard it because it was called the Lucifer and he was a devout Christian,<BR>
> so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
> bombardment cruiser, eh? :-)<BR>
> <BR>
...sounds fishy to me... :)<BR>
<BR>
yours,<BR>
Michael<BR>
- -- <BR>
Michael and MJ Houghton   | Herveus d'Ormonde and Megan O'Donnelly<BR>
herveus@radix.net         | White Wolf and the Phoenix<BR>
Bowie, MD, USA            | Tablet and Inkle bands, and other stuff<BR>
                          | http://www.radix.net/~herveus/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 08:34:20 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: For Striker : groovy grav tank<BR>
<BR>
I actually had (in a hard times game) a character with BD and the 4cm Auto<BR>
grenade launcher with a few clips of Nukes. (as I lent my striker rules out<BR>
to Mr. Avendoo) IIRC that they are in striker. He used them in a ship to<BR>
ship fight once (in orbit, the Pinnace was closing to board their vessel, it<BR>
got close and Brrapp - 3 hits with nukes. One of the NPC's was in the<BR>
airlock in a normal space suit (with the outer door open). He earned the<BR>
nick of Bubbles after that.<BR>
<BR>
Anyways, back to the regularly scheduled programming.<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
Sethkimmel@aol.com<BR>
Sent: Friday, August 25, 2000 9:58 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
<BR>
In a message dated 8/26/00 4:07:00 AM !!!First Boot!!!, whopper@pobox.com<BR>
writes:<BR>
<BR>
<<  Battle Dress was recommended for the firer. >><BR>
<BR>
Duh...:-).<BR>
<BR>
dirty PC trick: get some you don't like to take said weapon and fire it sans<BR>
battledress...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 11:51:39 -0400<BR>
From: "VonRammen" <von_rammen@email.msn.com><BR>
Subject: Re: How did you first hear about Traveller?<BR>
<BR>
In the summer of 1984, after I graduated from sixth grade, I started playing<BR>
AD&D with my classmate and friend Ian Mackin. I used to sit around reading<BR>
the notes his older brother, Jeff, had written for his campaigns, which<BR>
highly impressed me. When Jeff finally got out of the hospital that fall (he<BR>
was on dialysis and waiting for a kidney transplant) we hit it off and<BR>
started playing his own house game, "The World of Broo." (We were in a "D&D<BR>
sucks" phase.) Today, we would call Broo a metasystem, as we almost never<BR>
used the same rules twice--we had everything from diceless combat to Jeff's<BR>
Universal Damage System, which could theoretically resolve deadly combat<BR>
with everything from broadswords to ballpoint pens.<BR>
<BR>
It must have been the summer of '85 when Ian called me and told me we were<BR>
going to play a game called Traveller. "Bring plenty of six-sided dice," he<BR>
said, but I brought my polyhedral set with only one d6--I'd never heard of a<BR>
RPG with only six-siders.<BR>
<BR>
That day I started playing the Traveller character I still use today, more<BR>
or less. I soon became the canon goon and rules guardian (I actually read<BR>
all the rules!) which is the role I still enjoy today when I game with Jeff.<BR>
He moved to North Carolina back in '88, so those chances are far fewer<BR>
today, but I still remember fondly...<BR>
<BR>
...Jeff's indestructible Zhodani noble in black who wore a filter mask to<BR>
seem more creepy<BR>
<BR>
...Jay the unlucky Scout I played as a replacement character I played when<BR>
Anton (my Marine character) got stabbed by evil cultists (Jay would<BR>
invariably roll whatever was needed to make *something* bad happen)<BR>
<BR>
...paranoia rolls (Jeff's favorite: make you pick a number between 1 and 6,<BR>
and then roll a die knowing that if you got the number you picked, evil<BR>
things were on their way)<BR>
<BR>
...the time Ian and I were trying to bluff our way past a Mercenary Cruiser<BR>
by claiming we had been attacked by pirates--when asked to describe the<BR>
corsair's tail markings with the markings of another band, Ian blurted out<BR>
"They were the same, but different!" for which I may eventually forgive him<BR>
some time before the start of the next century<BR>
<BR>
...fantastic abuses of both canon and the rules systems, and generally<BR>
wasted days of my youth<BR>
<BR>
...I shouldn't go on, as Jeff lurks here, and I don't want to give him any<BR>
more of a swelled head :)<BR>
<BR>
Fred Ramen<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2993<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2994</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/26/00 6:28:13 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest     Saturday, August 26 2000     Volume 1999 : Number 2994<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: Gravity Effects<BR>
Re: Traveller-digest V1999 #2984<BR>
Resistance<BR>
Re: Homemade SMGs<BR>
RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
Re: Rapira grav-tank (groovy)<BR>
RE: GT-Q: Dispersed Structure Hulls?<BR>
RE: Silly Allegience Codes<BR>
Re: Rapira grav-tank (groovy)<BR>
Re: FFS3 ?<BR>
Re: Another Dark Imperium<BR>
Re: Resistance<BR>
Re: FFS3 ?<BR>
RE: Ship's Locker<BR>
Re: GDW Guidelines (long)<BR>
Re: For Striker : groovy grav tank<BR>
Re: GT-Q: Dispersed Structure Hulls?<BR>
Re: Gravity Effects<BR>
Re: Rapira grav-tank (groovy)<BR>
Re: Rapira grav-tank (groovy)<BR>
Re: Ground Forces test shots...<BR>
RE: Minis Questions<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 18:45 +0100 (BST)<BR>
From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
Subject: Re: Gravity Effects<BR>
<BR>
In-Reply-To: <00082609493001.02388@ericfrei.gte.net><BR>
Greetings dear hearts.<BR>
<BR>
As one who has done it: My planned birth strategy had caused quite a lot <BR>
of attention from the local health-care professionals - I can maintain a <BR>
'squat' postion indefinitely and intended to use that. Many folk in the <BR>
trade had announced that they "wanted to see it". Unfortunately nature <BR>
intervened and I had an emergency Cesaerian 6 weeks early... :-(<BR>
<BR>
Still like Lazarus Long's method - sit lady upright and blip the <BR>
artificial gravity control at just the right moment.<BR>
<BR>
Hugs and kisses,<BR>
<BR>
Mexal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 13:37:32 -0500<BR>
From: Richard Persky <richardp@mac.com><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
On Sat, 26 Aug 2000 14:56:03 +1000, Robert Houghton <rhoughto@one.net.au><BR>
wrote:<BR>
<BR>
> Last name Rambo by any chance?<BR>
 <BR>
    Or maybe Cincinnatus?<BR>
<BR>
> Tod Glenn wrote: <BR>
>> Who says he didn't at one time?  For all we know, that quiet farmer who lives<BR>
>> on the outskirts of Smallville is a former Imperial Marine Commando with 20<BR>
>> years of service, who's just trying to have a quiet life. This is standard<BR>
>> Sci-Fi fodder.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 15:06:47 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Resistance<BR>
<BR>
Was written:<BR>
<BR>
 You wait for the heat to cool down, THEN you start murdering the<BR>
>occupiers one by one opn a dark stormy night and taking their weapons<BR>
>(preferably done in a manner that doesn't implicate the village and<BR>
inviting<BR>
>reprisals...).<BR>
<BR>
<BR>
Regards resistance, I've an old friend who is married to a Belgian lady.  He<BR>
told me about friend of the family, now a sweet little old Belgian<BR>
grandmother but in WWII retribution incarnate.  Given a male code name she,<BR>
with a little help with her friends, did for their occupiers one at a time<BR>
generally with knife or garrote up close and personal.  He said that her<BR>
personal body count was well over thirty by the end of the war.   The bounty<BR>
one her life was also quite high.<BR>
<BR>
Guns tend to be noisy and if found invite immediate retribution.  A knife,<BR>
an ice pick, a length of piano wire, or a club are all relatively quiet.<BR>
They can all have a very high degree of plausible deniability or, at the<BR>
very least, can be discarded far more easily than a gun.   They are all far<BR>
more easy to come by as well.<BR>
<BR>
Moral of the above discourse:<BR>
<BR>
Focus not on the weapon but the foe.<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 13:04:36 -0700<BR>
From: "Mark F. Cook" <markc@peak.org><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
Tod Glenn <webmaster@travellercentral.com> writes:<BR>
<BR>
>on 8/25/00 8:40 PM, Mark F. Cook at markc@peak.org wrote:<BR>
><BR>
>> Tod, I agree with the first paragraph, but the second one is dead wrong.<BR>
>> Closed-bolt SMGs typically have much *less* recoil than open bolt guns.<BR>
    ...<BR>
>My experience has been just the opposite, having fired both the MP-5 and the<BR>
>PAWS (Sterling clone made in Salem OR).  Perhaps we should get together at<BR>
>Albany for a comparison shoot.<BR>
<BR>
Sounds like a great idea to me.  (Any excuse to "spray and pray", ya'<BR>
know.) :^)<BR>
The ARPC Winter Full-Auto Full Shoot is Saturday, Dec. 9th.  Hope you make it<BR>
down!<BR>
<BR>
>Mark, forgot to mention.<BR>
><BR>
>As you are doubtless aware, the MP-5 is not a true blowback operated closed<BR>
>bolt gun, but is, in fact, a delayed blowback.  Huge difference.  Any sort<BR>
>of locking mechanism (roller locking in this case) changes the equation.<BR>
>However, I stand by my assertion.<BR>
><BR>
>PAWS (Police Automatic Weapons Service) produces (produced.  1986 law)  both<BR>
>an open-bolt SMG and a closed bolt semi-auto carbine.  With the exception of<BR>
>only a couple of minor (but important) parts, these guns are identical.  The<BR>
>open-bolt SMG is far easier to cock, and has significantly less recoil than<BR>
>the closed bolt semi-auto.<BR>
><BR>
>Apples to apples comparison.<BR>
<BR>
OK, given "open-bolt full-auto" vs. "closed-bolt *semi*-auto", I concede that<BR>
you are correct.  The full-auto has much less recoil.<BR>
<BR>
>Interestingly, HK has discontinued the MP-5, and gone to a simplified<BR>
>non-locking mechanism.  Go figure.<BR>
<BR>
REALLY?!?  What's your source of information?  I ask because, according to my<BR>
local HK factory stocking (Law Enforcement) Dealer (WSI in Seattle), HK is<BR>
still<BR>
cranking them out fast and furious.  Granted, it's considered a "mature"<BR>
product,<BR>
and has a number of more modern siblings, but the demand (and hence,<BR>
supply) for<BR>
the old, all-metal, model is still high.<BR>
<BR>
You've got me really curious.<BR>
<BR>
<BR>
        - Mark C.<BR>
          Instructor, Willamette Small Arms Academy<BR>
          EOD, U.S.M.C. 1st MarDiv (Camp Pendleton), Class of '75<BR>
          Full-Auto Director, Albany Rifle & Pistol Club, Albany, OR<BR>
          NRA (Life), SAF (Life), CCRKBA (Life)<BR>
          Front Sight First Family member #1<BR>
<BR>
- -----------------------------------------------------------------------<BR>
 mark f. cook   *   shoestring graphics & printing   *  markc@ssgfx.com<BR>
 7160 n.w. somerset dr. * corvallis, or, 97330  *  http://www.ssgfx.com<BR>
 Phone: 541-745-5709                                  Fax: 541-745-5818<BR>
- -----------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 21:25:40 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: GUK-2K (was: Home Gunsmithing for Fun and Profit)<BR>
<BR>
Mexal wrote:<BR>
> I shall be at GenConUK.... and DMing all 3 TRAVELLER competitions<BR>
> (I wrote one of them!).... erm, where's me toga?<BR>
<BR>
I'm in the DM pool for 2 of the 3, myself.<BR>
<BR>
<BR>
<BR>
> Hugs and kisses,<BR>
<BR>
(In Paxman voice from Newsnight): Hmm, Yeeeaaahhh-ss.<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 13:29:13 -0700 (PDT)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
On Fri, 25 Aug 2000, Leonard Erickson wrote:<BR>
<BR>
> In mail you write:<BR>
> <BR>
> > If you're on a budget, put the missile launcher from the Rapira on an <BR>
> > air/raft, buy as many as you can, and teach the crews this phrase:<BR>
> ><BR>
> > "Tenno heika, banzai!"<BR>
> <BR>
> Translation?<BR>
> <BR>
Does it really require one?<BR>
<BR>
OK, maybe when I finish cleaning up my friend's keyboard...<BR>
<BR>
zettai gambarimashou,<BR>
Kiri  ^_^<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 16:31:39 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
>Uhm, I really wasn't looking for a list of examples (although the<BR>
>ISS is a good one) but more the procedure for designing one using<BR>
>the modular starship construction rules in GURPS Traveller. I get<BR>
>that you create two or more unstreamlined subhulls to contain the<BR>
>components, but I need to know a) are there any components that<BR>
>should (or shouldn't) be located in the same subhull, b) are there<BR>
>some that should be duplicated in multiple subhulls, c) could some<BR>
>of the subhulls be designed to operate as independant vehicles (ie.<BR>
>saucer and battle sections of the Enterprise D), and d) how do I<BR>
>calculate the volume, mass and cost of the connecting structures<BR>
>(ie. trusses, passageways, etc.)?<BR>
><BR>
<BR>
- --I would say that to design the connecting structures you would have to use<BR>
GURPS Vehicles. Determine the basic design of you connecting structure. The<BR>
most sensible (and easiest) for a dispersed spacecraft that does not have to<BR>
enter the atmosphere is to assume a "keel" like structure that all of the<BR>
other subhulls hang from. I suppose the easiest way to design this kind of<BR>
structure under GV is to decide on the length of the structure. Find the<BR>
volume of the structure by multiplying length x height x width. Volume x 2<BR>
(because it should be an extra heavy structure) x 3.75 (if it's an advanced<BR>
material) will give you the weight (so you can add it to the weight of your<BR>
subassemblies to figure out acceleration.) Cost is volume x 5 x 10.<BR>
If it were a very large ship I would include two separate passage structures<BR>
as part of the keel. One would be a crawlspace with pipes, control cables<BR>
and power lines, the other a full size passageway for access to the<BR>
subassemblies. On a smaller ship either join the subassemblies directly<BR>
together or design passageway structures. Use a medium frame strength for<BR>
passageways but advanced material for armor value. So its volume x 1 x .375<BR>
for weight and volume x 1 x 10 for cost.<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: Sat, 26 Aug 2000 21:30:33 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Silly Allegience Codes<BR>
<BR>
Bruce Johnson wrote:<BR>
> > Chief User: "Is it okay if, to minimise downtime, we allow the<BR>
> >   users to stay on the system while the backups are being done?"<BR>
> > <BR>
> > Me: "NO!"<BR>
><BR>
> You don't live in the Dilbert Zone until you can't say no...or<BR>
> you've had to fend off the company Nurse with a chair, a<BR>
> keyboard and AOL CD's crudely sharpened by grinding on the<BR>
> floor...<BR>
<BR>
I can say no but it has no effect.  I'm definatly in the  Dilbert<BR>
Zone (and not the BOFH zone).  However, I can't go into  details:<BR>
berating your employer  from  said  employer's  email  system  is<BR>
probably not smart.<BR>
<BR>
<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 13:39:04 -0700 (PDT)<BR>
From: Kiri Aradia Morgan <tiamat@tsoft.com><BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
On Sat, 26 Aug 2000, Kiri Aradia Morgan wrote:<BR>
<BR>
> On Fri, 25 Aug 2000, Leonard Erickson wrote:<BR>
> <BR>
> > In mail you write:<BR>
> > <BR>
> > > If you're on a budget, put the missile launcher from the Rapira on an <BR>
> > > air/raft, buy as many as you can, and teach the crews this phrase:<BR>
> > ><BR>
> > > "Tenno heika, banzai!"<BR>
> > <BR>
> > Translation?<BR>
> > <BR>
> Does it really require one?<BR>
> <BR>
<BR>
Now that I'm done laughing--  this is a phrase used by WWII pilots.<BR>
<BR>
<BR>
> OK, maybe when I finish cleaning up my friend's keyboard...<BR>
> <BR>
> zettai gambarimashou,<BR>
<BR>
and this is "let's always persevere" (though gambaru is a difficult word<BR>
to put into English, it's a very important word... my pride is in having a<BR>
lot of "gaman")<BR>
<BR>
Kiri<BR>
<BR>
******************************************************************************<BR>
Kiri Aradia Morgan                                  93!  Thou Art God<BR>
tiamat@tsoft.com<BR>
<BR>
"If time passes, everything turns into beauty<BR>
If the rains stop, tears clean the scars of memory away<BR>
Everything starts wearing fresh colors<BR>
Every sound begins playing a heartfelt melody<BR>
Jealousy embellishes a page of the epic<BR>
Desire is embraced in a dream..."              -- X-JAPAN<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 04:45:12 +1000<BR>
From: "Katharine Whitchurch" <katts@globalfreeway.com.au><BR>
Subject: Re: FFS3 ?<BR>
<BR>
> From: Steve Daniels <stevedaniels@portcaddo.com><BR>
> Subject: FFS3?<BR>
><BR>
> Katharine Whitchurch wrote:<BR>
><BR>
> > One of the things I am trying to achieve with FFS3 is making tanks fear<BR>
> > infantry again.<BR>
> ><BR>
> > Ian Whitchurch<BR>
><BR>
> I just came back on list.  Do I infer correctly that there is an<BR>
> FFS3 project underway?<BR>
><BR>
> bloo<BR>
<BR>
Yep. It's being split up between various people on the list (and I've been<BR>
really impressed with a lot of whats come out). Anything you'd like to take<BR>
charge of ?<BR>
<BR>
Ian Whitchurch<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 16:47:25 -0400 (EDT)<BR>
From: Charles Collin <charles@hebb.psych.mcgill.ca><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
<Me><BR>
> Ah yes, I remember it well: One of the NPC characters refused to get<BR>
> aboard it because it was called the Lucifer and he was a devout<BR>
Christian,<BR>
> so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
> bombardment cruiser, eh? :-)<BR>
</Me><BR>
<BR>
<Micheal H><BR>
...sounds fishy to me... :)<BR>
</Micheal H><BR>
<BR>
*PAF* *PAF*  Nope, my joke detector won't come back online.  I don't get<BR>
it...some kinda Jesus-symbol-is-a-fish thing?  I'm being dense, I just<BR>
know it... :-) <BR>
<BR>
Another memory from that incident:  One of the PCs, who styled himself<BR>
group leader, missed the session in which the ship got renamed. He was<BR>
livid when he got back:  "You renamed my ship _LUCY_?!?  Aghh!  Noooo!" <BR>
<BR>
And ya, we joked around about "Lucy in the Sky with Diamonds" quite a bit:<BR>
"Should we let the Ihatei have the 'diamonds'?"  "Ya!...the 'diamonds',<BR>
let them have _all_ the 'diamonds', I say..." <BR>
<BR>
Ciao,<BR>
Charles C.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 14:50:48 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Resistance<BR>
<BR>
on 8/26/00 12:06 PM, Daniel Phelps at phelpsd@gate.net wrote:<BR>
<BR>
> Guns tend to be noisy and if found invite immediate retribution.  A knife,<BR>
> an ice pick, a length of piano wire, or a club are all relatively quiet.<BR>
> They can all have a very high degree of plausible deniability or, at the<BR>
> very least, can be discarded far more easily than a gun.   They are all far<BR>
> more easy to come by as well.<BR>
> <BR>
> Moral of the above discourse:<BR>
> <BR>
> Focus not on the weapon but the foe.<BR>
> <BR>
> Dan<BR>
> <BR>
> <BR>
<BR>
The gun is popular because it is easy to use.  Easy to use both<BR>
operationally and psychologically.  If you are brutal enough, it is an<BR>
excellent weapon. Plan on sticking it into your opponent repeatedly, while<BR>
they struggle and bleed all over you.<BR>
<BR>
You observation is dead on.<BR>
<BR>
"The are no dangerous weapons, there are only dangerous people" -Heinlein<BR>
<BR>
Tod<BR>
- --<BR>
"SolSec: Keeping the Confederation safe for Humaniti"<BR>
- -- <BR>
Tod Glenn<BR>
webmaster@travellercentral.com<BR>
webmaster@solsec.org<BR>
- --<BR>
http://www.travellercentral.com<BR>
http://www.travellerguns.com<BR>
http://www.solsec.org<BR>
http://www.grandsurvey.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 16:59:22 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: FFS3 ?<BR>
<BR>
Katharine Whitchurch wrote:<BR>
<BR>
> > I just came back on list.  Do I infer correctly that there is an<BR>
> > FFS3 project underway?<BR>
> ><BR>
> > bloo<BR>
><BR>
> Yep. It's being split up between various people on the list (and I've been<BR>
> really impressed with a lot of whats come out). Anything you'd like to take<BR>
> charge of ?<BR>
<BR>
HELL NO!<BR>
I'm a lawyer.  Not an engineer.<BR>
My only suggest is lots of flexibility, good pictures, and formulas that<BR>
are printed correctly, i.e., without strange garbage symbols.  :-)<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 18:07:30 -0400<BR>
From: "Terry Carlino" <carlino@home.com><BR>
Subject: RE: Ship's Locker<BR>
