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Re: [TML] Celestial configutation as a part of Traveller mission planning, most remote world in the Imperium, etc Jeffrey Schwartz (07 Feb 2018 19:34 UTC)

Re: [TML] Celestial configutation as a part of Traveller mission planning, most remote world in the Imperium, etc Jeffrey Schwartz 07 Feb 2018 19:33 UTC

My guess is the Long Night is the reason for humans in the ships and
the lack of Transhumans

If there's a lot of historic evidence of what happens when you leave
_everything_ in the hands of machines and no sophont supervision when,
then there's a cultural push to have a living hand there to back
things up.
I'd also guess that the work rebuilding from the Long Night influenced
how things are done.
Jump lag is also probably a factor - if you're selling goods, you're
not always going to go with a 6 week old price.

I can also see people having concerns about having a whole lot of tech
implanted in them when there's probably several horror stories about
certain colonies where there were mega-deaths when the Long Night
interrupted a supply chain that the implanted tech depended on.  Or,
if you go the transhuman-immortality route, the people who had a
parent who lived to be 250+ years old, but watched 8 generations of
children age and die might consider that immortality to be a curse...
and the youngest generations watched them psychologically melt down
from it.
Which would leave a cultural bias against such things.

That does, of course, hang on no matter replication/transmutation tech
coming in to play.
IMTU, a lot of that kind of thing is like Fusion power is now : any
day now we'll make break even.

On Wed, Feb 7, 2018 at 12:57 PM, Catherine Berry <xxxxxx@gmail.com> wrote:
> Yes, that's exactly the "elephant in the room" for Traveller -- with
> millennia of technological progress, effectively infinite resources, and a
> wide variety of planetary cultures, why hasn't anyone (or more likely almost
> everyone) gone transhuman? As Stross asks in his essay, why is capitalism
> still a thing? The meta-answer is "to keep things comprehensible to
> present-day players", and that's an excellent reason. But it does make
> consistent world-building very difficult.
>
> One of the things I admire about Iain Banks is his ability to craft a
> relatively believable post-scarcity, hyper-technology world in which he
> still finds plot-relevant roles for human characters. Although as you read
> the novels, you gradually become aware that the "humans" are so heavily
> modified (and likely molded by the AIs that actually run things) that they
> really aren't entirely human in subtle but important ways.
>
> On Wed, Feb 7, 2018 at 9:44 AM, Caleuche <xxxxxx@sudnadja.com> wrote:
>>
>> Yes, sticking strictly Traveller and using technology available at TL15
>> there's no need for orbits of any kind and equipment can be cheap and smart
>> enough to remove humans from the loop altogether. You can build automated
>> survey starships filled with those automated femtosats (which would end up
>> being probes that land and operate on and near the surface of the worlds)
>> which can self-deploy to a star system, survey every planet to ~ 1cm
>> accuracy and get an accurate count of trees and good approximations of
>> number of grass blades on each world. Animal and insect population counts
>> would be conducted, DNA sampled and catalogued, and so on. Languages would
>> be sampled and decoded, minerals mapped, governments and social structures
>> identified.
>>
>> Likewise, trading would be most efficiently done in such a way. Cargo
>> found and paid for with automatically determined best possible credit terms,
>> cargo loaded by robot, starship serviced by robot, and starship designs
>> automatically refined over time as optimal solutions to particular loads and
>> routes are determined.
>>
>> At TL15, the way it is defined in Traveller, I can't imagine the need for
>> a human being in space or on another world except, perhaps, for tourism
>> reasons. Computers are almost self aware on the high end and in terms of
>> specific tasks (such as designing an optimum free trader for any given set
>> of routes) far better than humans are likely to be.
>>
>>
>> -------- Original Message --------
>> On February 7, 2018 6:34 AM, Jeffrey Schwartz xxxxxx@gmail.com
>> wrote:
>>
>>
>>
>> Check out: https://en.wikipedia.org/wiki/KickSat
>> I can picture the IISS having a "Spreader-sat" the size of a 2 liter
>> coke bottle that is in a fairly fast ball of twine orbit, and has
>> oodles of chipsats in launchers all over the outside of it. Drop one
>> in orbit, and it uses the launchers to pop one off every few minutes
>> to cover the planet. The chipsats would use mesh radio to relay from
>> one to another until the message got to the ship.
>> I can see the desire to add a player complication, or 'realism', but
>> after 3000 years of space operations, I'd think that what Early 21st
>> Century Terra calls "realism" and what 1100's Sylea calls "realism"
>> are two very different things.
>>
>>
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>
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>
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