Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site astrovax.UUCP Path: utzoo!linus!security!genrad!decvax!harpo!eagle!mhuxl!ulysses!princeton!astrovax!elt From: elt@astrovax.UUCP Newsgroups: net.games.frp Subject: Re: Flaws in Traveller (2D space) Message-ID: <102@astrovax.UUCP> Date: Thu, 3-Nov-83 10:29:11 EST Article-I.D.: astrovax.102 Posted: Thu Nov 3 10:29:11 1983 Date-Received: Sun, 6-Nov-83 13:26:37 EST Organization: Princeton Univ. Astrophysics Lines: 40 Most of the responses to my article about flaws in Traveller have appeared on the net, and those that were mailed to me did not vary much from those posted. Thus the remarks below mostly refer to my own ideas: Apparently almost no one other than me is bothered by the two dimensionality of space in Traveller, eventhough *almost* everyone seems to realize that real space is three dimensional! I am not too surprised since the Traveller players I know share this indifference. I suspect that the reason it bothers me so much is that I am a professional astronomer, and one of the major problems in astronomy is to restore (determine) the third dimension to the Universe we see in two dimensions on the sky, in other words to measure the distances to objects in the sky. My personal biases aside, it is worth noting that there are at least two important (in game terms) differences between 2 and 3 dimensional spaces. First, the number of objects (star systems) which can be reached in a trip of a given distance (=duration=fuel supply=etc.) scales differently in the two cases; 2D space gives a distance squared law while 3D gives the familiar distance cubed relation. This means that no matter what mean density of objects is used, a 2D space underestimates the number of objects within some range in a 3D space by a factor of the square root of the number of objects in range in 2D. (Thus, a Traveller voyage long enough to potentially visit 100 worlds should have allowed you to reach 1000.) Thus, as big as the Traveller universe is, it is far smaller than the real one! The second important difference has to do with differences between the possible topologies (=connectedness) in 2D and 3D spaces. It influences the number of different nonintersecting routes between two places and has strong implications for military maneuvering. For example, in 2D one is either in direct contact with friendly forces or one is surrounded by the enemy; in 3D, one can have (in a sense) both at the same time. :-) See "Wrath of Kahn" for the dangers of 2D thinking in 3D combat. Is there a *playable* solution for the 2D problem? I have a scheme which I have not tried but which might work and which is in the "spirit" of the Traveller game system. It is probably not of sufficiently general interest to warrant posting, but I would be glad to Email anyone interested a description of the idea.