Oh, No! More Wildstar!

By Derek Wildstar ·

TML message #4257From bundle 351Read the whole thread (2 messages)All messages with this subject

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Oh, No!  More Wildstar!
~~~~~~~~~~~~~~~~~~~~~~~
Hi, Everyone!  I'm back from what seems like a catastropic misjump.  Suffice
it to say that I was in limbo for about a month, but now I have a new place
to live and enough spare time to catch up on TML.  By the way, anyone who
wants to show up is invited to my housewarming on June 6th; I'm in the
Rockville, MD (Washington DC Metropolitan) area.  Send email to me for the
time and the directions (mail to [email removed], and make sure the
subject line starts out "Directions to Housewarming" or somethin like that.

While I am thinking about it, how many TML-ers are planning on going to
Atlanticon in College Park (July 3, 4, and 5; see the ad in Challenge 60)?
Perhaps we can arrange a TML lunch, dinner, or other get-together during
the convention!  I can't get to Gencon/Origins this year, so Atlanticon
will be my major gaming event this year.  I am willing to co-ordinate and
serve as a contact point, so send mail to me ([email removed]) with
"Atlanticon" displayed prominently in the subject line.

Anyway, on to my topic for today's rants and raves:


Trade, Commerce, Taxation, and the Imperial Navy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
People who don't appreciate detailed numeric analyses of game mechanics
should probably skip this article.  Given the longevity of this thread, and
the lack of complaints, I presume that there are very few people on TML that
fall into this category.


Recap for Those Who Came In Late
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I fed all of the sector data files (from the TML archive site) into the
mainframe at work, and had it crunch the data for a while.  I came up with
the following interesting statistics (these represent the Third Imperium at
its approximate peak).  The Empire contained 10,497 main worlds with a
population of about 16,731,817,153,000 sophonts.  The annual Gross Imperial
Product is 219,474,958,700,000,000 Imperial Standard Credits.  The Imperium
imposes a tax burden of about 1% of the GIP, producing Imperial revenues of
about 2,194,749,587,000,000 Imperial Standard Credits per year.

Using the TCS starship construction rules in combination with (hopefully
reasonable) assumptions about the types of ships constructed, I further
calculated that there are 11,813,221 starships registered in the Imperium;
with an aggregate volume of 73,832,634,000 tons displacement.  The original
article, along with the supporting data tables to support my conclusions,
should be available from one of the TML FTP sites.  Recently, I have been
looking at some of these figures more closely.


Implications for Interstellar Commerce
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Assuming that these 73.83 billion tons of starships carry about 50% of their
volume as cargo or freight, we have 36.92 billion tons to allocate between
cargo and freight.  Since speculation should be much more lucrative than
shipping freight at 1,000 Cr/Ton, it seems reasonable to assume that more
than half of this volume will be used for speculative trade (let's assume a
figure of 75%). Some will be used for regular freight, and some will be
empty, despite the best efforts of captain and crew (I will assume that 5%
is empty, and 20% is used for freight).

A quick glance at the MegaTraveller trade and speculation rules shows that
profits of approximately 2,000 Cr/Ton are an acheivable goal, and that
considerable higher profits are possible.  Therefore, the cargo and freight
contribution to the GIP are:

Cargo --- 0.75 * 36,916,317,000 * 2,000 = 55,374,475,000,000 Cr
Freight - 0.20 * 36,916,317,000 * 1,000 =  7,383,263,400,000 Cr
                                  Total = 62,757,738,400,000 Cr

Passenger revenues are probably much smaller.  We can estimate these with
the assumption that 10% of the total starship volume is used for
passengers.  This results in 7.383 billion tons of passenger accomodations.
We will further assume that 90% of these are staterooms and the rest are low
passage berths; resulting in 1,661,234,265 staterooms and 738,326,340 low
berths.  A starship will fill as many staterooms with high passages as
possible, and the rest will be middle passages (although some staterooms may
be empty).  A breakdown of 75% high, 20% middle, and 5% empty seems
reasonable.  A reasonable assumption about the low berths is that they will
