Inbound System Comms

As a point, for things like gravity waves and neutrinos, planets don't get in the way so much. That's why the detectors we use today are usually buried deep underground.
And what would happen to them if a source that they could detect at 1 parsec were to emit at 100 diameters? Overload? Again what happens to the PLANET and other ships with those gravity waves and other radiations? Seems like they would be magnified by a lot of orders of magnitude.
 
Gravity waves are constantly washing over us. They are extremely weak, even nearby ones. It's unlikely anything would overload, but we are talking far future magic tech, so if that floats your boat, especially linked to far future magic jump stuff, use it in YTU if you like.

But if ships jumping in near to a planet had some dire effect on the planet, I think it would have been mentioned by now.
 
But if ships jumping in near to a planet had some dire effect on the planet, I think it would have been mentioned by now.
Which would mean the effects are small and therefore should NOT be detectable at parsec (let alone multi parsec) distances. System wide sure. But not light years away.
 
Since we're actually talking about a thing that is made up and relies on Jump and gravitic technology, you can't say that.

Extrasolar Neutrino detection is tricky because we orbit a massive neutrino source... but the same probably doesn't apply to whatever a Jump does. The amount of information you can extract is going to drop off; around all you'd expect to know from a parsec distance is that there was jump activity there 3 years back. In-system you may be able to work out ship displacement and posssibly jump magnitude.

If Mongoose want to authorise being able to detect old jump activity at interstellar distances... sure, why not?
 
If Mongoose want to authorise being able to detect old jump activity at interstellar distances... sure, why not?
It's a thing that pops up in the DNR campaign, so you can infer the existence of interstellar civilizations by noticing clusters of jump activity. It seems to have since gotten into more general use, but this seems to me to be a bad idea.

There are very many implications which could (would) reshape gameplay, law enforcement, and naval doctrine, even if practical limits are put on it.
This is an answer to the question: why not? Because it results in a universe that is no fun for RPG play, for the sake of introducing a tech that is only fun to have in very specific situations.

My solution IMTU is to limit the capabilities of the tech a lot: successful detection - far or near - is difficult ( so make those rolls difficult depending on distance and jump size) , very little information is gained, without triangulation distance is impossible to gauge (could be a bigger ship farther away or a smaller ship closer) - if you have two detections you can triangulate them to get a distance but with only one then only a direction, light speed delay makes it hard in system to use tactically, it can give you a general area or direction to start looking - and almost impossible at interstellar distances to use strategically.

But I am running DNR and want to have the tech IMTU because it does guide the players toward the adventures, and tell them potential friends or foes are about, which is good for them to know sometimes.
 
Or maybe it is like the Sun which is visible many many parsecs away but does not in fact destroy the Earth that is not so very far away. :)
That was going to be my first response, too, but then I remembered that being within a hundred earth diameters of the sun wasn’t such a great plan, either.

Edit: from all the quotes from my ignore list I note that you’re all trying to discuss physics with a guy who believes he watches the USAF dogfighting with aliens on YouTube 😆 and his answers are just from ChatGPT.
 
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Jump flash, in my opinion, is based more on the energy output signature of the jump drive, rather than the mass/volume of the object it's installed on.

Emergence, probably the same.

If gravitational detection of such is based on said energy output, at some point, those waves will just merge into the background.
 
If you don't make the resolution very low on such detection then it breaks behaviours that are in canon.

For instance, the large "secret fuel dump" that Theev uses to allow Jump 2 ships to transit to rimward would only be secret until the jump flashes start being detected. Admittedly, it's about 3.2 years minimum and the first systems (Borite, Palindrome, Noricum) are unlikely to have sophisticated observatories.

But the Oghman raiders could not handle Torpol, Acis or Khusai detecting their jump flashes and hiring a single, Tl14 mercenary cruiser to blow up their fuel dumps and then sit there to casually murderzone any TL9 Threshing Oar raider that didn't realise that they were already dead at that point and surrender. Although admittedly the TL9 ship would have to actually detect the TL14 ship to surrender to it...

Once they deduced that the Oghmans must be using fuel dumps the canonically virulently anti-pirate Aslan trade protector at Khusai would presumably sit a couple of scouts ships in deep space in each of those parsecs for a few weeks, detect the jump flashes and then send a brusque and explosive response. So, since that doesn't happen and the Oghmans and Theev pirates are able to survive, the jump flash detectors can't be that precise*.


*Or they move these fuel dumps every few weeks, which isn't mentioned in Honour Amngst Thieves, for instance, and would make the return journey for any far-ranging pirates/raiders who went the long distance journeys we know happen (esp the Oghmans) into a real lottery.
 