<BR>
>>         Actionable behavior aside, the kind of behavior described in<BR>
>> some of the posts in this thread would probably be more prevalent in<BR>
>> some ships than in others.<BR>
>><BR>
>>         For example, I'd expect the ship's locker (and stores in<BR>
>> general) to be in much better shape in a scout or subsidized merchant<BR>
>> than in a free trader. Ex-scouts have lived or made at least part of<BR>
>> their careers on the thin edge - I'd expect they'd have a healthy<BR>
>> respect for a tight ship, either through experience, training, or<BR>
>> both (wether or not they have the creds to maintain the locker may be<BR>
>> another question).<BR>
><BR>
>On the other hand, they'd have low tolerance for the sort of<BR>
>*unecessary* BS that some folks go in for...<BR>
><BR>
>--<BR>
>Leonard Erickson (aka Shadow)<BR>
> shadow@krypton.rain.com        <--preferred<BR>
>leonard@qiclab.scn.rain.com     <--last resort<BR>
<BR>
I quite agree. I suspect they would be much more likely to be the "inventory<BR>
the locker before shore leave" type of folks. Pick up what you need before<BR>
leaving dirtside and don't take anything without a good reason. They are<BR>
also probably most likely to keep just about everything. Lifesupport<BR>
rebreather on a suit needs to be replaced? Fine get a new one, but don't<BR>
throw out the old one. The hoses are still good. You can use the diaphragm<BR>
to make a gasket in a pinch. The powercell clip holders are standard size,<BR>
suppose the vapor distiller needs a replacement set, etc.<BR>
<BR>
Terry C<BR>
All that is Gold does not glitter<BR>
Not all who travel are lost<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Leonard Erickson<BR>
Sent: Saturday, August 26, 2000 4:30 AM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Ship's Locker<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 17:57:05 -0500<BR>
From: "Joseph R. Dietrich" <yikes@evansville.net><BR>
Subject: Re: GDW Guidelines (long)<BR>
<BR>
> 3. Science: [...] Traveller does not use fantasy or magic elements.<BR>
<BR>
Err, cough...psionics...cough!<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 16:01:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: For Striker : groovy grav tank<BR>
<BR>
In mail you write:<BR>
<BR>
> I actually had (in a hard times game) a character with BD and the 4cm Auto<BR>
> grenade launcher with a few clips of Nukes. (as I lent my striker rules out<BR>
> to Mr. Avendoo) IIRC that they are in striker. He used them in a ship to<BR>
> ship fight once (in orbit, the Pinnace was closing to board their vessel, it<BR>
> got close and Brrapp - 3 hits with nukes. One of the NPC's was in the<BR>
> airlock in a normal space suit (with the outer door open). He earned the<BR>
> nick of Bubbles after that.<BR>
<BR>
Nice idea, pity it wouldn't work. <BR>
<BR>
You see, if the other ship is far enough for you to be safe (miles<BR>
you'd think, actually *hundreds of miles due to the radiation) you<BR>
can't hit it by aiming at it!<BR>
<BR>
Orbital mechanics is funny that way. For example, if the other ship was<BR>
approaching from "behind" you in the orbit, shotting at it will result<BR>
in the projectile having a *lower* orbital velocity, and thus going<BR>
into a *higher* orbit. <BR>
<BR>
If they are ahead of you in orbit, the reverse holds true. <BR>
<BR>
And I may have this backwards, the point is that orbit to orbit<BR>
trajectories are truly *weird*.<BR>
<BR>
Oh yeah, if you stay in the same orbit, one orbit later that "miss"<BR>
will hit your ship!<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: Sat, 26 Aug 2000 16:08:00 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: GT-Q: Dispersed Structure Hulls?<BR>
<BR>
In mail you write:<BR>
<BR>
> Uhm, I really wasn't looking for a list of examples (although the<BR>
> ISS is a good one) but more the procedure for designing one using<BR>
> the modular starship construction rules in GURPS Traveller. I get<BR>
> that you create two or more unstreamlined subhulls to contain the<BR>
> components, but I need to know a) are there any components that<BR>
> should (or shouldn't) be located in the same subhull, b) are there<BR>
> some that should be duplicated in multiple subhulls, c) could some<BR>
> of the subhulls be designed to operate as independant vehicles (ie.<BR>
> saucer and battle sections of the Enterprise D), and d) how do I<BR>
> calculate the volume, mass and cost of the connecting structures<BR>
> (ie. trusses, passageways, etc.)?<BR>
<BR>
I suspect that the rules don't handle this very well.<BR>
<BR>
I'd say that seperate modules should have their own life support<BR>
systems, as well as some batteries. They can draw power from the main<BR>
power plant, but running all that oxygen etc around gets *ugly* (and<BR>
far too prone to failure). The batteries are for battle damage, or for<BR>
situations where you are moving modules between ships. It also gives<BR>
some "lifeboat" capability.<BR>
<BR>
So I'd have power and "communications" running between modules, with<BR>
pretty much everything else internal to the modules. Obviously the<BR>
drives are in a module with the power plant. Stuff like steering jets<BR>
and various antennas will be mounted on the frame, not on the modules. <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: Sat, 26 Aug 2000 16:52:57 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Gravity Effects<BR>
<BR>
Via electronic medium on 8/26/00 10:00 AM, mcrobertson@cix.compulink.co.uk<BR>
issued forth:<BR>
<BR>
> I can maintain a <BR>
> 'squat' postion indefinitely and intended to use that.<BR>
<BR>
I have heard that this method reduces the duration of labor quite a bit.<BR>
Makes sense, as you are working with gravity. I don't know about "blipping"<BR>
the artificial gravity, how would you determine the right moment? How much<BR>
would you "blip" it? For how long? It sounds sort of dicey to me, but then<BR>
the only experience I have is with livestock and pets, a bit too much<BR>
experience for my taste. Though as long as everything goes right it's fine,<BR>
it's just the complications that bother me.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 16:16:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
In mail you write:<BR>
<BR>
> On Fri, 25 Aug 2000, Leonard Erickson wrote:<BR>
><BR>
>> In mail you write:<BR>
>> <BR>
>>> If you're on a budget, put the missile launcher from the Rapira on an <BR>
>>> air/raft, buy as many as you can, and teach the crews this phrase:<BR>
>>><BR>
>>> "Tenno heika, banzai!"<BR>
>> <BR>
>> Translation?<BR>
>> <BR>
> Does it really require one?<BR>
<BR>
Yes. The only word I recognize is "banzai" which has "just a few"<BR>
meanings... :-)<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: Sat, 26 Aug 2000 16:18:16 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
In mail you write:<BR>
<BR>
> On Sat, 26 Aug 2000, Kiri Aradia Morgan wrote:<BR>
><BR>
>> On Fri, 25 Aug 2000, Leonard Erickson wrote:<BR>
>> <BR>
>> > In mail you write:<BR>
>> > <BR>
>> > > If you're on a budget, put the missile launcher from the Rapira on an <BR>
>> > > air/raft, buy as many as you can, and teach the crews this phrase:<BR>
>> > ><BR>
>> > > "Tenno heika, banzai!"<BR>
>> > <BR>
>> > Translation?<BR>
>> > <BR>
>> Does it really require one?<BR>
>> <BR>
><BR>
> Now that I'm done laughing--  this is a phrase used by WWII pilots.<BR>
<BR>
And?<BR>
<BR>
(Yes, I get the idea that it was likely something the kamikaze pilots<BR>
said. I still don't know what it *means*. )<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: Sat, 26 Aug 2000 19:43:37 -0500<BR>
From: "Joseph R. Dietrich" <yikes@evansville.net><BR>
Subject: Re: Ground Forces test shots...<BR>
<BR>
> I think you might need some of other lighting, if you can arrange it,<BR>
> perhaps a glow from the horizon or a distant star-shell, because the<BR>
colours<BR>
> look a bit too washed out as only glare reflections.<BR>
<BR>
I think lighting from artillery pieces in the background would be kewl (but<BR>
probably a little too busy).<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 18:18:44 -0700<BR>
From: Jesse DeGraff <jdegraff@pacbell.net><BR>
Subject: RE: Minis Questions<BR>
<BR>
That is actually one thing I've thought about but never tried:  Limited<BR>
Edition figures.  Maybe someday....<BR>
<BR>
Jesse<BR>
<BR>
<BR>
<BR>
<BR>
> -----Original Message-----<BR>
> From: owner-traveller@lists.imagiconline.com<BR>
> [mailto:owner-traveller@lists.imagiconline.com]On Behalf Of<BR>
> RBasler1@aol.com<BR>
> Sent: Thursday, July 27, 2000 12:44 AM<BR>
> To: traveller@lists.imagiconline.com<BR>
> Subject: Re: Minis Questions<BR>
><BR>
><BR>
> In a message dated 7/26/00 7:19:46 PM Pacific Daylight Time,<BR>
> owner-traveller-digest@lists.imagiconline.com writes:<BR>
><BR>
> << Subject: re:  Minis Questions<BR>
><BR>
>  >From: Loren Wiseman <lkw@io.com><BR>
><BR>
>  >Hopw many of you would buy:<BR>
><BR>
>     Aliens...good aliens.  Males and females.<BR>
><BR>
>  >- -- A special collector's set of 54mm figures, perhaps<BR>
>  >something like "Imperial Marine Fireteam" or "Free Trader<BR>
>  >Crew"<BR>
><BR>
>     The general mood is against these, so as the (apparently) sole figure<BR>
> painter (...in my copious spare time...  yeah, right), I might be<BR>
> interested<BR>
> if the price were right.  I would prefer something more distinctively<BR>
> 'Traveller', which is tough to do.  With the glut of 'Warhamster 40K', ad<BR>
> nauseum, figures that are on the market, just sticking an<BR>
> imperial sunburst<BR>
> on a generic hardsuit is not going to cut it.  Aslan (male and<BR>
> female), Vargr<BR>
> (ditto), Droyne (ditto x 6?  I don't think so...).  Resin cast<BR>
> them and bump<BR>
> the scale up to 75mm.<BR>
>     Oooh, scarey thought:  Ditzie and one of her overpowered, psychotic<BR>
> creations - the one with the recoil pushing her back a meter.<BR>
> That is, if<BR>
> the 'Elmyra' hairclip won't get you sued by Warner Brother's.<BR>
><BR>
>     Rod Basler, COFIT<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2994<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2995</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/27/00 12:01:36 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest      Sunday, August 27 2000      Volume 1999 : Number 2995<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>
Resistance<BR>
Rhylanor<BR>
Striker reprint?<BR>
Striker Game: Stay Tuned<BR>
Megacorporate Logos<BR>
RE: Another Dark Imperium<BR>
RE: GT-Q: Dispersed Structure Hulls+ Modular design<BR>
Non-Traveller: Prisoner<BR>
RE: Gravity Effects<BR>
Re: Resistance<BR>
Re: GDW Guidelines (long)<BR>
Re: Ship's Locker<BR>
Robot guns!<BR>
RE: Non-Traveller: Prisoner<BR>
Re: Resistance<BR>
Re: Rapira grav-tank (groovy)<BR>
RE: GUK-2K<BR>
Re: Gravity effects and labor.....<BR>
Re: Another Dark Imperium<BR>
Odd Weapons nee Resistance<BR>
Re: JTAS Poll<BR>
Re: Minor race census<BR>
Re: Striker reprint?<BR>
RE: Minor race census<BR>
Vilani Fonts<BR>
Heaven & Earth Mac Port<BR>
Re: Another Dark Imperium<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 22:55:00 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Resistance<BR>
<BR>
Daniel Phelps" <phelpsd@gate.net> puts into the Ether:<BR>
>Was written:<BR>
>  You wait for the heat to cool down, THEN you start murdering the<BR>
> >occupiers one by one opn a dark stormy night and taking their weapons<BR>
> >(preferably done in a manner that doesn't implicate the village and<BR>
>inviting<BR>
> >reprisals...).<BR>
>Regards resistance, I've an old friend who is married to a Belgian lady.  He<BR>
>told me about friend of the family, now a sweet little old Belgian<BR>
>grandmother but in WWII retribution incarnate.  Given a male code name she,<BR>
>with a little help with her friends, did for their occupiers one at a time<BR>
>generally with knife or garrote up close and personal.  He said that her<BR>
>personal body count was well over thirty by the end of the war.   The bounty<BR>
>one her life was also quite high.<BR>
>Guns tend to be noisy and if found invite immediate retribution.  A knife,<BR>
>an ice pick, a length of piano wire, or a club are all relatively quiet.<BR>
>They can all have a very high degree of plausible deniability or, at the<BR>
>very least, can be discarded far more easily than a gun.   They are all far<BR>
>more easy to come by as well.<BR>
<BR>
Take a look at the small weapons used by OSS during that time.<BR>
<BR>
Along with the pen guns, and silenced carbines, are garrotes, ice picks, <BR>
flat blades to be worn along the forearm, and mini crossbows.<BR>
<BR>
<BR>
- ---------------------------------------------------------------------------<BR>
urbin@bigfoot.com -- These opinions are mine, no one else wants `em.<BR>
Vikings? There ain't no vikings here. Just us honest farmers. The town was<BR>
burning, the villagers were dead. They didn't need those sheep anyway.<BR>
That's our story and we're sticking to it.  http://www.bigfoott.com/~urbin/<BR>
- ---------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 00:36:05 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Rhylanor<BR>
<BR>
Does anyone know when Rhylanor was settled IAW canon?<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 00:57:38 -0400<BR>
From: Justin Kim <justinki@bellatlantic.net><BR>
Subject: Striker reprint?<BR>
<BR>
	Anyone know if Striker will be one of the Traveller-related <BR>
products that will be reprinted?<BR>
<BR>
Justin<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 21:58:35 -0700<BR>
From: Luther Martin <lwmarti@pacbell.net><BR>
Subject: Striker Game: Stay Tuned<BR>
<BR>
The San Jose group met again today, with most of the time spent on painting<BR>
miniatures for use in next month's Striker game and in designing vehicles<BR>
for use in the same game. The next battle will use TL 10 forces, and there<BR>
have been rumors that nuclear weapons will be used. Next month we will see<BR>
if these rumors are true.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 01:05:15 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Megacorporate Logos<BR>
<BR>
For those of you who were looking for the Makhidkaru and other M-Corps<BR>
logos, I just found them.  They are in the MT Journal Number 3.<BR>
<BR>
Naasika is the coolest IMHO, foollowed by Sharurshiid and then Makhidkaru.<BR>
LSP has the coolest logo of the non-Vilani megacorps.  Those Vilani...when<BR>
they weren't eating each other, they sure came up with some great designs.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 08:36:42 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Another Dark Imperium<BR>
<BR>
> It's interesting to note how people's perceptions of the Imperium have<BR>
> changed over time.  Back in the 80's and early 90's there was a clear<BR>
> element of 'cold war' to the conflict between the empire and <BR>
> the Zhodani. <BR>
> Now I see more and more people (including myself to a limitted degree)<BR>
> modelling their Imperium after the conspiracy trend, with <BR>
> governments as<BR>
> untrustworthy machiavellian entities replete with spin <BR>
> doctors, crooker<BR>
> leaders, etc. <BR>
> <BR>
<BR>
I can appriciate the desire to have a good Imperium. The usual perception of<BR>
the 3I does seem to be as an analogue for the US..cold war turns to<BR>
paranoia...roughly comtemporaneous with real-life events. But hey, who wants<BR>
to play 'X-Files in Space', right? OK, there is tons of evidence that the US<BR>
government did plenty of dodgy things during the last 50 years (don't even<BR>
get me started on my own government), but there is one important thing I try<BR>
to keep in mind:) The Imperium isn't the US. My .02 Cr :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 08:47:51 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: GT-Q: Dispersed Structure Hulls+ Modular design<BR>
<BR>
> I'd say that seperate modules should have their own life support<BR>
> systems, as well as some batteries. They can draw power from the main<BR>
> power plant, but running all that oxygen etc around gets *ugly* (and<BR>
> far too prone to failure). The batteries are for battle damage, or for<BR>
> situations where you are moving modules between ships. It also gives<BR>
> some "lifeboat" capability.<BR>
> <BR>
> So I'd have power and "communications" running between modules, with<BR>
> pretty much everything else internal to the modules. Obviously the<BR>
> drives are in a module with the power plant. Stuff like steering jets<BR>
> and various antennas will be mounted on the frame, not on the <BR>
> modules. <BR>
<BR>
One of the problems we seem to be having here is one of terms...the the<BR>
Modular design system the word 'Modular' is intended to refer not to a<BR>
discrete capsule which contains all the bits but to a 'componant package'<BR>
who constituant componants are not necessarily all in the same place. I'll<BR>
whip up and post something and post in the next couple of days. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 08:57:41 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: Non-Traveller: Prisoner<BR>
<BR>
Can't remeber if it was on this list or somewhere else someone mentioned<BR>
that The Prisoner was coming out on DVD, but you guys may be interested<BR>
anyway. I saw the boxed-set in the local Virgin the other day, and<BR>
amazon.co.uk has 'em for 12 off.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 20:31:01 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Gravity Effects<BR>
<BR>
> -----Original Message-----<BR>
Megan Robertson wrote :<BR>
> As one who has done it: My planned birth strategy had caused quite a lot<BR>
> of attention from the local health-care professionals - I can maintain a<BR>
> 'squat' postion indefinitely and intended to use that. Many folk in the<BR>
> trade had announced that they "wanted to see it". Unfortunately nature<BR>
> intervened and I had an emergency Cesaerian 6 weeks early... :-(<BR>
<BR>
As one who has watched it four times, my wife found doing it on her hands<BR>
and knees easiest,<BR>
sort of like the squat, but without having to balance as much, and she<BR>
coould rock forward into a crawl position if she wanted to stretch her legs<BR>
a bit.<BR>
<BR>
I think anything that gets the weight of the child off the spine and onto<BR>
the abdominal floor is a good idea.<BR>
<BR>
Frankie<BR>
<BR>
Vist Munden's Bar at http://homepages.paradise.net.nz/~frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 02:54:03 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Resistance<BR>
<BR>
In mail you write:<BR>
<BR>
> Take a look at the small weapons used by OSS during that time.<BR>
><BR>
> Along with the pen guns, and silenced carbines, are garrotes, ice picks, <BR>
> flat blades to be worn along the forearm, and mini crossbows.<BR>
<BR>
Also, one of the items mentioned in Warehouse 23. "Aunt Jemima" was<BR>
quite real. <BR>
<BR>
It's a flour that doubles as an explosive. It's about half as powerful<BR>
as an equal amount of TNT. It looks like flour, you can even make bread<BR>
with it. And it's edible, though probably not terribly nourishing. <BR>
<BR>
Obviously, it's not sensitive to temperature, nor to "minor" shocks.<BR>
But a blasting cap will set it off, even wet.<BR>
<BR>
Just the thing to smuggle in...<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: Sun, 27 Aug 2000 03:02:34 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: GDW Guidelines (long)<BR>
<BR>
In mail you write:<BR>
<BR>
>> 3. Science: [...] Traveller does not use fantasy or magic elements.<BR>
><BR>
> Err, cough...psionics...cough!<BR>
<BR>
No, no. That's perfectly respectable SF, not any of that horrid<BR>
"magic". <BR>
<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: Sun, 27 Aug 2000 03:03:49 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Ship's Locker<BR>
<BR>
In mail you write:<BR>
<BR>
>>>         For example, I'd expect the ship's locker (and stores in<BR>
>>> general) to be in much better shape in a scout or subsidized merchant<BR>
>>> than in a free trader. Ex-scouts have lived or made at least part of<BR>
>>> their careers on the thin edge - I'd expect they'd have a healthy<BR>
>>> respect for a tight ship, either through experience, training, or<BR>
>>> both (wether or not they have the creds to maintain the locker may be<BR>
>>> another question).<BR>
>><BR>
>>On the other hand, they'd have low tolerance for the sort of<BR>
>>*unecessary* BS that some folks go in for...<BR>
><BR>
> I quite agree. I suspect they would be much more likely to be the "inventory<BR>
> the locker before shore leave" type of folks. Pick up what you need before<BR>
