Well:
I assumed the range of 0.75 to 1.25 gees is not a big deal.1.25 to 1.75 gees, or 0.75 down to 0.25 gees has some modications of note (which I don't have handy but may find)Beyond that, you're pushing it (on the heavy side for sure).I think you likely need 0.4 to 0.6 Gees to not get some degree of nausea if you are used to more. Your system can adapt... to a point. And I'm sure fancy therapies / meds and/or geneering could tinker that a bit at higher TLs. You may end up wearing a high tech nano-patch with some super version of transdermal scopolamine - I wore a patch on my shoulder when sailing in rougher seas to avoid motion sickness.Once you pass maybe 50-75% extra added body weight... I have to think that only high STR individuals would be able to move at all. If someone added 100 pounds to my weight, I'm quite sure I'd be on the ground crawling at best. Even a fit person would find it fatiguing to act in that sort of gravity.Also, of course, anything you drop in higher G is more likely to a) hurt you or someone else or b) just break when it hits the ground harder. In low grav, you might find you accidentally bat your tools and they travel further than you'd have thought (even without zero G) as they are lighter and can be batted further.Thrown weapons get exciting in low G but you'd need to get used to the gravity to judge the arcs. You might be able to hurl grenades a LONG way in low gee situations. Now, fired or thrown weapons (spears, bows, etc) would have longer ranges in lower G but also will have acclimatization to get the new arcs right. In heavier gravity, the range would drop off notably and the weight of some weapons (a heavy crossbow for instance) may require a bench rest because firing from the standing was already a challenge with archaic weapons given their normal weight. Again, you'd need to train in higher G to figure the arcs.Higher G also makes muscle pulls much easier. The possibilities of injuries doing lifts, climbing, or otherwise exerting yourself are higher because small bad posture or uncomfortable moves you might cheat your way through in 1 G could be more likely to injure in 1.5+ Gs. You'd also have to remember tossing something to someone won't work well and things you go to pickup will not line up with your normal expectations.In low G, its a bit the opposite - You'll be more tempted to bigger strides, jumps, lifts, etc.... but recall the mass doesn't change, just the weight does. This means that you could be getting hurt here too in a different way.Slug throwers would have altered trajectories for long distance fire where fine precision is required. Over short ranges, your bullet speeds are enough that the change in dip may not be too great (due to the limited flight time of the round).In high-G, your buddy getting shot is harder because you can't throw him over your shoulder and even as a drag, he's heavier.Equipment built for standard G use that is not terribly rugged may experience malfunctions or even structural issues.Many vehicle designs (aircraft) that expect 1 G could be challenged by higher Gs as structures are overstressed or at least your reflexes for manoeuvers may be off. Piloting probably takes a hit as do various forms of driving.The increased weight can cause vehicles to sink into ground or get stuck in more conditions. Hovercraft and low ground pressure options probably fade in higher G planets. High G architecture would be more conservative and sturdy. On the other hand, lower G planets probably have fancier architecture, more elegant (fragile looking) transport means but may have some troubles with high waves (water also weighs less and so it can probably develop harry tides). On high G worlds, I'd expect lower tides. On high G worlds, submarines and boats (and planes) are probably less efficient (they take more to keep afloat) and on low G worlds, such subs, boats, and planes can more readily float.High G equipment will be lighter (for their size) but may still be heavy due to heavier construction when used in regular G. Low G equipment may struggle to survive in 1 G. At the very least, think more malfunction.Those are things I can think of off of my head, no quantization provided.On Fri, Oct 9, 2020 at 2:09 PM Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) <xxxxxx@simplelists.com> wrote:On Fri, 9 Oct 2020 at 18:01, <xxxxxx@gmail.com> wrote:Not quite sure they need be that limited given the tech. One would think that if one can build a personal grav belt, one could adapt that to allowing one to function somewhat normally on high G planets. Just don't run out of power while you're out for a walk or you'll be lying in the ground focused on trying to breathe....This reminds me that I've thought (and sometimes said) that I don't think Traveller games (in my experience) take sufficient account of the variable gravity fields that Traveller will encounter in their, ummm, travels. Higher or lower. But it can be really hard to implement regularly in games I know. Not to mention the (ubiquity?) of grav plate tech for the most part which does away with some of the problems for, say, asteroid belts or small worlds. Still, I'd like to see move advice or even rules on the subject and would certainly be interested in seeing more weight, ahem, given to it in games. :-)tc-----
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