pirate fleets?

A thread of 3 messages, 8 February 1992 to 10 February 1992, in the order they were sent.

#3677 pirate fleets?

Baransky:

>I'm excited by the discussions about TCS.  Does this mean that people
>are playing it, or are interested in playing it?  Anyone want to play
>over the net?

Sure!  I'm willing if you are.   ---Steve.


As to your piracy comments, I agree with almost averything (for once).
You overlooked the need for maintenance in your assertions about pirate
basing:  it doesn't matter how big space is if there are only 12 worlds
in the sector that can do annual overhaul on your ship - you'll have to
be one of those places sooner or later.


Hans:

>Halving the number of ship works better (though not well). Jump-4 ships
>can get from Jewell to Rhylanor and from Iderati to Glisten in less
>than six weeks. That means 3/4 of a fleet is available for patrol duty
>at all times, even in Jewell and Five Sisters. And the ships going back
>and forth can do a spot of patrolling on the way to and from refitting.
>That makes Lanth and District 268 some of the _best_ patrolled area in
>the Marches!

Well, if you cross Lanth in less than six weeks on the way to Jewell,
you won't patrol more than a few hours in each of three systems in
Lanth.  That isn't much patrolling.


>Well, since I've always assumed that navy ships could refit at naval
>bases (and this is also the impression one gets from other Traveller
>material  - look at the piece about naval bases in _Fighting Ships_ for
>example), that is one "solution" I hadn't even contemplated. I have
>now, and no thanks.  I'd like a half-way believable explanation,
>please. If I'd been satisfied with an explanation to the effect that a
>tech-15 culture can't make things that can survive more than a few
>months without servicing, I'd have chosen something even easier and
>just as believable (like the merchant fleet uses up nearly all the
>lanthanum, and there's very little left over for the navies (how's that
>for a clever explanation? ;-)). An explanation that makes naval ships
>worse_ than civilian ships is no help at all...

True.  However, halving 5,000,000 anti-piracy ships to 2,500,000 is not
really any help either.


>I think we're both arguing the same side of the issue. Wether TCS makes
>a false asumption or ignores a crucial element is immaterial. Something
>is wrong anyway.

Also true.  Suggestions on how to fix?


>Whoa there! Let's not destroy the Traveller universe completely! Forget
>unlimited selfreproducing robots. If you allow them, you might as well
>roll up the universe and carry it away. If that means we have to
>believe an impossible thing or two more, so be it. A culture who can
>build self-reproducing robots would be nice to live in (I'd be able to
>play games all the time and let the robots worry about the food and
>rent), but it would be a lousy place to game in. Soething like that
>"Safe at any speed" story by Larry Niven. Repeat after me: "There are
>limits to ressources in all Traveller societies! There are limits..."

I agree here.  Notice that I assume that society still plays monetary
games so as to ARTIFICIALLY limit resources.  Yes, I made the comment
that you responded to, but I am willing to argue a point from internal
logic without reference to Gaming logic:  It SHOULD be true at TL15.  It
makes a lousy game so it's not, but it SHOULD be.


>But changing the way the military budget is divided between System,
>Subsector and Imperial Navy might help. I've been using 1/3 each, so
>changing that to 1/2, 1/4, 1/4 or something could help a bit.

Check background material:  The existing split should be 70% system, 30%
split between subsector and Imperial navies, in whatever ratio is
convenient (slightly less to the Impy Navy, since TL15 ships cost less
than TL13 ships do).


>Good point. I hadn't considered that. Sigh! On the other hand, one
>little merchant can keep a pirate fed for a long time, so the
>pirates wouldn't need more than a very small amount of piracy...

No.  The pirate has some expensive repairs to make fairly regularly.
His maintenance facility is not nearby, so he has to make regular LONG
transits with no income (it wouldn't do to give the Impy computers
enough data to guess where you get your ship overhauled).  The pirate
will need to make a lot of hits during the period he is on station to
make ends meet.  If he takes out one ship in three hundred, then
Imperial trade will collapse.


>What has that got to do with it? At the very least there was one
>government after them (Spain), and that government fleet were too
>small to deal with them. And no, they didn't shelter behind another
>country's fleet, because for long stretches of time neither England,
>France or Holland had any warships in the Carribean at all.

At the very least, it gave them a safe place to buy new cannons.  You
don't have to shelter behind their fleet, you have to shelter in their
harbors.


>>In virtually every case of persistent piracy in this world,
>>the "pirates" were essentially foreign warships operating against
>>merchant shipping.
>
>I have to disagree most strongly here. It's true that lots of pirates
>tried to hide behind letters of marque (often having a set from each
>beligerent), which tended to give privateers a bad name, but there was
>a great distinction between them. Privateers that were known to stick
>to privateering were tolerated by their friends and might even survive
>being captured by the enemy. A pirate would be hunted down by both
>sides.

Depends on how you define "pirate" I suppose.  The British (during the
Napoleanic Wars) did not issue Letters of Marque, and did not respect
them.  The French did.  The Americans did.  Notice that the highest
levels of piracy in history were during wars, and caused by the
privateers of one side.  Invariably the other side called them
"pirates".  The writers of Histories called them whichever their own
prejudices lent them to.


