TDR Ideas

A thread of 4 messages, 25 November 1990 to 26 November 1990, in the order they were sent.

#1841 TDR Ideas

I've been reading quit a bit about TDR on the TML here.  I'm all in
favor of it, and I'd like to submit a few ideas of my own.


TDR FORMAT:

First, I like the idea that it will be distributed in ASCII.  This will
allow anybody with a computer to be able to format the text as they
desire.  This will also make it easy for someone to modify the rules,
and still have them neatly printed and bound, if desired.


WEAPON MAINTENANCE:

Several people have also been discussing the extent of the maintenance
a player can perform on a weapon with only skill in that weapon.  With
today's weapons, a soldier can fix a problem with his weapon 90-95% of
the time.  This would include replacement of most parts.  The rest of
the time he turns it over to the unit armorer, who should be able to
fix the problem in less than an hour, given the right tools and parts.
I would imagine that a few special wrenches might be needed once in
awhile, but other than that, most of the tools needed would be
available in any hardware store.  I realize that I'm talking about
weapons that rely on exploding gasses here, but I think a lot of this
would apply to energy weapons, too, or else armorers in units with
man-portable energy weapons would be overloaded with things to do.  A
good guideline for weapon-skill-only maintenance might be this: If it
needs something more complicated than a screwdriver, see the armorer.
For energy weapons, a simple multimeter might also be allowed for WSO
repairs.  Also keep in mind that as the TL of the weapons increases,
the average education of the man using them will tend to increase too.

Here might be a sample from FM 328-9401, "Maintenance for the M89
Fusion Gun, Man-Portable"  [The FGMP-15 to us].

Symptom: Excessive Recoil       [Remember that the FGMP-15 has a
                                 grav-compensated recoil absorbtion
                                 system]

Problem: Bad recoil compensation grav units.  Check resistance across
each recoil compensating grav unit.  If resistance across any of them
is less than 1000 ohms or greater than 5000 ohms, the unit is probably
shorted or burned out.  Replace the unit, and turn the defective one
into your armorer. [Only an ohmmeter and possibly a screwdriver is needed.]

Problem: Excessive power is sent to fusion chamber magnets.  Check
magnet power distribution module...... [you get the idea]

Anyone who knows the principles of operation behind a weapon should be
able to fix most problems.


MANEUVER DRIVES

I like the idea of reactionless drives, which probably implies
anti-gravity technology in one form or another.  With reaction drives,
the fuel requirements are so immense, and the endurance of the vessels
using them so short, in-system travel becomes difficult without using
jump drives.  I don't think this is any fun.  I think space travel in
traveller should be about as difficult as air travel today.  Besides, I
like the idea of a solid state drive.  I think there's a certain
elegance about a large ship slowly and silently lifting away from its
landing pad.

The system that _Striker_ used for grav vehicles seems quite workable,
and this could be easily extended to spacecraft.  Each grav module can
provide a maximum of n kilograms of thrust, and the designer adds
modules until the desired performance is reached.

When I used to referee, I told my players that each module generates a
virtual gravitional field, or VGF, and that on-board avionics can
control the module to put the VGF anywhere in relation to the module.
This would translate the pilot's commands to actual ship movements.
The VGFs would only act upon the modules themselves.  This would allow
different modules to have forces acting on them in different
directions, possibly producing a net torque on the spacecraft.  This
would eliminate the klugey solution of having a large gyroscope in the
middle of the craft.  See the diagram below.


      * - VGF            *
                        +------------+
                       <     Ship    |
                        +------------+
                                   *

In this diagram, the ship would rotate clockwise.  The 6G limitation
could be imposed by saying that grav modules can only be made so thin,
and power-supply frequencies have to be increased as the amount of
"thrust" is increased.  To eliminate large phase differences between
different parts of a grav array (array = bunch of modules) the modules
have to be made thinner and thinner as wavelengths decrease.  At 6G's,
they can't be made any thinner.  Agility can be described as using
extra energy to produce additional VGFs which would move the craft up,
down, or sideways while the biggest VGF would be moving the craft
sideways.


