
-------- TML Message #244 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Subject: Exploratory Trader Class Ship
Date: Mon, 20 Mar 89 14:15:03 BST
Archive-Message-Number: 244



>CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295

The only problem I can see at first glance is that if it TL15, maintenance may
be a problem if you're intending to use it in the Spinward Marches. The number
of TL15+ starports in that sector can be counted on one hand.

 "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 #245 --------

Date: Tue, 21 Mar 89 08:34 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: Re: Exploritory Class Merchant Ship
Archive-Message-Number: 245


In Archive-Message-Number: 244, Adrian Hurt Writes:

>>CraftID:  Exploritory Trader, Type AE, TL-15, Mcr: 432.6295
>
>The only problem I can see at first glance is that if it TL15, maintenance may
>be a problem if you're intending to use it in the Spinward Marches. The number
>of TL15+ starports in that sector can be counted on one hand.

Well have you ever noticed that in all (to the best of my knowledge) the ships
and craft in MegaTraveller are build at TL-15.  J-Random Type S: TL-15.

I have not tried to construct a ship of a lower tech level, but I suspect that
you would not have much of a ship.  :-)

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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-------- TML Message #246 --------

Date: 21 Mar 89 09:38:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Speculative Trade
Archive-Message-Number: 246


I have to agree with Adrian Hurt's comments that the old Book 2 system
for speculative cargo is superior to the newer 
Merchant Prince/Megatraveller system.  On the other hand, the old system
is not perfect.  I have noticed that someone with the appropriate skills
and a little luck can make a *huge* profit in a very short time with the
Book 2 system.  I'm not sure if the problem is the modifiers for some
cargos, the price percentage table, or the lack of a limit to the DM on
the price roll.  Furthermore, as he points out, you are just as likely
to find food available on an Industrial world as machinery.

It seems to me the ideal system would have, aside from a few
adjustments, the following:
     1)     A set of tables for each trade classification,
            giving base purchase price for each item on this type of
	    world, possibly with tech level modifiers.
     2)     A master list with all possible cargos, their base resale
	    price, resale price modifiers for each trade classification,
	    and again possibly for TL.  It would also have any notes
	    regarding special considerations: special handling,
	    packing for products that don't come in standard cargo
	    containers, etc.  
	    
	    For example:
	    		---- Resale ----
	    Item	Value	Modifiers	Source Worlds
	    Grain	Cr500	Ag -30%		Ag
				Hi Pop +20%
	    Notes:
		Shipped in bulk: cargo hold must be devoted to grain,
		and have installed a special liner.  Explosive: Air in
		hold must be filtered to remove grain dust, or any
		spark or flame will cause an explosion.

I also like the idea of adding a negotiation task for MT, to replace the
skill bonus one gets on the Actual Value table in Book 2.  This would
make for a little more role-playing in the trading process, and help
minimize the effectiveness of a high Broker (or Admin, in Traveller)
skill.  (Recently, I had a group that included a Broker-5 ex-Merchant
turn Cr 700,000 in MCr 24 in about three months game time, using a 400
ton subsidized merchant.  I refuse to let this happen again.  In the
meantime, a highly valuable and underpriced cargo will come available,
tying up most of their capital.  Then the man who arranged the sale will
tell the pirates which ship it's on, and they'll be waiting.  It's low
and underhanded, but *highly* effective.)

Developing all this looks like a rather daunting and time consuming
task, and I would like to get some feedback before beginning.  If there
is enough interest, I'd also like to get some help from the net.  If we
can agree on a format, I'd be happy to collate entries for the master
list.  Then each person working on the project could prepare the
available cargo table for one trade classification.  The references
given below would provide a good starting point.  Any takers?  Any
comments?

References:
	Traveller Book 2, _Starships_
	_Megatraveller Referee's Manual_
	"Cargo: A Merchant Prince Variant", _Challenge_ #26.

- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #247 --------

From: bart@videovax.tv.TEK.com (Bart Massey)
Subject: Re: Speculative Trade 
Date: Tue, 21 Mar 89 13:02:55 PST
Archive-Message-Number: 247



In Archive-Message-Number 246, uabmap01@asnuab.asn.net ("MARK A. POWER")
writes the following about shipping grain:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
know it was just an example -- I was mostly curious if I'm missing
something...  (e.g. popping corn probably should be kept pressurized, although
using an inert gas would still seem to be easier than filtering :-)

					Bart Massey
					..tektronix!videovax.tek.com!bart
					..tektronix!reed.bitnet!bart

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-------- TML Message #248 --------

Date: Tue, 21 Mar 89 12:50:11 PST
From: (Brad Post) c9c-aa@dorothy.berkeley.edu
Subject: PBM: Turn #6
Archive-Message-Number: 248



Well, here is turn #6, things couldn't be going any easier (heh) on this
pleasant trip.  One disclaimer, there is a description of graphic violence
in this turn,  I am warning you now, since one of my players was offended, I
thought it would be wise to mention it, please don't let young children read 
this.

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

Okay, onto turn #6, so far so good, eh.  Nothing is quite as fun as people
bunched up in Jump Space, my grandma used to say.  Here we go....


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

Second, I'm posting to rec.games.frp, and I see we have stirred up some 
discussion with turn #1, wait till it gets really interesting.

Third; you should have all recieved the map to the Free Trader Ulysses, if you
haven't mail me, and I'll send out a new copy to you.

Fourth; from now on, I will process the turns as soon as I get all the responses
and as soon as I am able.

Private moves for this turn will go out by monday 2-26, so don't respond until
you get one, and if you don't get one by 2-26, you aren't.


*******************************************************************************
			   PLAYERS' MOVE
*******************************************************************************

	The Captain begins, "Well I think we have all had quite an exciteable 
first day, why don't we all hit the hay, and start fresh tomorrow.  Erekosse, 
make sure you put those guns (refering to the IBI guns) in the ships' locker."
	"Right."
	"Good night all," says the Captain, and before he goes downstairs he 
says to Dan and Charlie, "Just get a good night sleep, and don't worry.  Every-
thing is under control."
	"Whatever you say, sir." Replies Dan in a somewhat steady voice.

	The next `morning', Samantha, Steve, and Erc walk out of their 
staterooms to find Charlie working on the CRT in the common room, his portable
computer is out, and is plugged into the back of the CRT.  Steve walks up to him
and says, "What do you think your doing?"
	A little startled, "Who, me?  Oh, I wasn't tired, and thought I would
get some work done, I wasn't doing anything wrong, honest."
	"Oh yeah, then why the setup?"
	"This, ... ummmm well you see I'm working on Shih's algorithm, and I 
needed some data from the ships' computer, and ...."
	"I don't think he's doing anything wrong," says Erc, "I mean, what 
could possibly ... wait a minute, that's no algorithm, those are blueprints."
	"Yes, they are," says Curly, and you all turn to face him.  "I asked
him to use his skills to find me a copy of the keypad on Hubert's crate.  I
was just going to inform the Captain ...."
	"You were going to tell me what?" says Captain Moray, as he enters the
common room.  Charlie's portable, is printing something up, and Erekosse is with
the captain.
	"As I was saying," continues Curly, "I was going to tell the captain, 
that I wished to open the contents of the crate, as soon as possible, and I 
enlisted the aid of Mr. Stevenson (Charlie) in order to get that done faster."
	"First off buster, you have no right to give this man permission to use
my ships computer to do anything.  Second, I was looking through these," holding
a few papers, that were last seen in Curly's room, "and it don't look to good 
for you guys."
	"So you think you know something," says Curly as he reaches underneath
his zip-up sweatshirt.
	"Freeze buddy!" yells Steve, he has a Auto Pistol out, aimed right at
Curly's chest, Steve's draw was lightning fast.    
	"What the hell is this," screams Moe, as he exits Hubert's stateroom.
	"Don't move," says Samantha, her Snub Pistol out, and trained on Moe.
	"I don't know what this is all about," says Curly, "but you're in some
serious shit now, when my superiors find out about this ...."
	"Shut up," says the Captain, "and pull your hand out from underneath 
that jacket, slow."
	Curly produces a cigar in his hand, and drops in to the floor.  "First
off boys," says the captain, "tell me why your really here.  Your documents say
that you guys weren't even supposed to be on this case."
	
