Introductions All Around (Long)

By Derek Wildstar ·

TML message #2947From bundle 241

HELLO!

I've been a member of TML for a few days now, and I feel that it is about
time to introduce myself.  My name is Guy Garnett, although I frequently go
by the handle "Derek Wildstar" here on the internet.  I have been a
Traveller player and referee since 1980, when I was introduced to the game
by an 18-hour session at a BaltiCon.  I recently wound up a MegaTraveller
campaign, and am rather dissatisfied with the rules.  Although I noticed
many problems, the ones which stand out in my mind include the starship
combat rules and vehicle construction.  My current plans include a number
of projects, two of which are probably of interest to TML members.

WASHINGTON DC AREA?

First of all, I would like to contact (or form) a group of people in my
area (the Washington DC metro area) to play MegaTraveller, Classic
Traveller, and/or to design and playtest Traveller variants.  If you are
in my area (or know someone who is) please send me Email (or even call
at a reasonable hour of the evening at [phone removed] and leave voice-mail).

A MEGATRAVELLER FANZINE

Secondly, I am in the planning stages for a Traveller fan-zine, with a
working title of "M-T Variant".  I believe that the biggest problem with
Traveller (and its current incarnation, MegaTraveller) is a failure of the
imagination.  It seems to me that Marc Miller (and the GDW Traveller crew),
along with Joe Fugate (and the DGP staff) are stuck in a rut.  MegaTraveller
is essentially The Traveller Book, plus Mercenary, High Guard, and Striker
(but with additional errors inserted, to keep us on our toes).  It is
saddled with a stack of compromises for play-balance and to stay compatible
with decisions made fifteen years ago.

M-T Variant will be intended to be an alternative to GDW and DGP controlled
Traveller information sources.  The intent is to make contact with people who
are not part of the MegaTraveller mainstream, both on and off of the internet,
and to disseminate their new and exciting ideas about Traveller and its
universe.  The Traveller universe is vast, and there must be thousands of
ideas which have not (and maybe even cannot) be covered by the powers that be.

In order to do this, I will need advice and (most importantly) submissions.
This is where you folks come in.  While I have published user group and fan
club newsletters before, this will be a new thing for me, and I probably
can't do it alone (I know I can't write that much material all by myself,
even if I did have a stockpile of ideas bigger than my house).

In addition to things like errata and lots and lots of vehicle designs, I
want to include all kinds of tips and tricks to all aspects of playing the
game, from plotting campaigns to designing vehicles.  Most importantly, I
would like new variants and MegaTraveller sub-systems.  Everything from
vehicle designs (of which TML has a large number of very good designs) and
items like Scott Kellogg's "Why I Break the Rules" through stuff like the
(well done) "FireFight" combat system to the meticulous "MachineTools".  What
do folks on the mailing list think of this idea?  Would you (and particularly
the authors of the things I mentioned above) like to contribute?

A couple of last-minute thoughts about M-T Variant.  One is that it should
be possible to dump the ASCII text of each issue out of my DTP software, so
that it could be made available at one of the TML FTP sites.  Secondly, I
wonder if it would be possible to include some of the discussions from TML
in a special column in the 'zine.  What does everyone think of these ideas?

COMPUTER VIRUSES

I have noticed the ongoing discussion about NewTraveller/Star-Vikings and
computer viruses.  In my Classic Traveller campaigns computer viruses have
almost never been a problem, even though many players and characters have
tried.  I have always assumed that computers in the far future would be
adequately protected by one of a number of schemes.  The one that I have
added to my Traveller universe works as follows.

Computer programs are stored in an encrypted format.  The method used is a
type of "public-key" cryptography.  Two keys are used, one for encryption,
and one for decryption.  Authorized programs are encrypted using a standard
hardware encryption unit (actually a very simple computer, with a hard-wired
and unchangeable program).  Under the control of the computer operator, a
program is enctypted using a secret key (which is unique to each computer
system) entered by the operator.  This encryption key is *NEVER* stored in
the computer, but is maintained seperately in a secure location.  A
decription unit inside the computer uses the corresponding decryption key
(semi-permanently installed in the unit) to prepare the program for execution.
If the program fails the decryption step, it is unauthorized or altered,
and cannot be run (as a matter of fact, the failed decryption process has
turned it into gibberish anyway).

