Multiple habitable worlds in system
Christopher Sean Hilton
(16 Oct 2016 22:30 UTC)
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Re: [TML] Multiple habitable worlds in system
Evyn MacDude
(17 Oct 2016 01:12 UTC)
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Re: [TML] Multiple habitable worlds in system Christopher Sean Hilton (17 Oct 2016 03:13 UTC)
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Re: [TML] Multiple habitable worlds in system
Tim
(17 Oct 2016 02:53 UTC)
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Re: [TML] Multiple habitable worlds in system
Jerry Barrington
(17 Oct 2016 09:00 UTC)
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Re: [TML] Multiple habitable worlds in system
Tim
(17 Oct 2016 12:55 UTC)
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Re: [TML] Multiple habitable worlds in system
Jerry Barrington
(17 Oct 2016 18:09 UTC)
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Re: [TML] Multiple habitable worlds in system
Kelly St. Clair
(17 Oct 2016 20:10 UTC)
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Re: [TML] Multiple habitable worlds in system
C. Berry
(17 Oct 2016 20:17 UTC)
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Re: [TML] Multiple habitable worlds in system
Bruce Johnson
(17 Oct 2016 20:26 UTC)
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Re: [TML] Multiple habitable worlds in system
C. Berry
(17 Oct 2016 20:34 UTC)
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Re: [TML] Multiple habitable worlds in system
Bruce Johnson
(17 Oct 2016 20:45 UTC)
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Re: [TML] Multiple habitable worlds in system
C. Berry
(17 Oct 2016 20:52 UTC)
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Re: [TML] Multiple habitable worlds in system
shadow@xxxxxx
(18 Oct 2016 06:24 UTC)
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Re: [TML] Multiple habitable worlds in system
Jerry Barrington
(18 Oct 2016 08:25 UTC)
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On Sun, Oct 16, 2016 at 06:11:58PM -0700, Evyn MacDude wrote: > On Sun, Oct 16, 2016 at 3:30 PM, Christopher Sean Hilton > <xxxxxx@vindaloo.com> wrote: [ snip... ] > Traveller system doesn't seem to embrace such things. There is a > mainworld that has the system tech level, trade classification, etc. > > The "Mainworld" system is the suggestion that stuck, in Book3 it was > briefly discussed using the repersented system to generate further > worlds in a system. > Well, you could have quite a setting at TL 9 or 10 in a system with 8~10 inhabitable worlds. I think that it would be really hard to dice up a sector using the Book 6 Extended System manually and in 1983 when Scouts was published the combination of computer programming talent and time needed to build an extended system generator was probably too expensive. So, "Mainworld" may have taken hold solely because people didn't know back then that these types of systems were possible. > Does anyone have thoughts about better ways to represent such > systems? For example: A system with a small vacuum world as > mainworld > and a subordinate F466nnn-t planet only registers as "Farming" and > does not make the system "Agricultural". > > Not as a single line item which was the Traveller standard in the early > days. > Recently I have been pondering a different system creation system, > using the standard system for generating the number of Belts and Gas > Giants then adding a 1d6/2 rounding down with a minimum of 1 to > describe the basic system. Then use the standard system to generate the > "habitable" worlds. The other change is the Starport, which is changed > to a Station in the cases Port classes A through C, D through X > describing individual world ports (this is the part I am still working > one) I don't think that you can describe any star system in a single line of text adequately. I'm just wondering if the fact that a system has a farming world should be reflected at the system map and trade classification level. I'm thinking that the existance of cheap space travel effectively adds the Agricultural trade class to the system and that's just one example. It's just something to think about at the end. -- Chris __o "All I was trying to do was get home from work." _`\<,_ -Rosa Parks ___(*)/_(*)____.___o____..___..o...________ooO..._____________________ Christopher Sean Hilton [chris/at/vindaloo/dot/com]