Re: physics nullifiers and 2810: A Discussion from GEnie

A thread of 3 messages, 26 August 1991 to 27 August 1991, in the order they were sent.

#2823 Re: physics nullifiers and 2810: A Discussion from GEnie

> The following discussion of Agility is from GEnie:
>
> [ ... ]
> Item    8057512                 91/08/22        03:26
> From:   B.BORICH                        Bryan J. Borich
> [ ... ]
>     A  way around this problem was given by considering  the  way
> maneuver drives worked and how agility works and then considering
> inertial compensators as a possible solution.
> [ ... ]
>     Taking  these things into account a theory occured  that  as-
> sumed  that  a more primitive form of  inertial  compensators  is
> built  into  the ships as part of the maneuver  drives  and  hull
> structural  members.  These inertial compensators are  simple  in
> design  and are available at TL9 (in actuality the major  differ-
> ence between the TL9 and TL10 compensators is the computer  elec-
> tronics and the fine tuning necessary, requiring that environmen-
> tal  compensators  be built through the entire ship where  it  is
> needed to protect the crew and cargo).
> [ ... ] [ uses this to explain why agility works the way it does
> and why the 6G limit, etc. ]

This sounds exactly like what I posted to the TML on 8/6.  I had
mentioned that it could be used to justify the way agility works,
but there is a more fundamental reason for a "physics nullifier"
here.  In fact, there are a number of "physics nullifiers" inherent
to Traveller.  You have a choice: accept them or change the nature
of the game.

I'm not talking just about the way agility is calculated, either.

I'm also not going to try to prove why interstellar travel breaks
our physics.

A huge problem is that of energy.  Traveller craft use fusion power
(this is given).  Ships are also capable of accellerating to some
very high velocities (sustaining 1G for a month is going to get you
pretty close to the speed of light).  Fusion just DOESN'T supply
that much energy.  Even if you were converting mass to energy with
100% efficiency, you still would have to use a sizable fraction of
the ship's mass as fuel.

Face it.  There's a problem.  If you really don't want "yet another
physics nullifier" then switch to fusion rockets and forget about
it.  Of course, that's not Traveller anymore.  (Don't get me wrong,
I think it would be a great game.  It's just not Traveller, that's
all.)  While you're at it, you might as well nix FTL drives at the
same time.

If you really want to stick with Traveller, then it is a question
of choosing your physics nullifiers.  While you're at it, why not
assemble a set of physics that works with the present rules?  As
long as it is consistent, I say this is OK.

I'm not going to argue about which set of physics nullifiers is
better -- I already have mine, thank you.  But don't argue over
every rule as a matter of present day physics.  I'm not saying
you can't question a rule, mind you -- I don't like the "excess
power = agility" rule either.

Whenever anyone posts an idea for justifying something, we tend to
get a bunch of posts to the effect of "It won't work.  How could
anyone have thought of such a stupid idea?  Ha."  C'mon.  Nothing
works if you close your mind (Hummingbird population extinguished
when they discover that they can't in fact fly.  News at 11. 8-).

Of course, you could also forget about justifying everything and
simply play the game 8-).

I guess what I'm trying to say is this:  Don't worry so much about
trying to make everything work by current physics.  If it really
bothers your sensibility to leave things unexplained, then by all
means explain them.  But you WILL have to make modifications to
present-day physics.  If you decide that your set of "physics
nullifiers" doesn't support the Traveller rules, then so be it.
But don't complain if I decide to make up one that does, or choose
not to worry about it.

Jerry Williams
[email removed]

#2826 Re: (2823) Re: physics nullifiers and 2810: A Discussion from GEnie

In his letter dated Mon, 26 Aug 91 14:06 EDT, Gerry Williams wrote:
>
> Of course, you could also forget about justifying everything and
> simply play the game 8-).
>

You could.  (And in the real world, mostly I do...)  What I have an aethetic
objection to is any game in which really strange things are done to the
'reality base' for no apparent gain in the game's play.  I think of it as
the same sort of trouble I would have with a fantasy game that made swords
better than halberds for wounding someone in plate armor, or a modern game
which is supposed to be 'realistic' in which characters can routinely absorb
a couple of .50 caliber machine gun bullets in the head <!> without becoming
unconscious.  It destroys my suspension of disbelief.

For Traveller, we basically have to accept the Jumpdrive and the grav plate
in order to stay with the game.  My aesthetic preference is that new
technologies not be multiplied to cover what were probably intended as
approximations in the rules.  What Traveller really needs is a set of
Designer's Notes, to tell us what sort of things they skimped over and
why.  I also tend to see most of these new explanations for rules as
creating more problems than they solve.  If an inertial compensator is
really a misnomer for a grav plate system that is aligned opposite the
engine, then we haven't altered the assumptions of the game.  If it really
'neutralizes mass' then we have to spend a lot of time explaining why this
simple <?> TL9 invention <per the GEnie note> isn't used to ease transport
problems at higher tech levels, and why (for example) we don't just put a
little tiny rocket on the ship, nullify the mass, and accelerate at 150Gs
for a couple of hours until the fuel runs out instead of carting around
those big fusion plants.

