Prev: RE: FT: Question that may be really *old*... Next: Re: Uplift FT (was Re: Am I a Republic revisionist?)

Re: New firearms technology

From: Noel Weer <nsweer@i...>
Date: Tue, 05 Dec 2000 16:56:55 -0600
Subject: Re: New firearms technology

So this is legitimate?
My first response on seeing something that is this extreme published in 
the month of April is to believe that it is part of the publishing 
industry's love affair with April Fool's Day.

Alan and Carmel Brain wrote:

> ----- Original Message -----
> From: "Jay Arnold" <jdarnold@siu.edu>
> 
>> This came across the ether this morn.
>> SJ Games Daily Illuminator (http://www.sjgames.com/ill/)
>> December 5, 2000: Bangbangbangbangbang
>> --------------------------------------------------------------
>> An Australian inventor has developed technology that can allow a
> 
> machine-gun
> 
>> to fire at a rate equivalent to a million rounds a minute. Think
about
>> security systems, robot assassin drones, point defense against
incoming
>> missiles . . . Here's the Scientific American story
>>  http://www.sciam.com/1999/0499issue/0499techbus2.html ).
> 
> 
> Yes, I have a bit of money tied up in Metal Storm shares....
> 
> Some URLs
> http://www.odwyer-smartgun.com/
> Or "how to make a handgun that only can be fired by one authorised
> individual,
> yet can fire Armour Piercing, Low Lethality, or Normal rounds without
> changing
> magazines"
> 
> This is where I think the most $ will come from. If you USA-ians are
so
> wedded
> to having handguns around, at least make em so that kiddies and
amateur
> crims can't use
> em. I have an abiding faith in the US legal profession to start sueing
like
> crazy once
> this technology becomes better known, at every school shooting.
> 
> http://www.metalstorm-ltd.com/index2.html
> Which leads to videos, press releases etc.
> 
> 40mm cannon firing 20,000 rounds/minute. Impressive.
> 
> 
> http://www.afji.com/AFJI/Mags/2000/Oct./NewTech.html
> Armed Forces Journal article on it.
> 
> 
> CLAIMER: (Well, it's the opposite of disclaimer). I stand to make a
> financial gain
> if this is successful.

-- 
The Middle Ages were a great time to be alive,
because if you weren't wiped out by the Plague
or impaled by some marauding barbarian, then yippee.
      "chocolate covered musings"
      (http://www.amused.com/nick.html)
From - Wed Dec 06 17:41:57 2000
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Date: Wed, 06 Dec 2000 10:08:33 +1100
To: gzg-l@csua.berkeley.edu
From: Beth Fulton <beth.fulton@marine.csiro.au>
Subject: Re: New firearms technology
In-Reply-To: <3A2D72B7.50100@ice.net>
References: <NEBBKHOOCLECLODFJBHIEEFACBAA.jdarnold@siu.edu>
 <01bf01c05e9a$8af10640$85478bca@avis>
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G'day Noel,

 >So this is legitimate?
 >My first response on seeing something that is
 >this extreme published in the month of April is to
 > believe that it is part of the publishing industry's
 >love affair with April Fool's Day.

Yep its legit alright, I remember seeing visual of what it could do to a

target a good years ago (5 or 6 years at least I think). Expensive way
of 
making confetti though.

Cheers

Beth

------------------------------------------------------------------------
---- 
------------------------------------------------------------------------
----
Elizabeth Fulton
c/o CSIRO Division of Marine Research
GPO Box 1538
HOBART
TASMANIA 7001
AUSTRALIA
Phone (03) 6232 5018 International +61 3 6232 5018
Fax 03 6232 5053 International +61 3 6232 5053

email: beth.fulton@marine.csiro.au
From - Wed Dec 06 17:41:57 2000
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Date: Tue, 05 Dec 2000 17:20:57 -0600
From: Noel Weer <nsweer@ice.net>
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To: gzg-l@csua.berkeley.edu
Subject: Re: FT: Question that may be really *old*...
References: <F021B784A8C9D411A66F0002A52CA9360A50C2@nt-exc1.arepa.com>
<00Dec5.123715pst.115212@gw.city.vancouver.bc.ca>
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One of the better freeware tools out there is something dramatically 
called Star Generator which can be found at:

http://www.geocities.com/TimesSquare/2691/stargen.html

This doesn't cover all you asked about, and has not been intended for 
anything but supporting RPG efforts, but it has potential.