	Erc has now picked up the printout that Charlie printed, Charlie has
shutdown his portable, and unhooked it from the CRT.  Erc sits down, and says,
"Captain, from these prints, I think I can get the crate open."
	Samantha says to the Captain, "I figured something was wrong with these
guys, their badge ID's are 12 years old.  Tell us what's going on Captain?"
	"First," says the Captain, "Erekosse, go check up on the main (computer)
and see if anything was tampered with.  And if you Erc and Samantha, could show
Moe to his room, I'd like to talk with Curly alone for a bit."
	"If I could sir," says Charlie, "I'd like to go to sleep.  I've been up
quite late."
	"Go ahead."

	"Where should I start, Captain," says Curly.
	"How about the beginning."
	Steve is sitting in a cushion directly opposite from Curly.  His gun
is holstered.  Samantha and Erc come back and go to the galley, make a quick 
breakfast, and bring it out to the common room.

	"Well it began about 5 years ago, I was just an average undercover
agent working on Rhylandor.  I was really not to keen of staying with the 
agency, until one day.  I was asked to investigate a reported robbery.  Robbery
I thougt, for an IBI agent.  Well I went to the Starport, and checked up on it
and it seems that a crate of clothing from the Arter Apparel Corp. had missed 
it's assigned pick up.  The guy who was delivering it was pissed, to say the 
least, and I went and filled out the proper forms.  I didn't think anything
of it, until about 6 `months' later, when I was told to go investigate another
reported robbery.  Well it was another cargo shipment from the same company, 
and I figured I might as well do some checking.  Seems that the cargo all came
from the same place, and shipped by the same carrier.  With somemore digging, I
found out that the carrier was owned by Steven Anderssen, and I thought, hey
maybe there is something going down, and I enlisted the aid of my good friend
`Moe'.  He's also in the bureau, but worked in the `recycling' department.
	After finally getting permission, I got on-board the ship carrying the 
merchandise.  It was owned by one AJ Floyd, a known pirate.  The bust went down
perfectly, no hassles, nothing.  We arrested the man who picked up the 
cargo too, Hubert Icthen.  We didn't know it at the time, but he was the right
hand man to Steve Anderssen, and since we really had nothing on him, we let him
go.  The little shit ran to his boss, on Valhalla, and this is where it leads up
to.  I got nothing else to say."

	"Not so fast, I didn't say you could finish talking."
	"Well I'm done man, and if you don't like it, than fuck you."  He says 
as he gets up.  Steve gets up, but the Captain motions him to sit down, Curly
leaves, and goes to the stateroom.  About 5 minutes later, Moe comes out, and
says, "You know, you really shouldn't be such an ass.  Let me tell you, that 
that man in there is the finest man I know.  He did everything by the book, and
you're putting him through hell."
	"Sit down, and tell me what the hell you're talking about."
	After a long talk, Moe finally tells you that when they got to Valhalla,
Steven was waiting for them.  Curly's wife, and two kids were there, as `guests'
of honor.  Hubert was also there, and then it began.  Curly was there to give
the man a summons to the Sub-Sectors court, and then Steven flipped.  He drew a
gun and shot both Moe and Curly, not with real bullets, but tranqs that para-
lized them.  Hubert then pointed out the fact that they had lost 5MCR, in that
lost shipment, and Steven just went berzerk.  He killed Curly's wife, shot
her through the head, at point blank range.  All Curly could do was sit and
watch.  He then let his men have fun with Curly's daughter, they raped her about
twenty times before killing her.  Steven was there, but Hubert wasn't, he had 
left, because he felt `ill'.  They then made Curly's son play Russian Roulette,
he lost at the first pull of the trigger.  They then packed us in a shipping
crate, and left us in a low berth.  We were found two weeks later, by some guy
who was inspecting cargo.  I took a vow to help Curly find Steven and kill him.
Hubert's the only one who knows where Steven's hide-out is, and we're going to
get him.

	"How about we see what this can tell us," says the Captain, as he
produces, Hubert's personal computer. "I think we also might want to find
out what's in that crate, plus I think Hubert will be more than willing to
tell us, if you get my meaning."


*******************************************************************************
			     CREWS' MOVE
*******************************************************************************

	Erekosse checks the computer, and everything seems fine, except that
there is a program running.  The Anti-Hijack program was up, and he couldn't
remember starting it.  The time start shows the minute they entered Jump Space,
but ... maybe it was Charlie?  I better tell the captian, he thinks, but first
let's do a full system analysis.

