Annatar Giftbringer
Emperor Mongoose
Perfect, thanks!
M J Dougherty said:Somewhere in the GDW Traveller materials (might be T4 though) there is a statement that M drive only works properly close to a planetary gravity well. This is at odds with the constant acceleration formulae dating from CT days. To reconcile this we assumed that the drive works OK within a star's gravity well, and the Heliopause makes a useful in-game break point. Outside that distance the drive only provides 1/100 of the normal thrust.
You probably should work out the thrust dropoff on a constant basis if you're moving between planets, but that's more maths than anyone deserves.
phavoc said:There is literally nothing in an empty map hex, which is 3 Ly in size. There would be no need to maneuver because there is no where to go.
So the question comes back to why is this even necessary?
Condottiere said:One atom per cubic metre might actually be quite dense.
While I certainly wouldn't use Traveller hexed star maps as a road guide in real life, I would presume that after extensive surveying, especially near the core worlds, stellar sized objects have been discovered: the hexes are empty because there isn't a (centralized) substantial gravitational well there, gigantic hydrogen furnaces being easy to identify and locate.
Moppy said:phavoc said:There is literally nothing in an empty map hex, which is 3 Ly in size. Th
Because not all empty hexes are empty. Empty just means “nothing most people are interested in”.
Brown dwarf without planets (edit: any planetless star actually. They can’t scoop from stars, as far as I know)
Rogue planet kicked out of its solar system
Black hole
Misjumped wreck
Grandpa’s back yard
Deep space fuel dump and secret jump bridge
Etc
You know how you buy a road map and there’s nothing there, but actually when you walk there you find out there there is, it’s just not accessible to cars.
phavoc said:Brown dwarfs would be on the map as a star, unless they were unmapped, which is highly unlikely in explored space.
Also, with the game mechanics as they are (sargasso in space is an acceptable variation), a ship jumping into deep space can only expend half its fuel load if it expects to make it back. Which means deep space is only a temporary place while you wait or do whatever before your next jump. There is no need to use your m drive since there is literally no place you can go.
Moppy said:In the original subsector generation rules in LBB 3 you threw a dice for each map hex to see if a world (and its star) were present. If not, you left it blank. Therefore a planetless star will not be on the map.
I'm not sure if this has changed recently, but that's how it originally worked.
Realiistically everything should be mapped or you'd crash into them when jumping but one assumes the computers take this into account and the maps in the books are just the simplified versions, like a passenger train map that doesn't show all the crossings and points.
While I agree that most ships won't need a deep space maneuver drive, we are talking about exploration ships here.
phavoc said:So assuming you have the aforementioned exploration ship, and it's equipped with the newly-made-up-drive. Why, exactly, would it be exploring space light years away from anything. What would it be "exploring"? An exploration ship has a specific job function. And sending a starship out to investigate deep space equipped with a drive to explore nothing seems rather silly to me. It's cost and mass added to a ship when for 99.999% of it's missions it will never use them.
Deep space isn't like the deep ocean. It's literally nothing there, more nothing than the space between planets in a star system. I don't mind new tech and gadgets being added to the game, but there should at least be a logical purpose to things. Making up a "deep space drive" seems silly, not to mention the questions it now raises for standard M-drives. The games is already riddle with inconsistencies. Why the desire to make it worse? (this isn't directed at you Moppy). I would hope that new tech and gadgets fill in the holes and additional work makes things MORE consistent rather than less.
Moppy said:It's a sci-fantasy game with canonical space monsters[1] and ancient precursor magic. Within something the size of the Imperium, there's certainly something to require a small number of deep space exploration ships. In reality the Imperium probably has a few more than that, due to all their black projects.
There are also military applications for a deep-space drive, such as guerilla ships in the out-system, and you never know when someone will try sublight interstellar malarkey to get past your patrols.
[1] https://wiki.travellerrpg.com/Black_Ship
phavoc said:Guerrilla ships in the outer system would, at least for Sol, be at least 100 AU out before normal drives stopped working. Let's assume an enemy jumps 200 AU into the outer system. Since there is nothing out there where is the guerrilla warfare? That label implies hiding and attacking, but it's essentially empty space, thus of no military or strategic value. Therefore there would be no fighting there.
PsiTraveller said:So this Deep Space maneuvering system is needed now in empty hexes? How does this affect the Sindalian sector fuel dump near Theev? or the calibration points? If a ship jumps into a hex with calibration point but does not have this system what happens?