This app is a lot of fun to play with and has really detailed ability to

generate star maps, intelligent alien races, and then (given some basic 
parameters) determine the basic expansion of the resulting interstellar 
governments.
The resulting inter-planetary holdings include stats that measure 
relative military levels etc and in his last version update it includes 
an app that extrapolates the info to produce possible fleet and ground 
force configurations.
He also has it set up to export stats for different RPG games.

Dave Strebe wrote:

> Commander to Pilot>Delurk on 3... 1...2...3!
> Pilot to Commander>Delurk aqquired sir!
> Commander to Guns>target Sky
> Guns to Commander>Sky targeted
> Commander>FIRE
> 
> Just to add my point of view.
> I'm interested in some thing I can use over a Modem/LAN/PBEM etc.
> I've tried FTMAP but don't seem to have the savy or patience to make
> it work.
> So anything that would let me
> -map star systems
> -map planets
> -allocate & track build points
> -build ships
> -assemble fleets
> -track ships/fleets
> -map battles
> -handle/track damage to ships/fleets
> -build/track ground forces
> -etc
> would be a great boon espicially if it was in a functional form and
easily
> used
> 
> Commander to Pilot> Engage Relurker
> Pilot>Relurker engaged
> 
> 
> ----- Original Message -----
> From: "Stark, Luke" <lcs@intonet.com>
> To: <gzg-l@csua.berkeley.edu>
> Sent: Tuesday, December 05, 2000 11:49 AM
> Subject: RE: FT: Question that may be really *old*...
> 
> 
> 
>> SNIP>
>> The email interface has been mentioned to me several times today, and
> 
> while
> 
>> I know it works well, I'm looking for something a little more 'in yer
> 
> face'.
> 
>> I think that your points are certainly valid though. Again let me
restate
>> that I'm not in any way attempting to replace the table top, nor do I
wish
>> to adversly affect GZG's profit margins. I'm just a programmer who
wants
> 
> to
> 
>> make a tool to simplify my own personal gaming. I brought my
intentions to
>> the list because I'm looking for ways for the community and JT to
benenfit
>> from my efforts. I'm not attempting to become a game publisher, nor
am I
>> writing a Full Thrust Conversion intended to be marketed as such by
> 
> anyone.
> 
>> My apologies if the above sounds pissy, I assure you I'm not, I just
want
> 
> to
> 
>> make sure my language is precise. *wink*
>> 
>> -L
>> 

-- 
The Middle Ages were a great time to be alive,
because if you weren't wiped out by the Plague
or impaled by some marauding barbarian, then yippee.
      "chocolate covered musings"
      (http://www.amused.com/nick.html)
From - Wed Dec 06 17:41:58 2000
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Date: Tue, 05 Dec 2000 18:42:40 -0500
From: Jon Davis <davisje@nycap.rr.com>
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"Stark, Luke" wrote:
> 
> > Is Play-by-Email an option for you? A number of us on the list do
> that...[snip]
> 
> Sadly, no. I'm a bit more instant gratification than that. ;)
> 
> -L

I know of one GM who ran daily turns for a couple of games...

