Thanks! That was awesome!
Ian
Actually, back to July 6, 2005.
Date: Sat, 29 Apr 89 00:01 PSTFrom: ("Scott, part time fuzzy") SELLSWORTH%xxxxxx@cunyvm.cuny.eduSubject: A few foulupsArchive-Message-Number: 329Call this letter a kind of mixed bag...1. You folks working on system generation:I love it. I have no realcontributions to add since James' programs do more than the ones I wrote formy own use ever did. I look forward to whatever you folks come up with.2. I approve of the trade journal. The only comment I have is related totech level. There needs to be some alterations in how tech level works forequipment availability and such. See the rest of the post for general ideas.3. Ship contruction is fatally flawed from a physics point of view. Irealize that this is a role playing game, and so will not be perfect, but thereare some real bugs...First off, antimatter power plants should produce about a million times thepower that they do for a given amount of fuel. I think fusion plants are offby about five orders of magnitude. I am not sure about the others. I amdebating making the antimatter change, but I really do not want to startmucking with the fusion rules.Second, nobody in thier right mind would want to put a disitegrator on asmall ship.Third, why on earth don't jump units get smaller or cheaper with tech levelrise? Likewise for thrusters. I somehow fail to believe that the technologyis perfect at TL 12.4. Equipment rules are flawed in many of the same ways. The econmic systemmakes next to no sense. Given that he wanted to create trade between varioustech levels, an unlikely proposition at best, he should have dealt with techlevel changes better. I therefore propose the following ground rules fortechnology.- ------------------------The typical credit referred to is the official currency of the Imperium,backed by the TAS and the banking megacorporations. This allows it to be agood stable currency. To convert to local currency, use the tables in Strikeror TCS. I can type these in if needed. Local currency _ONLY_ matters if onewants to figure out how the standard of living relates to the standard ofliving among the interstellar culture. All transactions are usually carriedout in Imperial credits.Equipment will get cheaper by approx. 10% per tech level. Thus, making aTL 5 car at TL 9 should cost you .9^4 or 63% or the TL 9 cost. Note that thismakes TL 12 merchant ships dirt cheap by TL 15. Why are the space lanes notfull of these critters? Because the TL 15 starport is swamped with offers tobuild TL 15 craft at full price.Now, as TL rises, the functionality will increase by about 10-20% per techlevel. In some cases, such as space technology or computers, the rise is much,much more. For these, I use about an order of magnitude for each 1-3 techlevels depending on the effects I want to get out of the equipment.Finally, these two effects will compete, requiring me to replace the singleprices with a tech level matrix that give functionality and price at any giventech level.Ilustrative example: The pocket computer. It becomes available at TL 11TL|Type--+-- 1 1/bis 2 2/bis 3|11 100012 900 100013 810 900 100014 720 810 900 100015 630 720 810 900 1000Where type is the type of computer that it will duplicate.By the way, for ship computers, I allow a volume drop of about a factor of 2or 3 per tech level. Thus, at TL 15, one may have a big, expensive, powerhungry model 9, or a small, inexpensive model three that the ships engineer cancarry on his belt.As I said above, TL 15 starports are FAR to busy making mailitary and largecraft to make many free traders, thus the average free trader is about TL 12 orso. One can still run a free trader off a 1/bis, but it is not as tempting.Any comments, especially on fixes to the starship system in MT?Scottxxxxxx@HMCVAX
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