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Getting Ship Location Info

Gadrin

SOC-14 1K
How hard is it to gain specific ship information in your TU ?

I'm thinking about putting together a salvager/scavenger/thief, who basically raids leftovers from news stories he reads about in Imperial News.

The travel time is an issue, and after finding that the trader Soft Touch has returned after a fiasco on planet ABC I'm trying to decide how hard it would be to locate the trader Soft Touch and Fast-Talk the crew into giving him navigation info, as well as other details about the site. Then make a decision on whether to raid the place.

Is it hard to track down ships in your TU? Obviously contacts in the Imperial Bureacracy or the Scout (for instance) might make it easier, but that also means your secret could get out.

May need to read more Jack McDevitt for Chase Kolpath et al. ;)
 
Pretty much, if it's made the news, and you aren't in the same system, by the time you can get there, someone else probably has.

Otherwise, it's time for the deep system scans, when a ship is weeks overdue... salvage by virtue of all hands deceased and aboard.

Further, salvage IMTU is required to go before a prize court. You seldom get to keep the ship... but it's usually enough for a down payment, or sometimes you get to assume the mortgage (once cleared of responsibility for the demise of the Crew).

Piracy can be a two-ship operation. Ship A engages, disables, and flees. Ship B then "Salvages" for a chunk of change, and buys parts for A, and splits the rest.
 
It would depend somewhat on what the news was, though. They just disappeared, and ships do that all the time on this run, and they never came out of jump, etc... might lead to most folks doing nothing. But, the players are more desperate ... er, more imaginative ... than that.

An inside contact would be better, as that info should be fresher than the newsies.
 
Hi !

IMTU officially working vessels can be tracked down pretty good, as every departure/arrival is registered and stored in a distributed ship movement database. Ships also send a departure message to PA with the destination just before jump. It works a bit like cell phone tracking.
Officials take a look at such data, and perhaps ask questions sometimes, if there are too many differences between old departure messages and acknowledged arrivals from other system SPAs.
Anyway jump delay makes tracking a bit more difficult, if the distance to the potential target increases and might cause somebody to run in circles...

Naturally thing become more difficult, if departure messages are faked, transponders are manipulated, SPA stuff is bribed etc.
Classical REPO work is required here, I guess :)

Regards,

TE
 
IMTU, info moves at the speed of shipping. When you leave port, you download the latest news of the port.net, and when you dock at the next place you upload it to their port.net. So they get the news 2 weeks after it was interesting in the system-next-door.

It makes for an excellent plot of "give Captain Jamison his briefcase back". The players know Jamison left Louzy 3 days ago, filing flight plans for Efate next door. By the time you get there, you can see on the record that he's already moved on to Alell. And in case the players want to give up on Jamison's briefcase, the kicker is that he's got the players' briefcase, with the deeds to their ship in it (or the money they owe the mob, or whatever), so they've got to find him. Delay them a couple of weeks for side quests, and they'll start hearing news reports of what Jamison's been doing in the next system... suddenly it becomes a major campaign!
 
Right, I'm talking about the NPC reading from the TNS that "the far trader MARCH SENTINEL landed at Vilis today after rescuing what was left of a research team from the arctic research station on ________".

NPC clicks: "Hmmm, abandoned research station means abandoned equipment, means possible payday."

Then he decides to find the MARCH SENTINEL, wherever it is on which system/port now and maybe interview the crew. Then proceed to _______ and begin salvage.

T4 had the "protection satellites" in space which fired on encroaching ships, so the NPC will want to know if that sort of thing exists or any other precautions, on the planet/base. Does the satellite store Transponder codes from ships it warns off ? Then he'll have to destroy it, unless he gets the one the MARCH SENTINEL used...;)

I'm leaning strongly on giving the NPC a variant of Telempathy to incline the cooperation of the crew to volunteer information from the interview :)

Then he can decide to rent some slave-bots and possibly exoskeletons to assist in the salvage. Same with hiring PCs as help.

Obviously weather info will be very crucial too. "Just how hard/easy was it to work in those conditions and save those people?"
 
Differnt possabilities

First the ships.

There are really four types of ships involved.

Regular commercial ships: They follow set routes and can be found simply by accessing the schedule from the corporation that owns them.

Subsidized merchants: Again they would have regular schedules, but depending on the contract might spend time off route. Again, arrive at their next schedualed stop the right week and you would find them.

Tramps:
I would expect two kinds of tramps. The infamous Captain Jamison goes whereever he can find a load. You don't know where he will be next week, becuase he does not know until he gets the load, and he is likely on the move in a few hours, just as soon as his load is on board.

The other type is the tramp that does not keep a regular schedule, but prefers several system. You might need to spend some time dockside talking with crews that operate in the same area, but after a while, some old crusty engineer might say, "Look at (system x), the captain used to haul for Big Local Corp over there, and they still spend a lot of port time there.

