
-------- TML Message #217 --------

Date: Mon, 13 Mar 89 17:06:46 MST
From: (SULAIMAN) asulaima@orion.cair.du.edu
Subject: MT Ship
Archive-Message-Number: 217



For those MT referees who looked at the patrol cruiser in the Encyclopedia
and wondered how the Type T could supress pirates with 1 beam and 1 missile
here is the real Type T. Consider the book version(which is wrong anyway)
as a stripped down high endurance version. BTW EMM was removed because
most of the time in custom duty you have to announce yourself anyway and
if he's unfriendly he'll shoot. Besides EMM doesn't help once you are
engaged. Electronic Circuit Protection is useful in avoiding damage.
(Subtract 1 from all Comp hits, comp-2 becomes comp-1, comp-1 becomes 
no effect). Its low on endurance but its still better than the CE and 
with internal fuel tanks comparable to the Corsair. 

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


			PATROL CRUISER


	CRAFT ID:	Patrol Cruiser, Type T, TL 15, MCr 202.18 
	HULL:		360/900, Disp=400, Config=1SL, Armor=40G
			Unloaded=3912t, Loaded=4843t
	POWER:		28/37, Fusion=5004Mw, Duration=14/44
	LOCOMOTION:	60/80, Maneuver=4, 22/29, Jump=3
			NOE=190kph, Cruise=750kph, Top=1000kph
			Agility=0
	COMMUNICATION: 	Radio=System
	SENSORS:	Passive EMS=Interstellar, ActiveEMS=FarOrbit
			Neutrino=10kw, Densitometer=HiPen/1km
			ActObjScan=Rout, ActObjPin=Rout
			PasObjScan=Rout, PasObjPin=Rout
			PasEngScan=Simp, PasEngPin=Rout
	OFFENSIVE:	Missiles = x 0 3
				Batt   2
				Bear   2

			Beam Laser= x 0 4
				Batt	2
				Bear	2
	DEFENSE:	DefDM= +5
	CONTROL:	Computer=4x3, Panel=Holodynamic link x 500
			HeadsUp x 5, Electronic Circuit Protection
			Environ= basic env, basic ls, extend ls, 
			grav plates, inertial comp.
	ACCOMODATIONS:	Crew=11(Bridge=2, Command=1, Eng=2, Gunn=5, Medic=1)
			Staterooms=12, Low Berth=4, SubCraft= G-Carrier,
			30t Ship's Boat.
	OTHER:		Cargo=675, Fuel=1961kl, Scoops, Elec. Circ. Prot.,
			ObjSize=Average, EMLevel=Moderate	

This military vessel is commonly used for customs, piracy suppression and
safety. Addition of a collapsible 40t fuel tank in the cargo bay increases
endurance by another 9/27 days. For customs operations it can carry upto
13 Ship's Troops.



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


Comments. Suggestions... other ships????

	Ameer Z. Sulaiman.

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-------- TML Message #218 --------

Date: Mon, 13 Mar 89 11:38:26 MST
From: cs.utah.edu!caeco!olyis!sol!jlp@uunet.UUCP (Jan L. Peterson)
Subject: MT merchant help
Archive-Message-Number: 218


Ameer,
	I decline to comment on the first three questions, but as for
number four:
>begin included text:
> 4.If you have a J-1 ship with extra fuel tanks but you are jumping
> across 2 parsecs with passengers. Do you charge them for 2 jumps 
> or just one. If there is an 'official' rule to the effect( that I missed)
> I'd like to hear of it, also if any personal solutions to the problem.
> The Encyc. mentions to the effect that you charge for each jump. But
> it doesn't make sense, it seems to assume that you are making a jump 
> through an inhabited system so the person can get off. But in many cases
> the first jump is to deep space and the next to a system. Seems like a
> fleece for passengers and a game bug ready to blow.
>end included text.

I would tend to give people a small price break.  After all, your
costs are lower (maintenance on jump-1 drives is less than jump-2) and
they are taking twice as long to get to their destination.  If yours
is the only run to the destination system, however, charge all that
the market will bear.

One thing that I might do (if I were the owner of such a ship), is put
gambling tables and such in the lounge.  Give the passengers an extra
week to gamble.