VEHICLE DESIGN

I think that TDR should have a vehicle design system that would apply
across the whole range of vehicle sizes- kind of like a "unified field
theory" of vehicle design.  Again, I think _Striker_ has the right
idea.  I like Striker's system because you know that the resultant
vehicle is x meters wide, y meters tall, and z meters long, unlike
MegaTraveller.  The designer would use the same rules for designing any
kind of vehicle, whether it was a motorcycle, grav tank, submarine, 100
ton merchant ship, or 100k ton dreadnaught.  In some circumstances, one
might pick the dimensions of the vehicle, and be given a formula for
picking armor, and determining the usable volume, like for aircraft.

Some examples of vehicles that I would hope to be able to apply such a
design system to:

Motorcycles
Passenger Cars
Civilian/Military Trucks
Aircraft (All types)
Water-borne vessels
Hovercraft
Grav Vehicles
Spaceplances
Spacecraft
Starships

COMBAT SYSTEM

I like the Azhanti High Lightning/Striker system of combat where
separate rolls to hit and penetrate are needed.  If a hit location
chart (arms/legs/torso/head) is added, the problem of taking cover is
resolved- if the part of the body hit is under cover, then figure in
the armor value of the cover when rolling the penetration.  This also
makes it easy to adjust for different ammo types in certain weapons
(like the ACR).


CHARACTER GENERATION

I like the character generation system as it now stands, but how about
adding a few new occupations in additions to Scouts, Marines, etc?
Suggestions: Police, Lawyer (useless in some campaigns, great for
others), Techie (a catch-all for electrical engineer/auto
mechanic/telephone repairman/computer programmer types).


I'm interested in seeing what other have thought up for TDR, but
haven't seen any submissions yet.

John J. Wilber
[email removed]

"You're never too close to a vacc suit"

#1846 Lawyer Characters

On Sun, 25 Nov 90 20:32:03 PST you said:
>
>Date: Sun, 25 Nov 90 00:18:28 PST
>From: John Wilber [email removed]
>Subject: (1841) TDR Ideas
>
>I've been reading quit a bit about TDR on the TML here.  I'm all in
>favor of it, and I'd like to submit a few ideas of my own.
>....
>CHARACTER GENERATION
>
>Suggestions: Police, Lawyer (useless in some campaigns, great for
>others), Techie (a catch-all for electrical engineer/auto
>mechanic/telephone repairman/computer programmer types).

Being a proto-lawyer myself, I thought I'd throw in my two cents here. In my
opinion, a lawyer can be just as useful in a variety of campaign settings as
any other character class.

There is a lot more to being a lawyer than a wealth of legal knowledge (Legal),
although it is important. A lawyer has to deal with a wide variety of people
(Liaison), from professionals (Admin) to the lower strata (Streetwise and
Carousing). Plus, a lawyer has to be able to get information out of people and
piece things together (Interview/Interrogation). Being able to sift through
huge amounts of information and do effective research may require a certain
facility with computers. Further, various areas of the law may indicate
specialized knowledge: corporate/commercial lawyers would tend to have economic
skills, while lawyers in technical fields (ex. patent law) would have some
expertise in engineering or something similar. You get the idea.

So, even if the campaign won't directly involve legal matters, a good lawyer
should be able to serve effectively in other roles. I'm more or less testing
that proposition in the PBEM game...

FYI, a past issue of Challenge had an extended version of the Law Enforcement
character (like the Police you mentioned.) Sorry, can't remember which one, but
it wasn't a recent issue. I may be roused to do an extended lawyer generation
system for TDR, or is there any other law-type out in TML-land?

