How many... Christopher Sean Hilton (17 Aug 2017 04:00 UTC)
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Re: [TML] How many...
Rupert Boleyn
(17 Aug 2017 06:38 UTC)
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Re: [TML] How many...
Bruce Johnson
(17 Aug 2017 17:53 UTC)
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Re: [TML] How many...
Rupert Boleyn
(17 Aug 2017 22:09 UTC)
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Re: [TML] How many...
Richard Aiken
(17 Aug 2017 22:44 UTC)
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Re: [TML] How many...
shadow@xxxxxx
(23 Aug 2017 16:10 UTC)
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How many... Christopher Sean Hilton 17 Aug 2017 04:00 UTC
Here are some questions that should have jumped out at me 20 years ago when I did programming/industrial engineering for a medium sized car company? [1] What's the operational lifespan of a starship? How many Type S Scouts have ever been made? At the time of the typical Traveller campaign, how many Type S scouts: Exist? Are operational? My point is that I'm thinking that there's a fairly large amount of handwavium keeping player characters away from starships in Traveller. Or, when one considers that the Type S is both ubiquitous and really really old. A group of player characters should be able to acquire a handful of them from which they could build a working example for a lot less than the 27 MCr that a brand new Type S costs. [1] The company I worked for made 250,000 cars per month at the time. These were distributed across 2 brands or about 10 Model-Door-Year variants at the time. [2] I'm a car guy so I watch a show called Wheeler Dealers. The hosts are a car salesman and a car mechanic. On one episode they built a military spec H1 HumVee into a post-apocolypse "Bug Out" vehicle. To get their donor vehicle they went to a California salvage yard that literally had hundreds if not thousands of H1s parked on it. I can imagine a class E star port with hundreds if not thousands of Type S scouts on the sand in various states of teardown. -- Chris __o "All I was trying to do was get home from work." _`\<,_ -Rosa Parks ___(*)/_(*)____.___o____..___..o...________ooO..._____________________ Christopher Sean Hilton [chris/at/vindaloo/dot/com]