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Subject: TML Bundle #164: Table of Contents

-AMN- --Date--- --Sender--------- --Subject-----------------------------------
2029  30-Dec-90 richard@agora.rai PBEM turn 10.5a (add this to your last turn) 
2030  31-Dec-90 "Robert S. Dean"  Vehicle Designs, part 25 << This latest batch
2031  01-Jan-91 METLAY@vms.cis.pi RE msg 2030, Vehicle Designs Part 25 << A his
2032  04-Jan-91 Lesley Grant      Space Habitats : Reality Check << >The commen
2033  04-Jan-91 "Robert S. Dean"  Happy New Year! << Even though the holidays a
2034  04-Jan-91 "Robert S. Dean"  Campaign News << Does anyone else do this? I 
2035  04-Jan-91 "Robert S. Dean"  Inspiring Reading << Yet another post. I once
2036  05-Jan-91 woodsb@ecn.purdue Re: (2033) Happy New Year! << In message 2033
2037  05-Jan-91 f3w@mentor.cc.pur Habitats << A quick qualification. I do not r
2038  05-Jan-91 George William He Habitats << In case you all haven't, i sugges
2039  07-Jan-91 d9bertil@dtek.cha Re: Happy New Year! << In message 2033, rsdea

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

Archive-Message-Number: 2029
Subject: PBEM turn 10.5a (add this to your last turn)
Date: Sun, 30 Dec 90 12:45:03 PST
From: richard@agora.rain.COM (Richard Johnson)


Adendum to turn 10.5

As soon as I posted it, I realized I needed to get the guys out of
the airlock.  Here's what happens.

Richard
	richard@agora.rain.com
	richard@agora.uucp

- - ------------- Airlock 4 -----------------

Anton gasps as the air and blood leave the leg and propel him accross the
airlock into the space just vacated by Fitz.  Fitz frantically worms his 
way around in the airlock, attempting to find a position where he can get 
his hands around the leg of Anton's suit, before the low-pressure-augmented 
blood loss gets really serious.  Just enough air is now in the lock to hear 
the distinctive `crunch' of Anton's helmet on the hull.

Red, sticky globules begin slowly falling and coating everything, including
Fitz's faceplate, and gravity begins to return.  Working through the red
filter and haze, Fitz manages to find a place to grab Anton's leg and start
sealing the suit and wound.  "...only 20 seconds more, let's see, stop
the bleeding and hope he's only anoxic.  Sure hope he didn't break that
thick skull of his.  Sure wish I could see..."

"Anyone in the air lock, this is Ian.  I'm here with a medkit and Dulinor.
We're ready to transport Anton as soon as we can open this door."

<Fitz>
DULI -WHO!?!!

<Ian>
"Sorry.  Doc named the medbots Dulinor and Lucan.  Sorry to scare you.  Door
opening now.  Dulinor, standard prep.  Slow him while I help get the 
bleeding stopped.

"Uh, you, Fitz?  Anyway, you'd better come alond with me to sickbay if your
department can afford you for a few minutes.  Whatever you do, don't let go
of that leg."

The medbot, with precision only a machine could muster, removes Anton's
helmet, cleanly cuts his vacc suit's right leg and left arm, and readies
an IV and a respirator.  As soon as the clothing is on it's way to the deck,
the IV and respirator are applied while Dulinor begins resuscitation.
By now, Fitz and Ian have managed to make it to the deck with Anton's leg
in their hands and the whole assembly moves off at high speed for the Aurora.

<Ian>
Doc, Ian.  We've got him and are comin' (pant).  Should be there in about 
20 seconds; better open up now, if you can.  Your readings should be 
starting now. (pant) I need a vacation.  'Vouf and Thule, if you're 
listenin' (pant), thanks for the early-morning sprints.  
(pant)
(pant)
Looks like a clean amputation doc. (pant)  Any artifacts probably got
tossed in the decmpression.


And they arrive at the Aurora.



- - -----------------------------------
There.  Now have fun.

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

Archive-Message-Number: 2030
Date:     Mon, 31 Dec 90 11:30:47 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Vehicle Designs, part 25

This latest batch of vehicles was designed over the holidays.  The baby has
had an annoying stomach virus since we got home from Detroit, and there hasn't
been much to do except sit and read and design vehicles.  The Type R variants
should be usuful for campaigns.  I'm not quite sure why they varied the specs
on the Type R in the Imperial Encyclopedia...as you all probably know by
now, I don't trust the Encyclopedia designs until I redo them myself.

Rob Dean

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


  Type NX Battlerider
  
       The NX (for Meson Gun-N, Experimental) battlerider was designed by the 
  Imperial Glisten Navy as a replacement for the venerable 10kton Rider.  After 
  successful evaluation trials, construction was begun in 1111.  It was 
  intended that the Lobachevsky class fleet tenders be updated as new squadrons 
  of 9 NXs were available to replace the squadrons of 15 10kton riders.  This 
  changeover was not complete in 1117 when most of the IGN was deployed to 
  fight the Aslan in the Trojan Reach sector.  Maneuver and life support 
  require about 40% of the total power plant capacity, and each hour at full 
  combat power uses 2.5 hours of endurance.  A fuel purifier is provided even 
  though it is not required for the craft's own fuel, for tactical flexibility 
  in refueling of the parent craft.
  