Despite the fact (or maybe because of it) that I have done extensive work
with the new vehicle design system, I feel that it was not especially
improved by addding all the extra detail compared to High Guard or Book 2.
However, because it is so detailed, my aesthetic sense is once again offended
when someone suggests to me that thousands of megawatts of power can be pumped
into some sort of mysterious agility generator, when the system requires me
to specify every piece of electrical equipment down to the cigarette lighter.
(-:  Where is this agility generator hiding, and how much does it weigh per
kl? (-:  If the inertial compensators are responsible for agility, then
the rules should tell me that a ship that has none has no agility, right?

Ah well, what can I say?  The current rules are just not very well thought out
in a lot of important ways.  (All cargo is worth the same amount per kl?  Makes
for a very dull merchant game, let me tell you...I'm tossing that out and
using Book 2 again for the moment...)  The strength of Traveller is in the
background.

Enough ranting for now.  Is anyone else going to be at the World Science
Fiction Convention in Chicago?  Leave a message for me on the Voodoo message
board if you are.  (If you've been to a worldcon you know what I mean...if not
ask a native.)

Rob Dean

#2834 Re: (2823) Re: physics nullifiers and 2810: A Discussion from GEnie

Robert S. Dean writes:

> For Traveller, we basically have to accept the Jumpdrive and the grav plate
> in order to stay with the game.  My aesthetic preference is that new
> technologies not be multiplied to cover what were probably intended as
> approximations in the rules.

I never suggested that we should "throw technology at everything," but you
must admit that the physics problems presented by Traveller go FAR deeper
than jumpspace and anti-grav.

If you don't change something, then spaceships are getting a whole lot of
FREE energy right now.  Furthermore, this means that any Tom, Dick, or
Harry with a spaceship has the capability of single-handedly destroying a
planet.

You can either change the way maneuver drives work (quite drastically, I
might add), change the power source (this basically means consuming LARGE
quantities of fuel, even with 100% energy conversion), or accept that there
is some different set of physical laws which are being applied here (you
don't have to explain them if you don't want to).

> What Traveller really needs is a set of Designer's Notes, to tell us what
> sort of things they skimped over and why.

Agreed.

> I also tend to see most of these new explanations for rules as creating more
> problems than they solve.

Fine, don't explain them.  That's the way things work.  Period.

If you MUST have an explanation for things, then you will have to accept a
different physics or change Traveller.

If you have a concern about a particular explanation being inconsistent, then
say so and we can discuss it.

For example, the 'mass neutralizing' explanation seems at first to be
inconsistent, since you could just strap a small rocket onto a spaceship
that has its mass reduced (actually, the rocket's mass would probably be
reduced as well, but this just means that the fuel must be ignited AFTER
it returns to "normal" mass).  What if external forces tended to bring
the ship back to "normal" mass, however?  In fact, the 'neutralization'
could be inherently related to the propulsion mechanism itself.  The ship
might "warp" space in some direction (say, along the "mass" axis), using
this "warp" to provide propulsion.  Any force that acts on mass might also
tend to "warp" it back.

I also feel that involving inertial compensators integrally into the
"maneuver drive equation" is a mistake, but the main reason for this is
that it makes it impossible to have a ship with a maneuver drive and no
inertial compensators, even though there are examples of such a ship.

> However, because it is so detailed, my aesthetic sense is once again offended
> when someone suggests to me that thousands of megawatts of power can be pumped
> into some sort of mysterious agility generator, when the system requires me
> to specify every piece of electrical equipment down to the cigarette lighter.
> (-:  Where is this agility generator hiding, and how much does it weigh per
> kl? (-:  If the inertial compensators are responsible for agility, then
> the rules should tell me that a ship that has none has no agility, right?

If you accept that inertial compensators are integral to using the maneuver
drive, then this last case doesn't exist, since all ships will have SOME
inertial compensators (I've already stated that I'd rather not use inertial
compensators this way -- I also think it is easier to comprehend and more
fitting with the rules to say it is all handled by the maneuver drive).

> Ah well, what can I say?  The current rules are just not very well thought out
> in a lot of important ways.  (All cargo is worth the same amount per kl?  Makes
> for a very dull merchant game, let me tell you...I'm tossing that out and
> using Book 2 again for the moment...)  The strength of Traveller is in the
> background.

Agreed, although I might not agree with you on everything that classifies
as "important."  They do tend to waver some on the level of hand-waving,
however, specifying some things to minute detail while ignoring the physics
problems that other things cause.  I think MegaTraveller tried to raise the
overall "hand-waving" level.

Jerry Williams
[email removed]