Condottiere
Emperor Mongoose
Maybe the same as railroad construction.
Specialized lines with customized early jump as mountain railways.
Specialized lines with customized early jump as mountain railways.
Maybe the same as railroad construction.
It could take ten minutes for someone to tell you you're on Mute.Hmm ...
Suburbs, commuting.
Remote work, would have a light speed latency.
Yeah, like I said before, it has to be more than a day to actually matter. At that point, it starts to pinch the merchants' bottom lines. The difference between 6 and 18 hours doesn't, because that's not any more than the variance of jump arrival. When you are spending 2 days in and 2 days out (or worse!) then you are not able to actually stay on schedule for covering your expenses.Really, the only hab zone worlds likely to be really deep within their star's 100D are those around red giants.
Using the tables from MGT2e WBH, baseline hab zones compared to 100D for common star types are:
Star Type, Hab Zone, 100D (star diameter in sols multiplied by Sol's 100D of 0.93AU)
F0 V, 2.85, 1.58 (hab zone well outside 100D)
F5 V, 1.87, 1.395 (ditto)
G0 V, 1.18, 1.023 (comfortably outside 100D)
G5 V, 0.88, 0.8835 (pretty much on 100D;
K0 V, 0.72, 0.837 (a bit inside; about 0.1AU or about 15,000,000 km)
K5 V, 0.45, 0.744 (0.284 AU inside, around 40,000,000 km)
M0 V, 0.29, 0.651(0.361 AU inside, around 53,000,000 km)
M5 V, 0.054, 0.186 (0.132 AU inside, only about 20,000,000 km)
F5 III, 8.37, 4.65 (hab zone way outside 100D for a blue giant)
M0 III, 24.5, 55.80 (THIS is definitely deep within the star's jump shadow)
In context, 1G takes 17.6 hours to go 10,000,000 km, 30.42 hours to go 30,000,000 km, 37.3 hours to go 40,000,000km. So you're looking at a couple of days at most, aside from red giants. The smaller red dwarfs are ironically easier than the orange dwarfs because although the difference is proportionally greater, the absolute distances are shorter.
And of course inner zone worlds usually take longer to get to. Rather than being a major barrier to trade, I would suggest that systems where the points of interest are close to the star might see more traffic from ships with 2G or more M-Drives. And if the trip is worth it, a few extra days transit would be put up with.
You don't have to ever use this stuff, but I like the space terrain it supplies.
The reason it doesn't matter much is because Traveller Space is essentially one dimensional within a star system, unless you want to put in the extra work to make it more complex. Which could be fun, but requires math, or at least (even for two dimensions) vectors and illustrations.Really, the only hab zone worlds likely to be really deep within their star's 100D are those around red giants.
Using the tables from MGT2e WBH, baseline hab zones compared to 100D for common star types are:
Star Type, Hab Zone, 100D (star diameter in sols multiplied by Sol's 100D of 0.93AU)
F0 V, 2.85, 1.58 (hab zone well outside 100D)
F5 V, 1.87, 1.395 (ditto)
G0 V, 1.18, 1.023 (comfortably outside 100D)
G5 V, 0.88, 0.8835 (pretty much on 100D;
K0 V, 0.72, 0.837 (a bit inside; about 0.1AU or about 15,000,000 km)
K5 V, 0.45, 0.744 (0.284 AU inside, around 40,000,000 km)
M0 V, 0.29, 0.651(0.361 AU inside, around 53,000,000 km)
M5 V, 0.054, 0.186 (0.132 AU inside, only about 20,000,000 km)
F5 III, 8.37, 4.65 (hab zone way outside 100D for a blue giant)
M0 III, 24.5, 55.80 (THIS is definitely deep within the star's jump shadow)
In context, 1G takes 17.6 hours to go 10,000,000 km, 30.42 hours to go 30,000,000 km, 37.3 hours to go 40,000,000km. So you're looking at a couple of days at most, aside from red giants. The smaller red dwarfs are ironically easier than the orange dwarfs because although the difference is proportionally greater, the absolute distances are shorter.
And of course inner zone worlds usually take longer to get to. Rather than being a major barrier to trade, I would suggest that systems where the points of interest are close to the star might see more traffic from ships with 2G or more M-Drives. And if the trip is worth it, a few extra days transit would be put up with.
You don't have to ever use this stuff, but I like the space terrain it supplies.
That it is a retcon, and the assertion that all or most main worlds are masked in the habitable zone is silly, since the most used sectors were created before that was a thing.
Even that is circumstantial. With a low tech world you need to land, physically locate a buyer or seller, and maybe do other stuff. If it's high enough tech for space internet (TL8+ in MGT2e) you can sort out the brokerage side of things during approach, and four days of travel time in and out just means less shore leave for the crew. And does this make some worlds particularly unattractive to visit? Sure. Sounds like a hook you can use.Yeah, like I said before, it has to be more than a day to actually matter. At that point, it starts to pinch the merchants' bottom lines. The difference between 6 and 18 hours doesn't, because that's not any more than the variance of jump arrival. When you are spending 2 days in and 2 days out (or worse!) then you are not able to actually stay on schedule for covering your expenses.
Why am I the only one that ever happens to?Otherwise it's like them travelling across plains and suddenly bumping into a mountain.
Hey! I managed to get hit by the same truck twice on the same day walking down the same road. lolWhy am I the only one that ever happens to?
Even that is circumstantial. With a low tech world you need to land, physically locate a buyer or seller, and maybe do other stuff. If it's high enough tech for space internet (TL8+ in MGT2e) you can sort out the brokerage side of things during approach, and four days of travel time in and out just means less shore leave for the crew. And does this make some worlds particularly unattractive to visit? Sure. Sounds like a hook you can use.
I take the "2 jumps per maintenance period" as basically a crew right, to allow at least two planetfalls a month. You can waive it if everyone signs off on that, maybe by being paid a bonus. But sometimes it's a week in port, sometimes a couple of days. That's just the spacer's life.
Obviously you should know what the world is like before your players go there. The invocation of MOARN was saying it isn't worth documenting whether it's the 100D limit of the planet or the 100D limit of the star that is causing your 6-12 hours of travel to the starport. When its 36 hours travel to the starport that matters.I would say though, that MOARN should apply before they decide where to go. That is, the necessity to map exists at this level for any system within a couple of jumps in civilised space. It's unfair to spring two days of system travel on players - they should know about such things unless the system is unexplored (in which case they can't jump to the planet anyway).
Otherwise it's like them travelling across plains and suddenly bumping into a mountain.