BSE Digest v195 #112 From: kerry@io.com (Kerry Harrison) Date: Wed, 22 Mar 1995 03:32:35 +0000 BSE Digest Monday, 20 March 1995 Volume 195 : Number 112 In this issue: + BSE: History of the Capellan Periphery NOW AVAILABLE + BSE: Spikan System (25) Survey Data + BSE: ORES + BSE: ORES + Re: BSE: ORES + BSE: Format of the "History" + BSE: FOE attack FGZ + Re: BSE: Crew? + BSE: Question for RTG + BSE: Research in the new system See the end of the digest for information on subscribing to the bse-list or bse-digest mailing lists. ---------------------------------------------------------------------- From: Kerry Harrison <kerry@io.com> Date: Sun, 19 Mar 1995 10:24:34 -0600 (CST) Subject: BSE: History of the Capellan Periphery NOW AVAILABLE Okay, the History of the Capellan Periphery (in Word for Windows 2.0 format) is now available via anonymous ftp from io.com in the /pub/usr/kerry/BSE/General_Info directory as hotcp.zip. Kerry ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Sun, 19 Mar 1995 15:26:06 -0600 (CST) Subject: BSE: Spikan System (25) Survey Data Spikan System (25), Capellan Periphery - IMP space - --------------------------------------------------------------------------- Adjacent Systems: Doppler (38), Magellan (32), Ryerson (21) - --------------------------------------------------------------------------- GPI Data Type World S.Q. METS FISS FOSS PULA THOR OTHER P Ankurs Avay 2260 14 9 2 2 4 1 (korondite) P Foxfire 1553 19 8 6 0 0 0 P Hades 536 1547 16 3 0 4 1 3 (korondite) G Jorf 0338 -- -- -- -- -- -- P Kolars 3031 17 20 10 10 3 0 P Omie 3038 0 0 0 0 0 0 - --------------------------------------------------------------------------- Colony Data IMP Danzig (3461) on Kolars (SQ 3031) IMP Kzurchia Hive (3439) on Kolars (SQ 3031) IMP Strombor (396) on Ankurs Avay (SQ 2260) QSN Chi-Huong (2802) on Omie (SQ 3038) SMS Devel's Gorge (2362) on Hades 536 (SQ 1547) - --------------------------------------------------------------------------- World Detail Ankurs Avay (2260), planet Colonies: IMP Strombor (396) @ sector 14-8, 10I Size: 17 x 34 Moons: 0 Major Terrain Type: Rough Gravity Rating: 1.2 Atmosphere: Ethane/Propane is NOT BREATHEABLE Life Detected: No Temperature Rating: 50 GPI: METALS/NON-METALS - 14% FISSIONABLES - 9% FOSSIL FUELS - 2% PULAC CRYSTALS - 2% THORLIUM ORE - 4% KORONDITE - 1% Foxfire (1553), planet Colonies: None Size: 11 x 18 Moons: 0 Major Terrain Type: Flat Gravity Rating: 1.4 Atmosphere: None Life Detected: No Temperature Rating: 25 GPI: METALS/NON-METALS - 19% FISSIONABLES - 8% FOSSIL FUELS - 6% Hades 536 (1547), planet Colonies: SMS Devel's Gorge (2362) @ sector 5-20, 5A Size: 11 x 22 Moons: 0 Major Terrain Type: Mountains Gravity Rating: 1.1 Atmosphere: Carbon Dioxide is NOT BREATHEABLE Life Detected: No Temperature Rating: 75 GPI: METALS/NON-METALS - 16% FISSIONABLES - 3% PULAC CRYSTALS - 4% KORONDITE - 3% THORLIUM ORE - 1% Jorf (0338), gas giant Moons: 0 Kolars (3031), planet Colonies: IMP Danzig (3461) @ sector 35-39, 9E IMP Kzurchia Hive (3439) @ sctor 35-40, 9B Size: 36 x 52 Moons: 0 Major Terrain Type: Swamp Gravity Rating: 1.9 Atmosphere: Oxygen/Carbon Dioxide is NOT BREATHEABLE Life Detected: Yes Temperature Rating: 55 GPI: METALS/NON-METALS - 17% FISSIONABLES - 20% FOSSIL FUELS - 10% PULAC CRYSTALS - 10% THORLIUM ORE - 3% Omie (3038), planet Colonies: QSN Chi-Huong (2802) @ sector 6-8, 5E Size: 9 x 18 Moons: 0 Major Terrain Type: Rough Gravity Rating: 0.7 Atmosphere: Unknown is NOT BREATHEABLE Life Detected: Yes Temperature Rating: 55 Notes: Unusual life readings detected in trench network GPI: none ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Sun, 19 Mar 1995 22:15:18 -0600 (CST) Subject: BSE: ORES We have filled our needs for the previous ores wanted, now we have a need for 24,000 MU's of Processed Thorlium, we are willing to trade cyberminds, sonic blasters, and/or spider tanks for it. KZK ------------------------------ From: steve668@dallas.relay.ucm.org Date: Mon, 20 Mar 1995 07:00:03 CST Subject: BSE: ORES And I am willing to trade Cybermind Disrupters to any who want to render Cyberminds useless........oops, sorry Kerry. <g> Steve ------------------------------ From: Kerry Harrison <kerry@io.com> Date: Mon, 20 Mar 1995 08:17:31 -0600 (CST) Subject: Re: BSE: ORES On Mon, 20 Mar 1995 steve668@dallas.relay.ucm.org wrote: > And I am willing to trade Cybermind Disrupters to any who want to render > Cyberminds useless........oops, sorry Kerry. <g> > > Steve > Cybermind Disrupters are an abomination - anything that consumes a precious resource like collidium as those things do should be banned. Kerry ------------------------------ From: PKRAUSKOPF@FALCON.AAMRL.WPAFB.AF.MIL Date: Mon, 20 Mar 1995 13:30:24 -0400 Subject: BSE: Format of the "History" I would like to make one suggestion on the format used in the History of the CP. Personally, I would like to see things dealt with in a little larger chunks than in the previous version. I like the chronological order, but many of the best stories are too disjointed to really enjoy. For instance, the whole incident with Kate Devon was spread over such a large portion of the History, that I couldn't keep track of all the stroy lines at once. Instead, I'd like to see more complete stories arranged, perhaps, in chronological order of when they began. I realize this would probably be a pain, but I think it'd improve the final product immensely. Later, Phil K. ------------------------------ From: Jackmyster@aol.com Date: Mon, 20 Mar 1995 13:57:01 -0500 Subject: BSE: FOE attack FGZ I would like to dispell any rumors that might get started. A few weeks back, (date unk.) the FOE GP "Sudden Strike" attacked and captured a "minor" FGZ colony in the Trapose system. While this is breaking a long standing "friendship" between the FOE/FGZ the FGZ do not believe this is indicative of the FOE's attitude toward the FGZ. Several years ago, both the FOE and FGZ recongized each other as "strong". We have not been told that this "standing" has changed... The FGZ will deal with this matter in due coarse and we still retain our claim to Trapose... ------------------------------ From: Ron.Kleinman@Eng.Sun.COM (Ron Kleinman) Date: Mon, 20 Mar 1995 11:16:29 -0800 Subject: Re: BSE: Crew? >>From owner-bse-list@io.com Sat Mar 18 12:26 PST 1995 >>Date: Sat, 18 Mar 1995 14:17:54 -0600 (CST) >>From: Kerry Harrison <kerry@io.com> >>Subject: BSE: Crew? >>To: bse-list@io.com >>Mime-Version: 1.0 >> >> >>---------- Forwarded message ---------- >>From: steve668@dallas.relay.ucm.org >>Date: Sat, 18 Mar 1995 13:56:41 CST >>Subject: BSE: Crew? >> >>Kevin, >>If you do not have the minimum of 1 crew PER command hull, the ship cannot >>move.... it's dead in the water <so to speak>. extra crew also help provide >>repair points for battle damage (but repairbots work better). Also, extra >>crew also help absorb some damage should the ship get into battle and be hit >>in command. Lastly, if you lose all your crew, the ship becomes derelict >>(further reason for extra crew). >> >>Steve >> Isn't it possible to create ground parties with the extra crew (important for exploration)? Hmm .. can crew be used to attack other ground parties? Ronk ------------------------------ From: PKRAUSKOPF@FALCON.AAMRL.WPAFB.AF.MIL Date: Mon, 20 Mar 1995 15:39:51 -0400 Subject: BSE: Question for RTG Thad and Pete: Will one colony be able to research ship specialization areas for another colony? For instance, could Soul Cage research a ship specialization area that Odin's Eye would then construct the modification facilities for? The reason I ask is that it seems to me that building 7500 ICMs at 1/4 production could take a long time for some affiliations. Phil K. ------------------------------ From: jstanton@qualcomm.com (John Stanton) Date: Mon, 20 Mar 1995 16:28:25 -0800 Subject: BSE: Research in the new system I have not seen the latest rules information, but I recall that non-research colonies will still be able to perform research, but they will be limited as to the level of complexity of the project. In other words you probably will not be able to invent neat stuff except at relearch colonies. Could you (Pete or Thad) give some examples of the various levels of research projects so that we will know up-front what kinds of research can be performed at variois colonies. For example, what levels would the following projects be? 1. Determine feasibility of a new item. 2. Figure out what kind of drug can be produced on a world. 3. Determine the feasibility of terraforming a given world with domophytes. 4. Reverse-engineer a semi-standard military item (e.g. scout tanks) 5. Determine what an alien artifact does. 6. Research a new ship specialization. 7. Creating a new type of weapon. 8. Creating a worm hole generator. 9. Creating the design for a moon-ship. 10. Research a new special ability doubling the number of outposts a colony can have connected to it. I'm just looking for a general idea of what kinds of research will be allowed at non-research colonies. Thanks, John ------------------------------ End of BSE Digest V195 #112 *************************** To subscribe to bse-digest, send the command: subscribe bse-digest in the body of a message to "Majordomo@io.com". 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