Question on the 100D jump limit

Discuss the Traveller RPG and its many settings
Chief Mongoose
Posts: 7086
Joined: Mon Sep 23, 2013 8:23 pm

Re: Question on the 100D jump limit

Postby Condottiere » Fri Apr 05, 2019 10:37 am

Traffic control at important or strategic planets will want to ensure that they have enough time to either catch runaway civilian craft, or take them down.

This doesn't go against what's been accepted in Traveller previous to this comment, just a sensible safety precaution.

At a minimum, you'll have traffic lanes that mitigate such risks.
Cosmic Mongoose
Posts: 3379
Joined: Sat Jun 18, 2011 10:03 pm

Re: Question on the 100D jump limit

Postby Reynard » Fri Apr 05, 2019 11:23 am

I always picture two portions of space around worlds with starports, especially more important ones. There would be constant jump flashes, exits in one restricted area and jump entries in another. Right after the jump exit flash you see the ship make a slow flight while the sensors do a sweep to determine their location and find all nearby craft and their vectors while comms call their arrival and approach request. Once permission is granted and their given a flight path to follow the ship adjusts vector and increases speed down the chute.

In the other direction, bridge crews, whether from Downport or Highport, signal their intention to leave and also receive flight corridor instructions to a safe exit point. They move at top speed then slow to a near halt at the 100D and assigned jump entry all the while computing a jump including vectors to match the next system's local movement. Traffic control receives an All's Well followed by a jump flash on port sensors signaling the flight path is open for another ship.

From descriptions over the years, the flashes are visible so people in orbit and possibly groundside could observe the constant flickers in the sky.

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