While a virus (or an unauthorized programmer) could decrypt a program and
alter it (ie: infect it with a virus, timebomb, or worm program), they could
not re-encrypt it; because while the decription key is stored in the computer,
the encryption key in the hands of the authorized operator of the computer.
And the computer cannot run programs which are not properly encrypted.

While this completely elimitates the possibility of a virus infecting a large
number of computers, it does not eliminate computer crime.  If the encryption
key can be obtained and duplicated, an unauthorized program can be
introduced.  If a number of codes can be obtained (say, by an industrial spy
at the computer manufacturer), a virus could be written which can infect any
computers for which it has the codes in its database.  The codes are usually
stored on write-once media (write-once optical cards or holocrystal cylinders
are most common); if the code can be obtained, it can be copied in a matter
of a minute or so.  Security for the codes varies; for example, the Imperial
Navy keeps its codes in a safe under the control of the Chief Navigator.  In
many free traders, security is more lax; and the codes are frequently found
in a desk drawer (maybe locked) near the computer.  With carefull planning
and execution, a daring party of adventurers may be able to obtain the codes
they need.

Many types of computer crime can be committed even without altering the
programs which run the computers.  Simply falsifying information in the
myriad databases of a large computer system could alter or erase personnell
records, shipping instructions, inventories, ownership, and many types of
other records.

Future societies will be heavily dependent on their computer technology;
ways will be found to adequately protect them.  By devising defenses and
taking proper percautions, things like computer viruses will be a danger,
but one that is understood and defended against.  As an analogy, consider
the human body: it is quite possible for a virus to alter the cellular
program which keeps us alive.  But while cases do occurr, epidemics are
rare.  The combination of our own defense mechanisms, coupled with proper
precautions (like good hygene) keep the problem under control.  In the
here and now, computers are going through the equivalent of the middle
ages: the threats are poorly understood, and proper precautions seem too
impractical to be used routinely.  But in the far future, an epidemic
of computer viruses will be as rare as epidemics of Black Death are today.
Yes, its vaguely within the realm of possibility, but in this case, it
seems so unlikely to me as to defy the suspension of disbelief.  I consider
it much more likely that the Rebellion will create a new Long Night (already,
I doubt that the Imperial Treasury would honor a draft from the branch
treasury at Antares; see the entry "Twilight" in the Encyclopedia.  I wonder
how many centuries of rebellion it would take for the last governmental body
claiming to be the "Third Imperium" to cease to exist?  Of the factions,
only two, Lucan and Strephon, still cling to the name).

STARSHIP DESIGNS

I have recently finished reading "To Shining Sea - a history of the US Navy,
1775 to 1991" by Stephen Howarth (a good book, and recommended reading).  In
one instance, he mentions the design parameters of the early Navy Frigates.
They were designed to be able to outrun anything they couldn't outfight, and
were remarkably successful at it, (the accuracy of American gunners compared
to their adversaries helped a lot, too).  So, even though "Frigate" is not
a classification in use by the Imperial Navy, here are a couple of frigates.
Let me know what you think of them.

I was aided in designing these by a Quattro Pro spreadsheet of my own
devising.  I am pretty confident that it is accurate, but it certainly would
not hurt to check the numbers out if you think that there is something fishy
about these designs.  As near as I can remember, there are only a few
non-standard computations used.  The major one is that the missile magazine
is *NOT* in a bay, and does *NOT* use hardpoints.  Its volume was calculated
at the total volume of missiles kept in it, and the cost per missile was
computed at 1/13500 of the cost of a 100 ton bay.  Agility was computed with
the standard MegaTraveller formula; the normal energy consumption of the
maneuver drive *WAS* included in "all other components".  Therefore, agility
represents the additional power available to overdrive the thruster plates, so
that the ship can dodge laterally at up to 6G, or sprint at up to 12G for
short periods of time (enough to spoil someone's aim, anyway).  I should
probably note that according to the SOpM, the drives can be run at 140%
indefinitely, making the ships maximum combat accelleration about 8.4G (and
presumably agility would be 3.6).

I have added an endurance section to the UCP, which details the fuel
consumption and endurance of the ships.  Although these ships have unlimited
cruise accelleration (1G, Agility 0), some of my merchant designs only carry
fuel for limited accelleration (typically 9 days at 1G, Agility 0).  The
endurance section details these limitations and fuel consumption at Max
Accelleration and at Full Combat Power.