It was for a small game, but it was doable. :-)

Jon
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From: "Robertson, Brendan" <Brendan.Robertson@dva.gov.au>
To: "'gzg-l@CSUA.Berkeley.EDU'" <gzg-l@csua.berkeley.edu>
Subject: Bridge Crew
Date: Wed, 6 Dec 2000 11:05:00 +1100 
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I'm going to have to update my links; I've still got the old bridge crew
link.
http://home.mira.net/~jaguar/main.html

Last time I played it was at Cancon '98, where we gamed out the Seabring
Picket destruction from Honor Harrington.  It was good fun.
Our crew only failed to escape due to the engineer cooking the engines
completely (we were only 2 minutes out from the hyperlimit at the time).
The eventual winner was the crew who took a grav-lance equipped light
cruiser into the fray.	The captain had successfully implemented a ship
overhaul during the previous freeform session and got stuck with it.

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[Pirates] Dame Captain Washalot
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: Jeremy Sadler [SMTP:webmaster@stargrunt.com]
> Sent: Wednesday, December 06, 2000 8:20 AM
> 
> I wonder how many have heard of Bridge Crew, which was created by an
> Australian and used a network (with one or two, I don't recall
exactly)
> main
> computers to run it and dumb terminals for the bridge positions.
> 
> (I have a good story about when I played Captain and faked out the GM,
but
> I'll save that.. <grin>)
> 
> Well, I a quick search of an Australian based search engine turned up
the
> website!
> 
> http://www.mithrilsoftware.com/bcrew.html
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I will piece through your post on sensors and give reflections
applicable for F
T

There are some things that apply to all the sensors that you list.  For
a given
 size
of aperture, the smaller the wavelength, the higher the resolution. 
Resolution
 is
good for tracking and fire control, but causes problems for searching. 
An exam
ple
is necessary to explain this counterintuitive truth.  If you want to
precisely 
point
out which vehicle is OJ's Bronco on the big projection screen to someone
who ha
d a
life at the time, you would use a laser pointer.  Attempting to find
your keys 
in a
dark room with your only illumination being the same laser pointer is a
futile 
task.

To scan a volume of space, you have to point your sensor in every
direction at 
least
once, the number of possible directions is the solid angle of your beam
divided
 into
the 4Pi solid angles of a sphere (over simplification, but true) and
your senso
r
must be pointed along each direction long enough to detect

John Fox wrote:

> Dear Allan:
>   Lets start with present day technology.  In particular I am
interested in t
he
> following
>   IR detection

The intensity of the radiation given off by a black body varies with the
fourth
power of the temperature, so starhip is much brighter than the blackness
of spa
ce.
IR is one of the premier sensors, but provides only bearing information.
 Motio
n
target analysis (as used by subs) takes a long time in interplanetary
space, un
less
the target is very close, or very fast.  The resolution is good enough
to track
 a
target, but not bad enough to look for one.

>
>   UV detection

Starships emit precious little of this wavelength.

>
>   radar

The problem with radar is that the signal varies inversely with the
fourth powe
r of
the range and the signal strength of someone listening for the emitter
only var
ies
with the inverse square of the range.  So going active makes it very
easy to be
found, without guaranteeing that you will find anything.  That being
said, rada
r is
very useful as a search and tracking tool and radar transmitters are
much more
efficient than lasers (although, we may assume that FT and Traveller
have solve
d
this problem).	Radar will continue to have applications in terminal
guidance
systems.

>
>   Passive detection of radio sources

This is used to detect active radars.  In wet navies, it is also used to
detect
communications traffic, but in space, it is all point to point, with
little to
detect if you are not the desired recipient.  However, because point to
point
communications only work if you know the location of the receiver, there
are
omnidirectional broadcasts, too (including, but not limited to, distress
calls)
, so
spacecraft will have precise radio direction finding equipment.

>
>   optical (passive and active)

Lasers give very accurate targetting information if you already have a
good ide
a
where the target is, provided the target stays within the beam (more
difficult 
if
the target is far away and moving).  Active optical search arrays have
problems
 with
either resolution or field of view, or both.  If the drive plumes are
bright in
 the
visible spectrum, passive optical will be very important.  As optical
has the
smallest wavelengths, it is easiest to build up an array of sensors that
examin
es a
large portion of the 4 Pi steridians, simultaneously.