The other side of the credit slip is the target.

Salvedge on a ship that arrived in system derelict unless you are the ship reporting the arrival, it is out of range by the ti9me you hear the news.

On the other hand, the rescue at the research station on a remote system that is amber, it could be YEARS, or maybe even DECADES old and long forgotten when you find it an archive somewhere.

The point is Location of the event, and it's proximity to high traffic systems would determine how likely it would be for someone to beat you out.

Reading today's news looking for a quick score would be a quick way to go broke. Every other fool in system would be reading the same reports, and getting the same idea, and like the gold rush you are not likely to arrive before the lot is gone.

On the other hand, mining archives for interesting targets, and then spending time researching them would be a lucrative business for the couple of groups in the sector that do that sort of thing.

There would be long months of research with no income at all, and many finds might only pay the costs and a little bit extra to keep going. But the chance of the real salvage on that forgotten research station could retire the entire crew in one shot.

Ships lost with only a vague idea what system they might be in, abandoned research stations, military bases, and industrial complexes are all good targets. Also worlds that were abandoned after plauges, wars or other disasters are prime. The more hostile or the more inaccessible they are, the more potential they have for big scores. The older they are, the harder it will be to locate people that can give accurate info.

This type of operation would be a a combination of tracking public records, locating people who know something and are willing to talk, and stealing records that are not public.

It would also involve outfitting for conditions that you might only be able to guess at, and hostilities that you might or might not know about before you are trapped.

Survivors, active mechanical defenses, environmental conditions, dodgey life support, and dangerous power sources and drive systems are only some of the risks our brave crew might encounter without prior warning. Scatters, rivals, representatives of the original owners, competing salvage crews, pirates, Military, and mercenaries and local fauna are also threats that might appear.

Poor memories, incomplete or inaccurate records, drift of ships, and other factors can make even an apparent safe bet hard to collect.

Running a crew tring to salve that way might take weeks or months of game time, from the first archived news article, through data searches, and visiting, planet bound archives, to locating witnesses to pinning a location and outfitting the trip.

Exploring and assessing what you find, plus dealing with what ever baddies are present could take some time two.

Finally, the crew made a big score! Now how do you find buyers? How do you move what you found to the buyer?
 
Yeah, what he said! Some of the items would be suppressed, and inside info would go a long way. Other items would be things that nobody would care about - ordinarily. (Seriously, who cares that a tractor-trailer overturned - it clogged traffic for an hour; but a few dozen goats are killed (yes, this happenned just the other day) and it makes the paper.) And, some would be old enough that other issues crowded them out - thereby making them obscure.
 
OK, I missed the point. The party isn't trying to find a ship, they're trying to find where it's been. Like you know it was somewhere on Planet X, but you'd like the exact coordinates of that base. How about this, then?

While the ship was at the base a week ago, it had its transponder running the whole time. Depending on your transponder rules that either just beacons the ship ident (less useful) or pumps out position as well (like airliner transponders for collision avoidance), which is great.

So your scavenger crew jump out-system by about 3.1 light-weeks (allowing for the 2 weeks in jump), turn up the gain on their scanner, and wait to pick up the transponder output. Eventually it will reach them (at the speed of light), and using Jump means that they can get ahead of it.

If they were really desperate, they could triangulate on an ident signal by jumping about ever further out-system. But it wouldn't be very accurate that way.
 
Reading today's news looking for a quick score would be a quick way to go broke. Every other fool in system would be reading the same reports, and getting the same idea, and like the gold rush you are not likely to arrive before the lot is gone.

On the other hand, mining archives for interesting targets, and then spending time researching them would be a lucrative business for the couple of groups in the sector that do that sort of thing.

Finally, the crew made a big score! Now how do you find buyers? How do you move what you found to the buyer?

well, I don't happen to agree. Reading Ordeal by Eshaar the other day, made me wonder why three interstellar governments are so interested in a single planet -- which they'll suck dry in no time, if things work out -- but hey the premise of a lot of Traveller adventures -- turn to people you have no trust in or any idea of how well they'll perform and get them to work for you. One or two paragraphs and you're in business. If you're any kind of GM, it might be a good starting point idea-wise, but you'll need lot more detail.

Which is what I'm going thru right now.

IIRC I think the Spinward Marches Campaign had crates of Fusion guns falling off the ship and the captain/admiral saved by a bunch of Johnny-on-the-spots, just how you'd expect the IN to function and an officer to travel: alone and by himself. Milieu-0 has the would be emperor kidnapped & hurt when he's travelling with a small fleet of ships and bodyguards <eyebrows raise>. But hey...

So if you're basing Traveller on total realism, you'll need to seriously upgrade many of your adventures.