PA-GUN FRIGATE

Constructed as a proof-of-concept ship for the Domain of Deneb Imperial Navy,
this vessel is currently undergoing trials.  If successful, frigate-class
ships can add sigificant, and more importantly, survivable firepower to the
Domain's forces, at approximately the same cost as a standard cruiser.  In
a confrontation with a roughly comprable standard design, the frigate will
be significantly harder to hit, due to its compact hull and extensive
screens.  The design sacrifices jump capability and secondary armament for a
strong primary weapon, high accelleration, and excellent maneuverability.

CraftID:	PA-Gun Frigate, Type=FFP, TL=15, MCr=117,667.621.
Hull:		85500/213750, Disp=95,000, Config=1SL, Armor=58G (ArmorDM=-6).
		UnloadedMass=1,810,962 tons, LoadedMass=1,843,389 tons.
Power:		19835/39670, Fusion=5,355,428Mw, NominalDuration=30/90.
Locomotion:	14535/29070, Thrusters=6, Agility=6.
		2565/5130, Jump=2.
		NOE=190kph, Cruise=750kph, Max=1,000kph.
Communications:	MesonComm=3xSystem, RadioComm=3xSystem, LaserComm=3xSystem,
		MaserComm=3xSystem, RadioJam=3xSystem.
Sensors:	Densitometer=3xHighPen-1km, Neutrino=3x10kw,
		ActiveEMS=3xSystem, PassiveEMS=3xInterstellar,
		EMSJam=3xSystem.
		ActObjScan=Simple, ActObjPin=Simple, PassObjScan=Routine,
		PassObjPin=Routine, PassEngScan=Routine, PassEngPin=Routine.
Offense:	PartAccel=T00, Missile=xA0, BLaser=xx4
		Batteries 1             50         150
		Bearing   1             37         112
Defense:	DefDM=-14, NucDamper=9, MesonScreen=9, BlackGlobe=4.
		SandCaster=xx9
		Batteries   27
		Bearing     20
Control:	BasicEnv, BasicLS, ExtLS, AirLocks=45, Gravity, InertialComp.
		Computer=3xMod-9/Fib, Panel=238xHoloDynamic,
		Special=75xLargeHolo, HUD=163xHoloHUD.
Accomodations:	Sectons=95, Crew=505, (30xBridge, 248xEngineer, 69xCommand,
		38xMaintainance, 15xSteward, 92xGunner, 9xFlight, 4xMedical).
		Bunks=400, SmallStateroom=70, Staterooms=35.
		SubCraft=(Shuttle, Cutter, ShipsBoat, 2xLaunch, 4xAirRaft).
Other:		Cargo=580kl, Fuel=458,804kl, Scoops, Purifier=24 hours.
		ObjSize=Large, EMLevel=Moderate (E-M Masking).
		Magazine=60 bty-rnds.
Endurance:	30 days Cruise (MDrive=1, Agility=0, Consumption=113.63 kl/hr);
		3 more days at full combat power (Consumption=2677.71 kl/hr),
		and 1 Jump-2 (Consumption=192,375kl for Jump=2).
		One hour at Full Thrust uses 8.27 hours of Cruise duration.
		One hour of Combat Power uses 22.56 hours of Cruise duration.
Notes:		Cost is for Prototype, and includes architect's fees (but not
		the cost of the subordinate craft).  Production cost would be
		MCr 93,202.076 (without subordinate craft).  The cost of
		subordinate craft have not been included, because standard
		craft are assumed to be procured locally.  The docking area
		is adjacent to the cargo bay, and fittings are installed to
		accomodate a modular cutter.

MESON-GUN FRIGATE

The second proof-of-concept vessel for the frigate class; this ship mounts a
meson gun as its primary weapon.  Some hull armor had to be removed to
maintain the agility required by the frigate concept.  The net result is a
ship with slightly less protection, but better primary armament, that the
PA-Gun frigate.