*****

So, what will you do, open the cargo?  Interrogate Hubert?  Can Erekosse really
do a full system analysis?  All these things and more will be told, next time.
As soon as I get your response....

Due date is 3-10-89 

Note:  All material is copyrighted, Brad Post, circa 1988, any use of this
material 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 #249 --------

Date: Fri, 17 Mar 89 13:44:17 est
From: (Greg Givler SUPPORT) givler@cbmvax.cbm.commodore.com
Subject: Merchant Help
Archive-Message-Number: 249



>    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.

I use the TL difference for passengers, cargo and freight are another thing.

The way I look at it, freight is freight, it is 1000CR per ton, whether it
is a ton of fruit or a ton of diamonds :-). Cargo is the thing you make money
on. And the OLD way was much better at handle the chance of getting burned and
getting rich. I remember as a player once buying some radioactive for 50% of
base cost and selling at 400% of base cost. I also took some baths that way,
too. I am in the process of modifying the Mega-Traveller cargo tables to 
reflect varying prices. As soon as I get the time to finish them I will post
it here. Sorry, they are not finished but not enough hours in the day. If 
anyone is doing something similar let me know, maybe we can brain storm.



>I still think that the old Book 2 system was far superior.

I agree whole-heartedly

Greg

INTERNET: givler@cbmvax.uucp

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-------- TML Message #250 --------

Date: Tue, 21 Mar 89 11:56 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: MegaTraveller NPC Generator (C Source)
Archive-Message-Number: 250


This little program creates pages of throw away NPCs.  Enjoy.

- ------8X-- Snip Snip Snip -----------------------------------------------------

/* NPC.C -- A MegaTraveller Non-Player-Character Generator
   Rob Miracle

   Language:  ANSI 'C'.
     This program has been successfully compiled under Turbo 'C' V2.0 and
     VAX/VMS 'C'.

   Purpose
     This program was written to generate pages of NPCs for MegaTraveller.
     These NPC's are for Non-important characters who will most likely
     be envolved in combat with the players and whose life span is so
     short that they do not need more detail.  The output is simple.
     Each NPC has their 6 digit statistics which are hex digits ranging
     from 0 to 15 (for simplicity, these range from 2 to 12).  The stats
     are coded in the following order:
       STRENGTH DEXTERITY ENDURANCE INTELLEGENCE EDUCATION SOCIAL_STANDING

     After the stats are their pluses to hit for Strength in hand-to-hand
     situations, their pluses to hit for Dexterity for range combat.  Their
     pluses to hit for a particular hand to hand weapon and their pluses to hit
     with a range weapon.  Add the two together and get their total combat
     pluses for each type of combat.

     Now for the quasi-legal stuff.  Due to the simple nature of the
     process, I am not going to bother with the paper work and let the
     Common Copyright Law take care of me!  It is being placed in the
     public domain.  (Let's face it, would you pay for something this
     simple?)  This software comes without warrenty and the author is not
     liable for any damages that it may cause.  Any similarity to any other
     work is purely conencidental.  I mean, how many ways are there to do
     this?


     To Compile Under:
       MS-DOS with Turbo C V2.0
         tcc -mt -lt npc
       VAX/VMS
         cc npc
         link npc
       Unix System V and BSD
         cc -o npc npc.c

     To Execute Under:
       MS-DOS and Unix:
         npc n     where n is the number of npc's to generate.
       VAX/VMS
         npc :==$'f$environment("default")'npc
         npc n

*/

#include <stdio.h>

/* Big COMPLEX Dice Rolling function: s is the number of sides on a dice */
/* to roll */
int d(int s) {
  return(rand() % s + 1);
}

/* Majorly Intricate function to generate headers at the top of a new page */
void newpage() {
  printf("%c NPC UPP     +Str  +Dex  Melee  Firearm\n",12);
}

main(argc,argv)
  int argc;
  char *argv[];
{
  int i,j,k,l,upp[10]; /* Counters, temp variables, and the stat registers */
  int lineno = 70;

  /* Very Difficult Command line Parsing procedure */
  if(argc != 2) j = 30;
  else j = atoi(argv[1]);
  if (j == 0) j = 30;

  /* Seed the random number generator with something semi-unique */
  srand(time(NULL));

