Regarding the piracy debate (Rupert):

> No piracy debate, please.

I don't want to restart the TRAVELLER piracy debate. What I 
had in mind is supposed to be different. 

Regarding near-c rocks and terrorism (Roger and Kurt):

What if there are viable countermeasures to those KE rocks? It 
takes less delta-V to make the rock miss than it takes to make
it hit, so if there are early warning sensors (FTL?), you can 
send a warship and a second tug to fry the madman and then to 
spoil his aim. Any prosperous port would have tugs on standby
for safety reasons, way more powerful than any miner.  


Regarding multiple empires (Roger and Jon):

I wanted to think about the technical side of things, without
accidents of history. There may be universes which encourage
big empires or scattered systems, but I can't think of a way
to encourage several big empires with convoluted borders :-)


Regarding stealth and sensor countermeasures:

If 'stealth' means the same as today, the highest levels will
be hard or impossible to refit to merchant hulls. So maybe it 
would be useful to simply ban stealth technology, for a level
playing field. "An unobtainium drive signature is impossible 
to hide, so why bother with radar stealth?"

Another option would be to make stealth easy to refit, but at 
a substantial weight/performance cost. That means a converted
pirate could mount stealth, while a legitimate merchant would 
not. 

Yet another idea might be to introduce powerful and expensive
'military' engines and power plants which are hard to stealth,
and less powerful 'commercial' systems which can be hidden. A
navy would consists of 'battle line' and 'pursuit' ships with 
those powerful engines and a few 'lurkers' with less powerful 
engines. The pirate could fight lurkers at even terms, and 
detect real combat units a long way off.


Regarding boarding and disabling (Johannes, Pauli, Jon):

Reminds me of the ion cannon of Star Wars fame. UTT had stats
for an EMP gun with an armor divisor of (20), but the game 
mechanics are hard to translate from handheld guns to ship
guns.  

This hyperspace interdiction thingy is another interesting
factor. What is the best FTL option for a pirate setting?

* Few jump points (the classic GURPS jump drive) are easy to
  to patrol. This could help the pirates, but it helps the 
  pirate hunters even more. 

* GURPS Space gives choices for the ease of hyperspace entry,
  but almost by definition a ship that can jump to hyperspace
  has escaped. The Traveller jumpdrive is a variant of GURPS 
  hyperdrive with fairly restrictive entry/exit conditions. 

* Only warpdrive allows a FTL chase, which would go to the 
  faster ship rather than the first one to press the 'FTL' 
  button. Unfortunately, Vehicles doesn't allow combat of
  any kind at warp speed -- the FTL beam rules are way to 
  short-ranged, and the missile rules don't work with warp
  engines. 

  The new Spaceships helps in this regard, and I'm tempted 
  to try a few warp-capable pirates, merchants and warships
  with the 4E rules.

What Pauli wrote regarding different types of pirates and 
codes of honor, that is very much a social factor. But he 
has a point: If a pirate transmits "surrender or die", it
helps if the victims believe that surrender means life. 

The pirate basically communicates "resistance means you die
and I waste time and a missile, a loss for both of us but 
worse for you, surrender means I get the goods and you get
to live, a gain for both of us." Not exactly a fair deal, 
but it would be even worse if the victims must fear to end 
up as lobotomized slaves. 

Regarding captives (Pauli):

Both cinematic and present-day pirates take some of their 
victims for ransom. That makes them a valuable commodity,
at least as long as the trouble of keeping them does not
exceed the expected rewards. 

Historically some pirates sold their victims into slavery,
but that requires societies with markets for slaves (like
galley slaves in the 16th century Med). While there is 
slavery even in this (supposedly enlightened) age, the 
overtly illegal forms cannot be applied to skilled 
professionals like ship crews. 

For a cinematic setting, maybe there is a reason why the 
unobtainium mines must be operated with unwilling workers.
Perhaps unrefined unobtainium emits radiation which leads
to a slow, lingering dead and at the same time disrupts 
electronics.

Or the pirates have a social system which requires slaves
for status. They'd be more like vikings/raiders if they 
have a sustainable society. Think 'Klingon' -- a real 
warrior doesn't work if he (rarely she) can possibly make 
someone else do the degrading work ...


Regarding fighter swarms (Pauli, Jon):

I dislike the idea of pirate/raider starfighters, at least for
some definitions of 'fighter'. The cinematic concept requires 
all pirates on the same ship, so there can be intrigues, love 
affairs, mutinies, etc. 


Regarding ship endurance (Johannes):

What you propose would simulate 17th century ships - no fuel 
is required, supplies like food, powder, sails, ropes are 
fully interchangeable, cannon balls can be reused if you 
get the matching cannon ...
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