sideranautae said:
If you examine the MGT jump procedures closely you will see that it is difficult to have someone waiting for you at the end of jump. You may end up a LONG way from your intended break out point...
I'm familiar with the jump rules and while I made no reference to them in the post the issue I think you're referring to is an inaccurate jump. The jump duration should also affect the location you arrive at on exiting jump as the universe is moving but the rules don't simulate to this degree of detail so I'm ignoring that! Likewise, page 141 of CRB doesn't specify where an inaccurate jump leaves you other than in the inner system somewhere, plenty of room for house rules and plenty of room to be missed by anyone - no pirate can make a living from guessing where the target ship will be when it suffers an inaccurate jump, there's simply too much space. With regard to the 6d6 or variation in the jump duration, the escorting ships would be on station knowing that the time couldn't be predicted. For the merchant ship to be sure of it's escort would mean it putting more effort into an accurate jump: better engineers for the power divert, expert programmes to assist, refined fuel etc.
I've been following your thread on verisimilitude but not commented, not cos I think it's a can of worms, I don't but it's a huge topic and I'm stumped on where to start. Anyway, here goes...
To mix threads a little...
The OTU has by default armed merchant ships. I'd argue it does so for gaming reasons, cos the designers wanted to incorporate inter ship battles in space. Fair enough, it's about making a game but is it believable? No, not to me.
Keeping with my earlier statement, a merchant is in business to trade not fight. Using the current day analogy (yes, I know that's sketchy at best) merchants rely on a policed route to operate cost effectively. Its the agreement between the tax paying masses and the government: protection racketeering if you will but it is what it is. Having armed merchants threatens "people": "We're fine with you coming to our port bearing goods to trade but if you're here to exert your will by force, you aren't welcome."
An armed ship can be interpreted as projecting hostility. It's just one interpretation I know and a very simple interpretation but referencing Infojunky's post here:
Infojunky said:
They vary from country to country. Often it is illegal for foreign flagged vessels to have arms aboard while in territorial waters.
As I understand it there are only 3 or 4 Armed Merchantmen currently in operation right now and all of them are Nuclear Materials Transports.
Also Note that Having Armed Guards aboard is a big issue in the Maritime trade right now as per my 1st sentence.
When you turn up at someone else's party armed its a reasonable question on the part of the host: "What? You don't trust my home? You're only equipped to defend yourself? Why should I believe that?". There are plenty of real world comparisons to be made that can demonstrate admirably why you shouldn't trust someone's "home" and you still don't get to walk in there armed to the teeth. By introducing that area of grey you're getting great RP material - conflict or the potential for it.
If you jump badly and end up a long way from anyone, you simply have to suck it up and put the pedal to the metal. It could add tension cos you're out there all alone and it could add boredom cos you're out there all alone. But you're unlikely to meet anyone, hostile or otherwise and so as far as getting to port safe and sound, it's job done.