	-jan-
- --
        Jan L. Peterson
UUCP:   { ...!utah-cs!caeco | quad1 }!olyis!jlp
Mail:   Olympus Software, Inc.; 1333 E 9400 S; Sandy, UT 84093 (USA)
Phone:  +1 801 572 1610

Polymer physicists are into chains.

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-------- TML Message #219 --------

Date: Tue, 14 Mar 89 11:56:20 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: Ships & Background
Archive-Message-Number: 219



For all you enjoying the PBM, I thought I'd let you see the ship they are
cruising in.  It's not a standard Free Trader, plus I've encluded some 
background info to add to the PBM. Here it is:


			Free Trader Ulysses

Craft ID:  Free Trader, Type AN, TL15, MCr60.63

Hull:  180/450, Disp = 200, Config = 1SL, Armor = 40G
       Unloaded = 1373, Loaded = 1509

Power:  5/10, Fusion = 1260Mw, Duration = 25/75

Loco:  4/8, Manuever = 1, 6/12, Jump = 2
       NOE 190 kph, Cruise = 750 kph, Top = 1000 kph
       Agility = 3

Commo: Radio = System

Sensors:  Passive EMS = Interstellar, Active EMS = Far Orbit
	  ActObjScn = Rout, ActObjPin = Rout, PassEngScn = Routine

Off: 2 Hardpoints, no weapons

Def: DefDM = +6

Control:  Computer = 2/bis x 3, Panel = Holographic link x91 
          Special = Heads-Up & Heads-Up Holographic 
	  Environ = basic env, basic Ls, extn Ls, grav plates, inertail comp

Accom:  Crew = 3 (Bridge = 1, Engineer = 1, Medic/Steward = 1)
        Staterooms = 8

Other:  Cargo = 1054 kliters, Fuel = 788 kliters
	Obj Size = Average, EM Level = Moderate


History:
- ---------

Architect:  Eric Anderssen, Regina 68-1094

Hull Laid Down:  100-1094

Maiden Flight:  145-1097

Original Owner:  Jan Morris

Payments Left: none (craft was pre-paid for)

	Jan Morris was the son of a wealthy Noble, he was fond of women (of
course :-), ships, and space.  At the age of 22, he left the Navy, and started
a small shipping business.  By 11-1085 he had grown from one ship, to a fleet 
of seven, then tragedy struck.  While cruising on a modified Subsidized
Merchant, which was his private ship, he was attacked by pirates, and his wife
was taken, and his son killed.  Jan escaped with his life by pure accident.  The
attack took place while he was in the engine room, and the first laser hit, 
jammed the door to the compartment.  The ship was boarded, stripped of valuables, and left a hulking wreck.
	Jan managed to free himself and land his craft.  When his father heard 
of the incident he was outraged, and put a bounty on the pirate leaders head.
His name, at that time, was Yurl Hagard.  A known pirate from the frontier.
It took five years for Jan to recover from the loss, and when he did he began
design of a new ship, the Ulysses.  Selling his Subsedized Merchant, and with
a loan from his father, he placed the order on 5-1093, and a year later, the
architect had the plans ready.  The hull was laid down as soon as it was able
and then the ship became a reality.  Having now weapons possible, unless 
sacrificing precious cargo space, its main threat was it's agility, and still
claims to be the most agile merchant craft ever built, in its tonnage class.
	Jan picked a new crew, and one of his first choices was a young and
upcoming merchant, Jordan Moray.  Jan and Jordan flew together for eight years
and then the second tragedy occured in Jan's life.  While in th Regina Subsector
, Jan heard that a person fitting the description of Yurl was on Regina.  The
rage was seen by Jordan growing in Jan.  Jan dumped his cargo and ran to Regina
at faster than light speed.  Landing on Regina, he set Jordan and the rest of 
the crew to finding cargo to be hauled, while he went in search of the Yurl
look-alike.  He was so caught up in his hate, that he had forgotten the Law 
Level, and kept his Gauss Pistol with him.  When entering the Merc Hangout, a  
local bar in Regina, he "bumped" into the Yurl look-alike.  He drew his weapon
without thought, and would of fired if he could, but an undercover police
officer saw him draw, and called him to halt.  Jan spun to see who it was, and
the officer fired once from his auto-pistol, mortally wounding Jan in the chest.
	Jan died minutes later.  The crew was called to identify the body, and
the officer was not cited for incorrect proceedure.  No one at the bar remembers
seeing anyone who fit the description of Yurl Hagard, but its rumored that he
was on Regina, and might have even had a play in Jan's demise.  From merchant
code of law, the ship rightfully passed to Jordan Moray, who assumed full
duties of Captain.  In 1114, he disbanned his old crew, because of lack of
funds, and in 1115, allowed Erekosse Wildantor to join him in starting a 
merchant fleet.  So far they have had little success, running jobs all around 
the Spinward Main, but who knows .....