be 90% full during a voyage.  Therefore we have:

High --- 0.75 * 1,661,234,265 * 10,000 = 12,459,256,000,000 Cr
Middle - 0.20 * 1,661,234,265 *  8,000 =  2,657,974,800,000 Cr
Low ---- 0.90 *   738,326,340 *  2,000 =  1,328,987,400,000 Cr
                                 Total = 16,446,219,200,000 Cr

This puts the grant total at 79,203,958,000,000 Cr per voyage.  I assume
that the average commercial starship makes one voyage every two weeks,
except for the 4-week maintainance period, for a total of 24 trips per year.
This means that in the course of a year, the total Imperial interstellar
trade contribution to the GIP is 1,900,894,900,000,000 Cr.  Therefore,
interstellar trade contributes 0.8661% of the total GIP.  This slightly less
than the tax burden imposed by the Imperium, and is in fact a such a small
fraction of the GIP that the complete cessation of interstellar trade should
cause no more hardship than a recession.

Reason for the End of the Imperium #542: It is more economically feasable
for member worlds to cease all interstellar trade than it is for them to
continue to pay Imperial taxes.  The Vilani merchant class (having been
duped by the magnitude of the numbers for 11,000 years) all commit
Hari-Kiri with their pocket calculators, leaving all the interstellar
markets a bloody mess.  Worlds that depend on trade and commerce starve, but
most of the former Imperium hardly notices the end of interstellar trade (a
Gross Planetary Product drop of under 1% is simply a passing recession).

On the average, 1 Imperial citizen in 442 takes an interstellar trip each
year.  Since there are quite a few that travel nearly every other week, this
probably means that fewer 0.2% of the Imperial citizens ever make an
interstellar voyage in any given year, and probably less than 15% have ever
left their homeworld in their lives.

Similarly, the trade volume works out to about 0.05 tons (0.70 cubic meter)
of goods per year; given that this volume includes packing materials, this
would be approximately one or two consumer items. Since this is an average,
I believe it is safe to assume that more than half of the Imperial citizens
own or use at least one thing that was imported from offworld.  However,
given the volume of trade, it is very likely that these things are
novelties, data, or luxury goods of some kind.  At 0.87% of the GIP, I can
see no way that interstellar trade provides the economic foundation for more
than a small fraction of the worlds of the Imperium.

One of the more disturbing results above is that the Imperial tax burden is
greater than the fraction of the GIP due to interstellar trade.  There are
some changes I can think of to bring these results back into line.  Most
desirable would be to redesign the entire ship design, trade, and commerce
rules; this would be a non-trivial effort, but should result in a great
improvement the whole game.  Another option might be to increase the
commerce volume by a factor of 10 (making it about 8.66% of the GIP). This
option might not be unreasonable, and would have the Imperial tax burden at
about 11.55% of the volume of interstellar trade.

A better idea (at least in my mind) would be to take a different approach.
Reducing the Imperial tax burden by a factor of 10 would also be reasonable.
One approach to this would be to assume that the Imperium taxes worlds on
the basis of their interstellar trade.  This would place the burden of the
cost of the Imperium directly on those worlds that benefit the most.  It
would also provide a reason why evasion of customs would be an Imperial
crime.  A reasonable tax rate would be 10.00% of the volume of trade.

This would place Imperial tax revenues at 190,089,490,000,000 Imperial
Standard Credits per year.  A possible breakdown of these revenues into
expenditure categories might be as follows (remember, I just made these
numbers up; they also don't match the numbers I made up the last time I
did this, so feel free to re-arrange them as you see fit).

Category           Percent  Budget (Cr)
- -----------------------------------------------
Naval Estimates      46.83   89,018,908,000,000
Army Estimates       13.71   26,061,269,000,000
Scout Service        22.04   41,895,723,000,000
Other Expenditures   17.42   33,113,589,000,000
- -----------------------------------------------
ALL                 100.00  219,474,958,700,000


The Size of the Navy
~~~~~~~~~~~~~~~~~~~~
Of interest to recent discussions is the size of the Navy, and the portion
devoted to internal anti-piracy and similar duties.  A possible breakdown
of the Navy budget might be as follows:

Naval Estimates            Percent  Budget (Cr)
- ------------------------------------------------------
Personnel and Recruiting      8.21   7,308,452,400,000
Bases and Facilities         41.55  36,987,356,000,000
Warship Construction         14.74  13,121,387,000,000
Maintainance and Refit        6.44   5,732,817,700,000
Imperial Marines             19.01  16,922,494,000,000
Research and Development      3.21   2,857,507,000,000
Other Expenditures            6.84   6,088,893,300,000
- ------------------------------------------------------
ALL NAVY                    100.00  89,018,908,000,000

Approximately 13.1 trillion credits are spent each year on new
construction.  It seems reasonable to assume that new ships will see at
most 50 years of front-line service before being retired to reserve fleets,
placed in storage, sold into civillian service, or broken up for scrap
(depending on the condition of the vessel).  These ships will need to be
replaced by new construction.  Therefore, the Imperial Navy contains a
total of about 656,069,350,000,000 credits worth of front-line warships.
The Imperium probably has an equal number in storage and reserve fleets.  An
possible breakdown of the ships into types is presented below, with an
average cost per ship to help aid in estimating the size of the fleet.  The
per-ship costs are an estimated average from FSSI (I know, they are both
wrong and inefficient - but FSSI is "official", so go figure).

Battle Line refers to battleships, battlecruisers, battleriders, and
battletenders.  Screen refers to the screening forces for the above, namely
cruisers in all shapes and sizes.  Fleet escort refers to destroyers and
fleet escorts designed to work with the above classes.  Assault ships are
the planetary assault vessels: carriers, troopships, and assault cruisers
of various kinds.  Support vessels are the tankers and auxiliaries to
support the battle fleets.  Anti-Piracy refers to ships designed and deployed
specificly in the anti-pirate and anti-raider role.

Ship Class       Percent  Budget (MCr)          Cost (MCr)   Ships
- ------------------------------------------------------------------
Battle Line        53.50  344,436,641,000,000   1,500,000      230 (*)
Screen             17.50  114,812,140,000,000     125,000      918
Fleet Escort        5.00   32,803,468,000,000       7,500    4,374
Assault            10.00   65,606,935,000,000      50,000    1,312
Support             5.00   32,803,468,000,000      75,000      437
Anti-Piracy        10.00   65,606,935,000,000       2,000   32,803
- ------------------------------------------------------------------
ALL               100.00  656,069,350,000,000

(*) Note: the cost of a "battleship" varies greatly, even amoung the
designs presented in FSSI.  The actual number of ships is probably much
larger, especially if the bulk of the fleet are the more efficient designs.

Of these, 7.69% will be in refit at any given time, and (assuming that the
Navy personnel turn over an average of once every 12 years) about 8.33%
will be in a training cycle.  A ship will typically not be patrolling in
the same system as its base.  A reasonable assumption is that the bases are
an average of two jumps from the patrol area, so a ship will spend about 4
weeks of non-refit, non-training time in jumpspace.  Once on station, the
ship will spend about 1 day in 30 refueling and about 7 days in 30
reprovisioning, laying over, or on shore leave for the crew (a total of
about 26.67% of the time).  This leaves about half of the force available
at any one time (in wartime a lot of these layovers and shore leaves would
be cancelled, and much training and preventative maintainance curtailed,
resulting in a much higher availability).  This compares favorable with
similar figures for the Pre-WWII peacetime US Navy, which spent about 60%
of its time docked at its bases.


Anti-Piracy Forces
~~~~~~~~~~~~~~~~~~
What all of this boils down to is that about 16,402 ships will be dedicated
to the anti-piracy role and actively patroling at any one time.  This is
more than one per world in the Imperium, but it is more likely that the
forces will be concentrated.  If it actually takes about 12 ships to
completely secure a world against piracy, only about 12.74% of the worlds
of the Imperium can be secured at any given time.  It is likely that many
worlds are constantly patrolled (those with naval bases, important lines of
communication, and important trade centers), while some worlds never see
a patrol ship.  Most worlds will fall somewhere in between, being patrolled
on a random basis, or as the need is felt.  Many of the other worlds (those
with class A or B ports) will construct their own defense forces.

A quick and dirty game mechanic for determining the presence of a patrol
force around a given world might be:
	1) The world is HiPop, or a TL9+ class A or B port.
	2) Contains a Navy or Scout facility.
	3) Is on an X-Boat route.
If any of these conditions are met, the world is automatically patrolled by
a a force of the referee's choosing (one suggestion is 2d6 patrol vessels).
If none of the above are met, the system is patrolled on a roll of 11+
	DM +2 for starport class A or B
	DM +1 for starport class C
	DM -1 for starport class E
Other DMs for special circumstances (such as recent outbreak of pirate
activity) are at the referee's discretion, as is the size of the patrol
force, although again a 2d6 roll is recommended).


Starship Construction
~~~~~~~~~~~~~~~~~~~~~
One of the main obstacles to larger merchant ships is the economics of ship
building.  As detailed in Trillion Credit Squadron, a ship under
construction uses shipyard space equal to its displacement for the entire
time it is being constructed.  This rule does not seem to have been changed
in MegaTraveller.  Because larger ships take longer to construct than
smaller ones, this means that the "cost" (in terms of shipyard space) for a
10,000-ton ship is more than twice the cost of fifty 200-ton ships.
Shipyard space represents capital; the owners of the yard will want to make
the best return possible.  Therefore, shipyards will want to build smaller
ships (certainly under 10,000 tons, and the smaller the better).  Small
vessels (perhaps under 1,000 tons) can probably be produced on speculation,
while larger ships will not be laid down without a firm contract in hand.

