Re: [TML] How to disable a parked ship?
shadow@xxxxxx 11 Jan 2015 08:01 UTC
On 10 Jan 2015 at 23:45, Traveller wrote:
> 4. Psychological
> Don't do anything to the ship but allow the crew to become aware
> that the ship has been sabotaged - just trying to figure out how the
> opposition has subverted their diagnostics to hide the sabotage
> should take some time. If there is minor damage that they can find
> after a short time, they might be encouraged to spend longer looking
> for the serious damage.-----
Ah. A variation on the "4" pigs prank.
For those not familiar with it, you release 3 pigs in a high school
(or where ever)
The pigs have numbers painted on their sides: 1, 2 & 4.
The victims will speend an *amazing* amount of time looking for pig
#3.
A relaed (but harder to pull off)) prank is to place a 3X5 card with
the number 30 somewhere that the victim thinks only he has acess to
(this works well if you can get housemates in on the prank).
He'll pick it up wonder for a bit and toss it.
The next day, there's a card with the number 29. Not necesarily in
the same place, but again, someplace that other people aren't
expected to have access to.
Each day, another card, with the next lower number.
By the time he finds the card that has #1 on it, he'll incredibly
paranoid.
the next day you either come clean, or just sit back.
Not sure how you could apply this principal to the starship & crew,
but if you can... <eg>
--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com