********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

*******************************************************************************


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-------- TML Message #220 --------

Date: Tue, 14 Mar 89 11:45:54 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn #5
Archive-Message-Number: 220



Well A lot of people said they read these turns, so I'm still posting to
here.  I'm also posting these to the Traveller Mailing List, to catch them
up too.  You are still about 1 month behind the players, and I think you'll
catch up in 3 weeks.  Well here's Turn 5 in it's entirety.

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


Well here is turn #5, and I must say, I think it's going good so far.  Tell
me what you think.  If you like the progress so far, or you think the senario
is a bit goofy.


********************************************************************************
				NOTES
********************************************************************************

Maps of the ship will FINALLY go out in the mail on Wed. Feb 23.  I photo
copied them, so sorry for the quality.

For all of you who read rec.games.pbm, I will start posting the original moves
there, just to let everyone read them.  I might also post to rec.games.frp.

Also, if you want to make the due dates for the turns closer together or 
father apart, tell me in your next response, since I never thought to ask if 
you guys like waiting two weeks. 

********************************************************************************
			Players' Move
********************************************************************************


	Steve notices that Roberts' gun is still on the floor and he picks it up
.  Samantha says to him as he's doing this, "Nice moves . . . you spent so much
time at the hologames, I thought you spent your service time flying a desk."
	"No, not really, it's just that I never really got to play games while
on duty, and I sure miss them.  By the way, thanks for the help."
	"No problem.  If he's gonna be stupid enough to draw a gun with a person
on either side of him, he deserves to be taken out.  Such an amateur."
	"You said it," says Steve.  He walks over to the Captain and says, "This
is quite odd," displaying the gun.  "It seems that the bullets in the magazine,
and in the chamber have wax points."
	"Odd indeed," says Captain Moray. "But first I thank you all, and 
espcially you Steve, for bringing the extra precaution along," he points to the 
gun now visible underneath Steve's jacket. 
	"Sorry sir, but it's just that old habits die hard.  I didn't know if
anyone else here could be trusted, no offense sir, but it's just a precaution
that I've learned to take from the old days.  You see, I was a Force
Commander in the Corps, and I guess my reaction was just textbook.  I would
have tried to warn you about this earlier, but I didn't get the chance to talk
to you alone, and I didn't want to get the other passengers worried, possibly
over something trivial."
	"No harm done, and I offer this instead, how'd you like to help, and
do some security for me."
	"I'd like that sir."
	"Good.  I'ld also like to enlist both of you in this endeavor, if I may.
Since it seems you are both to be trusted."
	"What do you want us to do," replies Erc.
	"First off, I'm going to join their 'interrogation', and I want 
Erekosse to give you each your weapons, and arm himself.  Samantha or you Erc, 
should punch up that badge, while the other goes with Erekosse to check out
Hubert's cargo.  See if you can get into it.  Steve, I want you here, in
case things get messy."
	"Right."

	As soon as Erekosse leaves, Dan and Charlie walk out of their stateroom.
They both still look a little spooked.  The go over to the chessboard, and sit-
down to a quite game of chess.  They don't say anything to anyone, and fear 
still burns in their eyes.