This means several things to players and referees.  First of all, it means
that smaller ships would be more numerous than any other type. Small ships,
both new and used, would also be readily available for purchase by
corporations and anyone else who could raise the necessicary financing.
Secondly, these ships would be built to standard, general-purpose plans;
because the buyer and intended purpose would not be known beforehand.
Finally, large ships are more likely to be custom-built, special-purpose
things, and are likely to belong to the military or the larger
corporations.  Given the high cost and long delay in acquiring these ships,
player characters are not likely to have them.

I also feel that the price of a starship should be considered to be in local
credits, as this (quite correctly) makes lower-tech ships cheaper than their
high-tech successors.  For those who don't have the relevant Classic
Traveller materials, the following chart sums up what you need to know (the
number in the body of the chart is the multiplier for the final price):

	Tech	Port	Port
	Level	A	B
	--------------------
	20	1.50	1.45
	19	1.40	1.35
	18	1.30	1.25
	17	1.20	1.15
	16	1.10	1.05
	15	1.00	0.95
	14	0.90	0.85
	13	0.80	0.75
	12	0.70	0.65
	11	0.60	0.55
	10	0.50	0.45
	 9	0.40	0.35
	 8	0.30	0.25
	--------------------


Cheaper Merchant Ships
~~~~~~~~~~~~~~~~~~~~~~
To make larger merchant ships more prevalent, we need to improve the
profitability of larger ships (at least as compared to small ones); this
makes them more economically feasable and offsets the high economic cost of
their construction.  One way to do this would be to provide a special
discount for merchant vessels (and to think of a reason that it should not
apply to Navy and para-military ships).

My suggestion is that ships built to "civilian" standards be eligible for
a price break of 50% (yup, half; I haven't flipped my lid - keep reading).
The price break represents a general lowering of standards in many of the
ship's systems.  As an example, because the ship is not intended to sail
into harm's way, a $35 space-spec SCR can be substituted for the $75
mil-spec component, with no real loss of passenger or crew safety.

To be eligible, the ship must meet all of the following criteria:
	1) Maneuver rating of no more than 2g (and less than the TL limit).
	2) Jump drive must be rated at less than the TL limit.  In other
	   words, to qualify a ship must be a TL10+, and Jump-1 at TL10 and
	   TL11, Jump-1 or -2 at TL12, Jump-1, -2, or -3 at TL13, and so on.
	3) Agility must be 0.
	4) No more than 1 hardpoint per 1,000 tons displacement or fraction
	   thereof.  No bay or spinal weapons allowed.
	5) No armor above the minimum required for a spaceworthy hull.
	   Planetoid hulls are allowed, but buffered planetoids are not.
	6) No screens allowed.
	7) No launch facilities or launch tubes allowed.

The primary game effect of such a design is that the yearly maintainance
is a much more critical task.  If for any reason the maintainance is skipped,
the referee should accelerate the timetable (count one week past maintainance
as two, and so on).

If one of these "civilian" designs does get into combat, the referee should
adjust the damage table results to reflect the much lower damage tolerance
the civilian design has.  As a general rule, increase the damage results to
their maximum possible (for example, increase a "Maneuver-1" result to
"Maneuver Drive Out", "Computer-1" to "Computer Out", or "Fuel-1" to "Fuel
Tanks Shattered").  This should tend to keep these ships out of combat
except as a last resort (if the lack of armament doesn't already do that).


More Expensive Weapons
~~~~~~~~~~~~~~~~~~~~~~
Compared to a starship, weapon systems are small and cheap.  One way to
change this would be to modify the method of allocating hardpoints.  My
suggestion is to design a ship, and compute the number of hardpoints
designated (whether or not they have weapons mounted on them when the ship
is designed).  Then divide the dispacement tonnage of the ship by the
number of hardpoints, and consult the following table:

                  ---- Hardpoint ---
Tons/Hardpoint   Cost    Vol     Mass

5,000 or more    0.005   0.010   0.020
2,000 - 4,999    0.010   0.050   0.100
1,000 - 1,999    0.050   0.100   0.200
  900 -   999    0.100   0.500   1.000
  800 -   899    0.250   1.000   2.000
  700 -   799    0.500   1.500   3.000
  600 -   699    0.750   3.375   6.750
  500 -   599    1.000   3.375   6.750
  400 -   499    2.000   6.750  13.500
  300 -   399    3.000   6.750  13.500
  200 -   299    4.000   6.750  13.500
  100 -   199    5.000  13.500  27.000
   50 -    99    6.000  13.500  27.000
   10 -    49    8.000  13.500  27.000
    1 -     9   10.000  13.500  27.000

Cost is in MCr; Volume is in cubic meters; Mass is in metric tons.