    CraftID: Type NX Battlerider, TL15, MCr30,377.5
       Hull: 14400/36000, Disp=16000, Conf=1SL, Armor=82G, Loaded=1,078,354t,
             Unloaded=1,039,280t
      Power: 1934/3868, Fusion=522000MW, Dur=30/90
       Loco: 2448/4896, Maneuver=6, Agility=1, (ActualThrust=1.36G)
       Comm: Radio=System*3, LaserComm=System*3, MaserComm=System*3
    Sensors: EMS Active(Far Orbit)*3, EMS Jammer(Far Orbit)*3, EMS
             Passive(Interstellar)*3, High Pen Densitometer(1km)*3, Neutrino
             Sensor(10kw)*3, ActObjScan=Routine, ActObjPin=Routine,
             PassObjScan=Routine, PassObjPin=Routine, PassEnScan=Simple,
             PassEnPin=Routine
        Off: Hardpoints=160
  
                 Meson Gun=N0x     Missile=x90     BeamLaser=x09
             Batteries     1                6                  1
             Bearing       1                6                  1
  
        Def: DefDM+9, Nuclear Damper-9*2, MesonScreen-9*2
  
                 SandCaster=x09     Repulsors=x5x
             Batteries        3                4
             Bearing          3                4
  
    Control: Comp9fib*3, LargeHoloDisplay*4, HeadsUpHoloDisplay*100,
             HoloLink*6200
      Accom: Crew=206 (15 Bridge, 24 Engineering, 60 Maintenance, 52 Gunnery,
             40 Flight, 13 Command, 2 Medical), Staterooms*105, Env=basic env,
             basic ls, ext ls, grav plates, inert comp
      Other: Fuel=75168kl, Fuel Scoops, Fuel Purifier (24hr), Cargo=0, 
             Missile Magazine=750kl (50b-r), Subcraft=4*Type K Gunboats, 
             ObjSize=large, EmLevel=strong

  Type R Merchant Ship TL10
  
       The Type R merchant is one of the most common starship designs in Impe-
  rial space, and is built in varying forms from TL9 up to the highest Imperial 
  tech level.  In addition to being used "as is", the design has spawned count-
  less variations customized for particular applications.
    
    CraftID: Type R Merchant, TL10, MCr107.7
       Hull: 360/900, Disp=400, Config=1SL, Armor=40E, Loaded=5991t,
             Unloaded=3215t
      Power: 11/22, Fusion=930MW, Duration=30/90 
       Loco: 8/16, Maneuver=1, 8/16, Jump=1, NOE=40kph, Cruise=750kph,
             Max=1000kph, Agility=0, (ActualThrust=0.87G)
       Comm: Radio=System
    Sensors: Radar=FarOrbit, ActObjScan=Routine, ActObjPin=Routine
        Off: Hardpoints=4 (No weapons included, but control sufficient for
             up to 9MCr worth has been provided)
        Def: DefDM+2
    Control: Computer Mod1bis*3, 3*HeadsUpDisplay, 500*DynLink
      Accom: Crew=4 (1 bridge, 1 medic, 1 engineer, 1 steward), Passengers=8,
             LowPassengers=9, Staterooms=12, LowBerths=9, Env=basic env, basic
             ls, extended ls, grav plates, inertial comp
      Other: Fuel=875kl, Cargo=2595kl (192.2t), Fuel Purifier (12 hrs), Fuel
             Scoops, Subcraft=1*20ton launch, ObjSize=Average, EmLevel=Faint

  Type R Merchant Ship TL15
  
       The Type R merchant is one of the most common starship designs in Impe-
  rial space, and is built in varying forms from TL9 up to the highest Imperial 
  tech level.  In addition to being used "as is", the design has spawned count-
  less variations customized for particular applications.
    
    CraftID: Type R Merchant, TL15, MCr87.4
       Hull: 360/900, Disp=400, Config=1SL, Armor=40G, Loaded=4753t,
             Unloaded=1732t
      Power: 4/8, Fusion=972MW, Duration=30/90 
       Loco: 8/16, Maneuver=1, 8/16, Jump=1, NOE=40kph, Cruise=750kph,
             Max=1000kph, Agility=1, (ActualThrust=1.09G)
       Comm: Radio=System
    Sensors: EMS Active (FarOrbit), EMS Passive (Interstellar), 
             ActObjScan=Routine, ActObjPin=Routine, PassEnScan=Routine
        Off: Hardpoints=4 (No weapons included, but control sufficient for
             up to 9MCr worth has been provided)
        Def: DefDM+3
    Control: Computer Mod1bis*3, 3*HeadsUpHoloDisplay, 130*DynLink
      Accom: Crew=4 (1 bridge, 1 medic, 1 engineer, 1 steward), Passengers=8,
             LowPassengers=9, Staterooms=12, LowBerths=9, Env=basic env, basic
             ls, extended ls, grav plates, inertial comp
      Other: Fuel=890kl, Cargo=2839kl (210.3t), Fuel Purifier (12 hrs), Fuel
             Scoops, Subcraft=1*20ton launch, ObjSize=Average, EmLevel=Faint

  400 Ton Cargo Carrier TL15
  
       This Type R variant was ordered in 1119 by a small trading company 
  operating in the Spinward Marches.  Unsettled conditions make possession of a 
  good sensor array and a strong weapons package vital to the independent 
  trader.  Three gunnery robots would ordinarily be carried along with one 
  human gunner.  Additional human crew could be carried at double occupancy of 
  staterooms.
  