> leaving dirtside and don't take anything without a good reason. They are<BR>
> also probably most likely to keep just about everything. Lifesupport<BR>
> rebreather on a suit needs to be replaced? Fine get a new one, but don't<BR>
> throw out the old one. The hoses are still good. You can use the diaphragm<BR>
> to make a gasket in a pinch. The powercell clip holders are standard size,<BR>
> suppose the vapor distiller needs a replacement set, etc.<BR>
<BR>
Sounds like me. I've got a stroage locker stuffed with old computer<BR>
gear that I'm slowly sorting out. A lot of it actually still has uses. <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: Sun, 27 Aug 2000 03:12:34 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Robot guns!<BR>
<BR>
Check out this item from comp.risks!<BR>
<BR>
[re-mailed to you from mail]<BR>
[the original seemed to come from risks@csl.sri.com]<BR>
<BR>
RISKS-LIST: Risks-Forum Digest  Saturday 26 August 2000  Volume 21 : Issue 02<BR>
<BR>
<snip><BR>
<BR>
- ------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 19:44:36 -0400 (EDT)<BR>
From: Anatole Shaw <anatole@mindspring.com><BR>
Subject: Firepower via Web interface<BR>
<BR>
http://www.bangkokpost.net/today/170800_News03.html<BR>
<BR>
The Thailand Research Fund has unveiled a new robot, resembling a giant<BR>
ladybug with a couple of extra limbs.  The unit is equipped with<BR>
visible-spectrum and thermal vision, and a gun.  According to Prof.<BR>
Pitikhet Suraksa, its shooting habits can be automated, or controlled "from<BR>
anywhere through the Internet" with a password.  The risks of both modes are<BR>
obvious, but the latter is new to this arena.  Police robots of this ilk<BR>
have been around for a long time, but are generally radio-controlled.  The<BR>
apparent goal here is to make remote firepower available on-the-spot from<BR>
around the Internet, which means insecure clients everywhere.  How long will<BR>
it take for one of these passwords to be leaked via a keyboard capture, or a<BR>
browser bug?  Slowly, we're bringing the risks of online banking to<BR>
projectile weaponry.<BR>
<BR>
- ------------------------------<BR>
<snip><BR>
- ------------------------------<BR>
<BR>
Date: Thu, 17 Aug 2000 09:49:24 -0700<BR>
From: Torrey Hoffman <torrey.hoffman@myrio.com><BR>
Subject: Bangkok robot security guard<BR>
<BR>
I think that even long-time RISKS readers will find this to be a bad idea of<BR>
prize-winning magnitude. (Perhaps RISKS should give out yearly awards for<BR>
the worst (most risky) ideas implemented in software systems.  Outlook VBS<BR>
scripting comes to mind...)<BR>
<BR>
  The world's first armed robot security guard that can open fire on<BR>
  intruders while controlled through the Internet was unveiled in Bangkok<BR>
  yesterday.  It is one of five Thai-made hi-tech robots revealed by the<BR>
  Thailand Research Fund.<BR>
<BR>
  Asst Prof Pitikhet Suraksa, of the King Mongkut Institute of Technology's<BR>
  Lat Krabang campus, said his roboguard was developed from an unarmed<BR>
  "telerobot" built in Australia in 1994.  "The robot is equipped with a<BR>
  camera and sensors that track movement and heat. It is armed with a pistol<BR>
  that can be programmed to shoot automatically or wait for a fire order<BR>
  delivered with a password from anywhere through the Internet.  With<BR>
  further development the technology could be applied to building robot<BR>
  guards for important places, including museums that house precious<BR>
  artifacts."  [Was at http://www.bangkokpost.net/today/170800_News03.html]<BR>
<BR>
Deployment of this could lead to all sorts of interesting scenarios.  The<BR>
first time it perforates one of the cleaning staff, will the owners blame it<BR>
on a "programming glitch"?  [... potential puns about loose cannons ...]<BR>
<BR>
Torrey Hoffman <Torrey.Hoffman@myrio.com><BR>
<BR>
  [With no human in the loop, this would be really terrible.  However, even<BR>
  with a human in the loop, it is another egregious example of security<BR>
  supposedly enforced by passwords floating sniffably unencrypted around the<BR>
  Internet!  And with a little IP spoofing, a penetrator might even be<BR>
  untraceable.  Perhaps Prof Suraksa needs an effrontal robotomy.  As the<BR>
  old joke goes, this may be a case in which you can always telerobot, but<BR>
  you can't tell it much.  PGN]<BR>
<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: Sun, 27 Aug 2000 11:50:58 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Non-Traveller: Prisoner<BR>
<BR>
Dean Jones wrote:<BR>
> Can't remeber if it was on this list or somewhere else someone<BR>
> mentioned that The Prisoner was coming out on DVD, but you guys<BR>
> may be interested anyway. I saw the boxed-set in the local<BR>
> Virgin the other day, and amazon.co.uk has 'em for 12 off.<BR>
<BR>
Additionally, Danger Man is also coming out on DVD ... first disk<BR>
of 4 episodes is out now.  For those who don't know Danger Man is<BR>
the unofficial prequal series.  (Unofficial 'cos it was made by a<BR>
different company than The Prisoner.)<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 08:56:46 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: Resistance<BR>
<BR>
Does the bread explode with a blasting cap? :-)<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 13:57:20 GMT<BR>
From: stephen@stempest.demon.co.uk (Stephen Tempest)<BR>
Subject: Re: Rapira grav-tank (groovy)<BR>
<BR>
>Date: Sat, 26 Aug 2000 16:16:58 PST<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
<BR>
>>>> "Tenno heika, banzai!"<BR>
<BR>
>Yes. The only word I recognize is "banzai" which has "just a few"<BR>
>meanings... :-)<BR>
<BR>
"Ten thousand years to His Majesty the Emperor."<BR>
<BR>
Stephen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 15:04:40 +0100<BR>
From: "Charles Nicholas Walker" <cnw@globalnet.co.uk><BR>
Subject: RE: GUK-2K<BR>
<BR>
PLST wrote:<BR>
<BR>
>Mexal wrote:<BR>
>> I shall be at GenConUK.... and DMing all 3 TRAVELLER competitions<BR>
>> (I wrote one of them!).... erm, where's me toga?<BR>
<BR>
>I'm in the DM pool for 2 of the 3, myself.<BR>
<BR>
<BR>
<BR>
>> Hugs and kisses,<BR>
<BR>
>(In Paxman voice from Newsnight): Hmm, Yeeeaaahhh-ss.<BR>
<BR>
<BR>
<BR>
>Regards PLST<BR>
<BR>
and I am down to run 3 as well....<BR>
<BR>
Nick.<BR>
Behold,  his feet leave tracks in the sands of time,<BR>
and Death walks at his left hand...<BR>
UTUP.<BR>
0609-A666A667-5-5-2<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 10:05:47 EDT<BR>
From: Kagehira@aol.com<BR>
Subject: Re: Gravity effects and labor.....<BR>
<BR>
In a message dated 8/26/00 6:28:13 PM Pacific Daylight Time, <BR>
owner-traveller-digest@lists.imagiconline.com writes:<BR>
<BR>
> Gravity Effects<BR>
>  <BR>
>  Via electronic medium on 8/26/00 10:00 AM, mcrobertson@cix.compulink.co.uk<BR>
>  issued forth:<BR>
>  <BR>
>  > I can maintain a <BR>
>  > 'squat' postion indefinitely and intended to use that.<BR>
>  <BR>
>  I have heard that this method reduces the duration of labor quite a bit.<BR>
>  Makes sense, as you are working with gravity.<BR>
<BR>
It's done that way in the Phillipines (baring enough having enough money for <BR>
better treatment). It might reduce the labor but it don't reduce the pain.<BR>
<BR>
<BR>
Bryan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 10:23:59 -0400 (EDT)<BR>
From: Michael Houghton <herveus@Radix.Net><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
Howdy!<BR>
<BR>
> <Me><BR>
> > Ah yes, I remember it well: One of the NPC characters refused to get<BR>
> > aboard it because it was called the Lucifer and he was a devout<BR>
> Christian,<BR>
> > so they renamed it The Lucy.  Perfect name for a death-dealing orbital<BR>
> > bombardment cruiser, eh? :-)<BR>
> </Me><BR>
> <BR>
> <Micheal H><BR>
> ...sounds fishy to me... :)<BR>
> </Micheal H><BR>
> <BR>
> *PAF* *PAF*  Nope, my joke detector won't come back online.  I don't get<BR>
> it...some kinda Jesus-symbol-is-a-fish thing?  I'm being dense, I just<BR>
> know it... :-) <BR>
> <BR>
A lucy is a type of fish...particularly used in heraldry as a cant for the<BR>
family of Lucy who bear lucies on their arms. No overt religious symbolism<BR>
here; just an obscure reference...<BR>
<BR>
Now, if the ship bore a useful resemblance to a pike (the fish), the joke<BR>
would be more apropos...<BR>
<BR>
yours,<BR>
Michael<BR>
- -- <BR>
Michael and MJ Houghton   | Herveus d'Ormonde and Megan O'Donnelly<BR>
herveus@radix.net         | White Wolf and the Phoenix<BR>
Bowie, MD, USA            | Tablet and Inkle bands, and other stuff<BR>
                          | http://www.radix.net/~herveus/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 10:18:37 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Odd Weapons nee Resistance<BR>
<BR>
Was written:<BR>
<BR>
>Also, one of the items mentioned in Warehouse 23. "Aunt Jemima" was<BR>
>quite real.<BR>
><BR>
>It's a flour that doubles as an explosive. It's about half as powerful<BR>
>as an equal amount of TNT. It looks like flour, you can even make bread<BR>
>with it. And it's edible, though probably not terribly nourishing.<BR>
><BR>
>Obviously, it's not sensitive to temperature, nor to "minor" shocks.<BR>
>But a blasting cap will set it off, even wet.<BR>
<BR>
<BR>
If you wish for the really outr there was and presumably still is the<BR>
antipersonnel mine that was shaped as the road apple/turd most commonly<BR>
encountered in the region deployed.  Packed in a special fluid for shippage<BR>
once deployed it dried out and was then pressure sensitive.  It is my<BR>
understanding that it dates from the Vietnam War and gave new meaning to the<BR>
phrase "now you've really stepped in it".<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 23:05:28 +0100<BR>
From: John Wood <John@elvw.demon.co.uk><BR>
Subject: Re: JTAS Poll<BR>
<BR>
Charles R Hensley <hensley.cr@gte.net> writes<BR>
>>Do any other JTAS subscribers want to list their votes?<BR>
><BR>
>Gearhead, with roleplayer tendencies<BR>
><BR>
>Gearhead by nature, can't keep a group together long enough to be a<BR>
>roleplayer.<BR>
<BR>
Same for me and for the same reasons (or at least, the group I *can*<BR>
keep together isn't as interested in Traveller as other settings).<BR>
<BR>
I don't particularly enjoy vehicle design; I'm primarily a "rockhead"<BR>
(world-builder). That still counts according to Loren's definition.<BR>
<BR>
John<BR>
 <BR>
John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom<BR>
IMTU tc+ tm+ tn t4(+) tg+ ru ge 3i+ jt au- st ls+ hi++ so- zh+ pi+ jd++<BR>
Traveller IS Forms, Gal2CC, etc: http://www.elvw.demon.co.uk/Traveller/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sat, 26 Aug 2000 21:30:33 -0400<BR>
From: Thom Jones-Low <tjoneslo@together.net><BR>
Subject: Re: Minor race census<BR>
<BR>
> <BR>
> Date: Fri, 25 Aug 2000 21:07:27 -0700<BR>
> From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
> Subject: Re: Minor race census<BR>
> <BR>
> Via electronic medium on 8/25/00 8:08 PM, tjoneslo@together.net issued<BR>
> forth:<BR>
> <BR>
> > And the Ancients took the<BR>
> > humans as far as Zhodane and to Lair.<BR>
> <BR>
> They took humans to Lair as well as Vargr?<BR>
> <BR>
	Not in canon AFAIK, but possible. It wouldn't be too hard to believe,<BR>
and that in the early history, the humans died (or were killed) off. My<BR>
point was the Ancients took Wolves from Terra to Lair, a fairly far<BR>
distance. And if the Ancients had taken their servants/slaves/toys that<BR>
far, it is very possible they were taken throughout their entire empire,<BR>
of which Imperial space represents about a quarter. <BR>
<BR>
	I'm actually surprised there are not more Minor Vargar Races scattered<BR>
about. <BR>
<BR>
- -- <BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 11:51:46 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Striker reprint?<BR>
<BR>
In a message dated 8/27/00 12:00:53 AM Central Daylight Time, <BR>
justinki@bellatlantic.net writes:<BR>
<BR>
<< <BR>
    Anyone know if Striker will be one of the Traveller-related <BR>
 products that will be reprinted?<BR>
  >><BR>
<BR>
I do.<BR>
<BR>
Striker is to be included in the "Games" book FFE 005 (which also includes <BR>
Snapshot Mayday, etc. It is due out in Feb 2001.<BR>
<BR>
For those who can't wait, I have original Striker (for Classic Traveller) all <BR>
components, new condition, but no dice or box. $20. Plus shipping<BR>
<BR>
Marc<BR>
<BR>
FarFuture@AOL.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 09:08:24 -0700<BR>
From: "Tsykoduk" <Tsykoduk@bigfoot.com><BR>
Subject: RE: Minor race census<BR>
<BR>
IMTU (not that the players know this) there was only one of grandfather's<BR>
ilk who liked dogs. The rest hated them. They were cat people I guess.<BR>
<BR>
;)<BR>
<BR>
- -----Original Message-----<BR>
From: owner-traveller@lists.imagiconline.com<BR>
[mailto:owner-traveller@lists.imagiconline.com]On Behalf Of Thom<BR>
Jones-Low<BR>
Sent: Saturday, August 26, 2000 6:31 PM<BR>
To: traveller@lists.imagiconline.com<BR>
Subject: Re: Minor race census<BR>
<BR>
<BR>
><BR>
> Date: Fri, 25 Aug 2000 21:07:27 -0700<BR>
> From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
> Subject: Re: Minor race census<BR>
><BR>
> Via electronic medium on 8/25/00 8:08 PM, tjoneslo@together.net issued<BR>
> forth:<BR>
><BR>
> > And the Ancients took the<BR>
> > humans as far as Zhodane and to Lair.<BR>
><BR>
> They took humans to Lair as well as Vargr?<BR>
><BR>
	Not in canon AFAIK, but possible. It wouldn't be too hard to believe,<BR>
and that in the early history, the humans died (or were killed) off. My<BR>
point was the Ancients took Wolves from Terra to Lair, a fairly far<BR>
distance. And if the Ancients had taken their servants/slaves/toys that<BR>
far, it is very possible they were taken throughout their entire empire,<BR>
of which Imperial space represents about a quarter.<BR>
<BR>
	I'm actually surprised there are not more Minor Vargar Races scattered<BR>
about.<BR>
<BR>
- --<BR>
    Thomas Jones-Low<BR>
    tjoneslo@together.net<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 13:28:36 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Vilani Fonts<BR>
<BR>
I could use a PostScript (PC) version of the Vilani Fonts (they are True <BR>
Type), and I haven't a clue as to how to get one. Can someone help me?<BR>
<BR>
Thanks,<BR>
<BR>
<BR>
Marc Miller<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 19:34:25 +0100<BR>
From: "Stuart Ferris" <stuart.ferris@virgin.net><BR>
Subject: Heaven & Earth Mac Port<BR>
<BR>
I am very pleased to announce that Tod Glenn is undertaking the unenviable<BR>
task of porting my Heaven & Earth system/world building software to the Mac.<BR>
<BR>
No doubt Tod will keep everyone abreast of progress.<BR>
<BR>
Stuart Ferris<BR>
stuart.ferris@virgin.net<BR>
http://freespace.virgin.net/stuart.ferris/index.htm<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 13:09:52 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
On 08/27/00 at 10:23 AM,  Michael Houghton <herveus@Radix.Net> said:<BR>
<BR>
>A lucy is a type of fish...<BR>
<BR>
I'm told that lucy is the "fancy" name for what we call a mullet<BR>
around here.<BR>
<BR>
>particularly used in heraldry as a cant for<BR>
>the family of Lucy who bear lucies on their arms. No overt religious<BR>
>symbolism here; just an obscure reference...<BR>
<BR>
>Now, if the ship bore a useful resemblance to a pike (the fish), the joke<BR>
>would be more apropos...<BR>
<BR>
As for the religious symbolism, a drawing of a fish *is* associated<BR>
with the early Christian Church.  Something similar to this...<BR>
<BR>
        ____<BR>
    |\ /    \<BR>
    | X      ><BR>
    |/ \____/<BR>
        <BR>
As I understand it, the symbol was use to mark passages in the<BR>
catacombs of Rome directing the faithful toward safe meeting places.<BR>
<BR>
I occasionally see this symbol on products, billboards and signs<BR>
where I live.  Its use is supposed to direct the faithful toward<BR>
"christian" businesses or products.  If I could spell it in latin I<BR>
would, but "Let the Buyer Beware!"  <g><BR>
<BR>
Ob Traveller, who has secret societies and groups (religious or not)<BR>
that use crudely drawn symbols to identify themselves?  The<BR>
characters find a note, or package, with a spiral instead of a<BR>
signature and they have to discover who uses a spiral and what it<BR>
means.  <BR>
<BR>
Even better...after surviving an assassination attempt by two men<BR>
the characters discover both have a "strange" tattoo on their right<BR>
palms.  Who are they?  Why were they trying to kill the PCs?  What,<BR>
if anything, does the tattoo signify?<BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2995<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2996</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
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Traveller-digest      Sunday, August 27 2000      Volume 1999 : Number 2996<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: Minor race census<BR>
Re: Heaven & Earth Mac Port<BR>
tennou heika banzai<BR>
Re: Another Dark Imperium<BR>
Re: Resistance<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Minor race census<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Non-Traveller: Prisoner<BR>
Project Idea<BR>
Re: Another Dark Empire<BR>
RE: Project Idea<BR>
Re: Resistance<BR>
Re: Another Dark Imperium<BR>
Re: Non-Traveller: Prisoner<BR>
The Pickaxe Gang (was Project Idea)<BR>
Quotation Source on When you should be bringing your gun?<BR>
Re: Odd Weapons nee Resistance<BR>
Re: Odd Weapons nee Resistance<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
Re: tennou heika banzai<BR>
Re: Heaven & Earth Mac Port<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 14:58:18 EDT<BR>
From: Sethkimmel@aol.com<BR>
Subject: Re: Minor race census<BR>
<BR>
In a message dated 8/27/00 4:11:39 PM !!!First Boot!!!, Tsykoduk@bigfoot.com <BR>
writes:<BR>
<BR>
<< I'm actually surprised there are not more Minor Vargar Races scattered<BR>
 about.<BR>
  >><BR>
<BR>
here's an adventure nugget: There WERE lots of them at one time, but were <BR>
killed off. The PC's get involved somehow when they run across evidence that <BR>
1) The Ziru Sirku killed them off as "unwilling to acculturate" 2) the Aslan <BR>
killed them off 3) the Zhodani killed them off 4) the Hivers manipulated <BR>
someone else into killing them off 5) the K'kree killed them off (most <BR>
plausible of the lot) 6) Everybody killed them off in their respective <BR>
empires. The PC's are now on the run with government agents trying to silence <BR>
them to prevent bad publicity and diplomatic meltdowns if evidence of <BR>
Vargricide goes public. Granted this is an extremely implausible adventure, <BR>
but could be a lot of fun for a group that loves conspiracies...:-)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 14:02:22 -0500<BR>
From: "Thomas Vickers" <redroach@flex.net><BR>
Subject: Re: Heaven & Earth Mac Port<BR>
<BR>
Oh lord, I can finally use this at work!!!!!!!!<BR>
I am going to be a very happy kid, but my bosses are going to hate me:0<BR>
<BR>
TV<BR>
- ------------------------<BR>
"Never apologize, never explain."<BR>
                           Hunter S. Thompson<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 12:59:21 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: tennou heika banzai<BR>
<BR>
From: Stephen Tempest <stephen@stempest.demon.co.uk><BR>
<BR>
<BR>
>>Date: Sat, 26 Aug 2000 16:16:58 PST<BR>
>>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
><BR>
>>>>> "Tenno heika, banzai!"<BR>
><BR>
>>Yes. The only word I recognize is "banzai" which has "just a few"<BR>
meanings... :-)<BR>
>><BR>
<BR>
I'm not sure *how* to translate "banzai", ever.  It's one of those words<BR>
that my gut understands-- NOT my head.<BR>
<BR>
"Gambatte" is a little easier, even though it can mean everything from "do<BR>
your best" to "don't give up" and is one of the most soothing things someone<BR>
can say to me when I feel like crap but also one of the most inspiring<BR>
things someone can say to me when I'm trying to tackle a problem.<BR>
<BR>
>"Ten thousand years to His Majesty the Emperor."<BR>
><BR>
There's nothing in there about "ten thousand years" -- that'd be "okunen".<BR>
But you're right about the rest and thank you for posting it because I had<BR>
to leave to go get ready to go to the boat party.  I was just laughing TOO<BR>
HARD.  It was a keyboard killer for me.<BR>
<BR>
"Tenno(u) heika" just means "his majesty the Emperor".<BR>
<BR>
Banzai is translated by my dictionary as "cheers" but I think that's fucked<BR>
up.  We usually say "kampai" for that.  Banzai is something my white friends<BR>
