4, Jumpspace would be five dimensions expressed in two dimensions, which would make the jump bubble a pimple being squeezed out of the epidermis of hyperspace.
Stars and planets are constantly accelerating, they follow "circular" paths - actually much more complicated. If you are "at rest" relative to the motion of the system you are in then you have to be orbiting at the same rate, which means you are not at rest. The whole point of relativity really...1. Einsteinian deadstop, would be by necessity, relative to the local gravity wells, since it would look like you're not moving.
Which is inherently silly since nothing is in a "straight line", made more complicated by everything moving while you are in jump space.2. I don't know about GURPS, but when I enquired about bending the jump line, I was told it's straight; so you can't bypass gravity wells en route.
Jump masking etc was a GURPS invention - it should never have been retconned into the setting.3. I vaguely recall the timing being about the publication of Mongoose Second, since then I would be interested in that sort of thing.
There are a lot more Jumpspace dimensions than just five...4, Jumpspace would be five dimensions expressed in two dimensions, which would make the jump bubble a pimple being squeezed out of the epidermis of hyperspace.
"Jump masking" is essentially how I think most people play the game - they might not do it consistently, but generally the assumption is that ships emerge from jump at or beyond 100 diameters from a world. Stars usually are not taken into account in this - often 100 diameters from the star would result in some inner planets being "masked" by the star's gravity well. This is maybe a problem from a consistency perspective, but not such a big one, since it does necessarily even change much in terms of gameplay - unless it does (i.e. if the referee needs a plot reason to make in-system travel more important)Regardless of whether jump masking makes any sense, it is a bad idea because it is basically unplayable. No referee is going to know where various stars and planets are relative to each other to decide you come out of jump space via precipitation instead arriving at the normal locale.
Yeah. It is one thing for ships to basically illegally ship people in cattle freezers like in Dumarest. It is a whole other thing to have it be a standard transport mode used on legitimate transport lines.By strict interpretation jump masking means a ship can be pulled out of jump in the middle of an empty hex by an errant asteroid, which for most ships of Charted Space is a death sentence for all aboard. I don't consider that acceptable, any more than the sociopathically high loss rate for low berths is. (Just because Dumarest did it that way is no excuse.)
Yes, I understand this. I just don't understand why it is unplayable, or in any other way undesirable. The only real issue is the stars at either end, which may be in the way of the jump you want to make, and if so you have to fly around the origin star before you can jump, or around the destination star after you arrive. If this is the case, it might take an extra day or two.The 100 D limit on emergence is how most people play the game, including worlds being in the shadow of the star. So if that's all you mean when you say Jump Masking, yes, that's true and easy to implement. But the full jump masking rules, which were being discussed in the preceding posts (it is why they are talking about curves and straight lines in jump space), argue that jump travel can't cross any large masses without precipitation. So, for instance, you can't micro jump from Earth to Jupiter if the sun is between them at the moment. It is not just where you come out, but the entire path of your travel. So if you jump 4 along a main, your astrogator is technically making sure your path never clips any stars or planets along the route or your jump is cut short.
That's unplayable. I guess if you were playing in the Earth system, you could have a physical or digital orrery to tell whether your path is clear or not. But for any other system, it is not a thing that any referee is going to know. And that is doubly true of interstellar travel.
"Space is big, space is so unimaginable big..." or a quote something like that. It's almost impossible to cross the asteroid belt and manage to randomly hit a mission ending space rock. Interstellar space is many order of magnitudes less dense, even if it is also many orders of magnitude larger between two stars. I'm trying to remember if there was an explicit 'minimum size' rule for how big something had to be to drop you out of space. Something about it needing to be an object bigger than the ship in question pops into my head, but that has a high probability of being an hallucination (no did not put anything in my coffee).I think we have another answer regarding the value of an astrogator: failure of the jump plot increases the likelihood of a jump precipitation (which the Referee would then have to plan out). I don’t recall any misjump tables having jump precipitation as an event.
I have been fascinated by “empty hexes” since day one, and the recent World Builders Guide makes an “unscheduled jump bubble displacement” in an empty hex because of a rogue planet or brown dwarf even more likely/explainable then before.
I think I may clarify my jump notes into a draft JTAS article.
A rule that has no effect on anything is a waste of space in a book where space has a cost. If you spend time explaining a limit that does not, in fact, limit anything, then it's just useless. Which is the case for the interstellar application of the rule.Yes, I understand this. I just don't understand why it is unplayable, or in any other way undesirable. The only real issue is the stars at either end, which may be in the way of the jump you want to make, and if so you have to fly around the origin star before you can jump, or around the destination star after you arrive. If this is the case, it might take an extra day or two.
Objects along an interstellar route are theoretically an issue but assuming the astrogator does nothing to avoid them, the odds against intersecting a 100D limit during transition are, erm, astronomical. Each hex is 3.26 light years across; jump shadows for main sequence stars will be on the order of an AU or so in size if we are talking G or F stars, and there are about 60000 AUs in a light year. So even if the galaxy were flat, the possibility can be safely ignored. The possibility is real, however, even if tiny, so it could be a way for a referee to engineer an adventure situation.
There are giant stars around but they are rare. They would have really big jump shadows, maybe enough to raise a small chance of obstructing navigation through the parsec, since the odds become more like 1 in 1000s rather than 1 in 1000000s against. But the more interesting thing is that there might be long trips involved in maneuvering out of or around their jump shadows.
"Jump masking" is essentially how I think most people play the game - they might not do it consistently, but generally the assumption is that ships emerge from jump at or beyond 100 diameters from a world. Stars usually are not taken into account in this - often 100 diameters from the star would result in some inner planets being "masked" by the star's gravity well.