    CraftID: Type RC Cargo Carrier, TL15, MCr99
       Hull: 360/900, Disp=400, Config=1AF, Armor=40G, Loaded=5277t,
             Unloaded=1861t
      Power: 4/10, Fusion=990MW, Duration=30/90 
       Loco: 8/16, Maneuver=1, 11/22, Jump=2, NOE=40kph, Cruise=750kph,
             Max=1000kph, Agility=1, (ActualThrust=0.99G)
       Comm: Radio=System*2, LaserComm=System
    Sensors: EMS Active(FarOrbit), EMS Passive(Interstellar), EMS 
             Jammer(FarOrbit), NeutrinoSensor(10kw), LowPenDensitometer(250m),
             ActObjScan=Routine, ActObjPin=Routine, PassEnScan=Simple,
             PassEnPin=Routine, PassObjScan=Routine, PassObjPin=Routine
        Off: Hardpoints=4
  
                 Missile=x03 
             Batteries     2
             Bearing       2
  
        Def: DefDM+5
  
                 SandCaster=x04
             Batteries        2
             Bearing          2
  
    Control: Computer Mod3*3, 2*HeadsUpHoloDisplay, 80*HoloLink
      Accom: Crew=3 (1 bridge, 1 engineer, 1+3 gunners), Staterooms=3,
             Env=basic env, basic ls, extended ls, grav plates, inertial comp
      Other: Fuel=1170kl, Cargo=3294kl (244t), Fuel Purifier (12 hrs), Fuel
             Scoops, Subcraft=1*Dependable AirRaft, ObjSize=Average,
             EmLevel=Faint

  Ultima Racing Grav Bike TL15
  
       The Ultima was built at the direction of a large corporation seeking 
  publicity for their products.  Absolutely no expense was spared in its con-
  struction.  Since the entire design was aimed at providing the highest possi-
  ble acceleration, there are two major limitations on the operation of the 
  vehicle: Speed is limited to 4200kph in atmosphere.  Beyond this speed exces-
  sive heating of the hull with resultant structural failure may occur.  Sen-
  sors provide inadequate warning time at top speed, and top speed should 
  therefore only be used over a precalculated and cleared course where no 
  obstacles can be encountered.  
   
    CraftID: Ultima Racing Grav Bike, TL15, Cr52,358,860
       Hull: 1/2, Disp=1, Config=1AF, Armor=1G, Loaded=6.55t
      Power: 1/2, FuelCells=2.08MW, Duration=117hr/13hr (open/closed cycle) 
       Loco: 1/2, LP-LGrav=170t, MaxAccel=24.95G, MaxSpeed=4200kph,
             Cruise=3150kph, NOE=190kph
       Comm: Radio=Regional(500km)
    Sensors: ActEMS=Dist(5km), ActObjScan=Form, ActObjPin=Form
        Off: Hardpoints=1
        Def: -
    Control: Computer Mod1*2, 1*LargeHoloDisplay, 1*HoloLink
      Accom: Crew=1 (Pilot), Seats=NoAccess*1, Env=inert comp
      Other: Fuel=0.363kl, Cargo=0, ObjSize=Small, EmLevel=Avg


  10 ton Ship's Boat TL8
  
       This ship's boat is equipped with modular connections, and can be used 
  with any of the TL8 modular spacecraft designs.  Intended only for landing 
  and other short operations, it has insufficient armor for long term radiation 
  protection for the crew. The life support system can be switched from provid-
  ing for the entire interior to providing only for the crew accommodations.  
  In the former mode, the batteries are sufficient to provide 4.4 hours of 
  power, in the latter mode, 24 hours.  In either case, vacc suits are recom-
  mended as a safety back-up for the crew.  Solar cells are sufficient to 
  operate the electronics indefinitely.  Rocket fuel will provide one hour of 
  full thrust.  This is not sufficient for takeoff from a large dense atmos-
  phere planet with a full cargo load.
  
  <Designed from rules in Challenge#45>
   
    CraftID: Ship's Boat, TL8, MCr2.86
       Hull: 9/23, Disp=10, Config=1AFM, Armor=10C, Loaded=76.9t,
             Unloaded=15.7t
      Power: 1/2, SolarCells=.046MW, Batteries=1.2MW-hr, Duration=Special 
       Loco: 1/2, Rocket=90t, MaxAccel=1.17G, Duration=1hr
       Comm: Radio=Continental
    Sensors: Radar=VDist(50km), ActObjScan=Difficult, ActObjPin=Difficult
        Off: Hardpoints=1
        Def: DefDM+2
    Control: Computer Mod0bis*3, 23*ElecLink
      Accom: Crew=2 (Pilot, optional copilot), Passengers=4, Seats=Roomy*6,
             Env=basic env, basic ls
      Other: Fuel=57.6kl (Cryogenic), Cargo=41kl, ObjSize=Small, EmLevel=Avg

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

Archive-Message-Number: 2031
Date: Tue, 1 Jan 91 16:16 EDT
From: METLAY@vms.cis.pitt.edu
Subject: RE msg 2030, Vehicle Designs Part 25