  /* Loop for j NPCs */
  for(i=1;i<=j;i++)
   {
    if (lineno > 59) {   /* If we are past the page, then start a new one */
      lineno = 0;
      newpage();
    }
    /* Generate the six stats.  This is the hardest part of the program */
    for(k=0;k<6;k++) upp[k] = d(6)+d(6);
     upp[6] = upp[0] / 5;   /* Computer +'s to hit for str */
     upp[7] = upp[1] / 5;   /* and Dex */
     l = d(6);              /* Compute the hand-to-hand skills */
     switch(l) {            /* On a 1, 2, or 3, their skill level is 1 */
       case 1 :             /* On a 4 or 5 it is a 2, and on a 6 it is a 3 */
       case 2 :
       case 3 : upp[8] = 1; break;
       case 4 :
       case 5 : upp[8] = 2; break;
       case 6 : upp[8] = 3; break;
     }
     l = d(6);              /* Repeat the process for Fire Arms */
     switch(l) {
       case 1 :
       case 2 :
       case 3 : upp[9] = 1; break;
       case 4 :
       case 5 : upp[9] = 2; break;
       case 6 : upp[9] = 3; break;
     }
     /* Print the results */
     printf("%3d %1X%1X%1X%1X%1X%1X   %3d   %3d    %3d    %3d\n\n",
        i,upp[0],upp[1],upp[2],upp[3],upp[4],upp[5],upp[6],upp[7],
        upp[8],upp[9]);
     lineno += 2;           /* Increment the line number */
   }
}

- ------8X-- Snip Snip Snip -----------------------------------------------------
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

The Traveller Mailing List is a courtesy of James Perkins and Tektronix, Inc.
All opinions and material above is the responsibility of the originator.
Send Submissions To: @RELAY.CS.NET:traveller@dadla.LA.TEK.COM,
	major_node!tektronix!dadla!traveller, or traveller@dadla.la.tek.com
List Administrator: traveller-request@dadla.la.tek.com

-------- TML Message #251 --------

Date: Tue, 21 Mar 89 19:00 EDT
From: RWMIRA01%ULKYVX.BITNET%CUNYVM.CUNY.EDU@cunyvm.cuny.edu
Subject: MegaTraveller Combat Alternative
Archive-Message-Number: 251


Here is the alternate combat system that I am using.  I think some one out
there may find it useful.  When I read and reread the MegaTraveller Personal
Combat system, I was confused and overwhelmed with the procedures and
calculations.  Marginal Success and Zero Penetration were just too many terms
to be throwing at players who were somewhat overwhelmed by the game anyway.

My system is very similar to that of MegaTraveller, however, I changed the way
that penetration works.  When you have hit your target, you compare the
weapons penetration value to that of the armor.  If the penetration is
greater or equal to that of the armor, you do full damage.  For each point of
penetration that the weapon is rated below that of the armor, the damage is
reduced by one dice, until no damage is done.

Example:  4mm Gauss Pistol  Pen: 4, Dam: 4 firing against Cloth Armor (5).
So since the Gauss Pistol's pen is 4, and the armor is 5, it would hit and only
do 3 dice of damage.  A 9mm auto pistol pen:3 and dam:3 would only do one dice
of damage.

If the roll to hit was 4 greater than was needed, the penetration is
doubled.  If it is 6 better then it is tripled, and if it is 8 better then it
is quadrupled.  This allows weapons to penetrate on good hits armor that they
normally could not.  Now, under this system, no weapon can do more damage than
it is rated.

One other problem spot has been found.  If a weapon as a pen of 0, it could
never do damage to armored folk (0*4 = 0).  In this case, we treat the weapon
as having a pen of 1-1.  So if I shot someone with a body pistol and they were
wearing cloth armor, and I rolled 8 better than I needed, then 1*4 = 4-1 = 3
or 2 dice of damage.  Cloth armor is not something that the common thug should
have.  Before I had every NPC in cloth, not any more.   I think that this will
work well, only play testing will tell for sure.

As far as damage goes, I do not use the hits and damaged/destroyed values for
characters.  Instead, I apply each dice of damage to a random stat (STR/DEX/END
or SUSP/LOCO/FRAME).  When one stat is reduced to 0, the unit stops functioning
(goes unconscious).  When all three are reduced to 0, then the unit is
destroyed.