CraftID:	MesonGun Frigate, Type=FF, TL=15, MCr=100,222.252
Hull:		85500/213750, Disp=95,000, Config=1SL, Armor=55G (ArmorDM=-5).
		UnloadedMass=1,708,896 tons, LoadedMass=1,745,946 tons.
Power:		19463/38926, Fusion=5,254,857Mw, NominalDuration=30/90.
Locomotion:	14535/29070, Thrusters=6, Agility=6.
		2565/5130, Jump=2.
		NOE=190kph, Cruise=750kph, Max=1,000kph.
Communications:	MesonComm=3xSystem, RadioComm=3xSystem, LaserComm=3xSystem,
		MaserComm=3xSystem, RadioJam=3xSystem.
Sensors:	Densitometer=3xHighPen-1km, Neutrino=3x10kw,
		ActiveEMS=3xSystem, PassiveEMS=3xInterstellar,
		EMSJam=3xSystem.
		ActObjScan=Simple, ActObjPin=Simple, PassObjScan=Routine,
		PassObjPin=Routine, PassEngScan=Routine, PassEngPin=Routine.
Offense:	MesonGun=T0x, Missile=x90, BLaser=xx4
		Battery  1             50         100
		Bearing  1             37          75
Defense:	DefDM=-14, NucDamper=9, MesonScreen=9, BlackGlobe=4.
		SandCaster=xx9
		Batteries   28
		Bearing     21
Control:	BasicEnv, BasicLS, ExtLS, AirLocks=45, Gravity, InertialComp.
		Computer=3xMod-9/fib, Panel=195xHoloDynamic,
		Special=65xLargeHolo, HUD=130xHoloHUD.
Accomodations:	Sectons=95, Crew=446, (27xBridge, 245xEngineer, 61xCommand,
		29xMaintainance, 13xSteward, 59xGunner, 9xFlight, 3xMedical).
		Bunks=353, SmallStateroom=62, Staterooms=31.
		SubCraft=(Shuttle, Cutter, ShipsBoat, 2xLaunch, 4xAirRaft).
Other:		Cargo=5186kl, Fuel=455,185kl, Scoops, Purifier=24 hours.
		ObjSize=Large, EMLevel=Moderate (E-M Masking).
		Magazine=60 bty-rnds.
Endurance:	30 days Cruise (MDrive=1, Agility=0, Consumption=113.63 kl/hr);
		3 more days at full combat power (Consumption=2513.79 kl/hr),
		and 1 Jump-2 (Consumption=192,375kl for Jump=2).
		One hour at Full Thrust uses 7.77 hours of Cruise duration.
		One hour of Combat Power uses 22.12 hours of Cruise duration.
Notes:		Cost is for Prototype, and includes architect's fees (but not
		the cost of the subordinate craft).  Production cost would be
		MCr 79,383.962 (without subordinate craft).  The cost of
		subordinate craft have not been included, because standard
		craft are assumed to be procured locally.  The docking area
		is adjacent to the cargo bay, and fittings are installed to
		accomodate a modular cutter.  Fittings are also in place to
		install modular troop quarters for up to 150 marines in
		bunks (2025kl); the balance of the hold would be available
		for their equipment.

THAT'S ALL FOR NOW!

Wildstar (aka Guy Garnett)                                          TRAVELLER
- -----------------------------------------------------------------------------
                                  Science-Fiction Adventure in the Far Future

Captain (over intercom) : "The hijackers have entered the Bridge!  All han..."
Hijacker : "We have control of the bridge.  You will do as I say!"
Gzoe seals the turret hatch, and carefully removes the safety interlocks and
powers up the laser turret.  With the interlocks removed, the turret can be
depressed just far enough to clip the starboard wing of the bridge.  He fires,
and a meter-wide chunk of the starboard bridge wall vaporizes, right next to
the (unmanned) communications console.  As he guessed, the hijackers were
standing unsecured, and are sucked out the breach.  Luckily, no-one was out
of uniform, as the crew uniform is a light-weight, high tech vaccsuit.  Thus
Gzoe became the only vargr in known space to deliberately fire on his own
ship.  For any action, there is a vargr crazy enought to attempt it.
Captain : "You idiot!  Now we can't question them!  And think of the repairs!"
Gzoe: "Captain, you appear to be injured; I have my medical kit right here.
(Fssst)  There, now do you feel more comfortable?  Let's dress that wound."
Captain : "Gzoe you ... idiot ... huh? ... mffg ..."