A historical note concerning the Ultima bike: only two models were
ever built, one a partially-functional prototype that was used for
trade show displays and the other a fully operational design. Rumors
of a third bike having been made were denied for several years, until
investigative journalists discovered the truth: there were actually
TWO other examples of the line built, and the prototype had originally
been scheduled for eventual complete functionality. The concept had been
to give the corporation a fully functional gravbike precision-flying team
similar to the Imperial Flying Sabres of Capital or the Winged Unicorns
of Regina, but using gravbikes rather than fighters as a novel twist.
The plan had been scrapped when one of the two unaccounted-for bikes
came apart at just over Mach Two in a test flight, and the other bike
was stolen in a Corsair raid on the world where it was stored. The 
whereabouts of this third bike are unknown, and the corporation still
denies its existence. 

metlay


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

Archive-Message-Number: 2032
Date: Fri, 4 Jan 91 9:08:02 GMT
From: Lesley Grant <lgrant@maths.tcd.ie>
Subject: Space Habitats : Reality Check

>The comments regarding space habitats are well considered, but I must
>disagree for several reasons....
	Mark Gellis then proceedes to talk about Space Habitats as 
constructable in the near future. Wait a minute. This is Traveller.
If you're going to talk reality then the economic argument I initailly
proposed counts double. The good news is that in Traveller my assumptions
were not wholly correct.
	Over the holiday for my own satisfaction I decided to work out just
how much it would cost to build a space habitat (or space station) and thus
prove the cost prohibitive to normal inhabitants.
	I took the largest hull size, assumed TL15 and made it an open frame.
No gravity but I left it with 1% G maneuver drives (attitude thrusters). I
just had accomidation with not industry or storage space. The result was a 
pleasingly expensive 116 billion credits. However it housed 470,000 people
which made the cost per person (2 per stateroom) at just under 250,000Cr.
With a 40 year morgage it ammounts to just over 1000Cr per month. At my
normal exchange rate (10Cr = 1 IRL) that's less than my flat costs! Even at
1Cr = $1 it isn't *prohibitively* expensive. At the standard traveller rates
of 500Cr per skill level per week it is easily affordable to skill rank
2 (or even 1 if pushing it).
	It is interesting to note that 200,000 of the 250,000 is just for
the stateroom (according to my uncorrected rules). Of course a better model
would include gravity and space for something to employ the people. It
would be interesting to seem a design my someone more interested in the ship
design rules. I am seeing what a TL9 space station (20 Subsidised merchant
berths, 20 far trader/seeker berths, 4 large (1000t) berths, warehousing
for the equivalent cargo, fuel storage for the equivalent, and staterooms
for the equivalent) looks like/costs.

	Reality Check.
	I'll quite hapily discuss the imposiblity of Space Habitats in the
*real world* with anyone but over private e-mail. Traveller defines its
own reality which rarely touches on our own.

				Jo Jaquinta
				jaymin@maths.tcd.ie

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

Archive-Message-Number: 2033
Date:     Fri, 4 Jan 91 14:06:51 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Happy New Year!

Even though the holidays are over, there doesn't seem to be  much 
traffic on the list.  I thought I might as well take this  oppor-
tunity  to bring up a few things that have been on my  mind,  and 
see if we can get a little activity going again.

Item  1:  MESON COMMUNICATORS  I have been asked why I never  put 
these things on nay of my starship designs.  Well, there are  two 
reasons.  They serve no purpose, and they're expensive.  Serve no 
purpose, you say?  Exactly.  The only advantage of a meson commu-
nicator  versus any of the other tight beam comm systems is  that 
it can transmit through solid objects.  However, assuming that it 
works  more or less like a meson gun, you need to know the  exact 
range before using it.  Thus, unless you can already see and talk 
to the other ship, you can't use your meson communicator.  I also 
have a feeling that I wouldn't want to be aboard a ship receiving 
a slightly misaligned meson communication--even though the 20  or 
30  megawatts of a communication beam aren't anything next  to  a 
spinal  mount's  output, I'd hate to be on the bridge  when  that 
message decays ten feet from the meson receiver.

Item 2: IMPERIAL BUREAU OF STANDARDS  A fair amount of powder has 
been burned in the past few months on the nitty gritty details of 
weapons.   I've  always  worked under the  assumption  that  some 
Imperial  standards organization exists, and that if you carry  a 
standard   weapon,  you  shouldn't  have  much  trouble   getting 
bullets/power packs for it.  This is basically the same situation 
that exists for starships, where you can get your drive  repaired 
anywhere.   Even though there may be multiple  standards  (Oh...I 
see  you  have a Procyon.  That's an ImpStd-D isn't  it?)  it  is 
still easy enough to get parts.  

Item 3: SPACE COMBAT WITH UNDERARMORED VESSELS  My first  sugges-
tion for a quick approximation of what to do with an underarmored 
(less  than 40) space craft would be to apply a +1 to the  damage 
die  roll for each three armor classes under 40.  (Mirror  of  -1 
for each three over 40).

Item  4: GREAT ADVENTURE IDEAS What are some of the  best  adven-
tures  people have run/played in?  For all the years  I've  owned 
this game, I've not played it much, and I wonder what people have 
done that they thought worked well.