say to me, thinking it's cool, when we're all hopped up on adrenaline,<BR>
alcohol, or some combination of the two and about to go do something<BR>
idiotic.  My Japanese friends almost never use it but when they do I know<BR>
they're about to jump into something with both feet, both hands and no<BR>
brain.<BR>
<BR>
For instance, last night I was at a boat party rave thingy that just about<BR>
every Japanese in SF under 30 was at.  There were a very few white people<BR>
there and a few more black people and a couple of drunk Asian American guys<BR>
trying to pick up foreign chicks, but most everyone there was either<BR>
nihonjin or nikkeijin (Japanese from Japan or of Japanese descent).  I<BR>
overheard the word "banzai" exactly once.  This very drunk guy who couldn't<BR>
have been more than 25 was standing on the top floor of the boat on one of<BR>
the benches leaning over the rail yelling it, and everybody thought he was<BR>
an ass, and I got the distinct impression that he was one of the local<BR>
Asian-American types and not Japanese.<BR>
<BR>
"Kampai" on the other hand I heard (and said) a lot, every time someone<BR>
clicked glasses with someone else.<BR>
<BR>
Kiri  ^_^<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 15:03:29 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
eris@pcola.gulf.net wrote:<BR>
> <BR>
<<snips fish discussions>><BR>
> <BR>
> Ob Traveller, who has secret societies and groups (religious or not)<BR>
> that use crudely drawn symbols to identify themselves?  The<BR>
> characters find a note, or package, with a spiral instead of a<BR>
> signature and they have to discover who uses a spiral and what it<BR>
> means.<BR>
> <BR>
> Even better...after surviving an assassination attempt by two men<BR>
> the characters discover both have a "strange" tattoo on their right<BR>
> palms.  Who are they?  Why were they trying to kill the PCs?  What,<BR>
> if anything, does the tattoo signify?<BR>
<BR>
For even more sadistic fun, you can have the Ine Givar (or some other<BR>
"despicable terrorist group") use the Cross of Lorraine as a symbol.  If<BR>
your players don't catch on at first, have them watch the movie<BR>
"Casablanca."  (The ring used to contact Lazlow bears the Cross of<BR>
Lorraine.)<BR>
<BR>
http://www.teachwithmovies.org/guides/casablanca.html<BR>
<BR>
The Cross of Lorraine:<BR>
<BR>
   |<BR>
  -+-<BR>
- ---+---<BR>
   |<BR>
   |<BR>
   |<BR>
<BR>
> <BR>
> Eris<BR>
> --<BR>
> -----------------------------------------------------------<BR>
> eris@pcola.gulf.net    using MR/2 ICE #245<BR>
> http://www.crosswinds.net/~erisr<BR>
> -----------------------------------------------------------<BR>
<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 14:36:45 -0700<BR>
From: "Benyamene' ZeAbe' Akella" <xrp@sierratel.com><BR>
Subject: Re: Resistance<BR>
<BR>
Via electronic medium on 8/27/00 3:54 AM, shadow@krypton.rain.com issued<BR>
forth:<BR>
<BR>
> It's a flour that doubles as an explosive. It's about half as powerful<BR>
> as an equal amount of TNT. It looks like flour, you can even make bread<BR>
> with it. And it's edible, though probably not terribly nourishing.<BR>
<BR>
Does it retain its explosive nature after cooking? Can it be used for paper<BR>
mache'?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 17:32:41 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
> > mentioned that The Prisoner was coming out on DVD, <BR>
> <BR>
> Additionally, Danger Man is also coming out on DVD ... first disk<BR>
> of 4 episodes is out now.  <BR>
<BR>
It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 17:14:09 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Re: Minor race census<BR>
<BR>
Does anyone use a human "variant race" acclimatized to zero g  such as Lois<BR>
McMaster Bujold's "Quaddies"?<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 18:10:34 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
Was written:<BR>
<BR>
>It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
<BR>
<BR>
I even remember the theme song, "Secret Agent Man", the series used.  Don't<BR>
remember who sung it though.  Great series, I liked it better than "The<BR>
Prisoner".<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 17:32:13 -0500<BR>
From: John Groth <wombat@premier.net><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
Daniel Phelps wrote:<BR>
> <BR>
> Was written:<BR>
> <BR>
> >It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
> <BR>
> I even remember the theme song, "Secret Agent Man", the series used.  Don't<BR>
> remember who sung it though.<BR>
<BR>
Johnny Rivers, IIRC.<BR>
<BR>
ObTrav:  None whatsoever.  C'est la vie.<BR>
<BR>
- -- <BR>
AuricTech Shipyards Journeyman Gearhead<BR>
"Gold-Plated [tm] solutions for copper-plated problems!" (r)<BR>
Keeper of the TML Keyboard Casualty List<BR>
<BR>
http://www.geocities.com/Area51/Shadowlands/9776<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 19:01:40 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Project Idea<BR>
<BR>
I've been thinking about a project idea I would like to float, working title<BR>
101  Villains.   I see it along the lines of the Canon "Patrons Supplement"<BR>
but expanded.  Each entry would have a biography, the push/pull that makes<BR>
an individual villain tick, power base/resources and how they would fit into<BR>
a campaign as a really bad enemy/ dangerous patron choice.<BR>
<BR>
I have the following examples in mind at present:<BR>
<BR>
anti-Vargr politician<BR>
head of secret police<BR>
organized crime kingpin/stool pigeon<BR>
corporate mover and shaker<BR>
<BR>
Does anyone see any merit in this project?<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 01:32:15 +0200<BR>
From: Hans Rancke-Madsen <rancke@diku.dk><BR>
Subject: Re: Another Dark Empire<BR>
<BR>
Reply-To: <BR>
Eris writes:<BR>
<BR>
>Ob Traveller, who has secret societies and groups (religious or not)<BR>
>that use crudely drawn symbols to identify themselves?  The<BR>
>characters find a note, or package, with a spiral instead of a<BR>
>signature and they have to discover who uses a spiral and what it<BR>
>means.  <BR>
<BR>
The Pontifex of Majipoor.<BR>
<BR>
<BR>
      Hans Rancke<BR>
University of Copenhagen<BR>
     rancke@diku.dk<BR>
- ------------<BR>
"...all at once I UNDERSTOOD just WHY it is that men FIGHT each other.<BR>
I suddenly saw the ANSWER to all this SENSELESS VIOLENCE that afflicts us!<BR>
<BR>
But, like, I didn't write it down or anything and, like, y'know how it is -<BR>
next morning I had totally forgotten what it WAS, man."<BR>
<BR>
			"DR and Quinch get drafted" from _2000 AD_<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 00:30:47 +0100<BR>
From: Peter.Trevor@rb.cwplc.com<BR>
Subject: RE: Project Idea<BR>
<BR>
Dan wrote:<BR>
> I've been thinking about a project idea I would like to float,<BR>
> working title 101 Villains.<BR>
<BR>
Sounds fine in principle, however many choices are  a  matter  of<BR>
perspective:<BR>
<BR>
> anti-Vargr politician<BR>
<BR>
If you said just "politician" I could go with  that,  but  what's<BR>
wrong with being anti-Doggie?<BR>
<BR>
> head of secret police<BR>
<BR>
Simon Illyan (from Lois McMaster Bujold's books was a villain  to<BR>
some but not to others).<BR>
<BR>
> organized crime kingpin/stool pigeon<BR>
<BR>
Like Robin Hood?<BR>
<BR>
> corporate mover and shaker<BR>
<BR>
Steve Jobs is a villain?<BR>
<BR>
An *individual* in any of these professions *could* be a villain,<BR>
but so too can an individual who is a regular policeman, soldier,<BR>
doctor, priest ... etc.  Be careful not to sterotype.<BR>
<BR>
Regards PLST<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 16:53:03 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Resistance<BR>
<BR>
In mail you write:<BR>
<BR>
> Does the bread explode with a blasting cap? :-)<BR>
<BR>
Not sure. The *dough* will. I'd think all the airspaces after the bread<BR>
rises would tend to ruin the effect. Then again, you could always mash<BR>
it flat first...<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: Sun, 27 Aug 2000 16:56:58 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Another Dark Imperium<BR>
<BR>
In mail you write:<BR>
<BR>
> On 08/27/00 at 10:23 AM,  Michael Houghton <herveus@Radix.Net> said:<BR>
><BR>
>>A lucy is a type of fish...<BR>
><BR>
> I'm told that lucy is the "fancy" name for what we call a mullet<BR>
> around here.<BR>
<BR>
And in heraldry, a mullet is a star shaped thingu (supposed to<BR>
represent the rowel on a spur).<BR>
<BR>
>>particularly used in heraldry as a cant for<BR>
>>the family of Lucy who bear lucies on their arms. No overt religious<BR>
>>symbolism here; just an obscure reference...<BR>
><BR>
>>Now, if the ship bore a useful resemblance to a pike (the fish), the joke<BR>
>>would be more apropos...<BR>
><BR>
> As for the religious symbolism, a drawing of a fish *is* associated<BR>
> with the early Christian Church.  Something similar to this...<BR>
><BR>
>         ____<BR>
>     |\ /    \<BR>
>     | X      ><BR>
>     |/ \____/<BR>
>         <BR>
> As I understand it, the symbol was use to mark passages in the<BR>
> catacombs of Rome directing the faithful toward safe meeting places.<BR>
<BR>
The symbol comes from an "acronym". In Greek, the phrase:<BR>
<BR>
	Jesus Christ, God, Man, Saviour<BR>
<BR>
has the intitials I C Th Y S. Which is the Greek word for "fish". Thus<BR>
the use of the fish symbol by Christians. <BR>
<BR>
ps. It's Greek because that was far more widely spoken than Latin in<BR>
the eastern part of the Roman Empire.<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: Sun, 27 Aug 2000 17:03:04 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
In mail you write:<BR>
<BR>
> Dean Jones wrote:<BR>
>> Can't remeber if it was on this list or somewhere else someone<BR>
>> mentioned that The Prisoner was coming out on DVD, but you guys<BR>
>> may be interested anyway. I saw the boxed-set in the local<BR>
>> Virgin the other day, and amazon.co.uk has 'em for =A312 off.<BR>
><BR>
> Additionally, Danger Man is also coming out on DVD ... first disk<BR>
> of 4 episodes is out now.  For those who don't know Danger Man is<BR>
> the unofficial prequal series.  (Unofficial 'cos it was made by a<BR>
> different company than The Prisoner.)<BR>
<BR>
Don't forget "Secret Agent".<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: Sun, 27 Aug 2000 19:43:52 -0500<BR>
From: eris@pcola.gulf.net<BR>
Subject: The Pickaxe Gang (was Project Idea)<BR>
<BR>
On 08/27/00 at 07:01 PM,  "Daniel Phelps" <phelpsd@gate.net> said:<BR>
<BR>
>I've been thinking about a project idea I would like to float, working<BR>
>title 101  Villains.   I see it along the lines of the Canon "Patrons<BR>
>Supplement" but expanded.  Each entry would have a biography, the<BR>
>push/pull that makes an individual villain tick, power base/resources and<BR>
>how they would fit into a campaign as a really bad enemy/ dangerous<BR>
>patron choice.<BR>
<BR>
You mean something like this...<BR>
<BR>
The Pickaxe Gang <BR>
<BR>
The Pickaxe gang has connections to a number of criminal activities<BR>
in the Startown district of Mark City.  In addition to illegal<BR>
gambling, loan sharking and extortion, the gang has dealings with a<BR>
number of other shady organizations.  Rumors connect Pickaxe with<BR>
both the Mark Brotherhood of Labor and The Space Guild. <BR>
<BR>
Pele 'Pickaxe' Hiiki ( 8A9873 Chr:B ) <BR>
    Pele Hiiki is the leader of the gang.  Officially, he runs a<BR>
    loan and mortgage company, "Hiiki Mortgages", but most people in<BR>
    the Startown district know that is just a front for illegal<BR>
    gambling and loan sharking.<BR>
<BR>
    Pele gets the name "pickaxe" from his thin nose and sharp<BR>
    features.  Certainly, *not* from the people of his<BR>
    acquantance that have shown up dead from a blow by a pointed<BR>
    weapon. <BR>
    <BR>
    Hiiki is motivated by a lust for power and has spent his life in<BR>
    a constant scramble for more.  His greatest fear is of losing<BR>
    what little power he has gained.<BR>
<BR>
"Red" Drigaiz ( 68AC752 Chr:A ) <BR>
    "Red" is Pele's chief assistant.  A vargr from Sequi, "Red",<BR>
    is known for a quick and violent temper.  He has become<BR>
    Hiiki's enforcer.<BR>
<BR>
    Drigaiz was born and raised on the crowded and violent<BR>
    streets of Growl, the Starport on Sequi, and ran with first<BR>
    one gang and then another from his early days.  His temper<BR>
    made him very unwelcome on Sequi after he killed another<BR>
    male during one of the ritural fights at a local cafe.  Red<BR>
    migrated to Mark and soon hooked up with the Pickaxe Gang.<BR>
    <BR>
    <BR>
...and then add more details and adventure hooks?    <BR>
<BR>
Sounds like a good plan to me. <g><BR>
<BR>
Eris<BR>
- -- <BR>
- -----------------------------------------------------------<BR>
eris@pcola.gulf.net    using MR/2 ICE #245<BR>
http://www.crosswinds.net/~erisr<BR>
- -----------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 18:10:15 -0700 (PDT)<BR>
From: Timothy Tow <t_pz_t@yahoo.com><BR>
Subject: Quotation Source on When you should be bringing your gun?<BR>
<BR>
Can anyone identify the source of this quotation (and<BR>
I'm confident someone on this list will)? This is a<BR>
rough paraphrase so the actual quote might be<BR>
different.<BR>
<BR>
<BR>
"When someone tells you that you won't need to bring<BR>
your gun, that's when you'd better bring it."<BR>
<BR>
<BR>
I believe it's from a Dashiell Hammett novel or movie<BR>
made from his novel, but I've stumped a reference<BR>
librarian and mystery buffs alike with this question.<BR>
<BR>
Note it's not Christian Slater's quote from True<BR>
Romance, " I found out today that it's better to have<BR>
a gun and not need it, then to need a gun and not have<BR>
one."<BR>
<BR>
OBTrav: Has a PC ever followed this advice from a NPC?<BR>
Not my players.<BR>
<BR>
<BR>
Tim <BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail - Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 17:10:31 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Odd Weapons nee Resistance<BR>
<BR>
In mail you write:<BR>
<BR>
> Was written:<BR>
><BR>
>>Also, one of the items mentioned in Warehouse 23. "Aunt Jemima" was<BR>
>>quite real.<BR>
>><BR>
>>It's a flour that doubles as an explosive. It's about half as powerful<BR>
>>as an equal amount of TNT. It looks like flour, you can even make bread<BR>
>>with it. And it's edible, though probably not terribly nourishing.<BR>
>><BR>
>>Obviously, it's not sensitive to temperature, nor to "minor" shocks.<BR>
>>But a blasting cap will set it off, even wet.<BR>
><BR>
><BR>
> If you wish for the really outr=E9 there was and presumably still is<BR>
> the antipersonnel mine that was shaped as the road apple/turd most<BR>
> commonly encountered in the region deployed.  Packed in a special<BR>
> fluid for shippage once deployed it dried out and was then pressure<BR>
> sensitive.  It is my understanding that it dates from the Vietnam War<BR>
> and gave new meaning to the phrase "now you've really stepped in it".<BR>
<BR>
I think that one goes back to the OSS also.<BR>
<BR>
There was a good article on the OSS and their weird weapons in Popular<BR>
Science magazine back in the 60s.<BR>
<BR>
A few cute items:<BR>
<BR>
A small bag containing a chemical. You dropped it into the oil filler<BR>
pipe on an engine. The engine heat would make it diffuse into the oil.<BR>
After it reached a certian concentration, *all* the bearing in the<BR>
engine would seize, pretty much simultaneously. Effects on the engine<BR>
are pretty nasty...<BR>
<BR>
A capsule you dropped in a gas tank. It had a (rubber?) gasket that the<BR>
gas would eat away at, slowly. Many hours later (and not a constant<BR>
number, either!) the gas would reach a chemical which caused a fair<BR>
sized explosion. And in the gas tank of a truck or car, that's *real*<BR>
bad news.<BR>
<BR>
A candle with an explosive charge in it. It'd burn normally for an hour<BR>
or so. Then *boom*. Very popular for replacing the candle on the<BR>
bedside table at places German officers had commandeered. :-)<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: Sun, 27 Aug 2000 21:22:16 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Odd Weapons nee Resistance<BR>
<BR>
From an acquaintance with "experience":<BR>
<BR>
Fill the radiator of a vehicle with gasoline and pop a small hole in it.<BR>
When the engine heats up enough and the gas starts to turning to vapor it<BR>
will head into the engine and explode nicely, driving the entire engine<BR>
block into the passenger compartment.<BR>
Great for "gifts" as you can start the vehicle and drive it yourself for<BR>
about 5 minutes before needing to head for cover.<BR>
<BR>
Not WW II era, but still reasonably nasty.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 21:47:35 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
> I even remember the theme song, "Secret Agent Man", the series used.<BR>
Don't<BR>
> remember who sung it though.  Great series, I liked it better than "The<BR>
> Prisoner".<BR>
><BR>
I don't remember but Devo covered it if you want to get a more available<BR>
version.<BR>
<BR>
I still remember some of the lyrics:<BR>
<BR>
Secret Agent Man, secret agent man<BR>
He's the one who lives a life of danger<BR>
To everyone he meets he stays a stranger<BR>
...<BR>
Don't know if he'll live to see tomorrow<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 18:52:07 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
on 8/27/00 6:10 PM, Timothy Tow at t_pz_t@yahoo.com wrote:<BR>
<BR>
> Can anyone identify the source of this quotation (and<BR>
> I'm confident someone on this list will)? This is a<BR>
> rough paraphrase so the actual quote might be<BR>
> different.<BR>
> <BR>
> <BR>
> "When someone tells you that you won't need to bring<BR>
> your gun, that's when you'd better bring it."<BR>
> <BR>
<BR>
That's from "Farewell My Lovely", with Robert Mitchum.  From Raymond<BR>
Chandler's Phillip Marlowe classic.<BR>
<BR>
Tod<BR>
<BR>
<BR>
> <BR>
> I believe it's from a Dashiell Hammett novel or movie<BR>
> made from his novel, but I've stumped a reference<BR>
> librarian and mystery buffs alike with this question.<BR>
> <BR>
> Note it's not Christian Slater's quote from True<BR>
> Romance, " I found out today that it's better to have<BR>
> a gun and not need it, then to need a gun and not have<BR>
> one."<BR>
> <BR>
> OBTrav: Has a PC ever followed this advice from a NPC?<BR>
> Not my players.<BR>
> <BR>
> <BR>
> Tim <BR>
> <BR>
> __________________________________________________<BR>
> Do You Yahoo!?<BR>
> Yahoo! Mail - Free email you can access from anywhere!<BR>
> http://mail.yahoo.com/<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 18:03:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: tennou heika banzai<BR>
<BR>
In mail you write:<BR>
<BR>
> From: Stephen Tempest <stephen@stempest.demon.co.uk><BR>
><BR>
><BR>
>>>Date: Sat, 26 Aug 2000 16:16:58 PST<BR>
>>>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>><BR>
>>>>>> "Tenno heika, banzai!"<BR>
>><BR>
>>> Yes. The only word I recognize is "banzai" which has "just a few"<BR>
>>> meanings... :-)<BR>
><BR>
> I'm not sure *how* to translate "banzai", ever.  It's one of those words<BR>
> that my gut understands-- NOT my head.<BR>
<BR>
Ask someone who knows Yiddish to translate "mazel tov" sometime.<BR>
Literally, it means something like "good luck". The best "feel"<BR>
translation I've ever heard is "and much good shall it do you" (with a<BR>
very sarcastic tone). <BR>
<BR>
It's somewhat like "lotsa luck", but not quite.<BR>
<BR>
>>"Ten thousand years to His Majesty the Emperor."<BR>
><BR>
> There's nothing in there about "ten thousand years" -- that'd be "okunen".<BR>
<BR>
I've *seen* sources that state that "banzai" has a literal translation<BR>
that means "ten thousand years" or something similar. Or "long life",<BR>
or some such.<BR>
<BR>
> "Tenno(u) heika" just means "his majesty the Emperor".<BR>
<BR>
Ah. Then one translation would be "Viva, Emperor!". And another would<BR>
be "Long live the Emperor!".<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: Sun, 27 Aug 2000 18:10:55 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Heaven & Earth Mac Port<BR>
<BR>
In mail you write:<BR>
<BR>
> I am very pleased to announce that Tod Glenn is undertaking the unenviable<BR>
> task of porting my Heaven & Earth system/world building software to the Mac.<BR>
><BR>
> No doubt Tod will keep everyone abreast of progress.<BR>
<BR>
Hey, Tod! Need a spare system or two? I can spare some Mac SE systems<BR>
