with the apparent collusion of a couple of colonial governors.
lots of plot hook there. especially in a balkanized planet or system.
with the apparent collusion of a couple of colonial governors.
Thing is, waiting around for a free trader to show up at a D/E port can be a very long and profitless way to spend time. You'd be better hanging out at the originating port, waiting for some bribed official to get you news that some free trader is taking goods to that little e-port world, and then follow him to the e-port at a more leisurely pace. If you pick the right port, there may be more than one little D/E port that people occasionally go to from there, and you'll be able to watch for traffic to both at the same time. Or, contrive to have something shipped there under a pseudonym, then follow the person you just set up.
no-one, eh? well, tell you what, build it, and I'll join you in playing it, as will others I'm sure.
...that indicated that some worlds, typically water hydrographic value 4 or less, would outlaw water use as fuel. ...
Pirates are not going to bother with traffic going to Class E ports, because it is so infrequent. If piracy exists, it will be off of Class A/B/C ports, with a sufficient volume of traffic to make it worth while. Where did surface raiders travel in naval wars? On the established trade routes. Where did submarines congregate, unless they had "special intelligence"? On established routes linking major ports. Blackbeard operated off of the entrance to Delaware Bay and Cape Hatteras, with the apparent collusion of a couple of colonial governors. The Buccaneers worked the Straits of Florida, and the island passages from the Caribbean to the Atlantic. Smaller groups would raid ports looking for loot, not spend months sitting offshore waiting for the odd ship to show up. Pirates are more apt to be port-attacking raiders rather than attacking ships in space.
In response to whartung...
What I find interesting is this...
If Piracy is so unlikely, then who will be armed to damage the pirate hull? Its a catch 22 proposition.
There are times in which piracy can happen without it having to hit a massive starship or its cargo or what have you. Stealing a multi-million in-system boat whose only task is to ferry fuel gotten from a gas giant to the main world - can be worth sufficient number of millions, that the pirates steal THAT boat.
Traveller hints at intrasystem boats - but we never see them. Why? Traveller hints at piracy, but no one wants to build the structure required to play the game at both a tactical level and a strategic level. System wide travel and playing hide and seek with sensor systems over vast distance, make the game somewhat different than a simple "100 diameters" game.
THAT will usually take place in a manner where the smuggler wants to jump into a system, and avoid notice. He might want to hit any one of the multiple gas giants, refuel, and jump away, all without the main world starport taking notice of him. Pirates want the same thing as well.
THAT is why the large playing area. Anything less than that is like telling a matador he has to fight a bull, but stay inside an area marked off in blue tape that measure 3 feet by 3 feet. Or, if you've ever watched the movie DOWN PERISCOPE with Kelsie Grammar and Lauren Holley - where the wargame area was broken in half so as to give the advantage to the defenders.
[m;]Hal - you've been given answers and are ignoring them. Keep it up, and I'll flag you for trolling.[/m;]
The all caps in post #42 is over the top.
...One of the "issues" that came up over the past few years (might even have been here perhaps?) those trade tables and passenger tables etc - are only for passengers within Jum p distance of the ship itself. If you have jump 1 drives, then any passengers available will only be those who want to go to the world within 1 jump. It doesn't take into account the fact that there might be worlds in which passengers want to go Adabicci from Lunion for example, and the only means of transport are Jump 1 ships. Does that mean then, that there will never be any passengers who want to go to the other world, simply because there aren't any Jump-3 vessels in port? Seriously?...
Canonically, pirates do not raid A/B worlds, at least as of Book 2 1981, which is logical since ports with the most traffic will also put the most effort into protecting that traffic. Canonically, they only occasionally show up at C ports, 3 in 36 chance, and oddly enough they're more likely to show up if there's a scout or naval base there. I take that as some foreign government doing some hanky panky to gather intel and embarrass the Imperium. More likely at a D, about as likely at an E - the lack of defense at an E is presumably offset by the reduced opportunity for prizes. But, one doesn't go raiding where there's a certainty that it will end in one's death, so they don't bother As and Bs.
More likely at an X, and in fact there's a 50:50 chance that the patrol cruiser or merc cruiser you meet is some sort of piratical hostile, but mercs are notorious for their loose morals and that patrol cruiser might just be a naval vessel whose corrupt captain is looking to shake down someone who shouldn't be there in the first place for an easy score.