	Erc has left with Erekosse, and Samantha says to the Captain, "You know,
I know some people on Aramanx.  Maybe we could help these guys, if they are for
real, nail the buyer.  We still have his cargo and his ID.  If we get enough
info, one of us could say we came from him, and set up the deal.  None of us are
connected with Imperial Law Enforcement . . . it would be perfect."
	"Sounds interesting, I'll think about it."
	Steve sits hismself down in a G-cushion chair, in the common room.  He
has a good view of the corridor, and especially Roberts stateroom.  His jacket
is unbottened.  Captain Moray punches the button and the door opens, Robert, Moe
and Curly are having a discussion.

	Samantha sits down to the CRT and punches up some info on the Imperial
Bureau of Investigation.  The computer says the the ID is from the Commerce
Division of the IBI, and that the agent using it is Undercover, the ID is 
valid as of last computer update, which was 18-1105.


********************************************************************************
			Crew Move
********************************************************************************

	Erekosse brings Erc downstairs, and into the Crew's Lounge.  He goes 
to the ships' locker door, punches in the security code, and opens it.  He 
hands Erc his Auto Pistol, but Erc says, "You use it, I'ld like to use the
Laser Pistol, if you don't mind." 
	"I guess it's okay, but I'm only giving you one power pack."
	"Fine."
	Erekosse also takes Samantha's Snub Pistol, plus an extra clip, and 
then shows Erc to the cargo bay.  They walk around for a few minutes, and then
they see the crate.  It's quite large, about 6-8 tons.  The crate is quite 
normal except for the vaccum sealed door, and the keypad computer lock.  
	"What do you think," says Erekosse.
	"Don't know, looks can be decieving."
	"Can you get into it?"
	"I think so, how about getting me an electronic, and mechanical tool 
set, and I'll see what I can do."
	"You got it," says Erekosse as he goes and gets the necessary tools.

	After Erekosse gets Erc the tools he needs, he goes back to the crew
lounge and sits down on a couch.  He gets out the medical kit, and re-dresses
his wound.  The Captain did a good first-aid job, but it needed to be done
properly.  He then goes to his stateroom and gets on a new pair of pants, plus
a holster for the pistol, and puts it on.

	Captain Moray is given a chair, and asked to sit next to, or behind
Moe.  Robert is sitting on his bed, cradling his broken wrist and is flanked
by Curly, who has hooked up two probes to Robert, one on his hand the other on
his forehead.  Moe begins by asking simple questions about names, places, and
dates.  Robert is quite seroius in all his answers, and it's noticeable, he's
trying to contain himself.  Curly is monitoring the questions, in a box, and
it's quite easy to see that this is a lie detector.  
	Moe has moved the desk, and has a bunch of papers on it, plus a 
recorder.  They (Moe, and Curly) seem to take no notice of Robert's wounds, and
continue the questioning.  

	Erekosse comes upstairs and hands Samantha her Snub Pistol, holster, and
an extra clip of ammo.  Dan and Charlie both see this, and it is quite 
disturbing to both of them. Erekosse nods to Steve, who doesn't respond, and 
walks down the corridor to Roberts stateroom.
	Erekosse enters, and Robert is startled a bit.  Curly asks, after 
Erekosse is seated, if he could use the medical kit, to fix up Robert.  Erekosse
, with a nod from the Captain, gets it, and hands it to Curly.  After Curly
finishes, Robert continues to talk.  Most of the places are unknown to either
Erekosse, or the Captain, but to Moe and Curly they seem known.  They keep
talking for about an hour, and both Moe and Curly don't seem quite satisfied.

	An hour passes, and Erc is looking at a jumbled mess of electronic
circuits, and wires.  He throws the laser-tap to the floor and screams, "Shit!
Who made this damn thing?  Probably a fucking genuis."  He feels his patience
give out and he thinks, 'This is way above my expertise, but maybe not above
two men I know.  First, though, maybe I should ask the Captain.'

