Is there a list of systems that require jump N to reach, or ones that require a major detour for lower jump?

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Moppy said:
Condottiere said:
It really comes down to how hard the thirty two point six light year hop is.

If it's an absolute, you have to build hubs equidistant from each other.

T5 allows 9-10 hexes. not sure if it goes to 11. Their rules are hard to read.

10 maximum, and technically always. 1-9 is possible if you aim to intercept a gravity well (such as a star or planet), stopping your hop closer than it "should" have been.

In certain versions of the rules, there is the concept of "jump tapes": preplotted routes to nearby stars purchasable from starports, good for a few days. These might be used for hop (and higher) drives. (Though there are also the rules in the just-published JTAS 6 about running multiple simulations on a ship's computer.)
 
WingedCat said:
Moppy said:
Condottiere said:
It really comes down to how hard the thirty two point six light year hop is.

If it's an absolute, you have to build hubs equidistant from each other.

T5 allows 9-10 hexes. not sure if it goes to 11. Their rules are hard to read.

10 maximum, and technically always. 1-9 is possible if you aim to intercept a gravity well (such as a star or planet), stopping your hop closer than it "should" have been.

In certain versions of the rules, there is the concept of "jump tapes": preplotted routes to nearby stars purchasable from starports, good for a few days. These might be used for hop (and higher) drives. (Though there are also the rules in the just-published JTAS 6 about running multiple simulations on a ship's computer.)

I am using 5.10 which says jump drives can do 10% under without a governor. With a governor they can perform as a lower potential drive.

T5.10 page 116 said:
Without A Governor: A Drive produces its potential within about 10% ... Hop Drive-1 output can range from 9 to 10 parsecs. Hop Drive-9 outputs from to 81 to 90 parseces

It says "within 10%" but the example distances are all lower. Could it be 10% over? It's not clear but I assume no.

Interception is possible but unrealistic due to the difficulty of the roll. This is by design as there's a comment about that.

Note that the 100D distance for a hop drive is also 10x at 1,000D which is the maneuver drive limit.

I assign no fault to any individual who can't read T5 rules. They're a real mess.
 
A jump governor was introduced to fine tune the exact distance you hypered upto the maximum allowed by the jump drive factor, including microjumps.

Now it's considered integrated in the jump drive itself.

One presumes that a hop governor also can regulate distance overhyped into.
 
Condottiere said:
A jump governor was introduced to fine tune the exact distance you hypered upto the maximum allowed by the jump drive factor, including microjumps.

Now it's considered integrated in the jump drive itself.

One presumes that a hop governor also can regulate distance overhyped into.

Assuming there isn't some contradiction hidden somewhere: For T5.10, prototype drives (below normal TL) don't have a governor. A hop governor would let hop-2 perform as hop-1 so you go one of 9, 10, (18?), 19 or 20 but not any other value (unless you intersect an object).
 
That brings up a thought - I would think the longer the hop the more likely it would be to encounter an object in the path. Maybe not a big chance - since space is really, really, REALLY big - but perhaps more of a risk than with the standard jump drive. Anything in T5 about that?
 
The difficulty of the roll is based on the jump distance in parsecs and not the jump rating.
 
I designed ships to cross the Rift, including a point where a Jump-8 gap is crossed with a Jump-4 to deep space, a pause to check equipment and another Jump-4. It's expensive, but cheaper than detouring through Corridor or the Jump-5 route through Aslan space. It can be built in whatever edition of Mongoose I used for my spreadsheet (I think a preview of second) and in GURPS Traveller , but the designs are significantly different.
 
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