They do that here in Alaska, even during the cold war, cousins might meet in 
the middle of the bering straits, exchange news and maybe more? As long as the 
soviets did not intrude with a sub or MIG.

Let's me at .. And ..

Suns with a good output to recharge batteries and more?

Idea for adventure, finding a cryo-capsule sent into space, why? Who? Or ?? 
Higher or lower tech?

Mike
Alaska

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-----Original Message-----
From: "Onno Meyer" <[email protected]>
Sender: [email protected]
Date: Fri, 15 Jun 2012 09:07:09 
To: The GURPSnet mailing list<[email protected]>
Reply-To: The GURPSnet mailing list <[email protected]>
Subject: Re: [gurps] Re: Space Gypsies and Genes?

Johannes wrote:
> Years of travelling with no communication, will somewhat hamper the 
> building of a larger space gypsie culture and instead you'd rather have 
> distinct cultures on different ships. If the ships don't date each other 
> up, things will develop in differnt directions.

Hello Johannes,

C.J. Cherryh handled that with frequent stops at stations, where
merchanters would meet, by chance or by pre-arrangement. The big
stations would always have somebody in dock, ready to trade and
to party after the time in flight.

> Years of travelling in deep space also puts some limits and challanges for
> use in games. Either the whole campain centers around one port call, or 
> the GM regulary finds himself asking "Anyone indends to do anything in the
> next 3 years?, No? Then 3 years have passed, navigator Sally got a baby in
> the meantime.", or the GM needs to plan ahead many adventures in advance, 
> and put all neccessary NPCs, cargo and other on the ship right in the 
> beginning.

Put them on ice, as in Alien. That will slow the development of 
a distinct spacer culture, but it will also help to alienate the
spacers from the dirtsiders. (Cf Haldeman, The Forever War.)

Added a bunch of cryosleep capsules to the TL10 tug, which will 
be slowest ... in space, nobody can hear you scheme :-)
 
> If you have only months between port calls, but optimized trade routes 
> include many different stops, either because of ecconomic reasons or 
> because of hyperspace geography (you have to go through directional 
> wormholes, you have currents and travelling with the currents is much 
> faster and less energy consuming, ..) you can have the same time between 
> stopping at the same port, and thus the same reasons to take your family 
> with you.

* There is a bidirectional jumpline network, ships have to 
  refuel frequently, but only a few nodes have habitable 
  worlds. You should have short routes from A to B, from 
  B to C, from C to D, etc., but that would require 
  unloading and not just refueling at each point, and a 
  ship that was stuck at the B to C run would never see a 
  green world or a decent shipyard. Result: One ship does 
  the entire run from A to D, and the systems B and C have
  just refueling bases supplied from the nearest world. 

  I'm doing hyperdrive ships right now, not jump ships, so
  there is no immediate application.

* Alternatively, habitable worlds are again far from each 
  other, and hyperdrive astrogation requires big computers
  and plenty of astrographic data. That encourages ships 
  to follow known routes -- not from world A to world B, 
  but from world A to the well-mapped transfer station and
  from there to world B. The direct route will only be 
  mapped if there is plenty of fuel to justify it.

> In general you have the problem of who pays for the freighter. People who 
> have the cash to buy a freighter are likely seldom motivated to become a 
> freighter crew. An investor will have a high risk and and it takes long 
> until he can see some returns.

The starting point is a conventional corporate freighter, 
with a hired crew. Then people find out that the setting 
encourages family ships, and the freighter crew develops
that way. Something happens and they break free of their
original owners (plenty of adventure here, and seeds for
ill feelings and long litigation). 

Then you have an independent freighter which is obviously
fitter for the setting, runs more smoothly and makes more
profit. Some people try to get a loan with "buy a family
freighter" as a business plan. 

Once those loans are paid off, the profits from the new 
family freighters can buy more. 

Regards,
Onno
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