I always liked the idea of changing the hex-scale in SC to make it match
2300AD ( sorry about suggesting the value of 50,000km per hex- that comes
from my use of 1 AU/day/warp for insystem travel, not multiplying by 0.645
was my blow for 'Sensible Numbers in Role-Playing').
I'd just like to mention that GDW knew that the SC scale was wrong, I
remember it being mentioned (in Challenge?) as an example of a game that
messed up the scale deliberately. I think 'just to have reasonable length
turns' was the implied excuse, but they why they picked 600,000km may never
be known...
I far as I can tell Yngve Larsson was the first person to mention the real
pain in 2300AD space travel- calculating Interstellar Travel times accurately.
ie. since In-system travel is so much slower it can add several days to an
interstellar trip, and to work out HOW long you need to know the mass of the
star and the orbit of the destination planet. If PCs ever do large amounts
of interstellar travel you soon ignore it (like almost all written material
did) or use an average value and realise why Traveller Jump Drive was such a
good idea.
NOT 2300AD
Concerning Neural Interface and Dolphins, I seem to remember the old JTAS
article allowed Neural Interface to the Waldos at TL13. The Neural Interface
certainly stuck in my mind, because it was the first time I'd seen such a
thing in Trav, but I may well be completely wrong (AGAIN).
Thanks for the time.
Anthony
Desperately Seeking .sig