>
>
>   I would like to know stuff like
>   A) Resolution
>	  probably dependent on appeture, distance between multiple
sensors etc

	You get exactly what you pay for.  Large apertures give high
resolution
.

>
>   B) Power requirements
>	  For a normal set of detectors, large set

    Power is low for passive sets of any size.	The power requirements
for an a
ctive
sensor increase by a factor of 16 for every doubling of range. 
Unfortunately, 
I
only have numbers for land based radars intended for detecting ships. 
Detectin
g
objects in space will be different, as there is less clutter and
absorption.

>
>   C) Scan ability
>	  How much area (of sky, air, water) can I cover with decent res
in a
> given amount of time

    The more resolution you have, the less you can scan.  The sensor
must dwell
 in a
given direction long enough to detect the target (or receive echoes from
the
designed max range), so finding a faint, distant object will take a long
time.
Coordinating an array of high resolution sensors to scan a larger area
works, b
ut
all of those sensors add to the mass, volume and cost of the system.

>
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David Brewer wrote:

> <troll>
> I guess that Postman film must've been awesome for Brin to be
> dissing George Lucas.
>
> Would I be right in assuming the ratio of listers playing Star
> Wars-inspired games to Uplift War games would be about...
> something-to-zero?
> </troll>

That is unfair, as there is only one Uplift inspired game that I know
of: the G
URPS Uplift supplement.  I play exactly one Star Wars inspired game
line, but i
t doesn't count as the Lucasfilm withdrew the rights after playtesting,
but bef
ore publication.  The game company wrote a new background for the line
(noticea
bly similar, but different
enough to avoid infringement).	I am referring to FASA's Renegade Legion
games.
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Jay Arnold wrote:

> This came across the ether this morn.
> Jay
>
> SJ Games Daily Illuminator (http://www.sjgames.com/ill/)
> December 5, 2000: Bangbangbangbangbang
> --------------------------------------------------------------
> An Australian inventor has developed technology that can allow a
machine-gun
> to fire at a rate equivalent to a million rounds a minute. Think about
> security systems, robot assassin drones, point defense against
incoming
> missiles . . . Here's the Scientific American story
>  http://www.sciam.com/1999/0499issue/0499techbus2.html ).

The really interesting thing is that he did not invent it, he merely
made it
work.  The multiple bullets and powder in the barrel idea was tried in
the
flintlock era.	It was called the roman candle gun.  The first charge
was
ignited with a flintlock, and each bullet had a small hole drilled
through it,
filled with slow burning powder, so each bullet discharged one after the
other.
It also had a flintlock in the standard position to allow it to be
reloaded and
fired single shot.  Rather than failing for any technical problems, it
failed
because there was no need for it at the time worth the trouble of
loading it.
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"Stark, Luke" wrote:

> I've been digging around in the list archives, the faq(s) and the
computer
> core...
>
> Is there any reason why no one has done a good pc-based version of FT?

I am slowly working on one, but I am currently bogged down on the proper
geneology for object inheritance, so that the amount of code that I need
to
generate is reduced.  I have some buggy code for two ships slugging it
out toe
to toe at range 11 (to solve, a la Monte Carlo, the armor vs screens
debate,
screens win until you up number of p-torps).  The hierarchy problem
comes from
defining blips targets and ships.

It is much easier to code vector movement than cinematic movement.  I
have no
intention of doing an AI, as I have no idea where to start.  I hope to
make it
a java applet that I can place on my website (so under construct that I
won't
give a URL).  I will let people know how I am getting on, if there is
any
interest.
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Laserlight wrote:

> That should tell you something right there.  But in any event, if it
> inspired rabid loyalty, someone on this list would have done
> conversions for it (FT, SG2, DS2, whatever the genre was).

