Condottiere
Emperor Mongoose
If it were like a string telephone, you could establish a routine between two destinations, that would optimize turnaround time.
RYANAEROSPACE
RYANAEROSPACE
Sure. And if you account for every hour, or discard the weekly cycle to track actual days in system travel and in port (which is a perfectly valid way to do things if that's your thing) you might get several more jumps in per year.Except your "style" means they only make 24 jumps per year. Without rounding, you get 26 jumps per year. Big difference in income.
(I saw an 2D illustration of this somewhere, maybe in a classic JTAS or Challenge?)
This actually makes the most sense.Maybe you can use gravity wells to bend jump tramlines.
1) My main point was that the amount of note taking necessary far, far outweighs any fun produced by this and the rules just say "Randomize it instead."I mean, just keep good notes? Consistency is a big part of the GM’s job. If you determine, randomly or otherwise, that a world is shadowed then make a note of it for the next time the PCs visit. Bump up costs on the world a bit if you want to model the freight economics of real-space travel times.
Also, ignore the T5 straight line/jump occlusion rules. The official setting as presented is highly unlikely if they were fully implemented. Increase the difficulty of the Astrogation check for multi-star systems, it’s already pretty easy RAW.
Also, consider jump shadows as spheres rather than columns or cones. Everything in space is always moving, all the time; elongated jump shadows seem to presume a “stationary” vessel relative to the star/world.
YMMV
Second, its totally random. So if you check this week and then end up not going and check again in two weeks, the worlds have teleported all over the system and now the planet that was on this side of the sun is suddenly on the other side of the sun, even though the Earth (for example) might take 160 days to accomplish that. Hence the joke about an orrery.
(...)
If that were possible to model in a playable fashion that would be hella cool. But its even more of a hassle than reaction drives.![]()
I mean, just keep good notes? Consistency is a big part of the GM’s job. If you determine, randomly or otherwise, that a world is shadowed then make a note of it for the next time the PCs visit. Bump up costs on the world a bit if you want to model the freight economics of real-space travel times.
That cone is your exclusion zone, so if your destination is anywhere in that cone, you need to move further away to clear the 100D stellar sphere. At 100D, that zone is half the sky, and it will decrease in size the further away you get from it. So your actual path has to take you beyond the point where your destination is blocked, which could be up to half the time. And of course, on arrival, the same problem applies - if your incoming path intersects the 100D sphere, then you pop out potentially as far as 200D from the star as where you want to be.
(I saw an 2D illustration of this somewhere, maybe in a classic JTAS or Challenge?)
Some routes could have 'seasonal' availability where the journey is completely unblocked, sort of like catching the monsoon winds to aid your voyage. Probably more fun for a story or particular adventure than something you'd want to consider for more than a pair of systems, though.
Yeah, the straight line obstruction concept sounds neat but is basically unplayable with any level of consistency. I prefer the simpler "You can't emerge inside the sphere but you can cross it in jump space" option because I'm not going to maintain an orrery for every system in my campaign.![]()
Originally a GURPS Traveller thing.
Jump ships not jumping are wasting money. So the jump ship carries subcraft that have the cargo, passengers and m-drives.
These are called lighters - hence lighter aboard ship.
The model is that a shipping company uses lighters to get stuff to the jump ship. When the jump ship arrives in system it unloads its lighters for this world and loads up with the lighters that have been awaiting the jump ship arrival.
Refueling is either by fuel carried by the lighters or a dedicated "oiler", and crew replacements can be made to give the crew a break on world.
Taken to the limit the jump ship could rely on drop tanks provided by the oiler so that it isn't jumping with empty space (empty fuel tanks)
Instead of one jump per two weeks you can mange one jump every eight days.
I don't know that I would say GURPS gives you a way to deal with it. It's just roll a die to see how long it takes. It is a nice summary of the situation without having to do your own calcs.
But two things about that chart stand out. First, that unless you have a OBA star, it's almost always going to be irrelevant that the world is masked. Because the travel time is still a day or less. Yes, it's nice to get in in 6h instead of 18h or whatever, but that doesn't really alter the traveller economic system.
Second, its totally random. So if you check this week and then end up not going and check again in two weeks, the worlds have teleported all over the system and now the planet that was on this side of the sun is suddenly on the other side of the sun, even though the Earth (for example) might take 160 days to accomplish that. Hence the joke about an orrery.
The thing is that the characters would have computerized orreries available. So if have a world with a deep shadow and it could be many days travel to the mainworld based on where it is relative to your start point, this would be known fact for traders, as would the changes in that shadow. If in January and February, ships jumping from Earth to Alpha Centauri are going to have to spend 5 days in real space because Sol and Alpha Centauri A/B are in the way, they are going to change the shipping patterns. There will be massive trade in July & August when all three stars are out of the way and you can spend less than a day in Real space and only essential traffic in January/February when the trip is 50% longer.
Because the freight charges will be 50% higher in January. It's fundamentally no different than seasonal travel in earlier era on Earth. You /could/ travel in the winter, but you didn't if you had a choice. Proper use of jump masking (assuming it was significant enough to matter) would do the same thing.
If that were possible to model in a playable fashion that would be hella cool. But its even more of a hassle than reaction drives.![]()