for testing. :-)<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 #2996<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2997</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/28/00 4:53:45 AM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
Sender:	owner-traveller-digest@lists.imagiconline.com<BR>
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Traveller-digest      Monday, August 28 2000      Volume 1999 : Number 2997<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: Resistance<BR>
Re: Non-Traveller: Prisoner<BR>
OT: Fishy talk<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
Re: tennou heika banzai<BR>
Re: Heaven & Earth Mac Port<BR>
Re: Resistance<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Non-Traveller: Prisoner<BR>
comics like this should be illegal...<BR>
Heaven and Earth Mac Port<BR>
Re: Non-Traveller: Prisoner<BR>
Re: comics like this should be illegal...<BR>
Re: Non-Traveller: Prisoner<BR>
Re: Non-Traveller: Prisoner<BR>
Re: OT: Fishy talk<BR>
RE: Vilani Fonts<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
Re: Minor race census<BR>
Fish and Beast codes<BR>
Re: tennou heika banzai/gojira Q's<BR>
RE: Another Dark Imperium<BR>
Re: Rhylanor<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
RE: Quotation Source on When you should be bringing your gun?<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 22:14:09 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Resistance<BR>
<BR>
Sugar in concrete will prevent it from curing properly* . . . this was a <BR>
popular pastime for Frenchmen dragooned into working on the Atlantic wall <BR>
fortifications.<BR>
<BR>
LKW<BR>
<BR>
* Friend of mine used to drive a ready-mix truck as a summer job in college <BR>
told me cement trucks all kaap a bag of sugar in the glove compartment in <BR>
case of a breakdown. <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 06:17:25 +0400<BR>
From: Andrew Long <andylong@emirates.net.ae><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
On Sun, 27 Aug 2000 17:32:41 -0400, "Mike Demetro" <punkabilly@sprint.ca> Posted:<BR>
>> > mentioned that The Prisoner was coming out on DVD, <BR>
>> <BR>
>> Additionally, Danger Man is also coming out on DVD ... first disk<BR>
>> of 4 episodes is out now.  <BR>
><BR>
>It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
><BR>
Same same. Yet another example of the name of a British show being changed by the American Networks<BR>
<BR>
Andy<BR>
<BR>
===========================================================<BR>
Andy Long<BR>
c/o EPMTS<BR>
PO  Box 46426<BR>
Abu Dhabi<BR>
UAE<BR>
===========================================================<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 22:27:22 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: OT: Fishy talk<BR>
<BR>
Eris types:<BR>
<BR>
>As for the religious symbolism, a drawing of a fish *is* associated<BR>
>with the early Christian Church.  Something similar to this...<BR>
><BR>
>        ____<BR>
>    |\ /    \<BR>
>    | X      ><BR>
>    |/ \____/<BR>
>        <BR>
>As I understand it, the symbol was use to mark passages in the<BR>
>catacombs of Rome directing the faithful toward safe meeting places.<BR>
><BR>
>I occasionally see this symbol on products, billboards and signs<BR>
>where I live.  Its use is supposed to direct the faithful toward<BR>
>"christian" businesses or products.  If I could spell it in latin I<BR>
>would, but "Let the Buyer Beware!"  <g><BR>
><BR>
<BR>
 "Occasionally?" Around here it's on a great many car bumpers or trunks, <BR>
occasionally accompanied by a "This car will become unoccupied in case of <BR>
Rapture" bumper sticker. Others respond with its antithesis, the Darwin Fish:<BR>
<BR>
        ____<BR>
    |\ /    \<BR>
    | X      ><BR>
    |/ \____/<BR>
        L  L<BR>
<BR>
 which so incensed someone that they responded right back with a trunk sticky <BR>
that depicts a larger Christian fish eating a small Darwin fish. Then they <BR>
don't understand why we scientists find that REALLY funny instead of <BR>
insulting...<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 22:30:28 -0400<BR>
From: "Thom Harris" <thomharr@mediaone.net><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
A recent movie starring Paul Newman said "When a client tells you, you don't<BR>
need a gun, you better take two. The movie name is "Twilight".<BR>
<BR>
Thom Harris - GOFIR - <Gnarly Old Fart In Residence><BR>
<BR>
- ----- Original Message -----<BR>
From: "Tod Glenn" <webmaster@travellercentral.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Sunday, August 27, 2000 9:52 PM<BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
<BR>
> on 8/27/00 6:10 PM, Timothy Tow at t_pz_t@yahoo.com wrote:<BR>
><BR>
> > Can anyone identify the source of this quotation (and<BR>
> > I'm confident someone on this list will)? This is a<BR>
> > rough paraphrase so the actual quote might be<BR>
> > different.<BR>
> ><BR>
> ><BR>
> > "When someone tells you that you won't need to bring<BR>
> > your gun, that's when you'd better bring it."<BR>
> ><BR>
><BR>
> That's from "Farewell My Lovely", with Robert Mitchum.  From Raymond<BR>
> Chandler's Phillip Marlowe classic.<BR>
><BR>
> Tod<BR>
><BR>
><BR>
> ><BR>
> > I believe it's from a Dashiell Hammett novel or movie<BR>
> > made from his novel, but I've stumped a reference<BR>
> > librarian and mystery buffs alike with this question.<BR>
> ><BR>
> > Note it's not Christian Slater's quote from True<BR>
> > Romance, " I found out today that it's better to have<BR>
> > a gun and not need it, then to need a gun and not have<BR>
> > one."<BR>
> ><BR>
> > OBTrav: Has a PC ever followed this advice from a NPC?<BR>
> > Not my players.<BR>
> ><BR>
> ><BR>
> > Tim<BR>
> ><BR>
> > __________________________________________________<BR>
> > Do You Yahoo!?<BR>
> > Yahoo! Mail - Free email you can access from anywhere!<BR>
> > http://mail.yahoo.com/<BR>
> ><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 22:29:00 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: tennou heika banzai<BR>
<BR>
Leonard Erickson wrote,<BR>
>Ask someone who knows Yiddish to translate "mazel tov" sometime.<BR>
Literally, it means something like "good luck". The best "feel"<BR>
translation I've ever heard is "and much good shall it do you" (with a<BR>
very sarcastic tone).<BR>
<BR>
It's somewhat like "lotsa luck", but not quite.<<BR>
<BR>
Errr....<BR>
It depends more on context than the direct translation.<BR>
Mazel Tov is a traditional salutation of good luck. However, Yiddish has<BR>
this ability to add a truly massive amount of scorn to any phrase just by<BR>
changing your tone.<BR>
Yiddish has a lot more terms that are excessively scornful even while<BR>
granting some slight among of praise.  And then there are the tons of<BR>
extraordinarily foul terms to be inflicted upon your enemies. >:)<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 21:25:11 -0500<BR>
From: "Thomas Vickers" <redroach@flex.net><BR>
Subject: Re: Heaven & Earth Mac Port<BR>
<BR>
> Hey, Tod! Need a spare system or two? I can spare some Mac SE systems<BR>
> for testing. :-)<BR>
<BR>
I  have about 12 spare Power Macs that I can test it with :)<BR>
Damn things are pretty much paperweights in my classroom.<BR>
<BR>
TV<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 19:05:28 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Resistance<BR>
<BR>
In mail you write:<BR>
<BR>
> Via electronic medium on 8/27/00 3:54 AM, shadow@krypton.rain.com issued<BR>
> forth:<BR>
><BR>
>> It's a flour that doubles as an explosive. It's about half as powerful<BR>
>> as an equal amount of TNT. It looks like flour, you can even make bread<BR>
>> with it. And it's edible, though probably not terribly nourishing.<BR>
><BR>
> Does it retain its explosive nature after cooking?<BR>
<BR>
I think so.<BR>
<BR>
> Can it be used for paper mache'?<BR>
<BR>
I dunno, but the paper would tend to adulterate the mix a lot. It might<BR>
not make much of a "boom".<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: Sun, 27 Aug 2000 19:08:05 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
In mail you write:<BR>
<BR>
> Daniel Phelps wrote:<BR>
>> <BR>
>> Was written:<BR>
>> <BR>
>> >It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
>> <BR>
>> I even remember the theme song, "Secret Agent Man", the series used.  Don't<BR>
>> remember who sung it though.<BR>
><BR>
> Johnny Rivers, IIRC.<BR>
<BR>
Yep. It was written by by Phil Sloan & Steve Barri.<BR>
<BR>
> ObTrav:  None whatsoever.  C'est la vie.<BR>
<BR>
Nonsense, Drake is a wonderful template for an Imperial Agent of some<BR>
sort. Or for the hero of a show about them. <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: Sun, 27 Aug 2000 19:06:33 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
In mail you write:<BR>
<BR>
>> > mentioned that The Prisoner was coming out on DVD, <BR>
>> <BR>
>> Additionally, Danger Man is also coming out on DVD ... first disk<BR>
>> of 4 episodes is out now.  <BR>
><BR>
> It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
<BR>
Actuall, according to my book on TV shows, "Danger Man" is a "prequel"<BR>
to "Secret Agent". Or rather, "Secret Agent" is an "expanded version"<BR>
of "Danger Man". John Drake is the hero in both.<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: Sun, 27 Aug 2000 19:48:10 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
on 8/27/00 6:47 PM, Mike Demetro at punkabilly@sprint.ca wrote:<BR>
<BR>
>> I even remember the theme song, "Secret Agent Man", the series used.<BR>
> Don't<BR>
>> remember who sung it though.  Great series, I liked it better than "The<BR>
>> Prisoner".<BR>
>> <BR>
> I don't remember but Devo covered it if you want to get a more available<BR>
> version.<BR>
> <BR>
> I still remember some of the lyrics:<BR>
> <BR>
> Secret Agent Man, secret agent man<BR>
> He's the one who lives a life of danger<BR>
> To everyone he meets he stays a stranger<BR>
> ...<BR>
> Don't know if he'll live to see tomorrow<BR>
> <BR>
There's a man who leads a life of danger<BR>
To every one he meets he stays a stranger<BR>
With every move he makes another chance he takes<BR>
The odds are he won't live to see tomorrow<BR>
<BR>
Secret agent man<BR>
Secret agent man<BR>
He's giving you a number and taking away your name<BR>
<BR>
Beware of pretty faces that you find<BR>
A pretty face can hide an evil mind<BR>
Be careful what you say you'll give yourself away<BR>
The odds are you won't live to see tomorrow<BR>
<BR>
Secret agent man<BR>
Secret agent man<BR>
He's giving you a number and taking away your name<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 22:53:31 EDT<BR>
From: GypsyComet@aol.com<BR>
Subject: comics like this should be illegal...<BR>
<BR>
http://www.melonpool.com/d/19960428.html<BR>
<BR>
GC<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 19:57:46 -0700<BR>
From: Tod Glenn <webmaster@travellercentral.com><BR>
Subject: Heaven and Earth Mac Port<BR>
<BR>
Greetings all,<BR>
<BR>
Thanks for everyone's offer to help with testing.  I just got the source<BR>
code from Stuart on Saturday 26 Aug, and have not even looked at it yet .<BR>
Please be patient, I don't even expect an alpha for at least 4 weeks, as<BR>
this is an after hours project.<BR>
<BR>
We will probably be releasing PowerPC code first, with 68k to follow.  When<BR>
we have code to test, we will announce here and on the WBD mailing list.<BR>
<BR>
Stay tuned, and thanks again to Stuart Ferris, who has thoughtfully given us<BR>
the source code.<BR>
<BR>
Tod<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 23:06:23 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
> > I still remember some of the lyrics:<BR>
> > <BR>
> [snips proper lyrics]<BR>
<BR>
THANKS!!<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 23:49:24 -0400<BR>
From: Bill Rutherford <worj@home.com><BR>
Subject: Re: comics like this should be illegal...<BR>
<BR>
I'm sure this has been beat to death at SOME point or other on the TML, BUT:<BR>
<BR>
Check out Freefall at http://www.purrsia.com/freefall/default.htm<BR>
<BR>
This, too, is a great strip...  Well, *I* like it, anyway...<BR>
Bill Rutherford<BR>
worj@home.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Sun, 27 Aug 2000 21:43:43 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
In mail you write:<BR>
<BR>
> He's giving you a number and taking away your name<BR>
<BR>
I'm pretty sure that's:<BR>
<BR>
They've given you a number and taken 'way your name.<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: Sun, 27 Aug 2000 21:45:12 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Non-Traveller: Prisoner<BR>
<BR>
In mail you write:<BR>
<BR>
> On Sun, 27 Aug 2000 17:32:41 -0400, "Mike Demetro" <punkabilly@sprint.ca> <BR>
> Posted:<BR>
>>> > mentioned that The Prisoner was coming out on DVD, <BR>
>>> <BR>
>>> Additionally, Danger Man is also coming out on DVD ... first disk<BR>
>>> of 4 episodes is out now.  <BR>
>><BR>
>>It's "Secret Agent" that is the prequel, I have seen it, IIRC.<BR>
>><BR>
> Same same. Yet another example of the name of a British show being changed <BR>
> by the American Networks<BR>
<BR>
Nope. My TV book lists "Danger Man" as running April 5, 1961 to<BR>
September 13, 1961 on CBS 8:30-9:00.<BR>
<BR>
It lists "Secret Agent" as running April 3,1965 thru September 10, 1966<BR>
on CBS.<BR>
Apr 1965 - Sep 1965, 9:00-10:00<BR>
Dec 1965 - Sep 1966, 8:30-9:30<BR>
<BR>
Note that "Danger Man" was 30 minutes, while "Secret Agent" was an hour.<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: Sun, 27 Aug 2000 21:51:59 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: OT: Fishy talk<BR>
<BR>
In mail you write:<BR>
<BR>
> Eris types:<BR>
><BR>
>>As for the religious symbolism, a drawing of a fish *is* associated<BR>
>>with the early Christian Church.  Something similar to this...<BR>
>><BR>
>>        ____<BR>
>>    |\ /    \<BR>
>>    | X      ><BR>
>>    |/ \____/<BR>
>>        <BR>
>>As I understand it, the symbol was use to mark passages in the<BR>
>>catacombs of Rome directing the faithful toward safe meeting places.<BR>
>><BR>
>>I occasionally see this symbol on products, billboards and signs<BR>
>>where I live.  Its use is supposed to direct the faithful toward<BR>
>>"christian" businesses or products.  If I could spell it in latin I<BR>
>>would, but "Let the Buyer Beware!"  <g><BR>
>><BR>
><BR>
>  "Occasionally?" Around here it's on a great many car bumpers or trunks, <BR>
> occasionally accompanied by a "This car will become unoccupied in case of <BR>
> Rapture" bumper sticker. Others respond with its antithesis, the Darwin Fish:<BR>
><BR>
>         ____<BR>
>     |\ /    \<BR>
>     | X      ><BR>
>     |/ \____/<BR>
>         L  L<BR>
><BR>
>  which so incensed someone that they responded right back with a<BR>
> trunk sticky that depicts a larger Christian fish eating a small<BR>
> Darwin fish. <BR>
<BR>
If you see anybody selling those, let me know. You see, the Darwin fish<BR>
design is copyrighted (or trademarked, I forget which). And the owners<BR>
are not amused. They've won the court case, but apparently the word<BR>
hasn't gotten around. <BR>
<BR>
And no, it's not because they hate Christians. It's because they aren't<BR>
getting paid for use of their design.<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, 28 Aug 2000 08:18:30 +0300<BR>
From: "Ken J. Kazinski" <kjkazinski@ksaits.com><BR>
Subject: RE: Vilani Fonts<BR>
<BR>
Marc,<BR>
<BR>
There are a number of programs available to create fonts - some<BR>
commercial, some shareware/freeware.  If you need help looking for one<BR>
check out dogpile.com (a real good meta search engine).<BR>
<BR>
Kaz<BR>
<BR>
<BR>
<BR>
>>I could use a PostScript (PC) version of the Vilani Fonts (they are<BR>
True<BR>
Type), and I haven't a clue as to how to get one. Can someone help me?<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 00:51:11 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
There is also the classic from a real gangster, Al Capone:<BR>
<BR>
"You can get much farther with a kind word and a gun<BR>
than you can with a gun alone."<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 02:02:02 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
> "You can get much farther with a kind word and a gun<BR>
> than you can with a gun alone."<BR>
><BR>
Wasn't it...<BR>
<BR>
"You can get further with a kind word and a gun than with a kind word<BR>
alone."<BR>
<BR>
Sort of makes a difference!<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 09:16:20 +0300<BR>
From: Antti Lahtinen <lahtinen@ee.tut.fi><BR>
Subject: Re: Minor race census<BR>
<BR>
Daniel Phelps wrote:<BR>
<BR>
 > Does anyone use a human "variant race" acclimatized to zero g<BR>
 > such as Lois McMaster Bujold's "Quaddies"?<BR>
<BR>
	I have been using Quaddies and Herms in roughly similar way<BR>
	as they appeared in Bujold's books. That is, the Solomani<BR>
	created Quaddies for zero-g environment before the Rule of Man,<BR>
	at a time when artificial gravity was unavailable, unreliable<BR>
	or too expensive. After artificial gravity become common,<BR>
	normal humans could perform those tasks for which Quaddies were<BR>
	specialized, and in a way the Quaddies become obsolete.<BR>
<BR>
	In my Traveller campaign, a few Quaddie "tribes" live as<BR>
	belters in Solomani Rim, but most people do no know that they<BR>
	even exists.<BR>
- --<BR>
       Antti Lahtinen                lahtinen@ee.tut.fi<BR>
       Researcher, MSc (Eng)         http://www.ee.tut.fi/~lahtinen<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 01:13:28 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Fish and Beast codes<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
> The symbol comes from an "acronym". In Greek, the phrase:<BR>
><BR>
>         Jesus Christ, God, Man, Saviour<BR>
><BR>
> has the intitials I C Th Y S. Which is the Greek word for "fish". Thus<BR>
> the use of the fish symbol by Christians.<BR>
><BR>
> ps. It's Greek because that was far more widely spoken than Latin in<BR>
> the eastern part of the Roman Empire.<BR>
<BR>
I heard, but can't verify, a similar source for the Number of<BR>
the Beast: 666.  According to the story, Nero (or Claudius perhaps)<BR>
had a particular title, honorific, epithet, or some such thing.  Take the fist<BR>
letter from each word of the appelation and you get DCLXVI, which<BR>
are also roman numerals.  Add them up:<BR>
<BR>
D  500  Domitius<BR>
C  100  Caesar<BR>
L    50  Legatos<BR>
X   10  Xti<BR>
V     5  Violenter<BR>
I      1  Interfecit<BR>
- ------<BR>
   666<BR>
<BR>
And then there is this story ( http://www.biblediscoveries.com/biblecode.html )<BR>
<BR>
"In Latin, if we add the number value of the letters of [Nero's] name NERON,<BR>
50+6+500+60+50 = 666 (see William Barclay, Revelation , Vol 2, p.102,The<BR>
Westminster Press, 1976). If the last N is dropped, we get 616, which is found<BR>
in some ancient copies of Revelation"<BR>
<BR>
[I don't know how N  = 50, but there is a lot I don't follow].<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 00:09:33 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: Re: tennou heika banzai/gojira Q's<BR>
<BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
<BR>
<BR>
<BR>
>>>"Ten thousand years to His Majesty the Emperor."<BR>
>>><BR>
>> There's nothing in there about "ten thousand years" -- that'd be<BR>
"okunen".<BR>
>><BR>
>I've *seen* sources that state that "banzai" has a literal translation that<BR>
means "ten thousand years" or something similar. Or "long life", or some<BR>
such.<BR>
><BR>
Um, I don't think those sources are correct.  I've never heard the word<BR>
"banzai" used in such a way, either.<BR>
<BR>
I am not yet fluent (this should happen in the next year or two), but I am a<BR>
Japanese major and I can't find such a meaning in any of the dictionaries<BR>
lying about the house.<BR>
<BR>
BTW-- I will see if I can find the names of the Godzilla monsters in<BR>
Japanese but I haven't got a lot of Godzilla stuff around here.  What little<BR>
I've seen though, the names are essentially the same:<BR>
<BR>
Gamera-- Gamera<BR>
<BR>
Mothra-- Mazura (there is no "th" in Japanese)<BR>
<BR>
Biolantte-Biorantte<BR>
<BR>
<BR>
Godzilla is the only one that changed a lot.<BR>
<BR>
I don't recall what Monster Island was originally called.<BR>
<BR>
>> "Tenno(u) heika" just means "his majesty the Emperor".<BR>
><BR>
>Ah. Then one translation would be "Viva, Emperor!". And another would<BR>
>be "Long live the Emperor!".<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>
<BR>
Date: Mon, 28 Aug 2000 09:10:18 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Another Dark Imperium<BR>
