miscellanious...

A thread of 2 messages, 25 February 1992 to 26 February 1992, in the order they were sent.

#3807 miscellanious...

Adrian Hurt:

>Perhaps the Zhodani would not let a full Imperial squadron participate.
>However, I can not believe that I am the only one who read the adventure
>supplied with the old Zhodani Alien Module.  In that, Core expeditions
>were heavily influenced by "visions" which some suitably psionically
>gifted Zhodani had received, these "visions" being effectively messages
>from the Ancients.  One of these "visions" specifically showed humans,
>i.e. Imperial type humans.  So a Zhodani noble went and kidnapped a few
>Imperials to bring along.  The "vision" did not show the humans as
>prisoners - in fact, it showed them having a significant role in the
>expedition.  Translation into game terms: the PC's are grabbed and
>taken along, and allowed as much freedom as possible.

Hmmm...
Yes, I've read it.  I tend to dislike overuse of 'ancient artifacts' as
justification for something odd, but there is merit in what you say.
So why don't you have the Imperials mount their OWN core expeditions?
Perhaps in cooperation with the Vargr, who have got to be the greatest
travelers in Traveller.




Rob Dean: <about the RAM GL>

Good point.  I see the VRF gauss gun, and
the laser rifle/carbine also play that trick.  They are all grosser than
the design sequence strictly allows.  Suggestions?


>Do people feel that Traveller is a gadget/equipment oriented game?  Do you
>actually make much use of the equipment lists in the Imperial
Encyclopedia?

Yes, it is (or can be).  Yes, some of it, and any other good source I can
find.


>I've started making notes a couple of times about things that I actually
carry>with me on a business trip (which I think would be a reasonable model
for a
>lot of Traveller gaming), and then expanding it for those "must haves" in
>the game system (like a vacc suit).  So, if you were a Traveller
character,
>what would you actually lug around with you from world to world?

Of course, I don't go on many business ttrips where I expect people to
shoot at me...
Mostly I go to civilized places.  If your Traveller characters keep
finding themselves in the MT equivalent of backwoods Niger, or Alabama:),
then they might carry a slightly different set of gear than you would for
a trip to San Fransisco.

My list of must haves for MT:  TL14+ tailored vacc suit, TL14+ PLSS 'A';
data display headset, commdot set, multiplexer, hand computer, MR comm,
translator (all linked together through the multiplexer for voice control
and data display without use of hands);  gauss pistol (if the law allows)
(I generally keep a P85 nearby when I travel); LI/IR goggles (preferably
built to look like mirrorshades); medkit and medscanner; filter/respirator;
LOTS of money.


Herbert:

>The SSME has an Isp(vaccum) of about 454, though they're hoping to hit
>460 by the late 1990's.  However, at sea level, that's closer to 390-400.
>IMHO, without explaining the whole specific impulse variation with
altitude
>theory, the only reasonable way is to average and simplify.
>
>Maybe I should state that thrust goes up 5 tons for all liquid rockets
>operating purely in vaccum.  (this is off the top of my head... let me
>analyze it a bit first 8-)  That should help correct things a bit.

Good point.  However, since the Imperium includes a lot of worlds with
atmospheres not like ours, performance levels for different atmospheric
densities are needed - especially since it can make a difference of 25%
in your take-off mass.  I suggest a ten percent increase in vacuum, 5%
in thin atmosphere, -5% in dense atmosphere.  Apply it to ALL rocket-
type devices.


>I was presuming a really low-tech and low-heat resistojet.  I can't
imagine
>wanting to use one at a higher TL (well, ok, maybe, but the chart can't
>get infinitely big 8-).  However, you have a point, which I'll explain in
>a bit...

Keep in mind that a NERVA is a 'resistojet' which heats hydrogen with a
nuclear plant.  And the number I gave you was for water heated by burning
paper.  Even a wood-burner could do better.  For that matter, last
century's
steam locomotives could handle better Isp than 18 (say 150-200).