Item  5: A MILITARY CAMPAIGN PBEM  Since I never actually  get  a 
chance  to  run  anything, I am considering  the  possibility  of 
running  a military oriented game over the net.  Realistically  I 
couldn't  accept more than about five players.  The basic  situa-
tion  would  be this:  A small mercenary unit  with  a  financial 
problem has been approached by the government in exile of a small 
country which was overrun by a larger neighbor.  They would  like 
to liberate their homeland, but have very few resources.  The pay 
would be better than the training duties the company is currently 
surviving on.  Emphasis on military ingenuity/irregular  warfare, 
and  an  exploration  of how grav vehicles  would  really  affect 
combat.  If it works, and I can keep it up, there would be poten-
tial  for expansion or starting a new game on a different  topic.  
Set in the Spinward Marches...

Item 6 REVISIONS OF VEHICLE DESIGNS  I've been sorting the  vehi-
cle designs and correcting typographical erros where I could find 
them.   If anyone is interested, I'll be sending them to the  ftp 
site (if it has been repaired.)

Item 7 TDR VEHICLE SYSTEM  Has anyone looked at my draft  vehicle 
system version 1.1?

Respond to any or all.  Let's get this list moving again.
Rob Dean

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

Archive-Message-Number: 2034
Date:     Fri, 4 Jan 91 15:52:18 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Campaign News

Does anyone else do this?  I like to hand out stuff like this at the 
beginning of my (infrequent) adventure sessions whenever possible.
This particular bit of fluff is for the military campaign mentioned in
another of my posts today.

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




                                WURZBURG REPORTER
                                     33-1107
        
         GLISTEN NAVY ACTION AT SOREL    Horosho Mountain Infantry  Reg-
               (Glisten 17-1107)         iment,  the 4th Horosho  Marine 
                                         Combat  Team, and Company B  of 
           The  IGN ship Lenard  Jonson  the   11th   Mountain   Armored 
        destroyed  an unidentified  200  Battalion arrived today for two 
        ton class vessel today when  it  months  of training and  maneu-
        attempted  to lift  from  Sorel  vers.  Their opposition will be 
        without an identification tran-  provided   by  Colonel   Enliid 
        sponder.   The  ship  did   not  Boswell   and   his   Composite 
        respond to communications,  and  Armored  Company, and  we  wish 
        undertook  evasive   maneuvers.  both sides the best of luck  in 
        Navy   officials  consider   it  the upcoming exercises.   Local 
        likely  that the craft was  in-  odds makers favor Boswell by  a 
        volved in the recent attempt to  five  tank spread.  Place  your 
        manipulate  tribal politics  by  bets before the start of opera-
        the  introduction of high  tech  tions.
        weaponry.   Sorel  is  under  a  
        limited  IISS  interdiction  at     GRIFFIN ISLAND GOVERNMENT
        the  request of local  authori-     IN EXILE DENOUNCED BY SEA 
        ties.                                        LEAGUE
                                               (Overnale, 19-1107)
         IMPERIAL RESERVE NOTIFICATION   
              (Glisten 350-1106)           In  a strongly worded  state-
              (Repeated Message)         ment released to member of  the 
                                         Imperial  press  corps   today, 
          All  Imperial Navy and  Scout  Autarch  Fleming Haksurron  de-
        Reservists  are  requested   to  nounced    "the    inflammatory 
        renew  their registration  with  activities  of  that  group  of 
        the  appropriate tracking  off-  unsupported   rebels    calling 
        ices  at the earliest  possible  itself   the   Griffin   Island 
        opportunity.                     Government in Exile".   Accord-
                                         ing to the Autarch, anyone aid-
               OVERDUE SHIPPING          ing  these rebels will be  sub-
             (Mertactor 347-1106)        ject  to the death  penalty  if 
                                         apprehended.  The Autarch  also 
          No    regularly     scheduled  announced  that  production  of 
        shipping   from   Collace   has  manganese alloys in the Griffin 
        arrived  in  the  past   thirty  Island  Province had  increased 
        days.  Imperial/Collace   rela-  by  five  percent in  the  most 
        tions have been steadily  wors-  recent  year,  clearly   demon-
        ening since the closure of  the  strating   that  there  is   no 
        Scout  base there earlier  this  oppression   of   the   workers 
        year, and there is  speculation  there.   A  message  from   the 
        here    concerning    potential  GIGIE was also received by  the 
        seizure  of Imperial  shipping.  press  corps,  stating   merely 
        Navy   officials  declined   to  that the truth of the situation 
        comment further on the matter.   could   be  perceived  by   all 
                                         intelligent beings, and calling 
             HOROSHO GROUP ARRIVES       on   the   other   nations   of 
                   (33-1107)             Overnale to take action against 
                                         the Sea League.
          The  2nd  Battalion  of   the  