	Moe and Curly leave the stateroom, and so do Erekosse, and the Captain.
	"I hold you two personally responsible for endagering the lives of my
passengers ...," starts the Captain.
	"Us!" screams Moe, "If it wasn't for those two idiots, "pointing to
both Steve and Samantha, "none of what just happened would of.  I know you have
rights Captian, but let me tell you, those two are the ones who should be locked
up right now, not him."
	"Especially, since you just royally fucked our best chance to get to his
buyers," adds Curly.
	"Now hold on here," says the Captain.  "First of all, you two didn't
show any permits, and I want your guns now!  Second, I have real doubts who you
say you are, and until we get out of Jump Space, your on my ship, and you follow
my laws, and you two broke them, bigtime."
	"Okay, if you want our guns, take them," says Moe, and he and Curly hand
over their guns.  They are cut-down sonic stunners, real military stuff you 
gather, and they oddly weigh a good amount.  "But let's get one thing straight,
Curly or I gets to stay with that man, we are not leaving him alone, so he can
off himself.  We will switch off every 8 hours or so."
	"Fine, but the other will be confined to his stateroom.  And now, I'd
like to check your staterooms, if I may?"
	"Go right ahead," says Curly.


	The search of Moe and Curly's room produces 3 sets of ID for each
of them, they show up-to-date pictures of both, and have their "real names"
plus addresses.  The ID's are a military pass, government pass, and out-of
Imperial boundary pass.  Included are a few notebooks filled in info on Robert,
his meeting times, names, places, and other things.
	 Robert's room is then searched, with Robert's total objection, and you
find, an ID/Pass Card, possibly for a lock, or something else.  A hand computer,
that is still on, a disguise kit, toiletries, a clothing repair kit, plus a
blade w/scabbard.

	Moe and Curly both go into their stateroom, and Erc comes up to the
Captain, and says, "I can't break the lock, but I got a feeling that Dan and
Charlie might be able to.  Only because it's way above my expertise, and they
did say they were computer experts."


**************
Well, we seem to have some interesting stuff happening, eh?
What's next?

Reponses due, 3-1-89

Later ....

NOTE:  All material is copyrighted Brad Post, circa 1988, any use of this 
  material, for any reason, without the author's consent is a felony.

********************************************************************************
    __-,                               ___ _________
 __(__)|___                    _______/   |________|          "This is where
`----------|_______________---/       `----_____|___           you are supposed
 (      ___+-----------------<---------_____________-----_  <------ to aim,
  `-----                      `-----------'      |  +---_/      right up their
                                            ____/__/___/_____      shaft!"
 Brad Post: bpost@violet.Berkeley.Edu      |   ======        ||
            ...ucbvax!violet!bpost         |_________________||

*******************************************************************************


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-------- TML Message #221 --------

Date: Wed, 15 Mar 89 08:22:45 EST
From: (David Goldston) goldston@med.unc.edu
Subject: removal
Archive-Message-Number: 221



Please remove me from your mailing list.  Thanks.

				David Goldston
				goldston@med.unc.edu

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-------- TML Message #222 --------

Date: Wed, 15 Mar 89 11:33:44 EST
From: (Arturo Perez) aperez@bronco.prime.com
Subject: add me please!
Archive-Message-Number: 222



Add me to your traveller mailing list!
Arturo Perez
ComputerVision, a division of Prime
primerd!cvbnet!aperez
Too much information, like a bullet through my brain -- The Police

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-------- TML Message #223 --------

Subject: Shall we change the list format?
Date: 15 Mar 89 14:34:48 PST (Wed)
From: jamesp
Archive-Message-Number: 223



Hello Everyone! Looks like the list is really steaming again.  I've
gotten about a dozen "add me" requests in the last week, and about 20
messages have flowed through the list.  Unfortunately, I've also got a
half-dozen "delete me" requests.

Most of the people who leave this list request it because they find they
can't keep up with the volume.  While it is true that probably most of
these people just aren't interested enough in the subject matter
anymore, one person said that it would be nice if the list was
"Digestified", that is, bunches of messages get sent out as a single
message weekly or bi-weekly, instead of everyone's individual messages
getting sent out to the list.  He said that the uncontrolled flow of
many small messages was somewhat annoying.

>From an administration standpoint, the Digest format has other positive
aspects.  One is that mail delivery can be postponed to non-peak hours.
Another is that fewer messages get delivered, since they go out in
bunches.

But it has its drawbacks.  The list administrator must come up with a
tool for preparing Digests, and a mechanism to fire them off (which I
don't mind doing, when I can find time).  Another drawback is that
submissions are no longer distributed instantly.  A final drawback is
that it becomes more troublesome to reply to individual messages in the
digest (even counting digest-bursting programs).

