[TML] Distances/Times To Solar L4/L5 Points

Richard Aiken raikenclw at gmail.com
Tue Sep 25 21:17:43 MDT 2007


On 9/25/07, Jerry W Barrington <jursamaj at yahoo.com> replied to what
Gary Ward . . . I think . . . wrote:
> > It also makes it extremely difficult for player character ships to get away
> > if they're in trouble with the Navy.  One can imagine that gates have an
> > extensive array of firepower more than capable of roasting incoming naval
> > vessels.  Turning player characters into their component quarks would not
> > even tax the secondary guns.
>
> True, but lack of some sort of gate or jump point makes naval tactics almost
> pointless.  All the defenses might as well be fixed around important parts
> of the system, plus a small contingent of ships for convoying between.
> That's one of the reasons I was looking at wormholes for MTU.  With canon
> J-Drives, there are so many possibilities that OTU ignores that it's absurd.

Yes.  That's one of the things that's been pushing me towards
wormholes or stargates for a while now.  But player characters can't
really get away from the Navy in the OTU, anyway.  Not unless the GM
wants to be absurdly kind hearted.  Anything that can pass muster as a
"civilian" ship is no match for a fighter, much less a full-up patrol
ship.

The only way that the typical PC buggy can get away is if the Navy
isn't there.  Which means a system without a significant security
presence.  Which brings us back around to My New Traveller Universe.
Note that - for defensive purposes in my proposed stargate set up -
any particular system only has to watch it's entry gate, not it's exit
gate.  Rich systems might put an orbital fort at both locations, but
most will concentrate their defensive resources at the entry.

It's to the exit that naughty PC's will flee . . .

-- 
Richard Aiken

"Never insult anyone by accident."  Robert A. Heinlein


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