On an unrelated subject, let me say that I like vehicle designs on the TML. I
have archived them and squirreled them away on floppy for a future reference.ay
After all, why reinvent the wheel? I don't mind occasional large groups of
designs (like from Robert Dean) but I DO mind a daily flow of HUGE chunks of
designs that goes on and on for many days, like from Scott Kellogg. I would
MUCH prefer smaller, more spread out chunks. Thems my $.02 worth.

Nicholas Sylvain

"If you want to play the game, you better know the rules, love."
                            -- Inspector Harry Callahan (_The Dead Pool_)

#1850 Re: (1841) TDR Ideas

>From: John Wilber [email removed]
>MANEUVER DRIVES
>
>In this diagram, the ship would rotate clockwise.  The 6G limitation
>could be imposed by saying that grav modules can only be made so thin,
>and power-supply frequencies have to be increased as the amount of
>"thrust" is increased.  To eliminate large phase differences between
>different parts of a grav array (array = bunch of modules) the modules
>have to be made thinner and thinner as wavelengths decrease.  At 6G's,
>they can't be made any thinner.  Agility can be described as using
>extra energy to produce additional VGFs which would move the craft up,
>down, or sideways while the biggest VGF would be moving the craft
>sideways.

While the Jump-6 limitation is reasonable, why stay with the 6G limit?
Just make it MUCH more costly (in power terms) to hit those high gees.

Does the use of some sort of power function for grav power sound more
correct?  Thus

       Power = (constant) * ((grav * mass)^(scale))

Scale of efficiency and the power constant decrease with increasing TL,
making high G's feasable at higher TL's.  The actual volume/mass of the grav
array might decrease a bit with higher TL's, but the biggest gain from the
higher tech is decreased power requirements.

Worlds that have better High-Common TL then air-travel TL might have a
decreased scale value, while the reverse would apply to the constant value.
In addition, the use of wings in an atmosphere would reduce the constant value
to a small degree.

>VEHICLE DESIGN
>
>I think that TDR should have a vehicle design system that would apply
>across the whole range of vehicle sizes- kind of like a "unified field
>theory" of vehicle design.  Again, I think _Striker_ has the right
>idea.  I like Striker's system because you know that the resultant
>vehicle is x meters wide, y meters tall, and z meters long, unlike
>MegaTraveller.  The designer would use the same rules for designing any

I feel that unifying this much is too much of a good thing.  A car is not
a boat, nor is a sub a spaceship.  There should probably be three sets of
design rules, based on a common core:

   Ground vehicles: Cars, trucks, etc.  No grav stuff, but includes hovercraft.
   Watercraft:      Boats, subs, etc.
   Aircraft:        Grav craft, spacecraft, etc.

I think it should be broken up a bit just because of the differences in design
philosophy.  If you wish to make an aero-car, you would use the basic aircraft
rules and add vehicle stuff.  A sub-plane would use either the aircraft or
watercraft rules, depending on primary emphasis.

>COMBAT SYSTEM
>
>I like the Azhanti High Lightning/Striker system of combat where
>separate rolls to hit and penetrate are needed.  If a hit location
>chart (arms/legs/torso/head) is added, the problem of taking cover is
>resolved- if the part of the body hit is under cover, then figure in
>the armor value of the cover when rolling the penetration.  This also
>makes it easy to adjust for different ammo types in certain weapons
>(like the ACR).

IMHO, the "overall body damage" system is outdated and should be
eliminated.  Also, the direct use of characteristics for "hitpoints"
should be dropped in favor of a more abstract system (perhaps similar to
"STAR WARS").  Each character is given a "toughness" rating (based on Strength,
Endurance, and some racial modifiers -- kkee should be tougher then humans).
When a character's armor is breached, the "degree of damage (DOD)" is determined.
If an optional hit location table is used, head hits might be DODx10, arms
DODx1/2, etc.  By cross referencing the DOD with teh toughness, you can
determine wounding (superficial, light, moderate, serious, critical, lethal).

