Interstellar Communications in Traveller

As well, aren't prototech Hop drives *exactly* 10 parsec jumps? So there would need to be careful placement of bases, or the risk of overshot hops.

I would expect these would be set up eventually, though. But it seems a little premature while the drive itself is still experimental, and Jump 6 is reliable.
In T5 that’s the case but mongoose Traveller 2 does not have this requirement listed, also in T5 the ship has to jump and return outside of normal maneuver drive range again mongoose Traveller doesn’t say this.
 
Including hints at all the damage that would be done to the Traveller narrative. With jump drive, all those interesting little "nothing" worlds become important because more than likely, you don't have a ship that can skip them. With hop drive, you jump over large swathes of "inconsequential" interstellar territory. You could argue that it just changes the narrative, and doesn't destroy it, but it'd be very different.

I like the idea of running a campaign with instantaneous interstellar communication, too, again greatly changing the typical Traveller "age of sail" narrative, but it could be a fun experiment.
I doubt that Hop drive will be more than an experiment in the 3I setting it’s just too much of a game changer. Warships with jump range of 10 and 40 percent more volume for defenses and weaponry that effectively doubles the combat power while vastly decreasing response time.
 
I doubt that Hop drive will be more than an experiment in the 3I setting it’s just too much of a game changer. Warships with jump range of 10 and 40 percent more volume for defenses and weaponry that effectively doubles the combat power while vastly decreasing response time.
The fact it is now canon in the setting via the Singularity campaign, even as a prototype, means it won’t be just an experiment for exactly the reasons you’ve mentioned. The same for the merchant side.

Change is coming, and likely not more than a few years away since they have it working fully. It’ll hit the navy first, likely as drive upgrades, recovery of unneeded fuel space (keeping 2 hops for strikes and retreats?), and added weapons. Then it’ll spread to the civilian side.

I should make some of those refits. New build projects!
 
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The fact it is now canon in the setting via the Singularity campaign, even as a prototype, means it won’t be just an experiment for exactly the reasons you’ve mentioned. The same for the merchant side.
Big mistake for the game designers. Needless power creep. It's like making a FRPG and giving 9th level spells to 1st level PCs. The wrong way to advance an RPG.
 
The Hop drive shouldn't even be experimental yet, the canon timeline has it first discovered around the 1900s...

but since Mongoose is now no longer bound to any canon why not introduce setting destroying technologies right now...

hop drive ships with energy screens, not setting changing at all 🔥 🐙

Ok, more seriously, the Singularity campaign changes charted space, post Singularity any of the alternative futures can come to pass, or something completely different.

In the original timeline the Rebellion likely did for any further hop drive research and development, and then the time it took to revover would mean centuries would pass before it is re-discovered,
 
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The Hop drive shouldn't even be experimental yet, the canon timeline has it first discovered around the 1900s...

but since Mongoose is now no longer bound to any canon why not introduce setting destroying technologies right now...

hop drive ships with energy screens, not setting changing at all.
Setting destroying? I'm not sure about that. Setting changing? Absolutely. The setting shouldn't be encased in amber. Let it grow in new directions. A static setting because "it's always been that way and if it was good enough for my grognard, it's good enough for me" won't attract new players. Grow or die.

For myself, I'm interested in this new future because it is different and the upheaval is going to unsettle many things for Travellers and still not vaporize Charted Space.
 
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The Hop Drive was introduced to the mainstream in JTAS 6, with the Steppehauler-Class Modular Freighter. It didn’t wreck the setting then, and it won’t now.

Just my humble opinion
Isolated places will become important and previously important systems will lose influence. There will be conflict and chaos, as well as a struggle to remain relevant. I say bring it.
 
Isolated places will become important and previously important systems will lose influence. There will be conflict and chaos, as well as a struggle to remain relevant. I say bring it.
I have had a cabal of lawyers and bankers who have a private network of Hop Shuttles since JTAS 6. I was fairly bored during the pandemic and had time to play around…

The impact was very similar to the Dune Navigator Guild monopoly, but, it actually increased the importance of jump drives.

But, my milieu has “all the jump rules”, and misjumps happen more frequently.
 
There is probably an answer to this somewhere, but I don't know my Hop Drive lore, and don't want to learn it, but maybe someone here knows the answer....

Is there some modification to the Astrogation check rules: -1 per parsec jumped? Also, Jump Control software only goes up to 6.
 
There is probably an answer to this somewhere, but I don't know my Hop Drive lore, and don't want to learn it, but maybe someone here knows the answer....

Is there some modification to the Astrogation check rules: -1 per parsec jumped? Also, Jump Control software only goes up to 6.


The software from High Guard 22, in the Exotic Technology section.

1770490251104.png

I suspect that should be divided by 10 rather than reduced by 10 or anything more than Hop 1 will be almost impossible.

The updated rules for astrogation checks from that same section.

1770490368229.png

I suspect that it should be divided by 10 rather than reduced by 10 or anything more than hop 1 would be virtually impossible.

EDIT: Looking at the entry in the Singularity Campaign, it has updated rules for astrogation.

"In addition, the hop governor reduces the difficulty of all astrogation DMs to one level per hop; therefore, any hop of 1–10 parsecs only incurs DM-1 on the astrogation check. Likewise, while the technology does not exist for a hop-2 (it will not until a TL18 version of the drive can be built), if there were a hop-2 drive, making a hop of 11–20 parsecs would only incur DM-2 on the astrogation check."
 
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