So, the questions:

	Do YOU want the list changed to a digest format?

	If you voted FOR a change to digest format,
	How often would you like delivery to occur?
	every 14 days? 7 days? 3.5 days? 2 days? 1 day? other?

	Other comments/opinions?  Am I full of crock for suggesting this :-)?

(I'm leaning toward yes, every 3.5 days, myself)

I would have suggested we move to a newsgroup of our own
(rec.games.frp.traveller or rec.games.traveller), but we haven't
demonstrated that a) we have enough people, or b) we have consistently
high traffic, yet.  (According to spaf, the USENET expert on these
things).

- ------------------------------------------------------------------------
James T. Perkins		    Traveller Mailing List Administrator
Tektronix Digital Systems Division	     "Load Auto/Evade, Beowulf!"
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-------- TML Message #224 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Merchant help
Date: Wed, 15 Mar 89 9:49:16 BST
Archive-Message-Number: 224



>1. When you are seeking passengers it says as +DM to number of pass.
>use source-destin TL. Implying that more people travel from Hi Tech to
>Lo Tech worlds. Tourism seems a thought but is there anything else that
>may be a reason for the above DM.

TL difference is also a DM on the Cargo Table. All in all, it's almost
impossible to go profitably from a hi-tech world to a lower tech one.

>2. When you roll on the Cargo Table. How exactly do you know what is
>freight and what is cargo? Also their is a vague mention at the end to the 
>effect that the resulting cargo is ALL the cargo available on the world.
>If that means for a given destination, that's ok but if it means for 
>all how do you figure? Merchant Prince implied that what u get from the
>table is all Cargo(Speculative kind) if u don't buy it, it becomes 
>freight? Thoughts....

The Cargo Table is similar to the one in the old Book 2, Starships. It's
what you get paid Cr1000/ton to deliver. Speculative cargo was handled very
differently, and in my opinion much better; there was a big table of
different types of cargo; each had its associated base price, and DM's
for purchase and sale prices. You rolled on the Actual Value table both to
buy and to sell. The only problem was that trade class didn't affect what
you got, only what you paid for it. An industrial world was just as likely
to supply food as it was to supply machinery.

Does anyone have a good speculative cargo system?

>3. How has someone else handled a merchant campagn out there?

I've run merchants in solo "campaigns", both in Spinward Marches and Solomani
Rim sectors. Using the "Merchant Prince" rules, the Spinward Marches was very
difficult to make a profit in, unless you stuck to trading between two or
three nearby, suitably matched worlds. Regina and Ruie, for example. The
Solomani Rim was much more profitable, especially when I got to the Vegan
Autonomous District. Lots of Hi population worlds next to each other; you
couldn't go wrong!

>4.If you have a J-1 ship with extra fuel tanks but you are jumping
>across 2 parsecs with passengers. Do you charge them for 2 jumps 
>or just one.

Well, you definitely have to pay for life support twice. It's also going to
take you another week, and time is money. I'd charge them twice, but maybe
give them a discount if I were feeling generous and rich (i.e. if I were in
the Vegan Autonomous District).

 "Keyboard? How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  adrian@uk.ac.hw.cs
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   adrian@cs.hw.ac.uk

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-------- TML Message #225 --------

Date: Wed, 15 Mar 89 22:48:22 EST
From: (Charles Martin) martin-charles@yale.arpa
Subject: Merchant help
Archive-Message-Number: 225


    >1. When you are seeking passengers it says as +DM to number of pass.
    >use source-destin TL. Implying that more people travel from Hi Tech to
    >Lo Tech worlds.  Tourism...

    TL difference is also a DM on the Cargo Table.

I suggest you use the MINIMUM of source and destination as DM.  So flows
are the same in both directions.

    Lots of Hi population worlds next to each other; you couldn't go wrong!

Funny, when I travelled through that area, the authorities were well aware
of profits to be made and either (1) the merchant cartels leaned heavily on
so-called "free traders" (sugar in your LOX) and took a hefty bite out of
profits (reducing them to zero) or (2) the level of taxes or bribes
required lowered profits to zero.  Competitive market, you know...

