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T4 - Marc Miller's Traveller Discussion of T4 - Marc Miller's Traveller from Imperium Games and the Milieu 0 setting.

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  #41  
Old October 13th, 2018, 03:15 PM
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Originally Posted by mike wightman View Post
There is no reason to believe there was a massive die back on former Imperial worlds just because there is no interstellar trade. Pocket empires would have sprung up, worlds could still maintain some contact via STL methods - the way the Vilani spread into space in the first place.
Politics became local, to paraphrase a common thought.

Because the first two centuries or so after the declared beginning were a period of slow but recognized withdrawal, pocket empires would certainly have remained behind. Small cultural zones around strong worlds who dared to defy the coming darkness.

I think there was retreat and retrenching, as many of the little specialized colonies and outposts saw the writing on the wall and picked up stakes for the nearest High Population center. The Solomani had inundated the former First Imperium with settlers who were not at all picky, so there were a lot of systems with young settlements two centuries later. How those would have been treated by the majority Vilani old Hi Pops as the retreat began would have run the gamut, and been a precursor to the real darkness.
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Old April 24th, 2021, 01:50 PM
Baroun Tardis Baroun Tardis is offline
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Originally Posted by warwizard View Post
Not me, I run a pre interstellar war period, but do use T4 and FF&S 2 custom designs for all Terran equipmemt. Imperial designs get whatever cannon sourses I can find, and the imperials get ONE innovation for the entire period: Fighters.
With this campaign the Terrans start out at TL 9 (progressing rapidly) and the imperials at TL 11 (enforced stagnation).
At TL 9 starship operations are, ahem, somewhat challenging. Just getting to orbit takes 6 hours with an antigrav unit, or 20 minutes with a strap on million ton liquid fuelled rocket booster. once in orbit you can fire up your expermental Fusion Rocket or your Daedaelus drive or Bussard ram to get to 100d for jump.
So, SpaceX is still in business then?
I do like the mental image of this setting, with that bittersweet mounting of the starship on the booster, and the knowledge that this is the last time that hull will touch the "Green Hills of Earth" , but be forever in the void between worlds.
And the pagentry of the big chemical booster shoving it out to sea in a writ-large version of the old launching of a sailing ship down the ramp into the ocean.
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Old April 24th, 2021, 09:03 PM
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I like to think RyanAerospace would still be in business.

Essentially, the break up of the Roman Empire made politics local, but the immediate successor states had ambitions for reunification, though I'm going to say geography got in the way, compared to the history of the Middle Kingdom.
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Old April 25th, 2021, 02:46 PM
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Originally Posted by warwizard View Post
Not me, I run a pre interstellar war period, but do use T4 and FF&S 2 custom designs for all Terran equipmemt. Imperial designs get whatever cannon sourses I can find, and the imperials get ONE innovation for the entire period: Fighters.
With this campaign the Terrans start out at TL 9 (progressing rapidly) and the imperials at TL 11 (enforced stagnation).
At TL 9 starship operations are, ahem, somewhat challenging. Just getting to orbit takes 6 hours with an antigrav unit, or 20 minutes with a strap on million ton liquid fuelled rocket booster. once in orbit you can fire up your expermental Fusion Rocket or your Daedaelus drive or Bussard ram to get to 100d for jump.
Years late, but since it's been revived:

A Bussard Ramjet isn't going to get anywhere near operational speed before reaching the 100D limit. But it reminded me of something...

I ran across something in the Trav Wiki about a jump-capable starship with a Bussard Ramjet drive. It cruised at 0.3c or so to gather hydrogen with the scoop and jumped when it had sufficient fuel. Seemed like a pretty nifty idea.

The retconned Collector Drive (that no longer needs to be near a star to work) made that idea moot, and the gravity-well-limited nerf to maneuver drives made it unworkable (not enough room inside the gravity well for shuttlecraft to slow from frac-c velocity to land at a world, do their trading or whatever, then catch up with the ship again).

Bonus points: since grav drives don't work in this application, have them use an Orion Drive (pulsed nuclear detonation) instead. Then have them come out into the nuke-free-zone of the Imperium and see what happens...

It'd make a nice Big Dumb Object to build a scenario around.

Last edited by Grav_Moped; April 25th, 2021 at 03:13 PM..
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Old April 25th, 2021, 10:24 PM
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I have been looking at it a bit for my Tech Level 12 or so Out Rim sector.
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