What do you think?

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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-------- TML Message #252 --------

Date: 23 Mar 89 08:53:00 CST
From: ("MARK A. POWER") uabmap01@asnuab.asn.net
Subject: Re: Speculative Trade
Archive-Message-Number: 252



In Archive-Message-Number 247, Bart Massey (bart@videovax.tv.tek.com)
replied to my example cargo table entry for grain:

Me:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

Bart:
> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
> ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
> know it was just an example -- I was mostly curious if I'm missing
> something...  (e.g. popping corn probably should be kept pressurized, although
> using an inert gas would still seem to be easier than filtering :-)

I'd never really thought about it.  The comments were paraphrased from
an article in _Challenge_ #26.  Now that you mention it, there is
probably a better way.  I'm not sure about the effect of hard vacuum
on most grains, but popping corn probably doesn't have quite the
explosion danger of, say, wheat.  Pumping in nitrogen looks like a
good solution - it's cheap, is reasonably inert, and most beasties
can't breathe it.  Of course, the crew can't either, making
inspections of the cargo hold rather difficult since most ship designs
have only an iris valve or hatch into the cargo bay.

Thanks for the comments.  Any others?


- --------------------------------------------------------------------
Mark Power				uabmap01@asnuab.asn.net
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------


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-------- TML Message #253 --------

Date: Sat, 25 Mar 89 13:55 EDT
From: B_MAHONE%UNHH.BITNET@mitvma.mit.edu
Subject: _Challenge_ back issues needed!
Archive-Message-Number: 253


I am trying to 'catch up' on Traveller, being a new referee with a background
in AD&D.  I have ordered all the back issues of Challenge I could get from GDW,
but was unable to get #31 and #32.  I otherwise have 26-37.

Would anyone know where I could order these two issues?  Would anyone be
willing to photocopy the Traveller material from those two issues if I sent $
for copying and postage?  I would be more than glad to trade if I have an issue
that you don't.

Any help appreciated!

                                       Bob Mahoney

===============================================================================
Bob Mahoney                          PSC Computer Services,  Plymouth, NH 03264

Bitnet:  B_MAHONEY@UNHH                          UUCP: uunet!unh!psc90!rem
                                                    (or) dartvax!psc90!rem
===============================================================================

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-------- TML Message #254 --------

Date: Thu, 23 Mar 89 19:36 EST
From: EHT%PSUARCH.BITNET@cunyvm.cuny.edu
Subject: RE: Re: Speculative Trade
Archive-Message-Number: 254


From:   IN%"jamesp%dadla.la.tek.com@RELAY.CS.NET"  "Traveller Mailing List" 21-M
AR
   -1989 18:17
To:     traveller-internal%dadla.la.tek.com@RELAY.CS.NET
Subj:   Re: Speculative Trade

In Archive-Message-Number 246, uabmap01@asnuab.asn.net ("MARK A. POWER")
writes the following about shipping grain:
> Explosive: Air in hold must be filtered to remove grain dust, or any spark
> or flame will cause an explosion.

> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
> ideal??  Keep the pesties down, as well as reduce the explosion hazard...  I
> know it was just an example -- I was mostly curious if I'm missing
> something...  (e.g. popping corn probably should be kept pressurized, although
> using an inert gas would still seem to be easier than filtering :-)

Better to use inert gas.  My thoughts come straight from Robert Heinlein in
_The_Moon_Is_A_Harsh_Mistress_ he mentioned something about shipping grain in
pressurized containers.  Something like all the moisture sublimated out and
ruined the grain.  Now where _he_ got it, I don't know.  Nor do I know if it's
true, but better safe than sorry.  Anyone know if it's true?

Nitrogen would be ok, I think, but better to use Helium.  Not as cheap, I
agree, but even more inert and unbreathable.  Of course Helium does tend to
escape from the interstices between molecules, but I would think a 2 or 3 week
voyage wouldn't produce much of a difference.

On the other hand, maybe I'm mis-remembering the story...anyone know for sure?
I'll look it up tonight and report back.

