NOLATrav said:
T5 posits that jump is a straight line from system to system, thus you could conceivably limit your casual flying/lurking to one hex face or about 15% of the 100D sphere. Still big but greatly reduced area.
Right, however depending on the angles between systems, you could have a very large area, or relatively small area. Plus you could easily spend a little more time in the departure system to adjust where you wanted to arrive (i.e. above or below the plane of the eliptic, or even in 'front' of the orbital path of the planet you are jumping towards.
And don't forget, if you spend 2hrs boosting, even at 1G, a ship with 6G at rest doesn't have a chance of catching an arrival on the periphery.
Reynard said:
"Jump exits are at a 100D sphere, therefore the number of exits are, umm, large to say the least. "
Unless a certain planet has high and low starports all over the globe, ships are not going to purposely exit J space far from the designated docking facility. The inherent window of jump time is considered part of a jump and calculated in a world's flight space. Ships are expected to arrive in authorized regions for safety, security and traffic control. A lot of space around a world will be for local and interplanetary traffic. You really don't need the headache of ships popping in as they please with shuttles, pinnaces and planetary megafreighters everywhere. The larger and busier the port the more ships need to meet flight constraints. This is why the chance of encounters grow as you focus on the point of destination.
At 100D, pretty much all starports on a planet are going to be equidistant (within reason). From orbit, with a 1G drive, there isn't any destination on a planet that is more than 10-20min difference in arrival times.
To get some organization and safety out of all this, it is well within the realm of reason that a planet designate certain sectors to be arrival zones for ships from planets within jump range. And designate departure areas as well. That would hold true for busy systems, but systems that didn't get much jump traffic would not spend the effort to police these. And I agree that once ships pass the 100D limit they are going to be vectored in by traffic control at specific speeds.
Reynard said:
"If ships travelled through the whole of the space in a system, they would never encounter each other. However, spacecraft tend to crowd to just a few places in any given system, such as the hundred diameter jump limit of colonised worlds, industrial belts in orbit, and gas giants and settled moons."
This is why the rules give even pirates a measly chance to be in the right place at the right time. One thing we seem to forget is there are regular routes ships ply within a system having nothing to do with Jump. Ships don't just meander in a system for no reason, they have destinations from planets to free-space stations and these are known. Anyone with the need can know the regular flight lanes between any of these points. Once again, ships are not going to waste fuel zigging and zagging to their target. Those pathways are what pirates and privateers find most tempting because of the variety of craft traveling in deep space. Remember that the old Corsair had a 100 ton bay that opened wide. Perfect for scooping anything from gigs to shuttles.
There won't be any fixed paths in a system. Planets are in constant motion, so those shipping 'lanes' will be constantly shifting every week - at least from the inner planets to the outer ones. Take, for example, the path between Earth and Mars. It would be constantly shifting as the planets rotate on different speeds. Say your destination is on the same side of the star as your origin planet. Easy navigation. If it's on the other side, would you go over, under or around (left or right?) of the star? Orbital mechanics would generally tell you what is the safest path, but they would all essentially be equidistant.
Pirates would have far better chances of intercepting in-system traffic because there are predictable paths. Not so much with jump ships. And with no knowledge of when a ship will emerge from jump space, how does a pirate hide in plain sight? Outbound traffic will detect any ship flying in circles and report that back to traffic control - assuming that traffic control hasn't already spotted the ship. I suspect that busy planets will have cheap traffic sats seeded at the 100D limit to scan for traffic, and also have in-system ships transmitting scans to traffic control.