<BR>
> <BR>
> Ob Traveller, who has secret societies and groups (religious or not)<BR>
> that use crudely drawn symbols to identify themselves?  The<BR>
> characters find a note, or package, with a spiral instead of a<BR>
> signature and they have to discover who uses a spiral and what it<BR>
> means.  <BR>
<BR>
<BR>
Paratemporal agents of the Library Institute who think the Progenitors  went<BR>
on to become the Ancients (well, they did Uplift the Vargr, and maybe the<BR>
Humans :) )<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 09:36:13 +0100<BR>
From: John Wood <John@elvw.demon.co.uk><BR>
Subject: Re: Rhylanor<BR>
<BR>
Dan Lane <danielrlane@home.com> writes<BR>
>Does anyone know when Rhylanor was settled IAW canon?<BR>
<BR>
According to the maps in the Traveller Adventure, it wasn't settled in<BR>
300 and was part of the Imperium in 400.<BR>
<BR>
In 300 the worlds on the main to spinward were settled "without Imperial<BR>
sponsorship or assistance" all the way up to 0105 Efate, but the branch<BR>
just to coreward of Rhylanor only went as far as 1013 Fulacin. The main<BR>
leading up to 1415 Belizo was settled (presumably with Imperial<BR>
assistance since it doesn't mention anything different). The Imperial<BR>
border lay between 1519 Vanejen and 1518 Cipatwe.<BR>
<BR>
By 400 there had been a "flood of settlement from Deneb sector". I would<BR>
guess Rhylanor would have been part of this. The Imperial border lay<BR>
just to spinward of Rhylanor, then coreward of 1115 Porozlo and 1214 Jae<BR>
Tellona.<BR>
<BR>
HTH,<BR>
<BR>
John<BR>
 <BR>
John G. Wood  |  john@elvw.demon.co.uk  |  Oxford, United Kingdom<BR>
IMTU tc+ tm+ tn t4(+) tg+ ru ge 3i+ jt au- st ls+ hi++ so- zh+ pi+ jd++<BR>
Traveller IS Forms, Gal2CC, etc: http://www.elvw.demon.co.uk/Traveller/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 04:32:40 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
Mike Demetro wrote:<BR>
<BR>
> > "You can get much farther with a kind word and a gun<BR>
> > than you can with a gun alone."<BR>
> ><BR>
> Wasn't it...<BR>
><BR>
> "You can get further with a kind word and a gun than with a kind word<BR>
> alone."<BR>
><BR>
> Sort of makes a difference!<BR>
<BR>
That isn't the way I read it.  If it were that, it wouldn't be so<BR>
memorable.<BR>
Heck, if I have it wrong, I don't care.  It sounds better.<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 06:51:22 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Quotation Source on When you should be bringing your gun?<BR>
<BR>
> -----Original Message-----<BR>
> From: Timothy Tow [mailto:t_pz_t@yahoo.com]<BR>
<BR>
> Note it's not Christian Slater's quote from True<BR>
> Romance, " I found out today that it's better to have<BR>
> a gun and not need it, then to need a gun and not have<BR>
> one."<BR>
<BR>
Isn't this from _Heathers_?<BR>
<BR>
"I put a Norwegian in the boiler room!"<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
- ---------------------------- Omnia dicta fortiora, si dicta latina.<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2997<BR>
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Traveller-digest      Monday, August 28 2000      Volume 1999 : Number 2998<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>
A TCS Squadron<BR>
Re: Secret Agent Lyrics<BR>
Out of Touch.<BR>
Revised TCS<BR>
Secret Agents<BR>
Re: Minor race census<BR>
Re: Places not to invade (was:  Traveller-digest V1999 #2984)<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
Re: Secret Agents<BR>
Re: Quotation Source on When you should be bringing your gun?<BR>
RE: Quotation Source on When you should be bringing your gun?<BR>
Re: GURPS: OGRE<BR>
Re: "mazel tov" (was: tennou heika banzai)<BR>
[BITS] GenCon UK 2000 reminder.....<BR>
Striker scale<BR>
banzai & aerosols<BR>
Re: Minor race census<BR>
Is Volker Greimann Still on the List (Concerns Rhylanor and the Land Grab)<BR>
Re: Secret Agents<BR>
[OT] Re: Secret Agents<BR>
Re: Fish and Beast codes<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 00:29:28 +1200<BR>
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz><BR>
Subject: A TCS Squadron<BR>
<BR>
I was trying out my TCS squadron designer again (its almost working now) <BR>
and came up with the following squadron concept.<BR>
<BR>
6 x Jumper Class Heavy Cruisers<BR>
<BR>
Ship: Kangaroo<BR>
Class: Jumper<BR>
Type: Heavy Cruiser<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         CA-P146AJ3-499909-63T93-0 MCr 47,865.830 61 KTons<BR>
Bat Bear             Y   A 18118   Crew: 539<BR>
Bat                  Z   D 1A11A   TL: 15<BR>
<BR>
Cargo: 15.000 Frozen Watch Fuel: 30,500.000 EP: 6,100.000 Agility: 6<BR>
Ships Troops: 61<BR>
Fuel Treatment: Fuel Scoops and On Board Fuel Purification<BR>
Backups: 1 x Model/9fib Computer 1 x Factor 9 Nuclear Damper<BR>
1 x Factor 9 Meson Screen<BR>
Substitutions: Y = 32 Z = 41<BR>
<BR>
Architects Fee: MCr 478.658   Cost in Quantity: MCr 38,292.664<BR>
<BR>
<BR>
<BR>
2 x Town Class Battle Tenders<BR>
<BR>
Ship: Dunedin<BR>
Class: Town<BR>
Type: Battle Tender<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         AB-R741463-000000-00000-0 MCr 68,890.170 169.1 KTons<BR>
Bat Bear                           Crew: 790<BR>
Bat                                TL: 15<BR>
<BR>
Cargo: 1.000 Fuel: 74,404.000 EP: 6,764.000 Agility: 1 Ships Troops: 169<BR>
Craft: 10 x 7000T Battle Riders<BR>
Fuel Treatment: On Board Fuel Purification<BR>
<BR>
Architects Fee: MCr 688.902   Cost in Quantity: MCr 55,112.136<BR>
<BR>
<BR>
<BR>
20 x Ali Class Battleriders<BR>
<BR>
Ship: Ali<BR>
Class: Ali<BR>
Type: Battlerider<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         CL-G106QJ3-A49909-452J3-0 MCr 8,388.000 7 KTons<BR>
Bat Bear             A   1 AAA1A   Crew: 132<BR>
Bat                  A   1 AAA1A   TL: 15<BR>
<BR>
Cargo: 2.000 Fuel: 1,680.000 EP: 1,680.000 Agility: 6 Ships Troops: 7<BR>
Fuel Treatment: Fuel Scoops<BR>
<BR>
Architects Fee: MCr 83.880   Cost in Quantity: MCr 6,710.400<BR>
<BR>
<BR>
<BR>
3 x Star Class Missile Boat Tenders<BR>
<BR>
Ship: Luxor<BR>
Class: Star<BR>
Type: Missile Boat Tender<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         AV-R741463-000000-00000-0 MCr 80,750.940 198.22 KTons<BR>
Bat Bear                           Crew: 955<BR>
Bat                                TL: 15<BR>
<BR>
Cargo: 0.600 Fuel: 87,216.800 EP: 7,928.800 Agility: 1 Ships Troops: 198<BR>
Craft: 41 x 2000T Missile Boats<BR>
Fuel Treatment: On Board Fuel Purification<BR>
<BR>
Architects Fee: MCr 807.509   Cost in Quantity: MCr 64,600.752<BR>
<BR>
<BR>
<BR>
120 x Tornado Class Missile Boats<BR>
<BR>
Ship: Tornado<BR>
Class: Tornado<BR>
Type: Missile Boat<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         MB-B106EJ2-F79900-55309-0 MCr 2,682.200 2 KTons<BR>
Bat Bear             1     111 1   Crew: 39<BR>
Bat                  1     111 1   TL: 15<BR>
<BR>
Cargo: 15.500 Frozen Watch (x2) Fuel: 280.000 EP: 280.000 Agility: 6<BR>
Ships Troops: 2<BR>
Fuel Treatment: Fuel Scoops<BR>
Backups: 1 x 6G Maneuver Drive 1 x Model/9fib Computer 1 x Bridge<BR>
1 x Factor 9 Nuclear Damper 1 x Factor 9 Meson Screen<BR>
<BR>
Architects Fee: MCr 26.822   Cost in Quantity: MCr 2,145.760<BR>
<BR>
<BR>
<BR>
Squadron requires 313 pilots<BR>
Squadron cost: Mcr 969,282.911<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 08:39:56 EDT<BR>
From: GDWGAMES@aol.com<BR>
Subject: Re: Secret Agent Lyrics<BR>
<BR>
Minor nit:<BR>
> He's giving you a number and taking away your name<BR>
<BR>
I remember it as: "They've given you a number, and taken 'way your name."<BR>
<BR>
LKW<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 14:47 +0100 (BST)<BR>
From: mcrobertson@cix.compulink.co.uk (Megan Robertson)<BR>
Subject: Out of Touch.<BR>
<BR>
Greetings dear hearts.<BR>
<BR>
Dom Mooney has requested that the TRAVELLER list be notified that his <BR>
computer is out of action at the moment, and unlikely to be working before <BR>
Tuesday.<BR>
<BR>
If anyone desperately needs to speak with him before GenConUK, send me an <BR>
e-mail offlist and I'll see what I can do.<BR>
<BR>
Hugs and kisses,<BR>
<BR>
Mexal.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 01:54:05 +1200<BR>
From: "Andrew Moffatt-Vallance" <a.vallance@netaccess.co.nz><BR>
Subject: Revised TCS<BR>
<BR>
Playing with the program and specs a bit. This is much better.<BR>
<BR>
6 x Jumper Class Heavy Cruisers<BR>
<BR>
Ship: Kangaroo<BR>
Class: Jumper<BR>
Type: Heavy Cruiser<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         CA-P146AJ3-499909-63T93-0 MCr 47,865.830 61 KTons<BR>
Bat Bear             Y   A 18118   Crew: 539<BR>
Bat                  Z   D 1A11A   TL: 15<BR>
<BR>
Cargo: 15.000 Frozen Watch Fuel: 30,500.000 EP: 6,100.000 Agility: 6<BR>
Ships Troops: 61<BR>
Fuel Treatment: Fuel Scoops and On Board Fuel Purification<BR>
Backups: 1 x Model/9fib Computer 1 x Factor 9 Nuclear Damper<BR>
1 x Factor 9 Meson Screen<BR>
Substitutions: Y = 32 Z = 41<BR>
<BR>
Architects Fee: MCr 478.658   Cost in Quantity: MCr 38,292.664<BR>
<BR>
<BR>
<BR>
20 x Ali Class Battleriders<BR>
<BR>
Ship: Ali<BR>
Class: Ali<BR>
Type: Battlerider<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         BR-G106QJ3-A49909-452J3-0 MCr 8,388.000 7 KTons<BR>
Bat Bear             A   1 AAA1A   Crew: 132<BR>
Bat                  A   1 AAA1A   TL: 15<BR>
<BR>
Cargo: 2.000 Fuel: 1,680.000 EP: 1,680.000 Agility: 6 Ships Troops: 7<BR>
Fuel Treatment: Fuel Scoops<BR>
<BR>
Architects Fee: MCr 83.880   Cost in Quantity: MCr 6,710.400<BR>
<BR>
<BR>
<BR>
16 x Lightning Class Strike Destroyers<BR>
<BR>
Ship: Lightning<BR>
Class: Lightning<BR>
Type: Strike Destroyer<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         DS-B1467J2-C80000-45009-0 MCr 1,864.400 2 KTons<BR>
Bat Bear             1     11  1   Crew: 29<BR>
Bat                  1     11  1   TL: 15<BR>
<BR>
Cargo: 5.500 Frozen Watch Fuel: 940.000 EP: 140.000 Agility: 6<BR>
Ships Troops: 2<BR>
Fuel Treatment: Fuel Scoops and On Board Fuel Purification<BR>
<BR>
Architects Fee: MCr 18.644   Cost in Quantity: MCr 1,491.520<BR>
<BR>
<BR>
<BR>
123 x Tornado Class Missile Boats<BR>
<BR>
Ship: Tornado<BR>
Class: Tornado<BR>
Type: Missile Boat<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         MB-B106EJ2-F79900-55309-0 MCr 2,682.200 2 KTons<BR>
Bat Bear             1     111 1   Crew: 39<BR>
Bat                  1     111 1   TL: 15<BR>
<BR>
Cargo: 15.500 Frozen Watch (x2) Fuel: 280.000 EP: 280.000 Agility: 6<BR>
Ships Troops: 2<BR>
Fuel Treatment: Fuel Scoops<BR>
Backups: 1 x 6G Maneuver Drive 1 x Model/9fib Computer 1 x Bridge<BR>
1 x Factor 9 Nuclear Damper 1 x Factor 9 Meson Screen<BR>
<BR>
Architects Fee: MCr 26.822   Cost in Quantity: MCr 2,145.760<BR>
<BR>
<BR>
<BR>
3 x Star Class Missile Boat Tenders<BR>
<BR>
Ship: Luxor<BR>
Class: Star<BR>
Type: Missile Boat Tender<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         AV-R741463-000000-00000-0 MCr 80,750.940 198.22 KTons<BR>
Bat Bear                           Crew: 955<BR>
Bat                                TL: 15<BR>
<BR>
Cargo: 0.600 Fuel: 87,216.800 EP: 7,928.800 Agility: 1 Ships Troops: 198<BR>
Craft: 41 x 2000T Missile Boats<BR>
Fuel Treatment: On Board Fuel Purification<BR>
<BR>
Architects Fee: MCr 807.509   Cost in Quantity: MCr 64,600.752<BR>
<BR>
<BR>
<BR>
2 x Town Class Battle Tenders<BR>
<BR>
Ship: Dunedin<BR>
Class: Town<BR>
Type: Battle Tender<BR>
Architect: Andrew Moffatt-Vallance<BR>
<BR>
USP<BR>
         AB-R741463-000000-00000-0 MCr 68,890.170 169.1 KTons<BR>
Bat Bear                           Crew: 790<BR>
Bat                                TL: 15<BR>
<BR>
Cargo: 1.000 Fuel: 74,404.000 EP: 6,764.000 Agility: 1 Ships Troops: 169<BR>
Craft: 10 x 7000T Battle Riders<BR>
Fuel Treatment: On Board Fuel Purification<BR>
<BR>
Architects Fee: MCr 688.902   Cost in Quantity: MCr 55,112.136<BR>
<BR>
<BR>
<BR>
Squadron requires 351 pilots<BR>
Squadron cost: Mcr 999,976.035<BR>
Total squadron crew: 15,580<BR>
Total fuel tonnage: 676,538.400 Tons<BR>
Percentage gas giant capable: 39.330%<BR>
Percentage ocean capable: 39.330%<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 10:12:11 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Secret Agents<BR>
<BR>
Leonard Erickson (aka Shadow) types:<BR>
>Nonsense, Drake is a wonderful template for an Imperial Agent of some<BR>
>sort. Or for the hero of a show about them.<BR>
<BR>
You can see Drake using the alias "Jones" in the Cold War classic "Ice <BR>
Station Zebra."<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 08:12:27 -0700 (MST)<BR>
From: Bruce Johnson <johnson@Pharmacy.Arizona.EDU><BR>
Subject: Re: Minor race census<BR>
<BR>
I have one homegrown one written up:<BR>
<BR>
http://www.u.arizona.edu/~bjohnson/tadven.html Click on the first link.<BR>
Someday I'll slap together a GURPS character template for them. They<BR>
bacame adapted to zero gee by virtue of being stuck on low-speed<BR>
generation ships (without spin gravity) for several hundred generations.<BR>
<BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
Institutions do not have opinions, merely customs<BR>
<BR>
<BR>
On Sun, 27 Aug 2000, Daniel Phelps wrote:<BR>
<BR>
> Does anyone use a human "variant race" acclimatized to zero g  such as Lois<BR>
> McMaster Bujold's "Quaddies"?<BR>
> <BR>
> Dan<BR>
> <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 09:44:48 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: Re: Places not to invade (was:  Traveller-digest V1999 #2984)<BR>
<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>Subject: Re: Traveller-digest V1999 #2984<BR>
><BR>
>In mail you write:<BR>
><BR>
<snip><BR>
>For Traveller, high on the list of "places you *don't* want to invade"<BR>
>list are planets with a well scattered population and either<BR>
>semi-dangerous local wildlife, or that have the furs of medium to large<BR>
>carnivores as a major export.<BR>
><BR>
>The inhabitants of such places are going to have rifles in every home<BR>
>and lots of ammo. And worse, they are both experienced, and have a<BR>
>reason for having the weapons such that trying to take them away merely<BR>
>guarantees that your troops will be shot on sight.<BR>
><BR>
<BR>
	One of history's greatist snipers was a Finn (and may the gods of<BR>
sharpshooting forgive me, but I have forgotten his name...I'll have to look<BR>
up the story tonight).  He hunted geese for the eider down, so his<BR>
_livelihood_ was sneaking silently through the forest and putting a single<BR>
bullet through the head of a goose (so as to not spoil any of the down or<BR>
the meat).  After that, hunting Russians (during the Winter War) or slightly<BR>
later, Nazis, was child's play.  His score was something like 5 (or was it<BR>
7?) _hundred_<BR>
<BR>
>"Let me get this straight. The place is a sort of cross between<BR>
>Switzerland and Alaska. And you want to *invade* the place? I don't<BR>
>know what you've been drinking, but I'd like to try some when I'm off<BR>
>duty..." <BR>
><BR>
<BR>
	Not only do the Swiss have National Service, and IIRC, are required<BR>
to keep their service rifle at home, they still have this crossbow fetish,<BR>
which means hordes of people armed with a powerful, silent weapon.  I'm<BR>
willing to bet that a 'bodkin point' on a crossbow quarrel would make short<BR>
work of kevlar body armor, too.<BR>
<BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------------------------------------------<BR>
- --------------------------------<BR>
Disclaimer - They just tell me to think, they don't tell me _what_ to think<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 10:42:38 -0700<BR>
From: Russell Bornschlegel <kaleja@estarcion.com><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
Moody, Danny M. wrote:<BR>
<BR>
> > Note it's not Christian Slater's quote from True<BR>
> > Romance, " I found out today that it's better to have<BR>
> > a gun and not need it, then to need a gun and not have<BR>
> > one."<BR>
> <BR>
> Isn't this from _Heathers_?<BR>
<BR>
Nope, I'm pretty sure I'd remember it if it was from _Heathers_.<BR>
<BR>
"Dear Diary: My teen angst bulls**t has a body count."<BR>
<BR>
- -RB<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 12:52:22 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: Secret Agents<BR>
<BR>
And you can see him in a host of 'disguises' and psuedonyms in<BR>
every other good episode of Columbo.  One of the most repeated<BR>
villains, along with Robert Culp and a few select others.<BR>
<BR>
bloo<BR>
<BR>
<BR>
Mark Urbin wrote:<BR>
<BR>
> Leonard Erickson (aka Shadow) types:<BR>
> >Nonsense, Drake is a wonderful template for an Imperial Agent of some<BR>
> >sort. Or for the hero of a show about them.<BR>
><BR>
> You can see Drake using the alias "Jones" in the Cold War classic "Ice<BR>
> Station Zebra."<BR>
><BR>
> -----------------------------------------------------------------------------<BR>
> urbin@bigfoot.com - Opinions should be yours too!<BR>
> "Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
> http://www.bigfoot.com/~urbin/<BR>
> -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 14:43:02 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: Quotation Source on When you should be bringing your gun?<BR>
<BR>
At 04:32 AM 8/28/00 -0500, Someone wrote:<BR>
>> "You can get further with a kind word and a gun than with a kind word<BR>
>> alone."<BR>
>><BR>
>> Sort of makes a difference!<BR>
><BR>
>That isn't the way I read it.  If it were that, it wouldn't be so<BR>
>memorable.<BR>
>Heck, if I have it wrong, I don't care.  It sounds better.<BR>
<BR>
I prefer Valen's version (which really didn't make any sense until humans<BR>
started to join the Anla Shok):<BR>
<BR>
"You can get more with a kind word and a two-by-four than with a kind word<BR>
alone."<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 13:15:36 -0500<BR>
From: "Moody, Danny M." <Danny.Moody@bridge.com><BR>
Subject: RE: Quotation Source on When you should be bringing your gun?<BR>
<BR>
> -----Original Message-----<BR>
> From: Russell Bornschlegel [mailto:kaleja@estarcion.com]<BR>
> <BR>
> Nope, I'm pretty sure I'd remember it if it was from _Heathers_.<BR>
> <BR>
> "Dear Diary: My teen angst bulls**t has a body count."<BR>
<BR>
I stand corrected (said Dr. Renee Richards).  <BR>
<BR>
"Eskimo!"<BR>
<BR>
<BR>
vargr1                                                   UPP-8D9B85<BR>
Meyers-Briggs personality type: ENTJ                vargr1@jcn1*com<BR>
"...the ENTJ is not one to be trifled with."      dmoody@bridge*com<BR>
- --------------------------- Molon Labe! ---------------------------<BR>
        <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 12:10:00 -0700 (PDT)<BR>
From: Glenn Goffin <gmgoffin@yahoo.com><BR>
Subject: Re: GURPS: OGRE<BR>
<BR>
>From: "Legate Legion" <legate@futureone.com><BR>
><BR>
>    One question, can an Orge take a near miss by a Nuclear <BR>
>Weapon Spawed Giant Lizard?<BR>
<BR>
<BR>
We may have a new Striker scenario for the San Jose group -- or maybe just<BR>
a Metagame expansion pack idea.<BR>
<BR>
- --Glenn<BR>
<BR>
__________________________________________________<BR>
Do You Yahoo!?<BR>
Yahoo! Mail - Free email you can access from anywhere!<BR>
http://mail.yahoo.com/<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 11:42:28 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: Re: "mazel tov" (was: tennou heika banzai)<BR>
<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>Subject: Re: tennou heika banzai<BR>
><BR>
>In mail you write:<BR>
><BR>
><BR>
>Ask someone who knows Yiddish to translate "mazel tov" sometime.<BR>
>Literally, it means something like "good luck". The best "feel"<BR>
>translation I've ever heard is "and much good shall it do you" (with a<BR>
>very sarcastic tone). <BR>
><BR>
>It's somewhat like "lotsa luck", but not quite.<BR>
<BR>
	The book "The Joys of Yiddish" has a great entry about this phrase.<BR>
While in use is feels a lot like "congratulations" and the literal<BR>
translation is "good luck", there is often a sarcastic element assumed, if<BR>
not necessarily implied.  The book explains that _when_ you say it is very<BR>
important.  When someone tells you that their son, the naval officer, has<BR>
just been given command of a ship, it is appropriate to say "mazel tov".  If<BR>
they were to tell you that he had just returned from his first tour as<BR>
commander, "mazel tov" would imply that you are saying "It's lucky he got<BR>
back at all."<BR>
	In a way, we do the same with English - depending on the context and<BR>
tone of voice, "good luck" can mean anything from 'all the best' to 'you<BR>
must have rocks for brains to even think of trying that'<BR>
<BR>