>build, now) designs.  Those values of 1,000,000 were from physicists, not
>engineers. 8-)

Too true.  But since we ARE talking about the future...


>Because last time I checked, the people working with testing ion drives
>were having reliability problems with the ones that didn't use noble
>gases.  I don't want to presume using something that may or may not
>work.

That's news to me.  Interesting...


>You need to stack round rocks in non round fuel hoppers, and more
importantly,
>rocks don't pack that well unless you make them into cubes or such.
>If someone wants to complain about this, well, if you think you can pack
them
>in more, go right ahead 8-)

You don't need to use round rocks.  Square ones can be fired from a mass-
driver, if you design the thing to fire square rocks.


>Ok, now here's the one question that I've been avoiding talking about:
>"why didn't I do anything about putting Ion drives in?"

I am interested to see what you come up with for ion drives.  I haven't
done any technical reading on them since the early 80s.

Later...

- -- Via DLG Pro v0.985b

[email removed]

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

#3813 Imperials in Core expeditions

[email removed] (Steve Higginbotham) writes:
> Adrian Hurt:
> >However, I can not believe that I am the only one who read the adventure
> >supplied with the old Zhodani Alien Module.
<Description of adventure from said module deleted.>
>
> Hmmm...
> Yes, I've read it.  I tend to dislike overuse of 'ancient artifacts' as
> justification for something odd, but there is merit in what you say.

You don't have to use "artifacts" as such, just psionic messages.  And they
don't need to be very clear - in fact, they can not be very clear, or else
they spoil the adventure by making prophecies which must be fulfilled.
They can be clear on such things as "The expedition includes Imperial-type
humans who are doing something active", but not on what they are doing or
why.

> So why don't you have the Imperials mount their OWN core expeditions?

Because they would have to go through the Vargr, through the Zhodani, or
take a very long detour.

> Perhaps in cooperation with the Vargr, who have got to be the greatest
> travelers in Traveller.

Perhaps if someone can explain the concept of "co-operation" to the
Vargr, and probably invent a new word in several Vargr languages at
the same time?  :-)  Besides, you would have to negotiate with more
than one Vargr tribe, some of which would probably be hostile to
each other, never mind what they think of humans.  It might make a
good adventure for travellers acting under their own initiative, but
I doubt that any official expedition would be mounted on such terms.

DM: "A well-dressed noble comes to you and explains his plans for his
    own Core expedition through Vargr territory.  He is willing to fund
    the whole expedition, and pay you generously in addition.  All you
    need to provide is your ship, and yourselves as crew."

Player: "I ask him what he has been drinking or injecting himself with,
    and where I can get some.  Then I try to sell him Olav hault
    Plankwell's secret war diaries."
:-)

> My list of must haves for MT:  TL14+ tailored vacc suit, TL14+ PLSS 'A';
> data display headset, commdot set, multiplexer, hand computer, MR comm,
> translator (all linked together through the multiplexer for voice control
> and data display without use of hands);  gauss pistol (if the law allows)
> (I generally keep a P85 nearby when I travel); LI/IR goggles (preferably
> built to look like mirrorshades); medkit and medscanner; filter/respirator;
> LOTS of money.

I thought the last of those was generally missing, which is why you are
adventuring in the first place!  As for the gauss pistol, and other high
tech stuff - you'd better also include a good stock of spare parts, because
not many planets will be able to help you in the event of a breakdown.  I
would generally operate one or two TL's down from that, in order to have a
better chance of doing maintenance at short notice.  As for weapons, I tend
to prefer snub pistols and (where allowed) ACR's.  (Mind you, I'm still
stuck with a mind based in Striker, where gauss pistols didn't have very
wonderful penetration, and where the slight penetration advantage of a
gauss rifle over an ACR was more than offset by the fact that it also
required higher DEX to use, and to get a bonus; and by the fact that even
on a TL 7 world, you could get slug ammo if you were really desparate.)

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

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