Supplement Four
SOC-14 5K
One thing I've noticed with some Traveller players is that distance is not accounted for with communication. We forget that communication, in the game, travels at the speed of light. Therefore, with the distances typically involved in the game, there is usally a time delay between messages.
Sometimes, this is a few seconds. And, sometimes this can be hours--depending on the distance involved.
A ship exits J-Space, for example, and then makes contact with the starport. Well, if J-Space exit is just at 100 diameters, then communication is probably instantaneous. But, when a ship makes an in-system voyage, or has to exit J-Space a great distance from the target world, or is traveling through an asteroid field, then most likely there will be some time delay when communicating at a distance.
Crafty GM's can use this as a heck of a drama-laden device. :devil: Especially, if the GM wants to somehow isolate the players.
A device I've used in the past is to have the PCs in jeapordy (during an emergency, or a pirate attack, or something of the like), and be in contact with the starport, able to see the good guys with the sensors.
For example, the PC's are in-bound some great distanct to the main world when they are set upon by a corsair vessel. As the PC's ship is disabled and boarded, the PC's are in constant communication (with appropriate time delay, of course) with the starport.
The problem is: The starport is too far away to do anything about it. All they can do is watch!
Heck, the starport is probably recording the transmission. They see who the corsairs are--they just don't have a ship that can make it to the spot in time to save the PCs. Even at 3Gs, it may take hours to reach the PCs, depending on distance.
I've also done the reverse: Had the PCs witness a pirate attack or some disaster on scanners, but the data is hours old. They acutally witness the attack, but, in this scenario, it is they who can do nothing about it. Even at full G thrust, the corsairs would be long gone before the PCs could arrive.
It can be a clever and intriguing push or pull for an adventure.
Another, semi-related, idea I've used in a game before happened in my last Traveller campaign. The PCs had entered an asteroid system and were fell upon by the bad guys. One of the players asked if there were any other ships on the scanners. Sometimes, I'll let this type of thing be reflected by chance, as I did that time, allowing the player to roll higher dice to see if the scanner showed a close ship.
Yes, there was a ship! But, then I figured if the ship was traveling towards the starport (in which case it might be able to help the PCs as it would be around the same velocity, depending on the vessel's M-Drive). As fate would have it, the ship was coming from the starport, down the space lane corridor, to exit the asteroid field and make jump. These asteroid contained a particular radioactive ore that interfered with Jump process (a -1 on the roll for misjump...not much, but enough to keep ships clear of the field when jumping).
Long story short, the ship was heading in the opposite direction, and since the PC ship was on one end of the journey, the random ship was actually slowing down (past the trip's mid-poing and decelerating).
I figured it's speed...and it was moving too fast to do anything to help the PC's! I figured it would be in range for two space combat turns (about 30 minutes), and that's all.
That was kinda cool--a very neat session. The PCs were in dire need of help. They were outgunned and being boarded. And, this ship flys by with the ability to help--yet there is nothing it can do because it cannot change vectors fast enough.
The ships passed each other in the night. One in need of help, and the other wanted but unable to affect help.
One other thought on this: I wonder about sensors. I mean, if a ship is on a long in-system journey--say, from Saturn to the Earth--that ship is hooking 'em. It's moving. Even at 1G acceleration, it's average velocity on this trip is quite high.
Moving at that speed--how effective are sensors? The ship is certainly not moving anywhere close to the speed of light, but it is moving at quite a speed. And, it will take hours to effect a vector change.
Say a piece of space debris is in the way--will be in the way as the ship and the rock's path intercept.
First off, the ship is at point A, sensing out to point B. The rock is at point D, and the ship and rock intersect at point C.
A=======================B=====C=====D
Because the ship is moving so fast--can sensors keep up with that kind of speed?
Sometimes, this is a few seconds. And, sometimes this can be hours--depending on the distance involved.
A ship exits J-Space, for example, and then makes contact with the starport. Well, if J-Space exit is just at 100 diameters, then communication is probably instantaneous. But, when a ship makes an in-system voyage, or has to exit J-Space a great distance from the target world, or is traveling through an asteroid field, then most likely there will be some time delay when communicating at a distance.
Crafty GM's can use this as a heck of a drama-laden device. :devil: Especially, if the GM wants to somehow isolate the players.
A device I've used in the past is to have the PCs in jeapordy (during an emergency, or a pirate attack, or something of the like), and be in contact with the starport, able to see the good guys with the sensors.
For example, the PC's are in-bound some great distanct to the main world when they are set upon by a corsair vessel. As the PC's ship is disabled and boarded, the PC's are in constant communication (with appropriate time delay, of course) with the starport.
The problem is: The starport is too far away to do anything about it. All they can do is watch!
Heck, the starport is probably recording the transmission. They see who the corsairs are--they just don't have a ship that can make it to the spot in time to save the PCs. Even at 3Gs, it may take hours to reach the PCs, depending on distance.
I've also done the reverse: Had the PCs witness a pirate attack or some disaster on scanners, but the data is hours old. They acutally witness the attack, but, in this scenario, it is they who can do nothing about it. Even at full G thrust, the corsairs would be long gone before the PCs could arrive.
It can be a clever and intriguing push or pull for an adventure.
Another, semi-related, idea I've used in a game before happened in my last Traveller campaign. The PCs had entered an asteroid system and were fell upon by the bad guys. One of the players asked if there were any other ships on the scanners. Sometimes, I'll let this type of thing be reflected by chance, as I did that time, allowing the player to roll higher dice to see if the scanner showed a close ship.
Yes, there was a ship! But, then I figured if the ship was traveling towards the starport (in which case it might be able to help the PCs as it would be around the same velocity, depending on the vessel's M-Drive). As fate would have it, the ship was coming from the starport, down the space lane corridor, to exit the asteroid field and make jump. These asteroid contained a particular radioactive ore that interfered with Jump process (a -1 on the roll for misjump...not much, but enough to keep ships clear of the field when jumping).
Long story short, the ship was heading in the opposite direction, and since the PC ship was on one end of the journey, the random ship was actually slowing down (past the trip's mid-poing and decelerating).
I figured it's speed...and it was moving too fast to do anything to help the PC's! I figured it would be in range for two space combat turns (about 30 minutes), and that's all.
That was kinda cool--a very neat session. The PCs were in dire need of help. They were outgunned and being boarded. And, this ship flys by with the ability to help--yet there is nothing it can do because it cannot change vectors fast enough.
The ships passed each other in the night. One in need of help, and the other wanted but unable to affect help.
One other thought on this: I wonder about sensors. I mean, if a ship is on a long in-system journey--say, from Saturn to the Earth--that ship is hooking 'em. It's moving. Even at 1G acceleration, it's average velocity on this trip is quite high.
Moving at that speed--how effective are sensors? The ship is certainly not moving anywhere close to the speed of light, but it is moving at quite a speed. And, it will take hours to effect a vector change.
Say a piece of space debris is in the way--will be in the way as the ship and the rock's path intercept.
First off, the ship is at point A, sensing out to point B. The rock is at point D, and the ship and rock intersect at point C.
A=======================B=====C=====D
Because the ship is moving so fast--can sensors keep up with that kind of speed?
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