	Rod Basler, COFIT<BR>
- ------------------------------------------------------------------------<BR>
Disclaimer - They just tell to think; they don't tell me _what_ to think.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 20:32:12 +0100<BR>
From: "Derrick Jones" <dojones.whitestar@btinternet.com><BR>
Subject: [BITS] GenCon UK 2000 reminder.....<BR>
<BR>
With big thanks to Derrick Jones for letting me use his account while mine is down;<BR>
<BR>
- ----<BR>
<BR>
BITS - British Isles Traveller Support<BR>
http://www.bits.org.uk/<BR>
<BR>
Hi all,<BR>
<BR>
BITS will be at GenCon UK from Thursday; we are based in the Esdevium <BR>
Games area, and will be running demo games of Traveller (most <BR>
versions), ACQ, and Traveller Full Thrust. In addition we are running <BR>
three RPGA sponsored tournaments, including the infamous Traveller Fun <BR>
(in the same vein as the 'White Dwarf' scenario we gave away last <BR>
Christmas). I think we may beat the level of activity for Traveller <BR>
at US GenCon 2000 :-/<BR>
<BR>
Unofficially, there will probably be a 'get revenge on Nick Bradbeer' <BR>
Mag*Blast! game, and seeing how late the bar stays open, and how many <BR>
drinks the BITS crew can blag session.<BR>
<BR>
Hopefully see you there!<BR>
<BR>
Dom  - BITS Webmaster and General Dogsbody(*)<BR>
<BR>
(*) Excellent, command rank at last!<BR>
<BR>
<BR>
Dom Mooney - http://www.bits.org.uk/ - http://www.cybergoths.u-net.com<BR>
http://www.core.org.uk/ - 'Keeping the Flame'<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 18:43:38 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: Striker scale<BR>
<BR>
Luther Martin wrote:<BR>
<BR>
 >If you are playing at TL13+ or so, it might make sense to scale down<BR>
 >all of<BR>
 >the ranges, "cm" into "mm," and so forth, so that your gaming table is<BR>
 >now<BR>
 >15 km across instead of 1.5 km. Does anyone have experience with<BR>
 >Striker at<BR>
 >these TLs who can enlighten us?<BR>
<BR>
Striker has rules for 1/285 scale conversion (1" = 50m).  In my day, <BR>
because of a shortage of floor space, we used a scale of 1" = 100m<BR>
(1mm = 4m).  With 1/300 scale models the miniatures were a bit big,<BR>
but not too bad.  I think the "cm" to "mm" conversion would be a<BR>
bit impractical.  Might make an interesting experiment, though.  What<BR>
scale miniatures would you use?<BR>
<BR>
Although grav-vehicles can fly at high speed above the local terrain, it<BR>
exposes them to a lot of fire.  NOE speed is usually the critical factor<BR>
in determining the size of the battle field.<BR>
<BR>
 >On the other hand, I'm going to pick up some WWI miniatures soon, so<BR>
 >that we<BR>
 >can also play the extremely low TLs. That could be interesting also.<BR>
<BR>
My group used to do WWII engagements with Striker.  Just get the stats<BR>
on the vehicles & weapons and convert them to Striker ratings.  You <BR>
don't have to do all the design work yourself.<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 18:45:21 EDT<BR>
From: Ludowick@aol.com<BR>
Subject: banzai & aerosols<BR>
<BR>
Leonard Erickson asks:<BR>
<BR>
 >> "Tenno heika, banzai!"<BR>
 ><BR>
 >Translation?<BR>
<BR>
It amounts to "Long live the Emperor!"  It was what Imperial Japanese<BR>
Army soldiers were supposed to say before they died in battle.  I've<BR>
heard that most actually said "Okaa-chan!", which appears to be a <BR>
cross-cultural, universal cry of wounded soldiers.<BR>
<BR>
- ------------------------------<BR>
Bruce Macintosh wrote:<BR>
<BR>
<BR>
 >In Striker, aren't anti-laser aerosols so good at TL10 that laser<BR>
 >weapons are<BR>
 >pretty much useless on the battlefield?<BR>
<BR>
The Rapira series of tanks is fitted with a 90MW laser, which should <BR>
be powerful enough to burn through an aerosol cloud.  The next <BR>
(hopefully, last) version will have an even bigger laser.  "There's <BR>
always one more iteration."  :(  My apologies for the bandwith.  It <BR>
will be a while before I post it.<BR>
<BR>
Ludowick<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 20:08:11 -0400<BR>
From: "Daniel Phelps" <phelpsd@gate.net><BR>
Subject: Re: Minor race census<BR>
<BR>
Was written:<BR>
<BR>
> I have been using Quaddies and Herms in roughly similar way<BR>
> as they appeared in Bujold's books. That is, the Solomani<BR>
> created Quaddies for zero-g environment before the Rule of Man,<BR>
> at a time when artificial gravity was unavailable, unreliable<BR>
> or too expensive. After artificial gravity become common,<BR>
> normal humans could perform those tasks for which Quaddies were<BR>
> specialized, and in a way the Quaddies become obsolete.<BR>
<BR>
<BR>
Don't necessarily follow the logic but I'm not a gearhead.  It seems to me<BR>
that acceleration compensation as used in space vessels could/would be<BR>
independent of artificial gravity.   If so a variant like the Quaddies would<BR>
be at advantage in that living space could be better utilized in 3-d where<BR>
everything can be a "floor".   Additionally Quaddies or any variant fully<BR>
adapted to Zero G would seem to be at a distinct advantage in Zero-G<BR>
construction or indeed in any activities that take place in a lack of<BR>
gravity.<BR>
<BR>
Dan<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 22:00:43 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Is Volker Greimann Still on the List (Concerns Rhylanor and the Land Grab)<BR>
<BR>
Volker, are you still out there?  I have some stuff on Rhylanor that I would<BR>
like for you to see.  I tried your geocities e-mail address and it seemed<BR>
dead.  The trier address seemed like it might have worked.<BR>
<BR>
- -Dan Lane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 22:31:56 -0400<BR>
From: "Mike Demetro" <punkabilly@sprint.ca><BR>
Subject: Re: Secret Agents<BR>
<BR>
> And you can see him in a host of 'disguises' and psuedonyms in<BR>
> every other good episode of Columbo.  One of the most repeated<BR>
> villains, along with Robert Culp and a few select others.<BR>
> <BR>
And Edward Longshanks in Braveheart.<BR>
<BR>
Mike Demetro, President, The Guildhall Press, Canada<BR>
www.guildhallpress.com president@guildhallpress.com <BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 22:33:26 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: [OT] Re: Secret Agents<BR>
<BR>
Well, if we're going to go further off topic, and start<BR>
listing all his credits, someone has already saved us<BR>
the bandwidth. :-)<BR>
<BR>
http://us.imdb.com/Name?McGoohan,+Patrick<BR>
<BR>
http://www.csolve.net/~wleslie/rc/upmcg.htm<BR>
<BR>
bloo<BR>
<BR>
<BR>
Mike Demetro wrote:<BR>
<BR>
> > And you can see him in a host of 'disguises' and psuedonyms in<BR>
> > every other good episode of Columbo.  One of the most repeated<BR>
> > villains, along with Robert Culp and a few select others.<BR>
> ><BR>
> And Edward Longshanks in Braveheart.<BR>
><BR>
> Mike Demetro, President, The Guildhall Press, Canada<BR>
> www.guildhallpress.com president@guildhallpress.com<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 20:22:10 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: Fish and Beast codes<BR>
<BR>
In mail you write:<BR>
<BR>
> And then there is this story ( <BR>
> http://www.biblediscoveries.com/biblecode.html )<BR>
><BR>
> "In Latin, if we add the number value of the letters of [Nero's] name NERON,<BR>
> 50+6+500+60+50 = 666 (see William Barclay, Revelation , Vol 2, p.102,The<BR>
> Westminster Press, 1976). If the last N is dropped, we get 616, which is <BR>
> found in some ancient copies of Revelation"<BR>
<BR>
> [I don't know how N  = 50, but there is a lot I don't follow].<BR>
<BR>
Simple, before positional notation (ie Arabic numerals), with the<BR>
"zero", there were *seperate symbols* (usually letters of the alphabet)<BR>
for:<BR>
1,2,3,4,5,6,7,8,9<BR>
10,20,30,40,50,60,70,80,90<BR>
100,200,300,400,500,600,700,800,900<BR>
<BR>
And they were assigned in order. With the current alphabet, you'd get<BR>
this:<BR>
<BR>
A=1	J=10	S=100<BR>
B=2	K=20	T=200<BR>
C=3	L=30	U=300<BR>
D=4	M=40	V=400<BR>
E=5	N=50	W=500<BR>
F=6	O=60	X=600<BR>
G=7	P=70	Y=700<BR>
H=8	Q=80	Z=800<BR>
I=9	R=90	&=900<BR>
<BR>
(& was considered a letter at some times in the past).<BR>
<BR>
So 768 would be written as YOH.<BR>
<BR>
"Roman" numerals are a simplified version of this type of system. <BR>
<BR>
Once you know about this, the origins of numerology are pretty obvious.<BR>
Because *every* word could also be a number. <BR>
<BR>
ObTrav: <BR>
<BR>
Have the players find an inscription in an alien language (directions<BR>
to a treasure?) and the numbers are in this sort of notation.<BR>
Naturally, the dictionary they get out of the computer doesn't mention<BR>
this, because all *scholars* know about this sort of thing. <eg><BR>
<BR>
Just picture them trying to figure out the "words" that aren't in the<BR>
dictionary (or worse yet, the number happens to be a legitimate word).<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 #2998<BR>
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<HTML><FONT  SIZE=3 PTSIZE=10>Subj:	<B> Traveller-digest V1999 #2999</FONT><FONT  SIZE=3 PTSIZE=10></B><BR>
Date:	8/29/00 4:35:10 PM Pacific Daylight Time<BR>
From:	owner-traveller-digest@lists.imagiconline.com (Traveller-digest)<BR>
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Traveller-digest      Tuesday, August 29 2000      Volume 1999 : Number 2999<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: banzai & aerosols<BR>
Re: Fish and Beast codes<BR>
Re: banzai & aerosols<BR>
RE: banzai & aerosols<BR>
Re: banzai & aerosols<BR>
RE: Project Idea<BR>
RE: Non-Traveller: Prisoner<BR>
Re: Places not to invade (OT)<BR>
Re: Places not to invade (OT)<BR>
Re: Homemade SMGs<BR>
GURPS Traveller: Imperial Navy<BR>
Rare RPG stuff<BR>
Re: Homemade SMGs<BR>
Re: Places not to invade (OT)<BR>
[OT] Dictionaries<BR>
Re: Numerology (was:  Fish and Beast codes)<BR>
Need Hiver Scan<BR>
Re: [OT] Dictionaries<BR>
Re: GURPS Traveller: Imperial Navy<BR>
Retro D&D rules Q (OT, sorry)<BR>
BBC Horizon - Source of Background of Information<BR>
RE: banzai & aerosols<BR>
Re: Retro D&D rules Q (OT, sorry)<BR>
Re: Retro D&D rules Q (OT, sorry)<BR>
Re: Retro D&D rules Q (OT, sorry)<BR>
Re: Retro D&D rules Q (OT, sorry)<BR>
Re: Traveller-digest V1999 #2984<BR>
RE: Retro D&D rules Q (OT, sorry)<BR>
<BR>
----------------------------------------------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 20:53:43 PST<BR>
From: shadow@krypton.rain.com (Leonard Erickson)<BR>
Subject: Re: banzai & aerosols<BR>
<BR>
In mail you write:<BR>
<BR>
> Leonard Erickson asks:<BR>
><BR>
>  >> "Tenno heika, banzai!"<BR>
>  ><BR>
>  >Translation?<BR>
><BR>
> It amounts to "Long live the Emperor!"  It was what Imperial Japanese<BR>
> Army soldiers were supposed to say before they died in battle.  I've<BR>
> heard that most actually said "Okaa-chan!", which appears to be a <BR>
> cross-cultural, universal cry of wounded soldiers.<BR>
<BR>
Let me guess, "Ohhhh sh*t!"?<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, 28 Aug 2000 23:04:38 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: Re: Fish and Beast codes<BR>
<BR>
Leonard Erickson wrote:<BR>
<BR>
[snip cool number info]<BR>
<BR>
> ObTrav:<BR>
><BR>
> Have the players find an inscription in an alien language (directions<BR>
> to a treasure?) and the numbers are in this sort of notation.<BR>
> Naturally, the dictionary they get out of the computer doesn't mention<BR>
> this, because all *scholars* know about this sort of thing. <eg><BR>
><BR>
> Just picture them trying to figure out the "words" that aren't in the<BR>
> dictionary (or worse yet, the number happens to be a legitimate word).<BR>
><BR>
<BR>
You mean like ANNIC NOVA?  :-)<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Mon, 28 Aug 2000 21:52:52 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: Re: banzai & aerosols<BR>
<BR>
From: Leonard Erickson <shadow@krypton.rain.com><BR>
<BR>
<BR>
>In mail you write:<BR>
><BR>
>> Leonard Erickson asks:<BR>
>><BR>
>>  >> "Tenno heika, banzai!"<BR>
>>  ><BR>
>>  >Translation?<BR>
>><BR>
>> It amounts to "Long live the Emperor!"  It was what Imperial Japanese<BR>
Army soldiers were supposed to say before they died in battle.<BR>
>><BR>
If you say so.  I am not actually convinced that 'banzai' means 'long live'<BR>
because I have never heard it used that way.<BR>
<BR>
>>  I've heard that most actually said "Okaa-chan!", which appears to be a<BR>
cross-cultural, universal cry of wounded soldiers.<BR>
>><BR>
>Let me guess, "Ohhhh sh*t!"?<BR>
><BR>
Nope.<BR>
<BR>
"Mommy!!!!"  is a better translation.<BR>
<BR>
Kiri  ^_^<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 03:14:10 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: banzai & aerosols<BR>
<BR>
>> It amounts to "Long live the Emperor!"  It was what Imperial Japanese<BR>
>>Army soldiers were supposed to say before they died in battle.<BR>
><BR>
>If you say so.  I am not actually convinced that 'banzai' means 'long live'<BR>
>because I have never heard it used that way.<BR>
<BR>
Your insistence about a mistranslation of banzai intrigued me to say the<BR>
least. Since I frequently enjoy ferreting out popular misconceptions, I<BR>
decided to poke around for myself. After all, you never know when a bit of<BR>
knowledge about this may prove useful.<BR>
<BR>
Every source I've come across agrees that "banzai" is a popular Japanese<BR>
cheer, akin to "hurrah" in English. I haven't been able to figure out the<BR>
"appropriate" time and place to use the phrase, but my research was limited<BR>
to just about two hours. It seems that the circumstances under which it can<BR>
be used vary quite a bit. I've seen references to it being used at sporting<BR>
events, company picnics and the departure of a friend or family member when<BR>
they are undertaking a long journey.<BR>
<BR>
Many different sources give "banzai" a translation of "10,000 years", "long<BR>
life" or some variation (such as "prosper forever", "10,000 years of life").<BR>
<BR>
Every Japanese to English dictionary I've hit tonight spit out a translation<BR>
of "hurrah" and "long life". Some spit out an additional bit indicating that<BR>
the term literally means 10,000 years. Some of the dictionaries I've hit<BR>
tonight are http://www.savergen.com ,<BR>
http://www.notredame.ac.jp/cgi-bin/jedi-inoa and<BR>
http://enterprise.dsi.crc.ca/cgi-bin/j-e/tty/dict . Others can be found<BR>
easily using a decent search engine.<BR>
<BR>
As far as I can tell, pretty much everybody who has commented has been<BR>
correct. It would appear to mean 10,000 years. It would also appear to mean<BR>
"long life". If I understand the general gist of the various articles I've<BR>
read tonight, the term does not always carry these meanings. In other words,<BR>
it's frequently a "gut" word.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 00:24:29 -0700<BR>
From: "Kiri Aradia Morgan" <tiamat@tsoft.com><BR>
Subject: Re: banzai & aerosols<BR>
<BR>
OK, well, it's possible that all the dics I have are wrong.<BR>
<BR>
that happens.<BR>
<BR>
Kiri  ^_^<BR>
<BR>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<BR>
Kiri Aradia Morgan      93!      Thou Art God...<BR>
tiamat@tsoft.com<BR>
<BR>
"That wickedness weltering around inside of you, inside of everyone, is<BR>
sacred somewhere.  There's a deity out there who digs it.  You can respect<BR>
and love your darkest side, disposing of only what is obsolete or<BR>
impractical.  It's all about giving yourself permission."<BR>
                                -- Jack Darkhand<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:02:12 +0100<BR>
From: "Jones, Dean" <Dean.Jones@fox-europe.com><BR>
Subject: RE: Project Idea<BR>
<BR>
> I've been thinking about a project idea I would like to <BR>
> float, working title<BR>
> 101  Villains.   I see it along the lines of the Canon <BR>
> "Patrons Supplement"<BR>
> but expanded.  Each entry would have a biography, the <BR>
> push/pull that makes<BR>
> an individual villain tick, power base/resources and how they <BR>
> would fit into<BR>
> a campaign as a really bad enemy/ dangerous patron choice.<BR>
> <BR>
> I have the following examples in mind at present:<BR>
<BR>
> organized crime kingpin/stool pigeon<BR>
<BR>
I have one I'm rather proud of...he's paraplegic and has both legs and his<BR>
left arm replaced with very expensive, very flashy prostheses. Good patron<BR>
too...At the moment one of my PCs is trying to track-down the man who stole<BR>
them :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 22:43:52 +1200<BR>
From: "Frank G. Pitt" <frankie@mundens.gen.nz><BR>
Subject: RE: Non-Traveller: Prisoner<BR>
<BR>
>Leonard Erickson<BR>
> > Same same. Yet another example of the name of a British show<BR>
> > being changed by the American Networks<BR>
><BR>
> Nope. My TV book lists "Danger Man" as running April 5, 1961 to<BR>
> September 13, 1961 on CBS 8:30-9:00.<BR>
><BR>
> It lists "Secret Agent" as running April 3,1965 thru September 10, 1966<BR>
> on CBS.<BR>
> Apr 1965 - Sep 1965, 9:00-10:00<BR>
> Dec 1965 - Sep 1966, 8:30-9:30<BR>
<BR>
And as the previous poster said, both of them ran on ATV in England under<BR>
the name "Danger Man"<BR>
<BR>
> Note that "Danger Man" was 30 minutes, while "Secret Agent" was an hour.<BR>
<BR>
Yes, the second series of Danger Man was an hour long<BR>
<BR>
First British Broadcasts<BR>
First Series :  September 11, 1960, ATV<BR>
Second Series : October 14, 1964, ATV<BR>
<BR>
The theme song "Secret Agent Man" was only attached to the second series,<BR>
and only in the US.<BR>
CBS also added a new and "flashier" title sequence.<BR>
<BR>
I never like either of them.<BR>
I always preferred the original "Callan".<BR>
<BR>
Frankie<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 06:45:35 -0400 (EDT)<BR>
From: Les Howie <travgrognard@yahoo.ca><BR>
Subject: Re: Places not to invade (OT)<BR>
<BR>
Rodney Basler wrote:<BR>
<BR>
<BR>
>        One of history's greatist snipers was a Finn<BR>
(snip)><BR>
<BR>
>After that, hunting Russians (during the Winter War)<BR>
>or slightly later, Nazis, was child's play.  His<BR>
score >was something like 5 (or was it 7?) _hundred_<BR>
<BR>
My knowledge of Finnish history (and WWII) must have<BR>
fuzzed out a bit.  Why would he (a Finninsh soldier)<BR>
have been shooting at the Germans?<BR>
<BR>
<BR>
_______________________________________________________<BR>
Do You Yahoo!?<BR>
Get your free @yahoo.ca address at http://mail.yahoo.ca<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:29:05 -0500<BR>
From: Leslie Bates <lesbates@minn.net><BR>
Subject: Re: Places not to invade (OT)<BR>
<BR>
>My knowledge of Finnish history (and WWII) must have<BR>
>fuzzed out a bit.  Why would he (a Finninsh soldier)<BR>
>have been shooting at the Germans?<BR>
<BR>
As part of the 1944 peace deal with Stalin the Finns were ordered to eject<BR>
the Germans from Finland.<BR>
<BR>
Les<BR>
<BR>
\\\\\\\\\\\\\\\\<BR>
Legalize Reality<BR>
////////////////<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:34:18 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Re: Homemade SMGs<BR>
<BR>
Tod puts into the Ether:<BR>
>PAWS (Police Automatic Weapons Service) produces (produced.  1986 law)  both<BR>
>an open-bolt SMG and a closed bolt semi-auto carbine.  With the exception of<BR>
>only a couple of minor (but important) parts, these guns are identical.  The<BR>
>open-bolt SMG is far easier to cock, and has significantly less recoil than<BR>
>the closed bolt semi-auto.<BR>
<BR>
Isn't it still legal to produce full auto firearms in on federal court <BR>
district in Illinois?<BR>
<BR>
Good fodder for PCs on balkanized planets.<BR>
<BR>
"Yes, Enri, such a lab is very illegal here.  The other side of that <BR>
mountain range is another story."<BR>
"But it two weeks by mule, even it wasn't snowed in!"<BR>
"Remember that we have an air/raft.  You're always telling me what a hot <BR>
shot pilot you are.  A few mountain blizzards should be a problem."<BR>
<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
Exigis Domus Hillaria - http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:39:24 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: GURPS Traveller: Imperial Navy<BR>
<BR>
>Mark Urbin wrote:<BR>
> > http://www.sjgames.com/gurps/traveller/navy/<BR>
> > > This page says it's in production.<BR>
>http://www.sjgames.com/gurps/traveller/books.html<BR>
>This page doesn't list it.<BR>
>Reason: The book was in production a while back, but it misjumped and<BR>
>was removed. Some kind of problem which I think wasn't explained to the<BR>
>list.<BR>
<BR>
I remember that Broo Ha Ha.  The discussion board was filled with very <BR>