- -------
Paul Baughman
  AKA Unka Paul
     AKA Captain Sir Michael Talmoth  UPP:  BA5A8B

"You see me now a veteran, of a thousand psychic wars,
I've been living on the edge so long, where the winds of limbo roar,
And I'm young enough to look at, but far too old to see,
All the scars are on the inside, I don't know if there's anything left of me"
        -- BOC

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-------- TML Message #255 --------

Date: Tue, 28 Mar 89 14:58:31 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 255


Subject: Wanted: Computer programs

I'm looking for a few good Traveler programs. Does anyone
have (PD) programs (in decreasing order of desire) for

a) basic and/or enhanced character generation
b) animal encounter charts
c) alien word generation
d) trade

in Pascal or C?

or a Lotus spreadsheet for Ship design

Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #256 --------

Date: Tue, 28 Mar 89 14:58:56 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 256


Subject: Calculating distances

GDW's Ref's Companion has a time formula and orbit table at various G's

Has anyone seen Digest Group's "Starship owners Manual vol 1"? It has
rather extensive rules (suggested only if you want the complexity) for
determining time and space calculations in both normal and jump space, 
including various orbit calculations, geosynch orbit, to/from jump point, etc.

The rules are presented in a flow charts format called "T-charts" Its rather
amazing to consider that this book was done by the same people who edited the
rules books.  The T-charts are *real* flow charts, rather than lists with
numbers pre-pended to them as in GDW's manuals.  They have arrows. They look
nothing like computer flow charts but are instead offset boxes with clear
labels of where to go to for a different step. None of this "Oh, yeah. These
three steps only apply to vehicles, so I skip them"  There are even examples,
right there next to the rule that they are about right there on on the flow
chart.

One of the intersting things about these rules are the "performance" tasks, by
which the person doing the task determines how difficult the task is.  This 
allows the navigator and/or engineer a greater chance of improving their 
performance while piloting the ship or working the drives, thus shortening
the amount of time or length of journey. (Of course you can mess up and
make it take longer but thats life)  Quite detailed and requires a calculator,
but if you want the complexity its there; which someone was the point of an
SF rpg, its a framework that expands to whatever depth you want to take it.

Fred Schiff (vu0141@bingvaxu.cc.binghamton.edu)

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-------- TML Message #257 --------

From: (Adrian Hurt) uunet.uu.net!mcvax!cs.hw.ac.uk!adrian@tektronix
Date: Tue, 28 Mar 89 09:52:57 BST
Subject: Speculative Trade
Archive-Message-Number: 257


> Bart:
>> Maybe it's just me, but wouldn't shipping grain in hard vacuum be almost
>
>... 					 Pumping in nitrogen looks like a
>good solution - it's cheap, is reasonably inert, and most beasties
>can't breathe it.  Of course, the crew can't either, making
>inspections of the cargo hold rather difficult since most ship designs
>have only an iris valve or hatch into the cargo bay.

I'd go for vacuum, on the grounds that if the ship gets attacked, the cargo
hold will be depressurised like the rest of the ship. Unless the crew want to
risk explosive decompression, that is.

Just as a matter of interest, how is grain shipped today? I haven't seen any
articles in the news about grain ships or grain-carrying trucks exploding, so
someone must have solved this problem already.

 "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 #258 --------

Date: Tue, 28 Mar 89 14:58:43 EST
From: vu0141@bingvaxu.cc.binghamton.edu
Archive-Message-Number: 258


Subject: Generating Xboat routes on a sector map

This is a two part question:
a) is there any semi-automatic way for generating xboat and other
   routes from the information on a sector map?

b) given a text file with the sector or subsector information, what is
   a good format to store the xboat route information? (I am thinking
   of a text database format to be compatible with that used for sectors)

The system generation rules don't say how to construct the xboat (and
other, like the established trade) routes from the system info.  The
rules are sparse as to what to do; they basically say to look at the map
and connect stars so that systems with A or B starports pass within 3 parsecs
of each other.  (Ref's manual p. 18, Communications Routes)  Well and good
except that I'm not going to *draw* a star map, thats what I have a computer
for.

Also what about the other routes?  The xboat routes are the Jump-4 routes
which the communications take.  What about the trade routes? It is conceivable
that the Megacorp. and Sector/Subsector wide routes of the various companies,
although slower are as important in diseminating information, especially in
outlying star systems. There are no rules as to where these should go (follow
the xboats, but also go to other places)

Fred Schiff (vu0141@bingvax.cc.binghamton.edu)

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

