Re: [TML] Relic tech and Scarcity-Driven Imperium (was: Salvage Operations (and Submarines)) Tim (28 Mar 2016 23:43 UTC)
Re: [TML] Relic tech and Scarcity-Driven Imperium Kelly St. Clair (29 Mar 2016 21:37 UTC)
Re: [TML] Relic tech and Scarcity-Driven Imperium Craig Berry (29 Mar 2016 22:10 UTC)
Re: [TML] Relic tech and Scarcity-Driven Imperium Richard Aiken (30 Mar 2016 04:21 UTC)
Re: [TML] Relic tech and Scarcity-Driven Imperium Greg Chalik (30 Mar 2016 23:49 UTC)
Re: [TML] Relic tech and Scarcity-Driven Imperium Craig Berry (31 Mar 2016 00:02 UTC)
(OT) The Theory of Interstellar Trade carlos.web@xxxxxx (29 Mar 2016 18:58 UTC)
Re: [TML] (OT) The Theory of Interstellar Trade tmr0195@xxxxxx (29 Mar 2016 19:16 UTC)
Re: [TML] (OT) The Theory of Interstellar Trade Michael McKinney (29 Mar 2016 20:32 UTC)
Re: [TML] (OT) The Theory of Interstellar Trade David Shaw (29 Mar 2016 20:55 UTC)

Re: [TML] Relic tech and Scarcity-Driven Imperium (was: Salvage Operations (and Submarines)) Tim 28 Mar 2016 23:43 UTC

On Mon, Mar 28, 2016 at 03:46:02PM -0400, Michael McKinney wrote:
> If you want a Scarcity driven TU, just use the Maritime principle of
> Chokepoints and Sea Lines of Communication.

You would have to radically alter how interstellar travel works.
Unlike sea travel, Traveller starships do not pass through the
intervening space, and cannot be detected or intercepted until they
reach their destination.  A maritime analogy simply does not work.

Of course you can change how jumpspace works, but it really becomes a
question of just how much change you can apply to the fundamentals of
the game world and still call it Traveller.

- Tim