Pirates & TCS

By [unnamed sender] ·

TML message #3700From bundle 304

RE: Pauli [email removed]

'systems defined jump points make things easy'

True...  However, in my opinion, not all systems are organized enough to have
jump points defined, published and guarded.  Cretainly and A or B starport
will, but maybe not C, and probably not D or E.

Then again, how many people will rather not use a defined jump point for
secrcy, privacy, skuldugery, and whathaveyou.  Possibly 10%.  Some people will
want to avoid your pleasant customs agents, etc.

I don't see a jump point being a precise point in any case.  While a group of
ships can jump in formation from the same place and time to the same place and
time, using shared data and linked computers, it is not a routine task to
complete with complete success (all ships ending up exactly where they are
supposed to).  Different pilots and ships and departure points and times makes
arriving at a same point all the time *very* difficult.  Also, do you want
*everybody* jumping into the same place?  How long before two ships jump at the
same time?  It's much more likely that the jump point would be a rather broad
'zone'.  How broad you make it depends on how the referee wants to play it.

RE: 'gas giant refueling loses money'

Nice analysis...

I figure most people gas giant refuel when there is no refined fuel available.
Certainly that was the main reason that I liked having a refinery, because lots
of places I went to didn't have refined fuel.  Then again, there are those
people who would rather refuel anonamously at the gas giant then line up at the
pump. See above.

RE: TCS & FFW

I have both sets... but not at work.  I'd love to play some time with anyone in
New England.  I'm down in Norwich CT.  As for on the net, it's been a while
since I've looked at them, so I need to read them over to see how to run it. I
won't volunteer to run it just yet, but I would like to play a campaign game,
with combat resolved on a turn by turn basis, where combat turns are about a
day apart.  Maybe less if the combatants and ref can turnaround messages during
the day, maybe more on weekends.  Campaign turns should probably be two or
three days.  Perhaps we could have a campiagn referee, and a combat referee to
make life easier.  I'd like to have it as realistic as possible; IE:  You don't
know what other people/systems are doing unless you have a ship there, although
someone can tell you what is going on if they are there.  Lots of Diplomacy.
All dice are rolled by the referee.

I'd prefer to play TCS, as I think it's requires less setup and bookkeeping;
it's a smaller campaign.

So Far, as interested parties we have...

Jim Baranski, NUWC, New London CT, [email removed]
Eric Halil, U Queenland, Australia, [email removed]
Steve Higginbotham, New Orleans LA, [email removed]
Pauli Grue, U Queenland, Australia, [email removed]

Care to start discussing who starts out with what worlds?  If I remember
correctly, There are two sides in the Campaign listed in the book.  Would it be
more fun in an unknown setting where you had to explore and make contact?

In choosing who starts with what, I suggest that we state our preferances and
bid for them X number of victory points to be subtracted from your final score
to even out any precieved advantages.

What do you think is the best?

Jim Baranski