passionate people with very different views on the Imperial Navy.  That is <BR>
way it was shelved.<BR>
<BR>
That's why I was surprised to find that page.<BR>
<BR>
Loren?<BR>
<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"Tension, apprehension and dissension have begun." -- Alfred Bester<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:41:29 -0400<BR>
From: Mark Urbin <urbin@bigfoot.com><BR>
Subject: Rare RPG stuff<BR>
<BR>
Tsykoduk" <Tsykoduk@bigfoot.com> types:<BR>
>Subject: RE: Expensive RPG modules<BR>
>I hate you.<BR>
>:P<BR>
>- -----<BR>
>I believe I still have two copies of the Ringworld game and one copy of the<BR>
>Ringworld Companion.<BR>
<BR>
I could grow real fond of him if he has a scanner. :-)<BR>
<BR>
'<BR>
- -----------------------------------------------------------------------------<BR>
urbin@bigfoot.com - Opinions should be yours too!<BR>
"We don't just borrow words; on occasion, English has pursued<BR>
other languages down alleyways to beat them unconscious and<BR>
rifle their pockets for new vocabulary." - James D. Nicoll<BR>
http://www.bigfoot.com/~urbin/<BR>
- -----------------------------------------------------------------------------<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 11:04:34 EDT<BR>
From: CardSharks@aol.com<BR>
Subject: Re: Homemade SMGs<BR>
<BR>
In a message dated 8/29/00 9:36:19 AM Central Daylight Time, <BR>
urbin@bigfoot.com writes:<BR>
<BR>
<< <BR>
 Isn't it still legal to produce full auto firearms in on federal court <BR>
 district in Illinois?<BR>
  >><BR>
<BR>
Its illegal to privately own machine guns in Illinois (state law). That <BR>
doesn't stop corporations (federal licensees) from making and selling them to <BR>
buyers in other states where ownership is legal. We used to have a major <BR>
machinegun dealer here; at the range out of town, it was possible to rent a <BR>
Thompson once in a while; and there is at least one manufacturer in the state.<BR>
<BR>
Marc Miller<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 09:33:34 -0700<BR>
From: Bruce Johnson <johnson@pharmacy.arizona.edu><BR>
Subject: Re: Places not to invade (OT)<BR>
<BR>
Well, Finland more or less got invaded by _both_ sides. Same thing<BR>
happened to Estonia. That happens a lot when you can control the Baltic<BR>
Sea...<BR>
<BR>
A physics professor of mine back in college was Estonian, one of _three_<BR>
members of his high school graduating class to have survived the war. At<BR>
one point his uncle and he were wanted by both the NKVD and the Gestapo<BR>
at the same time.<BR>
<BR>
Les Howie wrote:<BR>
> <BR>
> Rodney Basler wrote:<BR>
> <BR>
> >        One of history's greatist snipers was a Finn<BR>
> (snip)><BR>
> <BR>
> >After that, hunting Russians (during the Winter War)<BR>
> >or slightly later, Nazis, was child's play.  His<BR>
> score >was something like 5 (or was it 7?) _hundred_<BR>
> <BR>
> My knowledge of Finnish history (and WWII) must have<BR>
> fuzzed out a bit.  Why would he (a Finninsh soldier)<BR>
> have been shooting at the Germans?<BR>
> <BR>
> _______________________________________________________<BR>
> Do You Yahoo!?<BR>
> Get your free @yahoo.ca address at http://mail.yahoo.ca<BR>
<BR>
- -- <BR>
Bruce Johnson<BR>
University of Arizona<BR>
College of Pharmacy<BR>
Information Technology Group<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 12:09:52 -0500<BR>
From: Steve Daniels <stevedaniels@portcaddo.com><BR>
Subject: [OT] Dictionaries<BR>
<BR>
Kiri Aradia Morgan wrote:<BR>
<BR>
> OK, well, it's possible that all the dics I have are wrong.<BR>
><BR>
> that happens.<BR>
<BR>
Dictionaries are inherently incomplete.<BR>
They aren't right or wrong.<BR>
They are merely *descriptive* recordings of how<BR>
*some* people use, spell, and pronounce *some*<BR>
words.  They are not, and IMHO, should not be<BR>
interpreted as, *prescriptive* rules to limit the<BR>
potential utility and flexibility of a given word and<BR>
its spelling or pronounciation.<BR>
<BR>
Samuel Johnson did a great thing in compiling the<BR>
first English language dictionary.  But he was merely<BR>
*recording* words he heard people use, and the<BR>
meanings that he was able to determine.  For many<BR>
words, he had to invent the spellings.<BR>
<BR>
In my little world, dictionaries are not rulebooks,<BR>
they are imperfect tools.<BR>
<BR>
bloo<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 10:20:19 -0700<BR>
From: Rodney Basler <rgb@odetics.com><BR>
Subject: Re: Numerology (was:  Fish and Beast codes)<BR>
<BR>
>From: shadow@krypton.rain.com (Leonard Erickson)<BR>
>Subject: Re: Fish and Beast codes<BR>
><BR>
</FONT><FONT  SIZE=3 PTSIZE=14><BIG><BIG><BIG><BR>
><BR>
>ObTrav: <BR>
><BR>
>Have the players find an inscription in an alien language (directions<BR>
>to a treasure?) and the numbers are in this sort of notation.<BR>
>Naturally, the dictionary they get out of the computer doesn't mention<BR>
>this, because all *scholars* know about this sort of thing. <eg><BR>
><BR>
>Just picture them trying to figure out the "words" that aren't in the<BR>
>dictionary (or worse yet, the number happens to be a legitimate word).<BR>
<BR>
	Two words (numbers?):  ANNIC NOVA<BR>
<BR>
	Rod Basler, COFIT<BR>
- ----------------------------------------<BR>
Disclaimer:  They just tell me to think, they don't tell me _what_ to think<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 13:58:01 -0500<BR>
From: Loren Wiseman <lkw@io.com><BR>
Subject: Need Hiver Scan<BR>
<BR>
Gentlebeings:<BR>
<BR>
We are preparing a Traveller "Art Bible" for use by the people who<BR>
illustrate Traveller for SJ Games, and I find myself in need of the color<BR>
illustration of a Hiver on the cover of JTAS #(actual number not in memory<BR>
at this time). Could someone do a 300 dpi jpg and send it to Alex Fernandez<BR>
(the production artist in charge of this project). He is at alexf@io.com<BR>
<BR>
Thank you!<BR>
<BR>
LKW<BR>
<BR>
P.S. I have this issue in Austin, but it is hiding from me temporarily.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 15:18:21 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: [OT] Dictionaries<BR>
<BR>
As a note, you wouldn't believe the raging arguments that develop over the<BR>
translation of certain terms used in the martial arts among practitioners,<BR>
researchers and scholars.<BR>
Dictionaries are of very little help in that.<BR>
So there being difficulty over something like this does not surprise me.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 16:38:07 -0400<BR>
From: "Dan Lane" <danielrlane@home.com><BR>
Subject: Re: GURPS Traveller: Imperial Navy<BR>
<BR>
What were the basic opposing viewpoints?  (Its probably a mistake to rehash<BR>
this, but as a navy-guy, I'm kind of curious).<BR>
<BR>
- -Dan Lane<BR>
- ----- Original Message -----<BR>
From: "Mark Urbin" <urbin@bigfoot.com><BR>
Subject: GURPS Traveller: Imperial Navy<BR>
<BR>
<BR>
> I remember that Broo Ha Ha.  The discussion board was filled with very<BR>
> passionate people with very different views on the Imperial Navy.  That is<BR>
> way it was shelved.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 17:26:37 -0400<BR>
From: trentfs@ix.netcom.com<BR>
Subject: Retro D&D rules Q (OT, sorry)<BR>
<BR>
I know this isn't the place, but I remember at least a couple of folks here mentioning that they played D&D back in the pre-Traveller 70s.  I recently re-picked up my copy of the white-box rules (purchased well-used ca. 1988) and am utterly mystified by a couple of things.  Rather than go scouring D&D websites and lists (which could be neverending) or writing to Gary Gygax (shudder), I'm hoping someone here can respond (off-list of course) and help me figure out a couple of things:<BR>
<BR>
1) What exactly was the 'Outdoor Survival' map supposed to be used for?  For wilderness adventures when the DM was too lazy to draw his own map?  If so, how was it supposed to interface with "real-world" wilderness adventures, or was it?  Follow-up question:  did anybody actually use the 'Outdoor Survival' map with D&D?<BR>
<BR>
2) How exactly did 'Chainmail' and D&D's combat systems merge together?  There are several sub-questions I could ask about this, but I'm trying to keep this intrusion relatively brief.  In short, it looks like the man-to-man table only works for people/creatures using weapons, and the Fantasy Combat Table only works for the few creatures included in 'Chainmail.'  What about everything else?  Did everybody just use the 'Alternate Combat System'(which, without the additions from 'Greyhawk,' seems extremely lame)?<BR>
<BR>
My interest here is pure retro-curiosity with no practical application at all.  I'm just wondering how people handled/interpreted these rules back in the days when they were all there was.<BR>
<BR>
<BR>
Trent<BR>
<BR>
ObTrav:  Maybe it's the 3 year time differential (74-77), or the higher level of authorial professionalism, but I was never this mystified by any portion of the original CT LBBs.  <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 22:29:48 +0100<BR>
From: SD Mooney <dom@cybergoths.u-net.com><BR>
Subject: BBC Horizon - Source of Background of Information<BR>
<BR>
Hi all,<BR>
<BR>
I've just discovered that the BBC no longer sells the scripts of its <BR>
science programme 'Horizon' but they are all archived on their <BR>
website. Have a look at;<BR>
<BR>
http://www.bbc.co.uk/horizon/space.shtml<BR>
<BR>
for all the space stuff. Each programme has a synopsis and external <BR>
links, plus the transcript linked off it.<BR>
<BR>
http://www.bbc.co.uk/horizon/asteroidtran.shtml<BR>
<BR>
Is the transcript of the episode about asteriods cross earth orbit <BR>
that was shown tonight.<BR>
<BR>
Enjoy,<BR>
<BR>
Dom<BR>
- ----------Dom Mooney---dom@cybergoths.u-net.com------------<BR>
"In the End I found beginnings, not a vision, a wake up call.<BR>
Raised from the dead by a beating heart and at last I can<BR>
   see it all. And my eyes were opened to the darkness.."<BR>
                   Fish /Raingods with Zippos/<BR>
Rob Prior's Mac software @ http://www.bits.org.uk/ <BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 17:31:26 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: banzai & aerosols<BR>
<BR>
>OK, well, it's possible that all the dics I have are wrong.<BR>
><BR>
>that happens.<BR>
<BR>
Hey, I wasn't saying that. I was merely saying that this discussion got me<BR>
intrigued enough to check it out, and after about two hours of searching on<BR>
the internet, hitting a lot of sites and online dictionaries the term banzai<BR>
apparently has at least three somewhat different, but probably connected,<BR>
meanings: 10,000 years, long life, and a "hurrah"-like cheer. Even without<BR>
spending any more time to try and puzzle the whole thing out, it's easy to<BR>
see how these three meanings could be related to each other.<BR>
<BR>
In this case, I wasn't saying that anybody was wrong. Quite the opposite, in<BR>
fact: as far as I can tell, everyone who posted on this thread seemed to be<BR>
more or less correct.<BR>
<BR>
That's all. No offense meant to anyone, nor to anyone's dictionaries. :)<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 17:37:51 -0400<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
Subject: Re: Retro D&D rules Q (OT, sorry)<BR>
<BR>
Actually, your best bet would be to write Gary and see if he remembers and<BR>
can take the time from his new system to answer fully.<BR>
In absence of that, I can do a bit to answer #2.<BR>
D&D is an evolutionary move beyond chainmail. Further, the original D&D<BR>
rules needed significant work to make them fully functional and so AD&D.<BR>
Naturally, the whole thing is a lot more complex than that.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 14:43:26 -0700<BR>
From: "Brian Jenkins" <Brian.Jenkins@grpwise1.westek.com><BR>
Subject: Re: Retro D&D rules Q (OT, sorry)<BR>
<BR>
Sorry I did not get to this quicker.  You can email me at rpg@hijenks.com and I can answer both of those questions for you....<BR>
<BR>
Seeya<BR>
<BR>
Brian<BR>
<BR>
>>> samwise1@email.msn.com 08/29/00 02:37PM >>><BR>
Actually, your best bet would be to write Gary and see if he remembers and<BR>
can take the time from his new system to answer fully.<BR>
In absence of that, I can do a bit to answer #2.<BR>
D&D is an evolutionary move beyond chainmail. Further, the original D&D<BR>
rules needed significant work to make them fully functional and so AD&D.<BR>
Naturally, the whole thing is a lot more complex than that.<BR>
<BR>
Sam<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 23:40:40 +0100<BR>
From: "michael.scanlon" <michael.scanlon@bmthonline.net><BR>
Subject: Re: Retro D&D rules Q (OT, sorry)<BR>
<BR>
why you talking D&D AD&D, where is the thread connection thingy,,,, to<BR>
Traveller?<BR>
<BR>
Michael.Scanlon@Bmthonline.net<BR>
ICQ#27333894<BR>
<BR>
"Nothing that God of biomechanics wouldn't let you in Heaven for...."<BR>
<BR>
- ----- Original Message -----<BR>
From: "Samuel D. Weiss" <samwise1@email.msn.com><BR>
To: <traveller@lists.imagiconline.com><BR>
Sent: Tuesday, August 29, 2000 10:37 PM<BR>
Subject: Re: Retro D&D rules Q (OT, sorry)<BR>
<BR>
<BR>
> Actually, your best bet would be to write Gary and see if he remembers and<BR>
> can take the time from his new system to answer fully.<BR>
> In absence of that, I can do a bit to answer #2.<BR>
> D&D is an evolutionary move beyond chainmail. Further, the original D&D<BR>
> rules needed significant work to make them fully functional and so AD&D.<BR>
> Naturally, the whole thing is a lot more complex than that.<BR>
><BR>
> Sam<BR>
><BR>
><BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 16:08:58 -0700 (PDT)<BR>
From: healyzh@aracnet.com<BR>
Subject: Re: Retro D&D rules Q (OT, sorry)<BR>
<BR>
> why you talking D&D AD&D, where is the thread connection thingy,,,, to<BR>
> Traveller?<BR>
> <BR>
> Michael.Scanlon@Bmthonline.net<BR>
<BR>
Had you read the original post you would have seen the person asking the<BR>
question apologized for asking here, and that this was the only place he<BR>
really knew to ask.<BR>
<BR>
			Zane<BR>
<BR>
------------------------------<BR>
<BR>
Date: Wed, 30 Aug 2000 11:19:45 +1200<BR>
From: "Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
Subject: Re: Traveller-digest V1999 #2984<BR>
<BR>
On 24 Aug 2000, at 18:00, Tod Glenn wrote:<BR>
<BR>
> I wouldn't put too much faith in those home brew plans.<BR>
> <BR>
> 1)  The magazine.  This is usually the hardest thing to build.  I personally<BR>
> know a title II (class 3) manufacturer who builds, among other things, a copy of<BR>
> the Sterling SMG (Police Automatic Weapons Service or PAWS for those interested,<BR>
> located in Salem Oregon).<BR>
> <BR>
> Despite having a very extensive machine shop (including CNC), lots of<BR>
> experience and technical know how, he does not make his own magazine owing<BR>
> to the Difficulty of manufacture.  In fact, most firearms manufacturers<BR>
> subcontract magazine manufacture to 2 or 3 companies in the US who do it.<BR>
> <BR>
> 2) The barrel.  Your local hardware store is unlikely to have ordnance grade<BR>
> 4140 chrome molybdenum steel or it's stainless equivalent in stock.  If they do,<BR>
> who will heat treat it.  Yes, you can use lesser material.  But I'll pass on<BR>
> firing your SMG.<BR>
<BR>
Just buy a nice high quality pry-bar, one of those 5' jobs. They're made out of <BR>
a nice springy steel that shouldn't crack or fracture under the stress of <BR>
firing. However I'd still test-fire it from the far side of a concrete wall.<BR>
 <BR>
> Most of those Sten gun plans assume you will be starting from a kit.  There are<BR>
> large number of Sten parts set floating around, missing only the receiver.  What<BR>
> you are typically doing in the 'plans' is building this rather simple part.<BR>
> <BR>
> Building a gun from raw materials that works and won't kill or maim you is a job<BR>
> for an professional or talented amateur machinist.  Don't try this at home<BR>
> unless you want to be known as "lefty".<BR>
> <BR>
> Joe (non-gunsmith) average could build a functional (sort of) weapon from<BR>
> scrap and with hand tools.  I wouldn't fire it.<BR>
<BR>
The big trick is getting the bore straight once the barrel's more than about 6" <BR>
long (not speaking from experience). Personally I reckon (and I'm not a gun-<BR>
smith or machinist) that I could make a reasonably safe (as in I'd use it for <BR>
slef-defence or in a war, but not for recreation) fire-arm with some good hand-<BR>
tools and a small lathe or a decent drill-press. However it would be very <BR>
single shot. The next easiest would be a Sten style SMG, but I'd need a few Red-<BR>
shirts to test fire the prototypes.<BR>
<BR>
- --<BR>
"Rupert Boleyn" <rboleyn@paradise.net.nz><BR>
<BR>
A pessimist is an optimist with a sense of history.<BR>
<BR>
------------------------------<BR>
<BR>
Date: Tue, 29 Aug 2000 19:28:21 -0400<BR>
From: "Chris Seamans" <semo@pil.net><BR>
Subject: RE: Retro D&D rules Q (OT, sorry)<BR>
<BR>
>1) What exactly was the 'Outdoor Survival' map supposed to be used for?<BR>
For wilderness<BR>
>adventures when the DM was too lazy to draw his own map?  If so, how was it<BR>
supposed to interface<BR>
>with "real-world" wilderness adventures, or was it?  Follow-up question:<BR>
did anybody actually<BR>
>use the 'Outdoor Survival' map with D&D?<BR>
<BR>
The concept of the "world" or "campaign" wasn't really well-formed yet. I've<BR>
always figured that the "Outdoor Survival" map was picked because it was a<BR>
decent, generic wilderness hex-map. Keep in mind that in the early 1970s<BR>
drawing your own hex map at such a scale wasn't terribly easy. The supplies<BR>
might have been somewhat difficult to get... and not everyone has the kind<BR>
of artistic talent to make a decent map.<BR>
<BR>
My take was always that it was a suitable generic map which could be used by<BR>
lots of people sitting around a table to help visualize the setting.<BR>
<BR>
And yes, I did use the "Outdoor Survival" map for a solitaire wilderness<BR>
adventure when I was younger.<BR>
<BR>
>2) How exactly did 'Chainmail' and D&D's combat systems merge together?<BR>
<BR>
Not as well as they could have.<BR>
<BR>
<snip><BR>
<BR>
>Did everybody just use the 'Alternate Combat System'(which, without the<BR>
additions from<BR>
>'Greyhawk,' seems extremely lame)?<BR>
<BR>
Probably. The alternate combat system did pretty much provide the basis for<BR>
all later versions of D&D and AD&D.<BR>
<BR>
>My interest here is pure retro-curiosity with no practical application at<BR>
all.  I'm just<BR>
>wondering how people handled/interpreted these rules back in the days when<BR>
they were all there<BR>
>was.<BR>
<BR>
They handled them the way any self-respecting role-player would handle them:<BR>
they made their own rules and plugged the cracks. This was, of course, in<BR>
the dark days before the internet. Nowadays it's much easier to be a<BR>
non-self-respecting role-player and bitch and moan on the newsgroups. :)<BR>
<BR>
>ObTrav:  Maybe it's the 3 year time differential (74-77), or the higher<BR>
level of authorial<BR>
>professionalism, but I was never this mystified by any portion of the<BR>
original CT LBBs.<BR>
<BR>
Continued ObTrav: I think that it's a little of both. I'm not up to snuff on<BR>
the history of GDW, but I'm reasonably sure that the GDW staff had more<BR>
overall experience when it came to releasing games in general by the time<BR>
the company released Traveller. Tactical Studies Rules was begun with the<BR>
intent of eventually publishing "the fantasy game" less than a year before<BR>
the game was released as Dungeons & Dragons. That's not really a lot of time<BR>
to learn the ropes. GDW was a game company for a while before they released<BR>
Traveller, in which time the folks there presumably acquired a good deal of<BR>
experience in game design and presentation.<BR>
<BR>
By the time that Marc began working on Traveller, he and the other folks at<BR>
GDW already had several years of playing with the little tan books under<BR>
their belt. As a result, I would imagine that the path to designing a<BR>
role-playing game was easier in some ways, and more difficult in others.<BR>
Easier, because experience with the basic notions of role-playing would<BR>
naturally mean a better understanding. More difficult, because I imagine<BR>
that GDW didn't want a game which was too much of a copy of D&D. Originality<BR>
is a difficult road, and they succeeded rather well in my opinion.<BR>
<BR>
So yeah, a little of both.<BR>
<BR>
------------------------------<BR>
<BR>
End of Traveller-digest V1999 #2999<BR>
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