I can only think of the roleplaying game by West End Games, a
collectible
card game, a version of Ace of Aces, and a board game for kids.  This
means that I can only think of five Star Wars inspired games (including
Renegade Legion, which does not count without the Official Star Wars
logo
[I found out about the Star Wars connection after I determined that
RL:Interceptor was the best single-ship combat game out there]), of
which
I only consider two worth playing.  That Uplift has a GURPS supplement
shows that it is at least 20% as worhty for a game as SW, without having
to have a film.

You couldn't do an Uplift conversion for FT, as the combat is not
detailed enough in the books to figure out what the weapons actually do.

Star Wars owes more to its eye-candy than anything else for its success.
When Star Wars came out, reviewers compared it to 2001: A Space Odyssey,
saying that Star Wars was better because it had 500 visual effects to
2001's 50.  With the benefit of years, I now realize that the effects in
2001 impressed me more because they were either very big (docking at the
space station) or very small (recovering the wayward pen).  The effects
in Star Wars were merely flashy.
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Subject: Re: Sources for factual combat statistics, was Re: Modern Close
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Date: Tue, 05 Dec 2000 21:15:24 -0500
Organization: Haphazard at best.
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On Tue, 05 Dec 2000 00:25:00 +0000, David Brewer <david@brewer.to>
wrote:

>I know. I think we had this exact same thread two or three years
>ago. 

We did. But you convinced me. 

I still like the mechanics, but I no longer find it as much fun as I
used to.
I think I mentioned that I preferred the Mechanized system. Now that I
think
of it, some of the problems with the game system aren't in the armour
rules.
Tanks don't have unconsciousness values.

>Reading the rules, it seems that all characters had identical "hit
>points" with absolutely no differentiation between physically
>larger, more healthy or more muscular characters and smaller,
>slighter, weaker and more sickly characters. Colourful rules, but
>not much in the accuracy stakes.

Actually, not true. The rules modified the damage based on the Health
stat.
The damage done was based on a Health of 10. You multiplied the damage
by 10
and divided by the Health value. So physically larger, more muscular
characters DID take less damage. I'm not sure where it is in Phoenix
Command,
but it's on page 94 of Living Steel.

>Oddly, I find this sort sort of D&D beer-and-pretzels-level
>mechanic less silly as I get older. Dramatically, characters have
>always needed to be differentiated from goons and orcs.

One of my favourite RPG systems is Feng Shui. It's not realistic at ALL,
but
man can you run a narrative game quickly! A year and a half ago we got
together and played a nostalgia game of AD&D (1st edition). I forgot
just how
fast paced the game system was. It's incredibly unrealistic, but it did
the
job. I think this is why FMA will easily replace Living Steel as my
preferred
skirmish game. At my age I realize I just don't have enough time left to
be
pestered with slow game systems.

>It also fits together with Porter's OTT book "Guns, Guns, Guns" a
>huge supplement for designing... guns.

That's what I was thinking as far as the weapon creation tables went. 

I had an interesting discussion with Porter online vis a vis the Call of
Cthulhu rules. If you check out More Guns Guns Guns! there are no stats
for
CoC weapons. He explained that it's because Call of Cthulhu doesn't do
it
right. Cthulhu weapon stats are inconsistent. I did an analysis of this.
He's
right. If you compare pistol damage to that of other games, it fits the
curve
of Timelords, GURPS, etc. The same with rifles and larger calibre hand
guns.
If you try to plot both pistols and larger calibre weapons on the same
curve,
you see that the larger calibres don't do enough damage.

Personally, I think he Porter cops out on this. I think he should have
plotted
the weapons for Call of Cthulhu and given larger calibres more damage,
or
smaller calibres less damage. Instead, he just kind of wiped his hands
of the
game. That's okay, I use the stats from Pagan Publishing's games. I also
have
my own house rules for automatic weapons on my web site, which speeds up
my
Delta Green campaign considerably.

