[TML] [Merchant Shipping] Some ideas I came up with tomake merchant shipping more interesing
Jerry W Barrington
jerry.barrington at gmail.com
Thu Apr 10 22:25:09 MDT 2008
On 4/10/08 11:43 PM, "Joseph Paul" <josephnjody at sbcglobal.net> wrote:
> <Jerry protests shutting down the powerplant when docked>
>
> What do modern diesels do in seaports? Run the big engine or switch to a
> standby generator?
Not a good comparison, as the diesels start like a car, ie. push a button
and it starts up. Whereas the Traveller power plant takes an hour or more
of nursemaiding by the engineer.
> Do they even use the big engine for power or only
> propulsion? The fuel still costs credits and cutting every cost to the bone
> is in the interests of the crew.
PCs generally go with gas giant or ocean fueling where possibly. When fuel
is free, that issue is gone.
> As for start up how long are we talking
> here? And just what do you use to initiate a fusion reaction and what powers
> it if the powerplant is down? That may be a reason for the ship to go on
> station power.
Given that running silent is a documented maneuver, the ship must be able to
start it up on it's own. Ergo, no need for station power. And many
lower-class ports don't even *offer* power.
> As for reasons for the ship to be leaving fast it may be in
> the best interests of the station to discourage that. It should save on
> tracking deadbeat captains and the inevitable docking bay damage that occurs
> when Johnny Hotrod forgets to disengage the umbilicals before leaving in a
> hurry to escape his latest romantic conquest.
Spending an hour or more warming up the plant still leaves the need to
disengage umbilicals. Which should auto-disconnect anyway! Not
disconnecting when there is a significant force on the airlock and
umbilicals endangers everybody aboard the station.
> Normal ships (as opposed to PC
> run travesties of commerce) have schedules and stick to them. They aren't
> leaving for two weeks and that is final, Cap'n said so, so go and face the
> music Johnny.
I refer you to the post about riding on freighters. The web page mentions
*real* tramp freighters that *don't* have set schedules.
Besides, if you are in the habit of that sort of conquest, you don't tend to
give your real name and ship address. :P
Besides, I was talking about true emergencies. There are a lot of
"adventurous" situations where having a ship stuck on the ground is a good
way to lose the ship.
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