Black Globes and other things

A thread of 6 messages, 12 November 1990 to 26 November 1990, in the order they were sent.

#1753 Black Globes and other things

This is all from memory as I don't have the old High Guard rules with me at the
time,

        Black Globe generators were designed as an powerful defense system, the
draw backs however are fairly major.
        (1) At tech 15 when they are first introduced they are prototypes,
(Imperial Navy used an High Lighting Class ship to test one)... This gives next
possiblities for worrying players .. will the ship explode when it is turned
on, will it move to a different universe etc etc.
        (2) The Black Globe absorbs all forms of energy. It places a shield
around the ship and absorbs all forms of energy (as defined by Enstein) fired
at the ship. Also all forms of energy from the ship. This means means the ship
is part a of a nasty feedback loop as the ship provides the energy sinks for
the Globe, This means the Globe must flicker to remove the energy which is of a
form that is no good for anything on board. High Guard gives all the rules for
this (40% flicker rate remove 40% of the energy stored)
        (3) The tactical problem of use with the black globe is this. When the
Globe is turned on the ship can't fire, communicate or maneuver. The Ship
maintains it present direction and speed, so the opposite ship hjust predicates
the course of the target and fires when the ship drops its Globe to fire (or
maneuver). You may be invisable but this does not help if the target knows
where you were.
        The tactic suggested by High Guard was to enter the system with the
globe on and drift past the enemy and attack them from behind. (might work)

        Now my defense screen that I would is the personal white globe.


- - -------- Now for something completely different -------------------------

        If any one writes software to aid the traveller universe (weither the
orginal rules MT or RDT) could they try to make it fairly portable. I use a
basic Atari ST. I know most stuff is written in C but I don't have access to an
ANSI C complier only K&R. This is not a flame or a major gripe as most stuff
that complies on unix complies on my machine, (mine you some stuff I got would
complie on the unix machine I use). It is just a request that the author makes
it clear if the code uses any machine specific commands.

Keep up the good work

Cheers

Dave

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#1759 Re: (1753) Black Globes and other things

 In message 1753, [email removed] (Dave Johnson) writes:
 >
 >This is all from memory as I don't have the old High Guard rules with
 >me at the time,

     Fortunately, my copy was just across the room.  2nd Edition _High
Guard_, Copyright 1980 (1st printing), to be exact.  If you have the
first edition, your mileage may vary.  ;-)

 >        Black Globe generators were designed as an powerful defense
 >system, the draw backs however are fairly major.
 >        (1) At tech 15 when they are first introduced they are
 >prototypes, (Imperial Navy used an High Lighting Class ship to test
 >one)... This gives next possiblities for worrying players .. will the
 >ship explode when it is turned on, will it move to a different universe
 >etc etc.

     One small quibble.  "Prototype" isn't the best word to use.  I
think that "copy" would be more accurate.  The device wasn't developed
by Imperial (or any other contemporary) technology.  To quote from page
31 of _High Guard_:

          "Black globe generators are not available commercially; they
     are recovered artifacts installed on a makeshift basis or
     experimental versions installed on tech level 15 Imperial
     warships."

     Also, the behavior of the field is fairly well known--it won't
explode or "move to a different universe."  *It* won't--the capacitors
that it's connected to are a slightly different matter.  They might
explode if you overload them.  I've been playing Traveller for ten
years, and I've never heard this "move to a different universe" rumor.
Where did it come from?

 >        (2) The Black Globe absorbs all forms of energy. It places a
 >shield around the ship and absorbs all forms of energy (as defined by
 >Enstein) fired at the ship.

     Yes.  I don't know where Uncle Albert gets into this (I assume
you mean "Einstein" above), but that's what the black globe does.

 >Also all forms of energy from the ship.

     True, if someone on board the ship is stupid enough to fire a
weapon while the field is on.  However, since I'm sure the Captain of a
globe-equipped ship would take a dim view of this sort of asinine
behavior, it's probably a rare occurrence.  ;-)

 >This means means the ship is part a of a nasty feedback loop as the
 >ship provides the energy sinks for the Globe, This means the Globe must
 >flicker to remove the energy which is of a form that is no good for
 >anything on board. High Guard gives all the rules for this (40% flicker
 >rate remove 40% of the energy stored)

     Buzz!  Wrong answer.  Well, sort of wrong.  From page 42:

          "Since a black globe absorbs all energy, a ship with its field
     on is protected from all fire.  Unfortunately, the forcefield
     works in both directions; the ship may not fire, maneuver, or even
     see out.  These limitations would make the black globe of little
     value in battle if not for the ability of the field generator to
     flicker--switch the field on and off many times per second--giving
     the ship part-time protection while still allowing it to fire,
     maneuver, and track enemy ships during the "off" intervals.
     ...
          Energy striking a black globe screen is diverted to the ship's
     capacitors will hold 36 energy points.  When the screen is
     flickering, a percentage of the incoming energy equal to the
     flicker rate is absorbed."

when it comes to getting rid of the stored energy:

          "Stored energy may be removed from the capacitors by using
     it to power the ship.  Energy may only leave the ship, however, when
     the black globe is off (or during the off intervals of its flicker)."