Allan Goodall		       awg@sympatico.ca
Goodall's Grotto:  http://www.vex.net/~agoodall

"Surprisingly, when you throw two naked women with sex
toys into a living room full of drunken men, things 
always go bad." - Kyle Baker, "You Are Here"
From - Wed Dec 06 17:42:01 2000
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Date: Tue, 05 Dec 2000 21:23:55 -0500
To: gzg-l@csua.berkeley.edu
From: Aaron Teske <ateske@HICom.net>
Subject: Uplift FT (was Re: Am I a Republic revisionist?)
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At 07:40 PM 12/5/00 -0800, Laserlight wrote:
>Richard Bell replied:
>> That is unfair, as there is only one Uplift inspired game that 
>> I know of: the GURPS Uplift supplement.
>
>That should tell you something right there.  But in any event, if it
>inspired rabid loyalty, someone on this list would have done
>conversions for it (FT, SG2, DS2, whatever the genre was).

I've put a little thoguht into it, but apart from some generalities
(e.g.,
the Thennanin seem to have heavily armored/hulled ships) it's difficult
to
fit the Eatee's ships into Full Thrust.  I mean, the Soro ships sound
fairly generic, but modelling the Tandu probability drives, psi attacks,
the different "battlefield dangers" (dangerous probability residues, psi
mines, other things that actually put me more in mind of Battlefleet
Gothic
than Full Thrust) would, as far as I can tell, nearly require a complete
rewrite of the game.  So... I haven't done much about it.

Come to think of it, the one game that was discussed a while back, where
you design your race... can't seem to find any of the messages, thoguh
I'd
thought I'd saved at least one (though that's out of 4.6M of saved FTML
messages over the last few years...).  Anyway, depending on what options
are available, that may work "better" as far as using a written rules
set.
Or I'll have to dig out my FF&S (made me grin to see that referenced; I
carried that sucker around in my backpack for most of my college
years...)
and check to see if psi-type weapons get a mention; I really don't
remember.

Of course, thinking about the different Uplift races... working them
into
SG or FMA might work out alright, though minis could be interesting. 
(Why
do I always come up with SG/FMA scenarios when nearly all my minis are
starships (over 300 ships from 6+ "fleets", fairly evenly split between
heavy & light ships) and EPIC 6mm (15000+ points of Squats, nearly a
full
marine chapter with attached vehicle companies, a couple dozen Titans...
not much *painted*, mind you) minis. <sigh> )

					Aaron
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From: "Laserlight" <laserlight@quixnet.net>
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<3A2D7D70.2FE4C3CE@nycap.rr.com>
Subject: Re: Question that may be really *old*...
Date: Tue, 5 Dec 2000 19:32:21 -0800
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> "Stark, Luke" wrote:
> >
> > > Is Play-by-Email an option for you? A number of us on the list
do
> > that...[snip]
> >
> > Sadly, no. I'm a bit more instant gratification than that. ;)
> >
> > -L

Noam, what was our record in the recent PBEM you ran?  An hour or so?
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Subject: Re: Am I a Republic revisionist? Re: Sci-Fi Crossover
afteraction report
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Richard Bell replied:
> David Brewer wrote:
>
> > <troll>
> > I guess that Postman film must've been awesome for Brin to be
> > dissing George Lucas.
> >
> > Would I be right in assuming the ratio of listers playing Star
> > Wars-inspired games to Uplift War games would be about...
> > something-to-zero?
> > </troll>
>
> That is unfair, as there is only one Uplift inspired game that I
know of: the GURPS Uplift supplement.

That should tell you something right there.  But in any event, if it
inspired rabid loyalty, someone on this list would have done
conversions for it (FT, SG2, DS2, whatever the genre was).

On the other hand, how many of us would have heard of Star Wars if it
had been just the book, rather than the First Science Fiction Epic to
hit the big screen?

Prev: RE: FT: Question that may be really *old*... Next: Re: Uplift FT (was Re: Am I a Republic revisionist?)