Charles Martin // INTERNET: martin@cs.yale.edu // BITNET: martin@yalecs.bitnet
UUCP: {cmcl2,harvard,decvax}!yale!martin


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-------- TML Message #226 --------

Date: Tue, 14 Mar 89 23:04 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Merchants
Archive-Message-Number: 226


>Hi,
>
>I'm running a MegaTraveller campaign based around a Subsidized Merchant.
>I'm beginning to have a few problems with the system for trade.
>
>1. When you are seeking passengers it says as +DM to number of pass.
>use source-destin TL. Implying that more people travel from Hi Tech to
>Lo Tech worlds. Tourism seems a thought but is there anything else that
>may be a reason for the above DM.
>
According to Traveller and The Merchant Prince (Book 7) it says:

Add (or subtract) difference between source world and market world tech
levels.  This would imply that there would be a want to travel to low tech
worlds.  In the past I have ruled that more people want to go to the high tech
world, but being the devils advocate, if I know how to build air rafts, then I
can get a real high paying job on a low tech planet.  Call this one as you
like.  I send more people to the high tech world.

>2. When you roll on the Cargo Table. How exactly do you know what is
>freight and what is cargo? Also their is a vague mention at the end to the
>effect that the resulting cargo is ALL the cargo available on the world.
>If that means for a given destination, that's ok but if it means for
>all how do you figure? Merchant Prince implied that what u get from the
>table is all Cargo(Speculative kind) if u don't buy it, it becomes
>freight? Thoughts....
>
Well, I think that you would make two rolls.  One to see what freight is
available and another to see what cargos are avaiable.  This is because you are
dealing with two different agencys.  First, frieght is something that someone
wants shipped.  Finding this cargo would be found through some shipping company
(kinda like Greyhound or UPS).  Speculative Trade cargo requires the trader to
go around to various agencys or brokers to buy goods.  You would not go to UPS
for this, but rather some wholeseller/warehouse.  Under the old rules, you
rolled for the amount of freight but only got one speculative trade cargo.


>3. How has someone else handled a merchant campagn out there?
>
The only bad thing about a merchant campaign is the players (mostly the ship
captian/master) ends up doing a solo game that has no role-playing.  It is
travel, get cargo sell cargo etc.  The rest of the players get kinda board with
it.  Also, as a ref, I find that I give them too much cash.  My players are
cleaver and they find ways to manipulate the system to always make a profit.
We have had fun with it and it is a way to raise capital in a hurry.

>4.If you have a J-1 ship with extra fuel tanks but you are jumping
>across 2 parsecs with passengers. Do you charge them for 2 jumps
>or just one. If there is an 'official' rule to the effect( that I missed)
>I'd like to hear of it, also if any personal solutions to the problem.
>The Encyc. mentions to the effect that you charge for each jump. But
>it doesn't make sense, it seems to assume that you are making a jump
>through an inhabited system so the person can get off. But in many cases
>the first jump is to deep space and the next to a system. Seems like a
>fleece for passengers and a game bug ready to blow.
>
I don't think that it is ever said.  However I think that you would probably
charge them the one system value.  They are going to be inconvinenced by the
two week journy and the fuel doen't cost that much.  The overhead
(environmental controls) for the second week is going to cost more, but I think
that a trader would take a smaller profit if it ment a full load.  A lot of
role-playing can come from this.  If your ship is the only one in the area and
there isn't a lot of choice, the passengers will be cut throat and pay big
bucks for that stateroom.  Where as on a high visability world, why should I
pay 10,000 cr to spend two weeks on that scrap when I can pay the same amount
on Joe's Far Trader and get there in one week.

Just as in real life, supply and demand are in effect.  If you are competeing
with a large lines who happens to hub on this system, you aren't going to find
anyone who will pay 10Kcr to make a two week jump.

>Thanx in advance y'all.
>
>    Ameer Z. sulaiman.
Quite Welcome.
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01

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All opinions and material above is the responsibility of the originator.
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-------- TML Message #227 --------

Date: Wed, 15 Mar 89 08:47 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Ship Maps
Archive-Message-Number: 227


I was thinking of a way to send ship maps to everyone and I was curious as to
what format you would like them in.  I have a friend with autocad so I should
be able to get the files in several different formats.  What format do you
think would be the widest of use?
   a) Post Script
   b) HPGL
   c) GIF (or some other screen format)
   d) or just a list of X,Y coordinates that you can use your own software
      to print?

