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General Work in Progess

the "all jumps take one week" rule is not so much a speed of plot rule as, people had to do other things than sit around playing Traveller, like go to their job, to make money so they could go to the gaming store to get the next neat Traveller thing. For those who got to play once a week, it was easy to make the jump the break point until next week's game.

It made time keeping easier, by allowing the characters to match the real world calendar to the game calendar.
 
the "all jumps take one week" rule is not so much a speed of plot rule as, people had to do other things than sit around playing Traveller, like go to their job, to make money so they could go to the gaming store to get the next neat Traveller thing. For those who got to play once a week, it was easy to make the jump the break point until next week's game.

It made time keeping easier, by allowing the characters to match the real world calendar to the game calendar.

A very useful outcome.

The other thing it does is to force each world to have some degree of autonomy, no matter how "close" it may be to another. The minimum interstellar OODA (observe, orient, decide, act) loop is set at two weeks regardless of tech level, so there isn't time to react to and manage rapid developments over any interstellar distance. Higher Jump Numbers allow bringing more worlds into that two-week minimum, but that minimum is always present.
 
A very useful outcome.

The other thing it does is to force each world to have some degree of autonomy, no matter how "close" it may be to another. The minimum interstellar OODA (observe, orient, decide, act) loop is set at two weeks regardless of tech level, so there isn't time to react to and manage rapid developments over any interstellar distance. Higher Jump Numbers allow bringing more worlds into that two-week minimum, but that minimum is always present.
It does change the culture and abilities of the central governments, and requires a great deal of autonomy and self reliance. We end up with a galaxy somewhat like the empires of the great days of sail. It would take the governor of Tortuga months to get help from Europe.

You make travel times too fast, everything tends to blah out. You get a Federation outpost that is exactly the same as the millions of other Federation Outposts with identically stocked Gap store.

(As an aside, I want to murdelize JJ Abrams for what he did to Star Trek. He invented a teleport device that beams a person from Terra to Q'onos, some 90 light years, in a package the size of a small fighter craft. Why do you need a starship if you can just beam to another planet?)
 
Sorry for the lack of posting, real life, and 2020 was getting the best of me.
Anyway,
Stern, some new engine detail.


Portside passenger and cargo hatch


Ventral Hatch under the ship
 
I did something stupid. I agreed to display the Harriman at the 13th Annual Second Life Science Fiction convention which will be May 13th to the 24th in world. That means it is past time to get it all in world and put together.



 

The assembly on the Harriman is at a stage that I have moved her to the downport. Her new location, should anyone in Second Life care to visit is
Al Raqis (228,67,69)

Today is my rez day and my birthday in RL, so I was playing the pipes on the hull of my very own starship.

Muhahahaha!!!
 


Electrical plant in the ship. I know the breaker positions need to be tweaked, but the electric plant is now in world and installed. I have 2 weeks until the convention and everything that is not in world is stuff I ain't built yet.
 


Playing the pipes on the hull of my own starship.
cargo bay hatches and tracks are done. working on the garage hatches.
 
Convention Setup


Today is set up, Thursday is the start day, show day. 191 parts, 456 LI. Not bad in my purely unbiased opinion
 
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