             TRADE SHOW ANNOUNCED             ENTERTAINMENT NOTICES
                   (33-1107)             
                                         Professor  Alton Jones  of  the 
          The  onplanet  representative  Imperial Navy Academy at Bendor 
        of   Ling   Standard   Products  will speak on "Military Lessons 
        announced today that the compa-  of  the Fourth  Frontier  War", 
        ny will be sponsoring a display  tonight  at 1930, Meeting  Room 
        of their latest military  vehi-  2, Library.
        cles for all interested parties  
        from  the 37th to the  39th  at  Noted  Caledonian   bladderpipe 
        the Town Convention Center.      performer  Eyan  Makelroi  will 
                                         appear tonight at 1930. Tickets 
        ******************************   are  still  available  for  Cr2 
        * RECRUITING NOTICES          *  from   the  Wurzburg   Cultural 
        *                             *  Council.   The concert will  be 
        *The following Units are      *  at the Library, Meeting room 1.
        *now recruiting.  Represent-  *  
        *atives may be contacted      *  Amateur  GravBall League  meets 
        *at the Guild Hall            *  every  night at Repair  Bay  1, 
        *                             *  SpacePort.  
        * Stewart Interstellar Ent-   *  
        * erprises, Corporate Guards  *  Third   Intruder  Platoon   vs. 
        *                             *  Stewart Corporate Guards  Squad 
        * Imperial Marines            *  113.  Live feed on video  chan-
        *                             *  nel 2.  Intruders favored 3  to 
        * Imperial Glisten Marines    *  1.
        *                             *  
        * Boswell's Company           *            CLASSIFIED
        *                             *  
        * ConTech 5th Armored Brigade *  Wanted:   Any information  con-
        *                             *  cerning the flights of the IISS 
        * Randolf's Raiders           *  Scout Cruiser Vanguard.  Answer 
        *******************************  to NetBox C37.
                                         
            ARRIVALS AND DEPARTURES      Wanted:  Spare parts for  Pega-
                                         sus  9mm hunting rifles.   Com-
        FT Venturesome, A from Horosho   plete rifles OK, any condition.  
        FT Lucky Paw, A from Glisten     Joe's Guns and Tackle. Com  11-
        FT Ecliptic Voyager, A from      106
          Tsarina                        
        FT Frolic, D for Horosho         Wanted:   Information on  loca-
        IGN Daras, D for Glisten         tion of Neery Jeehof in connec-
                                         tion  with heavy weapons  smug-
        $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$   gling  case.    Confidentiality 
        $    USED VEHICLE EXCHANGE   $   assured.  NetBox C32.
        $ Reconfiguring your outfit? $   
        $ Try us before you try the  $   For  Sale:   Domestic   Robots, 
        $ rest! Com 11-165. Main,    $   small lot from Glisten.  Prices 
        $ across from the Convention $   10% off retail and down.  Trade 
        $ Center                     $   ins  accepted.  Get them  while 
        $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$   they  last.  Automata, Com  11-
                                         119, North Main #16.
        The Prophet says: War is  ulti-  
        mately   detrimental   to   the  For  Sale:   Surplus  Type   S.  
        fighter. Aborite Missions.       Built 1002, Lunion. NetBox P93

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

Archive-Message-Number: 2035
Date:     Fri, 4 Jan 91 16:00:25 EST
From: "Robert S. Dean" <rsdean@crdec8.apgea.army.mil>
Subject:  Inspiring Reading

Yet another post.  I once uploaded a message that didn't take on the subject
of inspirational reading for Traveller games.  What has anybody else read
that really makes them think about Traveller?  There is a lot of excellent
SF that does not make me think about incorporating it into a Traveller game.

My favorites:  Michael McCollum ANTARES DAWN and ANTARES PASSAGE
               Lois McMaster Bujold: Everything she has written
               Robert Heinlein: THE MOON IS A HARSH MISTRESS
               Poul Anderson: Most of his futur history series
                              (Falkayn and Van Rijn, Flandry)
               Niven and Pournelle: THE MOTE IN GOD'S EYE
               Pournelle: KING DAVID'S SPACESHIP

Before anyone jumps on me for my taste, remember, this is the list of books 
that make me think about playing Traveller, not my all-time favorite SF.

Rob Dean

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

Archive-Message-Number: 2036
From: woodsb@ecn.purdue.edu (Brent L. Woods)
Subject: Re: (2033) Happy New Year!
Date: Sat, 5 Jan 91 1:19:35 EST


 In message 2033, rsdean@crdec8.apgea.army.mil (Robert S. Dean) writes:
 >
 >Item  1:  MESON COMMUNICATORS  I have been asked why I never  put 
 >these things on nay of my starship designs.  Well, there are  two 
 >reasons.  They serve no purpose, and they're expensive.  Serve no 
 >purpose, you say?  Exactly.  The only advantage of a meson commu-
 >nicator  versus any of the other tight beam comm systems is  that 
 >it can transmit through solid objects.  However, assuming that it 
 >works  more or less like a meson gun, you need to know the  exact 
 >range before using it.  Thus, unless you can already see and talk 
 >to the other ship, you can't use your meson communicator.  I also 
 >have a feeling that I wouldn't want to be aboard a ship receiving 
 >a slightly misaligned meson communication--even though the 20  or 
 >30  megawatts of a communication beam aren't anything next  to  a 
 >spinal  mount's  output, I'd hate to be on the bridge  when  that 
 >message decays ten feet from the meson receiver.