The background would be the Merchant Princes of Skull who are detailed a bit in the GURPS supplement, Behind the Claw. They're "ruthless/reckless traders" and I think it fits the basic idea of what they do. My guess is that handling items from this sort of endeavor, wouldn't be out of their realm of capabilities. The idea is not to turn a scavenger into Howard Hughes, but to find someone who is capable of making this sort of situation work, or at least coming close, in order to setup a set of adventures or a short campaign arc.
 
I played a character who operated a small trading company as a front for more clandestine activities (not unlike Hiver manipulations). He was always involved in deals with shady characters that formed a small “nudge” to some larger and more Byzantine plot.

Your scavengers need an inside source who may provide them with “inside info” (like from Starport Authority daily incident reports, IISS Detached Duty sensor downloads, or insurance paperwork) simply because their scavenging activities indirectly benefit some other endeavor. Ask yourself who would benefit from these scavengers, that could lead to the mysterious patron.

An example:
A megacorporation (middle manager) and a local noble (minor) are involved in a quiet trade war for control of a lucrative route. Both sides are supporting “merchants” with a tendency towards commerce raiding in an effort to raise the insurance rates for the other side. The nobleman needs information on his lost ships but cannot directly hire ships to search without raising questions he is unwilling to answer. What he needs is someone to locate the ships and return the salvaged hulls to a shipyard where “friends” can recover/analyze the sensor logs to identify the competitor’s “commerce raider”. A group of spacers just trying to make ends meet would meet the Nobleman’s needs nicely – all he needs is to insulate himself from direct contact in case something goes wrong.

Just an idea.
 
I played a character who operated a small trading company as a front for more clandestine activities (not unlike Hiver manipulations). He was always involved in deals with shady characters that formed a small “nudge” to some larger and more Byzantine plot.

Your scavengers need an inside source who may provide them with “inside info” (like from Starport Authority daily incident reports, IISS Detached Duty sensor downloads, or insurance paperwork) simply because their scavenging activities indirectly benefit some other endeavor. Ask yourself who would benefit from these scavengers, that could lead to the mysterious patron.

An example:
A megacorporation (middle manager) and a local noble (minor) are involved in a quiet trade war for control of a lucrative route. Both sides are supporting “merchants” with a tendency towards commerce raiding in an effort to raise the insurance rates for the other side. The nobleman needs information on his lost ships but cannot directly hire ships to search without raising questions he is unwilling to answer. What he needs is someone to locate the ships and return the salvaged hulls to a shipyard where “friends” can recover/analyze the sensor logs to identify the competitor’s “commerce raider”. A group of spacers just trying to make ends meet would meet the Nobleman’s needs nicely – all he needs is to insulate himself from direct contact in case something goes wrong.

Just an idea.

very nice ideas.

that's one of the reasons I'm leaning towards the NPC having a variant form of Telempathy, so I don't need an army of 100s to carry off something fair to middlin' in size, in terms of an adventure. I figger the desc of the Merchant Princes of Skull are enough that they'd 1) go for a plan like this and 2) likely to employ a psionic.

I have a similar one where a megacorp or other robust arms dealer is prohibited from a certain lucrative market, so they use smugglers. one of their top smugglers gets busted for an unrelated crime. then while in jail his company realizes that the Ministry of Justice is obtaining an imperial warrant to go in, retrieve his ship's computer navigation core and then examine it to find out just where he's been going for the past few years, something that can blow the lid off the arms dealers business. naturally they'll need a team of infiltrators/computer savvy individuals to get into the impound yard and retreive the core before the Imps arrive. They also need to distance themselves from it, just in case it doesn't work.

BTW -- I'm not trying to shoot down CT Traveller. I always liked the game despite not really having many people to play with. I understand that seeds are just that, seeds. Tiny, often overlooked things that can sprout into something big, given time. Some seem not to be much, but with a little tweaking... and I'm sure Mark has seen much worse on the TML when it comes to bashing:(.
 
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It could also be something much simpler. Local starport “NCOs” are always looking to earn a little extra retirement money and offer “Tips” to salvagers in exchange for a cut. Your ‘scavengers’ have a reputation for paying promptly (and offer 15 percent instead of the usual 10 percent) so they get the “news” a couple of hours before the news services (it takes time for TAS News Service to verify the facts).
 
I have a similar one where a megacorp or other robust arms dealer is prohibited from a certain lucrative market, so they use smugglers. one of their top smugglers gets busted for an unrelated crime. then while in jail his company realizes that the Ministry of Justice is obtaining an imperial warrant to go in, retrieve his ship's computer navigation core and then examine it to find out just where he's been going for the past few years, something that can blow the lid off the arms dealers business. naturally they'll need a team of infiltrators/computer savvy individuals to get into the impound yard and retreive the core before the Imps arrive. They also need to distance themselves from it, just in case it doesn't work.

so I whip out my Demon Princes omnibus I got a while back and never read, and The Star King starts out with almost the same, identical premise: finding the ship's "monitor".:)
 
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