     I always assumed that this meant using *any* system that used
energy:  weapons, drives, computer, etc.  If you have a large computer,
it *is* possible to get rid of a small amount of absorbed energy with
the field 100% on.  This assumes that the incoming energy is less than
or equal to the amount needed by internal systems.  On page 43, we have
the *really* fun sentence:

          "If a ship absorbs enough energy to make a jump, and is
     supplied with sufficient fuel, it may jump at the end of the turn."

     Of course, this can be dangerous.  If you overload your capacitors,
your ship is destroyed (by violently exploding capacitors, I guess).  I
imagine that it's not a very good idea if you only have your jump drive
capacitors available.

     Kids, these are trained professionals--don't try this at home.  :-)


- - --
     Brent

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#1782 Re: Black Globes

"Brent L. Woods" [email removed] writes:
>      One small quibble.  "Prototype" isn't the best word to use.  I
> think that "copy" would be more accurate.  The device wasn't developed
> by Imperial (or any other contemporary) technology.  To quote from page
> 31 of _High Guard_:
>
>           "Black globe generators are not available commercially; they
>      are recovered artifacts installed on a makeshift basis or
>      experimental versions installed on tech level 15 Imperial
>      warships."

" ... or experimental versions ..."
Sounds like prototypes to me.  Besides, in due time the Imperials should
learn how to copy the things.  And one or two places are now TL 16, and
should be capable of designing them.  The Darrians probably have a few
hidden away somewhere; and two Vargr worlds are TL 16, according to the
old Vargr Alien Module.

>
>      Also, the behavior of the field is fairly well known--it won't
> explode or "move to a different universe."

This depends on how the PC's get hold of it.  (Assuming that they do, of
course - and assuming that they role-play properly, and don't make use of
what the players read in various manuals.)  If they got one by looting an
Imperial warship, they are probably more powerful than they have any right
to be, but can probably interrogate someone from the ship.  If they got one
the same way as the Navy did, by looting an Ancient base, and if the Navy
hasn't been publishing documents about black globes, then the PC's  will
not know what they have, or what it does.

>           "If a ship absorbs enough energy to make a jump, and is
>      supplied with sufficient fuel, it may jump at the end of the turn."
>
>      Of course, this can be dangerous.  If you overload your capacitors,
> your ship is destroyed (by violently exploding capacitors, I guess).  I
> imagine that it's not a very good idea if you only have your jump drive
> capacitors available.

I don't see the danger.  If the ship has absorbed enough energy to make the
jump, it absorbed the energy into the jump capacitors.  If it still exists,
it hasn't overloaded the capacitors.  There should be no risk of overload
due to trying to jump - either the capacitors are sufficiently charged for
the jump, leave them alone; or they need a little more charge, give it to
them.

- - --
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#1792 Re: (1782) Re: Black Globes

 In message 1782, [email removed] (Adrian Hurt) writes:
 >
 >"Brent L. Woods" [email removed] writes:
 >>      One small quibble.  "Prototype" isn't the best word to use.  I
 >> think that "copy" would be more accurate.  The device wasn't developed
 >> by Imperial (or any other contemporary) technology.  To quote from page
 >> 31 of _High Guard_:
 >>
 >>           "Black globe generators are not available commercially; they
 >>      are recovered artifacts installed on a makeshift basis or
 >>      experimental versions installed on tech level 15 Imperial
 >>      warships."
 >
 >" ... or experimental versions ..."
 >Sounds like prototypes to me.  Besides, in due time the Imperials should
 >learn how to copy the things.  And one or two places are now TL 16, and
 >should be capable of designing them.  The Darrians probably have a few
 >hidden away somewhere; and two Vargr worlds are TL 16, according to the
 >old Vargr Alien Module.

     Oh, certainly.  I just generally associate the word "prototype"
with "newly-developed experimental device."  If you are copying some
pre-existing thing, it'd call that an "experimental copy."

     If the device is something that *you* developed (including the
theory behind it), then I'd assume a better understanding of the
device on the part of the developers.

     Personally, I'd rather have one of the recovered Ancient artifacts
rather than a new-made copy (though I *think* that there were only
2,000 of those that were found).  I'd tend to distrust the understanding
of the copiers.

 >>      Also, the behavior of the field is fairly well known--it won't
 >> explode or "move to a different universe."
 >
 >This depends on how the PC's get hold of it.  (Assuming that they do, of
 >course - and assuming that they role-play properly, and don't make use of
 >what the players read in various manuals.)  If they got one by looting an
 >Imperial warship, they are probably more powerful than they have any right
 >to be, but can probably interrogate someone from the ship.  If they got one

     Unless it's a derelict.  As I recall, there is mention of several
black globe-equipped drelict ships here and there in the official
publications.  Like the _Kinunir_, for example.

 >the same way as the Navy did, by looting an Ancient base, and if the Navy
 >hasn't been publishing documents about black globes, then the PC's  will
 >not know what they have, or what it does.