     Um, I don't think so.  I always thought that the meson communicator
receiver worked more or less on the same principle as the meson screen.
As I understand it, a working meson screen makes an incoming meson
beam decay "early," on contant with the screen.  If this is how the
receiver works, then you don't need to know the range.  If you use a
diffuse beam, you don't even have to be all that accurate with your aim,
either.  You just have to get a small fraction of the beam to the
receiver so that the early decay of the mesons can be detected (we have
detectors that can handle small numbers of particles *now*--who knows
what a TL15 culture might manage?).  If you use some form of, say,
pulse modulation that is designed to be easily distinguishable from
random noise (assuming that there's all that much of a chance of running
into "wild" mesons), then the resultant energy density needed at the
receiver end is safely low.  This is assuming that the receiver is at
the extreme range of the transmitter, which increases the chances of
the beam reaching the end of its lifespan in the same general area.  If
you're closer to the transmitter than that, I would think that it would
be perfectly safe, since I can't think of any good reason to ever set
the beam duration for anything less than maximum.


- - --
     Brent

INTERNET:  woodsb@gn.ecn.purdue.edu
USNAIL:  2818 S. Sunrise Dr.  /  New Palestine, IN  46163
PHONE:  +1 (317) 861-4844 (voice)


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

Archive-Message-Number: 2037
Date: Sat, 5 Jan 91 02:31:19 -0500
From: f3w@mentor.cc.purdue.edu (Mark Gellis)
Subject: Habitats


A quick qualification.  I do not recall stating that habitats could be
built in the near future, and I suspect it was bad phrasing on my part
that suggested it.  I would not be surprised if we see early permanant
space habitats around 2100 A.D.; I would be surprised to see them before
that.  Space habitats worth living in require certain technologies that
we simply do not have or have not sufficiently developed.  Of these,
I think one of the most important would be self-replicating robots to
handle the enormous labor and manufacturing costs--building something
the size of a Nimitz class carrier in orbit is far beyond what we can
afford to do at this point, whether or not we could solve the many
technological problems.  

On the other hand, I find it hard to imagine a future where mankind
has survived that does not eventually involve a space industrialized
civilization.  It is not that people will emigrate to space in large
quantities, but if only 1% of the population leaves (comparable to
other emigrations in human history), that means you have an initial
population of several million humans (with several billion robots
working for them--self-replicators will breed as often as we want
if we give them sunlight for power and raw materials to process).  
This population will gradually find living in space "normal," and
when their populations pressures start, they will simply build more
habitats.  As I said before, an Earth-like planet might be able to
support 20 billion people, perhaps comfortably if we distributed
resources properly, but the asteroid belt has enough raw materials
to make habitats for half-a-trillion people, even assuming you need
one million tons of raw materials per person to make these habitats
and supply other basic needs (I assume very roomy habitats...after
all, if you're going to live in space, don't live in a metal shack,
build a small world to order, if you can afford it--advanced
technology will make it economical.  Not during our lifetimes,
but I cannot imagine technology not advancing to the point where
it will be practical and cost-effective.  And it is also true 
that the first space habitats will be primitive and cramped, but
probably no worse than what urban dwellers endure right now--
New York City has a population density of more than 20,000 per
square mile--but as the space-based population grows larger and
richer, their habitats will become more luxurious.)

As I said before, it is not that space habitats are going to be
available very soon, or that everyone is going to suddenly rush
to leave Earth, but some people will--you always get a few with a
frontier mentality--and their children will probably stay in 
space (children do leave small towns for the big cities, but 
most children of colonists do not leave their new native country
for the "old country" of their parents); they will be the population
that eventually expands, growing huge because the natural resources
in space are much greater than those on any planet.  

Assuming we do not destroy ourselves or turn away from space entirely,
I cannot see how this could not happen.  Eventually, the technology
to support people in space will be available; a few will go, either
to get rich, or to get away from a society they dislike, or for some
other reason, and they will get things started.  Sure it sounds
crazy.  It was crazy to leave England in 1620 for America.  It was
really crazy to set out on the Pacific in an open boat, hoping you
would find a new island to live on.  People did it.  (For a good
discussion of these issues, by the way, I strongly recommend a 
collection of articles entitled INTERSTELLAR MIGRATION AND THE
HUMAN EXPERIENCE.)

Enjoy.  And remember, by the time you finish reading this sentence,
it will be the future.

 

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

Archive-Message-Number: 2038
Date: Sat, 5 Jan 91 22:54:03 -0800
From: George William Herbert <gwh@ocf.Berkeley.EDU>
Subject: Habitats


In case you all haven't, i suggest everyone going and looking at a copy of
JTAS 23.  Among other articles (it also had John Ford's classic "Road Show",
which by itself is worth the trouble finding the magazine...) it has 
Chris Struble's 'Space Habitats In Traveller" article.  Excellent work. I can
if need be type it all in (though it would take a while); i'll summarize below.

Between TL8 and TL14 many societies build rotating habitats.  At TL15, it also
becomes possible to make Gravitic habitats (where centripetal force is replaced
by massive grav plates for 'gravity' on the habitat), but this is extremely
expensive and an uncommon solution.  The majority of habitats are rotating
ones, spherical or cylindrical.

	Habitats are built by the million tons of material used (these are not
the flimsy little structures that spacecraft are, by any means 8-).  Costs 
and weights depend on a number of factors (atmosphere, Gs, etc.).  
	One example given is a 7km radius spherical colony built at TL9, which 
is large enough to house 2 million people, or produce food for about 11 million,
with some balance in between likely.  It would cost MCr 120,000 to build; this
works out to only 60,000 Cr/inhabitant.  Spread over only 40 years, this is only
Cr250/month... much less than any well-paying professional will earn.  And it
will last a lot longer than 40 years.  Seen in this light, it's obvious that
it's well worth it to build larger habitats, even at lower tech levels.  
While the massive capital required to start one requires near-certain government
subsidy, the long term economics are quite favorable.  

