I notice that someone else has finally plugged the numbers in to get an
idea of the size of the MT economy. Mine only did the Spinward Marches and
Trojan Reaches. Please note that the shipping levels indicated represented
about one-half percent of the gross Imperial product. I don't know what
the USA has, but it is probably greater than that.
Notice, also, that that means that high pop worlds will have FAR more than
the indicated traffic levels. My own analysis for Trin indicated a ship
(~1000 tons) arriving every 1.4 seconds. Traffic control headaches? You
bet!
To change the subject to rules analysis (as opposed to Universe analysis),
Cynthia and I have been beating on the Commerce rules to make them work a
little better. We have the following sugestions that seem to work:
1) Remove the starport modifier to cost of goods. Instead place it on
the resale price of your goods.
It makes very little sense to assume that the size of the transport hub
will affect the avilability and price of LOCAL products. A lousy starport
might indicate that very little imports happen, but that will only drive up
the price of the imports, not locally produced goods. Moving that modifier
will simulate reality slightly better, and encourage PCs away from the
High-pop A starport worlds they normally are forced to frequent to pay for
that shiny new starship.
2) ON Novelties ONLY, apply starport modifiers to resale price from
BOTH starport of origin and destination starport.
Therefore, novelties will be more valuable moving from type E to Type E
starports - From places that don't export much to places that don't import
much. Therefore the prices will match the scarcity necessary for
novelties.
3) Apply a T:2000 breakdown number to starships.
Suddenly, starships have a systematic method of determining mechanical
problems. They also are now available for REALLY low prices, if you don't
mind buying something that breaks down quite a bit. Net effect - more
starships for the PCs, and more accidents for the GM to exploit. Good idea
all around.
Hmmm...
Everything else is still experimental at this point. Better wait on the
rest.
Has ANYONE done any work on Sensor tasks???
The original stuff(referees guide) is dreck. With interstellar range
passive sensors, and the most sensitive neutrino sensor known to Imperial
science, detecting a Tigris at much beyond 1.5 light seconds is next to
impossible (10+ at that range, 12+ at 500 Mm, 16+ at 2 light seconds, etc.)
The guidelines from Knightfall, World Builder's Handbook, and everywhere
else I've looked are mostly worse. At least they integrate detection range
with task difficulty, but there is no consistent method indicated.
Any comments? Suggestions? Whatever?
Later, later...
Steve Higginbotham
- -- Via DLG Pro v0.985b
[email removed]
I have learned to use the word "impossible" with the greatest caution.
--W. von Braun