     No, but if they feed the correct power into it, it'll turn on
(possibly damaging the surround).  If they don't, then it *should* do
nothing (I admit, *if* Grandfather used proper fail-safe design
philosophy).

 >>           "If a ship absorbs enough energy to make a jump, and is
 >>      supplied with sufficient fuel, it may jump at the end of the turn."
 >>
 >>      Of course, this can be dangerous.  If you overload your capacitors,
 >> your ship is destroyed (by violently exploding capacitors, I guess).  I
 >> imagine that it's not a very good idea if you only have your jump drive
 >> capacitors available.
 >
 >I don't see the danger.  If the ship has absorbed enough energy to make the
 >jump, it absorbed the energy into the jump capacitors.  If it still exists,
 >it hasn't overloaded the capacitors.  There should be no risk of overload
 >due to trying to jump - either the capacitors are sufficiently charged for
 >the jump, leave them alone; or they need a little more charge, give it to
 >them.

     Ah, but what if your jump capacitors are fully charged, you're
preparing to jump out of a *very* dangerous situation, *and your globe
gets hit again*?  More energy (possibly a great deal more, depending on
how many opponents you have to deal with) is channeled to your already
fully-charged jump drive capacitors.  Result?  Boom.

     What I was obviously insufficiently clear in saying was that it
was probably not a good idea to *plan* on using that particular method
of escape *unless* you have the added safety margin of a few extra
capacitors to deal with that pesky problem of last-microsecond hits to
the globe.  If jump capacitors were all I had, I would plan on using
different tactics (unless, of course I just happened to be in the
situation by chance--then I'd press the jump drive's "doit" button).

     I just like to have ample safety margins whenever possible--could
you tell?  ;-)


- - --
     Brent

INTERNET:  [email removed]
[address removed]
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#1812 Re: Great balls of black

"Brent L. Woods" [email removed] writes:
>  In message 1782, [email removed] (Adrian Hurt) writes:
>  >"Brent L. Woods" [email removed] writes:
>
>      Personally, I'd rather have one of the recovered Ancient artifacts
> rather than a new-made copy (though I *think* that there were only
> 2,000 of those that were found).  I'd tend to distrust the understanding
> of the copiers.

I'd rather have the Ancient version for another reason - it's probably a
USP code 9 version, compared to the code 1 copy.  Mind you, you don't get
the manual for the original!

>  >This depends on how the PC's get hold of it.  (Assuming that they do, of
>  >course - and assuming that they role-play properly, and don't make use of
>  >what the players read in various manuals.)  If they got one by looting an
>  >Imperial warship, they are probably more powerful than they have any right
>  >to be ...
>
>      Unless it's a derelict.  As I recall, there is mention of several
> black globe-equipped drelict ships here and there in the official
> publications.  Like the _Kinunir_, for example.

And if they make a good job of looting the Kinunir, they are probably more
powerful than they have any right to be.  Wait till they get caught in
possession of nuclear missiles, Marine battledress, and a black globe.

"Honest, your worshipfulness, er, sir, er, we found them lying around, honest
we did!"
"Oh yeah, where?"
"Shionthy, er, no, that's interdicted, er, oops ..."
"Very well, since you show an affinity for Kinunir class cruisers, let me
allow you to become residents of one - the prison ship Gaesh."

And so the referee gets to use another part of the book.

>  >>      Of course, this can be dangerous.  If you overload your capacitors,
>  >> your ship is destroyed (by violently exploding capacitors, I guess).  I
>  >> imagine that it's not a very good idea if you only have your jump drive
>  >> capacitors available.
>  >
>  >I don't see the danger.  If the ship has absorbed enough energy to make the
>  >jump, it absorbed the energy into the jump capacitors.  If it still exists,
>  >it hasn't overloaded the capacitors.
>
>      Ah, but what if your jump capacitors are fully charged, you're
> preparing to jump out of a *very* dangerous situation, *and your globe
> gets hit again*?

Perhaps I should have said "I don't see the _extra_ danger".  If, as a result
of using the globe, your capacitors are fully charged, you don't choose to
jump, and you get hit again, boom.  Answer: if your capacitors are fully
charged, you switch off the globe pronto, and try to discharge them as quickly
as possible - e.g. by jumping.

>      I just like to have ample safety margins whenever possible--could
> you tell?  ;-)

There is a safety marging available if your jump drive is capable of more than
a jump 1.  Let the capacitors get sufficiently charged for a jump 1, then
execute a jump 1.  If your jump drive isn't capable of more than jump 1, then
it's probably the sort of ship you want to replace anyway as a first priority.

- - --
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

#1854 Re: (1782) Re: Black Globes

Adrian Hurt said:
> I don't see the danger.  If the ship has absorbed enough energy to make the
> jump, it absorbed the energy into the jump capacitors.  If it still exists,
> it hasn't overloaded the capacitors.

The implication was not that you would overload due to the jump, but that
the incomming energy might overload the capacitors regardless of your desires.
Depends on how the globe is wired into the capacitors.

[If this has already been beaten to death, forgive me.
    I'm trying to get caught up. - elw]

- - --
					    Edwin Wiles, x2317, Office 4081