The problem with correlating ocean-going shipping with Trav space shipping is jump space. Trav shipping is more like a ship leaving Boston, going out to the border of the 200 mile exclusive economic zone, and then disappearing from this world and reappearing a week later at the 200 mile limit of Britain. Subs waiting in between under that scenario are going to be disappointed; they need to get close if they want to bag a prize, and of course that brings them closer to the port and its defenses. Boston and London are likely to have formidable defenses, Tunis or Abidjan less so, and if you want to just pull up on some random fishing village that has no port facilities, or on some empty stretch of coastline, you can't expect anyone to be there to protect you.
The question then is, how much traffic is a Class D or E starport likely to get? D is an installation with water present at the designated landing area and not much else. E is simply a spot designated for landing, presumably a solid enough surface to handle the weight of a ship. An X planet does not even have that. How likely is a pirate going to go to a planet like that, where ships are few and far between? How much cargo and how many passengers are you going to have at a D or E class port? ...
...Why would a Free Trader or more likely a Far Trader go to an X-class planet?...
...You might want to take a look at a map showing submarine sinkings, especially in World War 1, where they cluster very heavily near the coasts of Ireland and Great Britain. The subs were where they could locate ships easily, so near the arrival and departure ports. In Traveller terms, near the arrival and departure jump points, which is where a ship should be on highest alert. ...
... Then there is the whole problem of matching velocities and travel vectors in three dimensions with an evading ship target. Once you match velocity and somehow fasten the pirate to the ship target, you still have to board it and deal with any reception committee. The pirate also has to hope that this is not a "Q-ship", specifically intended to lure a pirate into attacking it for the purpose of destroying the pirate. Remember, the pirate wants an intact or at least reasonably intact ship to loot, a Q-ship has not such worries. For that matter, the attacked ship has no such worries either.
Personally, I just do not seem space piracy as a viable theme. Planet raiding is much more likely.
they have a rank structure, you can retire with a pension, you are likely to have low soc, lower still if you roll badly when mustering out, but the icing on the cake are the ships they get to run around in:Pirates: individuals crewing interplanetary or interstellar vessels, who make their
living by attacking, hijacking, or plundering commerce.
Where do these ships come from? Who builds them? Who refuels them?Corsair (Type PI: Based on the type 400 hull, the corsair is fitted out with
jump drive-D, maneuver drive-F, and power plant-F, giving it a capability for
jump-2 and 3G acceleration. A Model/2 computer installed, and contains
a standard software package. Most important to this ship are the three triple
turrets, although each turret is equipped with only one beam laser. Ten staterooms
serve as quarters for the crew (pilot, navigator, three engineers, and assorted thugs
and cutthroats numbering up to five more); twenty low berths are available for
emergency use, or to hold captives. The ship is not streamlined, and there are no
ship's vehicles or boats. Fuel capacity is 120 tons, and cargo capacity is 160 tons.
Notable features on the corsair are large cargo doors and variable identification
features. The large clamshell doors can open to reveal the entire cargo bay; the ship
can accept a 100 to ship into its cargo bay. The ship has several centrally controlled
identification features which can alter the shape and configuration of the ship
at a moment's notice; fins retract or extend, modules appear or disappear, and
radio emissions alter frequency and content. The ship's transponders can be altered
to identify the vessel as having any of a variety of missions and identities.
Where do these ships come from? Who builds them? Who refuels them?
3) The pirates protect themselves. This is what we see in the "Pirates of the Caribbean" movies. It doesn't happen for real, not for long. Pirates cannot muster the combat power of nation-states, so as soon as the nation-states can turn their attention to the pirates, self-protecting pirates get squished.
Exactly what happened to most real-life pirates. Even if some of the captains wanted to stop when the wars stopped, there were always enough pirate crew who wanted to keep going, and pirate captains who were willing to lead them.It could happen during a war, when nation-states are too busy with each other to be able to spare forces for pirate hunting. But then, wars end eventually, and nation-states remember piracy - even if the pirates are smart and disciplined enough to actually stop pirating when the war ends.
And if the pirates aren't making enough money, the crews drift away (or mutiny) and the piracy problem fades.Or if the pirates are too unimportant, their activities too low in profile, to justify the use of force necessary to destroy the pirates. But then, any activity level low enough to not be worth squishing is probably not profitable.