Condottiere
Emperor Mongoose
It's range and endurance that makes it break with Traveller convention, so essentially you'd have to build a new setting around it.
simonh said:The technicalities are all very well, but I'm not seeing anyone give any reasons why a change like this would be desirable. What is broken about the current system that this fixes?
The standard J-Drive has the following consequences for settings:
* Ships are confined to chains of worlds within the ship's jump range of each other and cannot cross wider voids. Most notable, J-1 ships being confined to mains. That goes away, range is as much down to patience as technology.
* As a practical level in the game, the current system means the GM knows exactly which couple or handful of systems a PC ship can get to in their next jump. In the new system the number of systems the GM might have to anticipate they might go to would be several orders of magnitude greater.
* in the current system, even small unimportant worlds on a route between important systems are pretty much guaranteed to get regular traffic. Only worlds both unimportant themselves and also off significant trade routes get little traffic. In the new system all minor worlds would become 'flyover zones'.
* Strategically, ships can't just bypass defensive formations along the border of a rival interstellar government. E.g. a J-4 force can only launch an initial strike against worlds within J-4 of the system they stage their attack from. In this new system an attack force could just cruise on deeper into enemy territory without challenge.
* Historically, J-Drive limitations explain why interstellar empires such as the Villani were confined to limited regions of space and didn't know much or anything about regions of space fairly close to their borders. In this new system, even way back to the first few decades of J-travel explorers could have ventured to destinations hundreds of parsecs from their home worlds. Alternate settings would have to take this into account.
So which of these changes are benefits and why? What can you do and what stories can you tell with this alternate system that you couldn't with the current one?
Simon Hibbs
Rikki Tikki Traveller said:Your First point is incorrect. There is nothing in MGT that prevents a Jump-1 ship from storing 30% fuel and making 3 consecutive J-1 to reach a world 3 parsecs away. It would take 3 weeks, but it perfectly "legal" within the rules. The idea that J1 restricts you to a main is incorrect. In the Interstellar Wars Era, the idea that ships could not make open-hex jumps was used, but only in that setting and then it was used incorrectly (apparently the Vilani discovered it then forgot about it later on...).
There is a contradiction in the description of the Vilani culture. On the one hand, yes, they were ultraconservative, but on the other hand they explored a huge area of the galaxy and made it a part of their Imperium. It is hard to believe that they stopped their exploration and expansion just off Terra, but perhaps the Ancients are once more to blame for this. 8)Reynard said:Didn't the Vilani have that obsessive super conservative issue that make even Vulcans shake their heads?
I have been reading your idea and my gut reaction is, I like it. But I am also aware of the issues others have raised regarding the ability to reach "anywhere" with military ships. So I was thinking, what if your system contained some sort of total time restriction in it. It would open the door, just not as wide. For example, what if the max a ship can stay in "jump space" is three or four weeks? This would still give a jump 1 or jump 2 ship a greatly expanded range without giving them unlimited range.alex_greene said:Anyhow, that was the thing I was working on this morning. Thoughts?