Please respond by E-Mail and I will post a follow up with the responses if you
are interested.

Thanks
Rob
- --
Rob Miracle              | Bitnet   : RWMIRA01@ULKYVX    CIS: 74216,3134
Programmer/Analyst-II    | INTERNET : rwmira01%ulkyvx.bitnet@cunyvm.cuny.edu
University of Louisville | UUCP     : ...psuvax1!ulkyvx.bitnet!rwmira01


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All opinions and material above is the responsibility of the originator.
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-------- TML Message #228 --------

Date: Wed, 15 Mar 89 22:06 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Exploritory Trader Class Ship
Archive-Message-Number: 228


Here is a ship that I have been tinkering with using MegaTraveller's ship
construction rules.  I basiclly perceive it to be a large trading vessel.
Unfortunatly, I was unable to dervive sufficent cargo space to pay for a
larger jump/manuver drive combo.

Let me know what you think, and if you see any terriable errors let me know.
I plan to use this ship in my upcoming game which will kind of be a Leviathan
adventure (Adventure 4).  This configuration should be able to turn a profit
(bairly).

CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295
Hull:     1800/4500, Disp=2000, Config=7, Armor=40G
          Unloaded=11041.262, Loaded=12061.262
Power:    3/6, Fusion=9000Mw, Duration=30/90
Loco:     36/72, Manuver=1, 54/108,Jump=2, Agility=1
Commo:    Radio=System, Maser=Far Orbit
Sensors:  PassiveEMS=Intersteller, ActiveEMS=Far Orbit,
          Densitometer=HiPen/1km, Neutrino=10Kw,
          ActObjScan=Rout, ActObjPin=Rout,
          PasObjScan=Rout, PasObjPin=Rout,
          PasEngScan=Simp, PasEngPin=Rout
Off:      Blaser=x04, Missle=x03       (2 3xMissle, 2 3xBlaser Turrets)
            Batt x02         x02
            Bear x02         x02
Def:      DefDM=+6
          Sand=  x06
            Batt x01
            Bear x01 (4 2XSand Turrets)
Control:  Computer=Model5X3, Panel=Holodynamic LinkX10,
          Special=Holographic HeadsUP, Environ=basic env, basic ls,
          extended ls, grav plates, inertial comp
Accom:    Crew=33 (20 Staterooms) (Bridge=4, Eng=7, Gunner=5, Subcraft=4,
          Troops=6, Command=4, Stewerd=2, Medic=1), HighPassage=10
          SubCraft=Modular Cutter, Launch
          Cargo=12141Kliters (899 Tons), Fuel=7290Kliters,
          ObjSize=Large, EmLevel=Moderate
          MissleStorage=100 Missles (Std), Unused Power=2668.618Mw

This ship is loosly based on the older Leviathan Merchant Class Ship.
While, it is some 200 tons, larger, this space has gone into a larger
cargo bay (The original had 70 tons).  Jump and Manuver were cut back
since this will work jump-2 worlds.  The ship contains four decks, and
three sections.  The top and bottom decks are landing bays for the
Modular Cutter (cargo and fuel modules) and the ship's launch.  These
decks are in the center section of the ship only.  Engineering takes
up one section and is comprised of four decks.


               /----------------------\ /----------\
 /---------\ /                         |            |
|___________|__________________________|____________|
|           |                          |            |
 \---------/ \                         |            |
               \----------------------/ \----------/

                  Modular Cutter         Engineering
 Bridge/Crew      Cargo and Fuel         Engineering
Comm/Passengers   Cargo and Fuel         Enginerring
                  Launch                 Engineering


There are 10 air locks (four in the crew/passengers, four in
the cargo area, and 2 in engineering)


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-------- TML Message #229 --------

Date: Thu, 16 Mar 89 09:38:27 est
From: (Paul Martenis) leeds%cfa209@harvard.harvard.edu
Subject: Passengers and tech levels
Archive-Message-Number: 229


trav.pass

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-------- End of TML Messages --------