Later...

- -- Via DLG Pro v0.985b

[email removed]

I have learned to use the word "impossible" with the greatest caution.
                                    --W. von Braun

#3681 (no subject)

Steve Higginbotham writes:
>
>Hans:
>
>>Yes, that's what I meant. Sorry if I was unclear. That means we need to
>>reduce the part of the fleet that is not protecting the high-population
>>worlds to less than 24 ships per system (mainworld and gas giant).
>
>Less than 24 ships per system.  For the Spinward Marches, that comes to
>less than 6528 ships.

As you pointed out elsewhere, you could need a 1000 ships to guard a gas
giant. That would help, right? Not to mention the trip from the gas giant
to the mainworld. Especially if there is an asteroid belt between them.

>                                          (I also seem to recall from
>FFW, that many systems had system squadrons of 120+ ships.  Efate and
>Louzy and Rhylanor and Porozlo had thousands apiece.  So the Navy can
>let the population 8+ systems patrol themselves, and just worry about
>the frontiers.  Yet another obstacle... (*sigh*)

Well, I've always regarded population 8+ worlds as off limit to piracy
anyway (provided they have a reasonable tech level, natch). Still, with
only one planet in six being pop. 8+ there's still lots of systems for
pirates to haunt. The problem remains the regular and reserve navies.

>[About the problems of disguising a pirate as a merchant]

I still think that part is not such a great problem. Still, even if you're
right, there's nothing to stop the pirates _being_ merchant ships and then
hunting in packs. The pirate ships would individually be as weak as the next
merchant, but a group of 4 or 6 could still capture it (in fact, in some ways
they would be better suited than a single large ship).

>True.  However, halving 5,000,000 anti-piracy ships to 2,500,000 is not
>really any help either.

I admitted it didn't work well, didn't I? ;-)

>>I think we're both arguing the same side of the issue. Wether TCS makes
>>a false asumption or ignores a crucial element is immaterial. Something
>>is wrong anyway.
>
>Also true.  Suggestions on how to fix?

I'm working on something. I'll get back to you on this in a
couple of weeks.

>>But changing the way the military budget is divided between System,
>>Subsector and Imperial Navy might help. I've been using 1/3 each, so
>>changing that to 1/2, 1/4, 1/4 or something could help a bit.
>
>Check background material:  The existing split should be 70% system, 30%
>split between subsector and Imperial navies, in whatever ratio is
>convenient (slightly less to the Impy Navy, since TL15 ships cost less
>than TL13 ships do).

Unfortunately I don't have Striker although I did borrow it
from a friend once. Thanks.

>If [the pirate] takes out one ship in three hundred, then
>Imperial trade will collapse.

Are you sure about this? I remember once trying to work out the annual
return on a subsidized liner, and I got the figure of 3%. Not that I
mightn't've worked out my sums wrong, I admit. But didn't we decide a few
months ago that the 2000 Cr per week overhead on occupied cabins were
silly? That will help the budget a bit. And then there's speculative
trade. My own experience with speculative trade was with the basic
book 2 rules, so things may be different with MegaTraveller, but I
remember myself and 3 fellow players making ourself billionaires in just
3 evenings play. It was all a matter of having enough capital. Mind you,
the referee played strictly by the book and let us get away with quite
ridiculous things (hey, we were young back then ;-). His initial
mistake, for example, was to allow us to unload 89 computers at 300%
on a population 4 planet. I've often wondered what they wanted the
things for... (No, come to think of it, his very first mistake was to
offer us as many computers as we could afford at 30% standard price
when we had the cash to buy two; we then took a small loan with our
ship as collatteral and bought as many as our hold could hold :-).

Be that as it may, my impression is that you can make some pretty hefty
profits with a starship if you have the capital. Has this all changed
with MegaTraveller?


      Hans Rancke
University of Copenhagen
     [email removed]
- ------------
        "A  subsector  official  pompously states that the
        subsector  armed  forces  have  four Kinunir class
        ships in service,  each with enough troop strength
        to put down any military operations that threathen
        the peace of the Imperium."

                        ---Adventure 1, The Kinunir

#3683 Re: (3681)

>From: Hans Rancke-Madsen [email removed]

>As you pointed out elsewhere, you could need a 1000 ships to guard a gas
>giant. That would help, right? Not to mention the trip from the gas giant
>to the mainworld. Especially if there is an asteroid belt between them.

Just to throw another spanner in the works...wouldn't a system that lacked
the 1000 ships/gas giant get around the problem by defining a few jump points
around the GG that were protected by ships.  Thus, any merchant that desired
some kind of safety could use the official jump points and be quite safe all
the time they were in system.  Ships jumping into the system had better
make sure that they jump in quite close to the recoginised points.  I assume
that jumps that precise are possible --- how else would jumps in formation
be possible???  Using this system would also make the job of the customs
people easier.  Board random ships that arrive normally.  Board all ships that
arrive elsewhere.  Shoot down all ships leaving abnormally :-)
IMHO, customs people boarding ships is silly.  Inspect them after they land
and if they attempt to land away from a starport, blow them away.  You might
have guessed that I believe in quite draconian methods of law enforcement.




        						Pauli

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