This system would retain enough of the old system, but add some "space
opera-ish" taste.

- - -============================================================================-
 Burton Choinski                                       [email removed]
   Prime Computer, Inc.                                  [phone removed]
   Framingham, Ma.  01701
 Disclaimer:  Down! Down! Down! Out! Out! Out! Mine! Mine! Mine!
- - -============================================================================-

[I added a subject line and edited the attribution -- James]

#1851 Re: (1841) TDR Ideas, Addendum

>From: John Wilber [email removed]
>MANEUVER DRIVES

A though just hit me (*clonk* :).  If TDR deems that grav drives are
reasonable (probably at high TL's if my power function idea is used),
actual thrust sould be primarily along the axis of the ship, with limited
thrust on the sides.

Generally: sides =1-6,    1  ^
                         6 2 |
                         5 3 forward
                          4

Assume: rear = full power, front = 2/3 power, rear flank = 1/2 power,
        front flank = 1/3 power.  Round down (space combat)

(gravatic drive is at center of gravity, aligned along the axis).

Rear Thrust  Front  Front Flank  Rear Flank
    1g         0g       0g          0g
    2g         1g       0g          1g
    3g         2g       1g          1g
    4g         2g       1g          2g
    5g         3g       1g          2g
    6g         4g       2g          3g

A ship designed with a 4g max rear thrust may apply up to 2g forward as
breaking thrust.  If the captain wants more, he will have to turn around.
In addition, the ship may face the enemy and still retreat, if the
armor in the fron is heavier.

VECTOR MOVEMENT

The last bout of vector combat I played with was MAYDAY, many years ago.
I don't know how MT does it, but how about this.

Forward vector: Current vector with respect to the ship's axis.  positive
indicates forward, negative indicates backward.

Slip vector: Thrust added by rear flank thrusters produces a slip vector,
either Left or Right.  These vectors are added to the forward vector.

Drag vector: used to counteract slip vectors.  Right drag will cancel
right slip on a 1-1 basis.

Reverse vector:  Using forward thrust to counteract forward vectors.

When ships rotate, the vectors change names:

           Forward   Left-Slip    Right-Slip
Left Turn   R-Slip   Forward       Left Drag
Right Turn  L-Slip   Right Drag     forward
 _   _   _   _   _   _   _   _   _   _   _   _   _   _   _
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \
\_/F\_/ \_/ \_/ \_/F\_/ \_/ \_/ \_/*\_/*\_/ \_/ \_/ \_/ \_/
/ \_/*\_/"A"/ \_/*\_/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \
\_/ \_/*\_/ \_/*\_/ \_/ \_/ \_/ \_/*\_/ \_/F\_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/*\_/ \_/ \_/*\_/"B"/ \_/ \_/*\_/"C"/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/ \_/*\_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/S\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \
\_/ \_/S\_/ \_/ \_/ \_/ \_/ \_/ \_/S\_/ \_/ \_/ \_/ \_/ \_/
/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \

Course "A" has these vectors: F4, L2
Course "B" has these vectors: F2, L3, R2
Course "C" has these vectors: F6, L-4    (drag left 4)

the *'s indicate the plotting path.  S is starting point, F is ending point.
As you can see, large drag and slip vectors can be simplified to
forward vectors with small slips or drags.

Thus, drag converts to slip at the cost of forward vector and reversal
of dirction.  (as shown on path "C")
Equal left and right slips cancel, to produce one forward vector, per
canceling, with the excess becoming the actual slip.

- - -============================================================================-
 Burton Choinski                                       [email removed]
   Prime Computer, Inc.                                  [phone removed]
   Framingham, Ma.  01701
 Disclaimer:  Down! Down! Down! Out! Out! Out! Mine! Mine! Mine!
- - -============================================================================-

[I deleted some rows of empty hexes for brevity, and edited the subject
line and attribution text.  Someone let me know if my editing gets out
of hand -- James]