This way, large and relatively unarmed ships cost almost exactly what they
did before, but the 200-ton ship with two triple turrets costs
significantly more than before - an extra 10 MCr.  The cost, volume, and
mass are for special attachments and fittings for mounting the weapon.  The
main structural member and pressure vessel in a MegaTraveller ship is its
hull. Piercing the hull significantly weakens the structure, and
concentrates stresses; therefore additional structural members are required
at each point.


Design Sequence Modifications
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Another idea is to require crew workstations in addition to normal
accomodations for vessels with extended accomodations; I personally don't
feel that enough space is available in the control panels and living
quarters to make a decent bridge for a starship.  Ships with extended
accomodations would require the installation of a workstation as well as
accomodations for bridge crew, gunners, engineers, and carried craft
support crew.  In the first two cases, the workstation provides seating,
working room, and a place to mount the required control panels.  In the
second two cases, the workstation is not actually a control installation,
but consists of working space and areas to store tools and spare parts.


Combat Information Centers
~~~~~~~~~~~~~~~~~~~~~~~~~~
Fighting ships (or vessels expecting a lot of combat activity) should have
a combat information center (CIC, also called by various other names, like
fire direction center or battle bridge).  The CIC is usually located in a
well-protected area of this ship, and contains computers, controls, and
workstations for a combat commander, sensor analysts, and battery
co-ordinators, communications operators and fighter controllers.  While you
can assume that the MegaTraveller rules include the CIC in the bridge, I
would rather not.  Use the following rules to compute the size of the CIC;
right after figuring the bridge would be about the right time.

A workstation for the commander is required; it must have a control panel
and a control panel add-on (for additional data display).  If no add-on can
be installed (due to TL or other limitations), a manual situation display
must be installed (1 cubic meter, 0.001 Mcr, 0.250 tons) and a crewmember
provided to update it (one workstation and control panel of any type); this
provides in effect, a manual Heads-Up Display.

Every target to be simultaneously engaged requires 10 control points (CP)
from a sensor analyst.  Incoming missiles engaged by active defenses do
apply to this total; count 1 "target" (10 CP) for each enemy ship which
fired missiles. Each analyst can have no more than 10 control panels and
one panel add-on; the effect may be multiplied by whatever computer has
been installed in the CIC.  Note that low-tech designs may require more
than one sensor analyst per target.  At least one sensor analyst is
required for all designs.

If the vessel has any battery (spinal, bay, or turret) weapons, 10 CP are
required from a battery co-ordinator for each one.  Each co-ordinator can
have no more than 10 control panels and one panel add-on; however, each
co-ordinator can control at least one battery, no matter how few CP are
output by the position.  At least one battery co-ordinator is required for
each class of weaponry installed (the designer of the vessel designates the
weapons classes in any reasonable manner, depending on the intended use of
the vessel; possible configurations include spinal/bay/turret,
laser/missile/pa-gun, anti-ship/anti-surface/anti-missile, and others).

If the vessel has any carried craft (fighters, riders, gunboats, or
whatever), 10 CP are required from a fighter controller for each one.
Fighters operated in flights count as one "craft" for these purposes.  Each
controller can have no more than 10 control panels and one panel add-on;
however, one controller can control at least one fighter or flight, no
matter how few CP are ouptut by the position.  At least one fighter
controller is required if any carried craft are to be operated in combat.
Also, at least one controller is required per launching facility or launch
tube installed.  Open frame hull configurations count as one launching
facility (no matter how many craft can be launched at once) for the
purposes of this rule.

Communications operators are optional in the CIC.  If the vessel is to
operate as the flagship (command ship) of a group of ships, at least one
communications operator must be present.  Each other ship in the group
requires 10 CP from a communications operator (do not count fighters or
other craft included in the total for fighter controllers above).  Each
operator can have no more than 10 control panels and one panel add-on;
however, one operator can handle at least one other vessel, no matter how
few CP are output by the position.

Without a CIC installed, ships are limited in two major ways; both
simulated in MegaTraveller by the tactics point pool.  First of all, if the
command vessel of a group of ships does not have a CIC, the total size of