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Jump flash, in my opinion, is based more on the energy output signature of the jump drive, rather than the mass/volume of the object it's installed on.

Emergence, probably the same.

If gravitational detection of such is based on said energy output, at some point, those waves will just merge into the background.
Or the background being obscured by the magic flloofle dust that falls out at emergence. Often we detect astronomic objects by what disappears rather than what appears.
 
*Or they move these fuel dumps every few weeks, which isn't mentioned in Honour Amngst Thieves, for instance, and would make the return journey for any far-ranging pirates/raiders who went the long distance journeys we know happen (esp the Oghmans) into a real lottery.
I think tip-top-secret bases in interstellar space would probably anyways have at least low power thrusters to move themselves around a bit, and use signal buoys to bring in friendly ships - it complicates finding them a lot. Already a hard job, made virtually impossible.
 
I think tip-top-secret bases in interstellar space would probably anyways have at least low power thrusters to move themselves around a bit, and use signal buoys to bring in friendly ships - it complicates finding them a lot. Already a hard job, made virtually impossible.
Stealth Jump fixes this. That way you only catch the dumb ones.
 
Needs TL 11 for J-1 and TL 13 for J-2. So the "TL9 Threshing Oar raider" cited above couldn't use it. The Oghman Raiders would have to be TL 11 or 13 minimum but seem to be TL 9.
Agreed, it does add a TL penalty, so that only higher techs can use it, but since the Average TL in the Imperium is 12, that shouldn't be too hard. Agreed, some setting stuff would have to get rewritten.
So you can detect an unstealthed jump a parsec away (at least) but not a stealthed one inside your solar system? They drop the emissions of a jump how many orders of magnitude as part of stealthing? Doesn't seem reasonable to me.
No idea if it is reasonable or not. Advanced Stealth can give you a -6 to being detected by an Electronics(sensors) roll. Likely this would mean you can't be autodetected either. Combine Stealth Jump and Advanced Stealth and it gets nasty quick. The Difficulty for autodetect seems to be 8. That is too high for my liking. I would prefer autodetect happened at a Difficulty of 2, then add 6 for every range increment, 8 for 2 parsecs, 14 for 3 parsecs, etc. The Difficulty number should also use the size modifier for larger ships but multiply the ship's tonnage by the jump number to get the effective tonnage for the modifier.
 
It is almost as if the authors never considered the ramifications, consequences, and setting impact of these kewel new rules.

A detectable jump flash, but you can stealth it... does that mean there are two components to the jump flash, an electromagnetic and a gravitic... are both stealthed?

Put a elint scout in an empty hex and let is survey surrounding empty hexes for jump activity, sure it will be three plus years out of date but at least you now know where to start looking for the secret bases, calibration points and fuel dumps.

The Zhodani would know the location of every secret IN deep space base and vise versa...
 
Agreed, it does add a TL penalty, so that only higher techs can use it, but since the Average TL in the Imperium is 12, that shouldn't be too hard. Agreed, some setting stuff would have to get rewritten.

No idea if it is reasonable or not. Advanced Stealth can give you a -6 to being detected by an Electronics(sensors) roll. Likely this would mean you can't be autodetected either. Combine Stealth Jump and Advanced Stealth and it gets nasty quick. The Difficulty for autodetect seems to be 8. That is too high for my liking. I would prefer autodetect happened at a Difficulty of 2, then add 6 for every range increment, 8 for 2 parsecs, 14 for 3 parsecs, etc. The Difficulty number should also use the size modifier for larger ships but multiply the ship's tonnage by the jump number to get the effective tonnage for the modifier.
Stealth Jump and Stealth of the ship are two different things. The ship stealth is like radar stealth whereas the jump bubble collapse is outside the ship and the two IMO do NOT stack in any circumstance.
 
Stealth Jump and Stealth of the ship are two different things. The ship stealth is like radar stealth whereas the jump bubble collapse is outside the ship and the two IMO do NOT stack in any circumstance.
Yep. This.

Not related, but one thing one could do for regular stealth is have the ship outfitted with Active Camouflage. It’s a little cheaper than the top end stealth coating and you get a cloaking device.
 
Yep. This.

Not related, but one thing one could do for regular stealth is have the ship outfitted with Active Camouflage. It’s a little cheaper than the top end stealth coating and you get a cloaking device.
I guess the problem is that Stealth Jump does nothing against the sensor from the DSE, Stealth Jump defines what it does by using the terms from the sensor page of the CRB. The Gravitational Analysis Suite does not use those term and would sadly be uneffected by Stealth Jump.

That should probably be fixed while they are at it. lol
 
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