- - -george william herbert
gwh@ocf.berkeley.edu

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

Archive-Message-Number: 2039
From: d9bertil@dtek.chalmers.se
Subject: Re: Happy New Year!
Date: Mon, 7 Jan 91 13:24:37 MET

In message 2033, rsdean@crdec8.apgea.army.mil (Robert S. Dean) writes:
> Item 7 TDR VEHICLE SYSTEM  Has anyone looked at my draft  vehicle 
> system version 1.1?

  Eh, 1.1? I've seen a version 1.0 that was dated 29 Nov 90, but no 1.1.  I used
part of 1.0 for the play during the holidays.
  The "Damagepoints from weight" thing is nice. Heavily armoured SDB's will
get far larger capability to absorb damage than flimsy civilian transports.
(I assume that "weight" in the damage point formulas is unloaded weight. It is
 given as clean weight in the COACC part but just "weight" in the vehicle/
 craft/ship part.)
 
  Regarding Agility.. (The entire TML screams and runs for cover, but don't 
worry, I'm not seeking to restart the old "What Is Agility? Where does it live
and what does it charge by the hour?" argument.)
 
  I don't really understand how one should compute agility. In the general
section you say "Agility is equal to the acceleration available after all other
systems have been powered." and in the COACC part "Agility formula for aircraft
(and grav vheicles) is forthcoming." 

  The first sentence seems to be like good old Striker, where grav-vehicles
could be powered by a fraction of the effect that was listed and get a fraction
of the listed thrust. In Striker (in the three design examples at least) the
vehicles wouldn't have enough powerplant to go at top speed while they were
operating their weapons. Is it this "reduced acceleration while everything is
powered" speed that you mean?

  I also have to put my vote for the fusion rocket. I think that there is
something grand about a large spaceship at 6 gee with a long glowing flame of 
heated (hydrogene? water? ammonia?) trailing after it.
  But it might just be a severe case of space opera that has hit me:)

> Item  4: GREAT ADVENTURE IDEAS What are some of the  best  adven-
> tures  people have run/played in?  For all the years  I've  owned 
> this game, I've not played it much, and I wonder what people have 
> done that they thought worked well.

  Somehow, I usually manage to make intro adventures that are stronger than the
campaigns that follows. This is true for all types of RPG's I've been involved
in. It probably has something to do with the time I spend on it. In any 
case, I'll only talk about my views on introductiory adventures.
  
  I like adventures to be fairly complex with several bottoms. The ones that
the players have liked the best were those that could accomodate several
different styles of play (Adventures that could be approached and from either a
discovery/exploration, scientific, economic or gung-ho angle and solved from any
angle.)
  Those kinds of adventures are especially successfull as first adventures
when you arn't really sure which style of play that that group will take.
(They took the discovery/exploration/gung-ho angle with a minor in economics:)

  Traveller has the famous concepts of the push, the pull, the enigma and the
gimmic (I'm almost afraid to admit it, but 3 of the reasons in "the push: the 
5 top reasons why everyone in the galaxy hates you" (a cartoon in challenge 
some issues back) fit in on the pc-s in my current campaign, and they don't 
cheat at dice:)
  I'd like to extend those concepts to the pushES, the pullS, the engimaS and
the gimmicS. If you onlt have one push and one pull working during an adventure,
it will tend to follow the path of a charged particle, away from the source of
the push to the location of the pull. Solving enigmas on the way and collecting
the gimmic in the end (usually).
  (Knightfall could be taken as a good example of this kind of "charged particle
campaign", but it has several sequential strong pulls in effect.)

  A better model would in my opinion be to have several pushes and several
pulls in effect from different locations at the same time. Different players
(and different NPC's) would interpret the situation in different ways and
support different actions. Suddenly the linear adventure has got several more
dimensions. The course it will take is not longer predictable and, at least
those of this type that I have run, have been more enjoyed, by myself and the
players.
 
  As a summary, the following structure has worked for us:
PC-s get apparently simple assignment from a patron (Always have a reason why
*They* of all people gets the assignment, I thought the "late at night at 
the starport, desperate lawyer looks for anyone with a scoutship" ploy worked).
  After they have started on the assignment (and the patron gone somewhere else
so that they can't go back and gripe about it and demand additional information)
{strange things start to happen/strange facts are discovered} that hints that
the whole thing might be more complex than anticipated.
  They discover the first part of the puzzle, which in this case were where to
travel to, but when they there the mystery thickens and several more pushes
(the first was a deadline) and pulls (the first one was a reward) materialize.
  After some stalling in which they pick up pieces of the puzzle they begin to
see a pattern and soon the end is in sight.
  Then another bottom with more pushes and pulls reveals itself and the middle
part of the adventure is resolved in a dramatic climax.
  Then comes the end of the adventure with no great surprises, up till the very
end when there is another, final, dramatic point.

  I'm not claiming that this is The Formula For Epic Adventures, but it worked
for us.

- - -bertil-
- - -- 
"Words on the net aren't usually worth the paper they are written on."

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

End of TML Bundle
*****************