the tactics point pool is halved, rounding up (to simulate the burden
placed on the commander by the lack of combat information support).
Secondly, a ship which has no CIC halves its tactics points, rounding up,
to compute the tactical DM.  A few of examples should make things clear,
see below.

Convoy Example: A warship (CIC, Tac=3) is convoying several merchantmen (No
CIC, No Tactics).  The warship is in overall command, and the tactical
pool has 3 points in it.  Tactical point usage by the warship is normal,
but tactical points used by the merchants are halved; so that 1 tactical
point creates a DM of +1 (half of one, rounded up), but all 3 are required
to create a DM of +2.

Convoy Example: A group of armed merchant vessels (No CIC, Tac=2,1,1,1,0)
operate as a convoy.  The captain with the best tactical skill is placed in
overall command.  The tactical pool would be 5, but is halved to 3 due to
the lack of a CIC in the command ship.  Tactical points used by any ship
are halved, so that 1 point creates a DM of +1, and 3 are required for +2.

Pirate Example: A pirate squadron consists of two armed merchant ships (No
CIC, Tac=1,0), a scoutship (No CIC, Tac=1), and two captured patrol vessels
(CIC, Tac=3,2).  The player characters (Tac=3 in one of the patrol ships)
are in overall command.  The tactical pool is 7.  Tactical points used by
the merchants or the scout would be haved as in the above examples.

If a CIC was installed but does not meet the minimum requirements for the
current situation (due to battle damage, or a change in mission), subtract
1 from the tactics points instead of halving, but do not reduce the total
below 1.

Example: A large group of merchant vessels (No CIC, Tac=0) is being escorted
by an obsolesent destroyer (CIC, Tac=2).  However, the destroyer was
designed for fleet operations, and does not have the CIC facilities to act
as a flagship for a large squadron.  The warship is in overall command, and
the tactical pool has 2 points in it.  Tactical point usage by the warship
is normal, but tactical points used by the merchants are reduced by 1, so
that 1 or 2 tactical points creates a DM of +1.


Computer Viruses and Other Sillyness
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Just to get some background information on the proposed computer virus for
NeoTraveller, I asked some computer scientists and some published science
fiction authors.  The answers were consistent enough to be worth
mentioning.  With no exceptions, the computer scientists thought that the
whole idea was silly; no doubt about it.  One did mention that if all of
the computers were standardized (as might be the case for a government or
military) then such a virus might be a possability.  Almost all speculated
that a society that dependent on computers would have some kinds of
safeguards in place to prevent just such an occurrence.  Of the science
fiction writers, both thought that the idea sounded a little far-fetched,
but admitted that they might use it in a story anyway.

On the other hand, I finally found out where GDW swiped the idea from; does
the following description sound more than a little bit familliar?

	The Plague - Central to the action of all three scenarios
	is the electronic plague that struck the world on February
	14, 2035.  The original nanovirus was introduced into a
	Mexican power supply factory on February 1st.  Power supplies
	carrying the virus in time release capsules were shipped to
	other factories where they were built into millions of
	devices that were then shipped all over the world.  On the
	appointed day, the capsules broke open and the virus was
	released, spreading into the equipment it was built into,
	and then on into the Net.

	The virus went after anything with a high copper content
	(wires, microchips, batteries, magnets, etc.  feeding at the
	molecular level.  In the beginning, a device that went bad
	could be repaired, but by nightfall on the 14th the virus had
	spread into the repair equipment as well.  In a few more days
	random spread had affected some types of industrial equipment,
	but other than that, few mechanical items were directly
	involved.

To me, it sounds almost identical to the computer eating virus that we have
been told to expect in the background of TNE (Traveller - The New Era).
The above was taken from page 2 of "Supertanker of Death", which is copyright
1990 and 1991 by Eric Baker, and was published by BTRC in September 1991 as an
adevnture suppliment for their "Timelords" SF/TimeTravel RPG.  The above
quote is verbatum, and probably falls in the jurisdiction of fair use.  While
the computer eating virus idea still sounds more than a little silly to me, I
can somehow accept it better knowing that it came from the same people who
published "Macho Women with Guns" ;-)

'NUFF SAID!
~~~~~~~~~~~

WILDSTAR
- -------------------------------------------------------------------------------
                                                      Science-Fiction Adventure
                                                              in the Far Future