Yenaldlooshi
Cosmic Mongoose
JTAS 3 pg12 states "The laws of conservation of mass and energy continue to operate on ships that have jumped; when a ship exits jump space it retains the speed and direction that it had when it jumped."
I think this is a bad thing and that the laws of conservation of mass and energy don't need to apply through Jump Space.
1) It leads to a lot of undesirable in-game possibilities
2) If you consider that given this rule a ship goes into Jump Space with not just the speed relative to the planet it left, but the speed of the orbit the planet was in around its sun, the speed of that sun through its region of the galaxy, the speed of the galaxy and the universe's expansion.... which of all these speeds is conserved and why are the others not?
So I am thinking of making a house rule about this that reads:
"Conservation of mass and energy is NOT maintained through jump. Jump Space has the unexplained effect of zeroing out the speed and direction the vessel had at the point it entered jump space. It emerges from Jump Space with a speed and direction that matches the orbital speed and direction of the nearest planetary body or star and thus zero speed relative to that body or star. It is theorized that this is somehow a default effect of the Astrogation plot itself ie that any such energy from the previous system is 'plotted' into the placement of the arrival point. In this manner, ships jumping from a far outer orbit in one system going to an inner orbit of the next system are not finding themselves flying through the new systems inner orbits so fast they are launched hyperbolically out of the inner system they appeared into.
Due to this Astrogation effect, jumping at a speed greater than zero relative to the nearest planet increases the difficulty to jump by one level (-2) hence why most ships flip and burn down to zero before jumping at 100d"
With this house rule, you can still fire up your jump drive when you are on the run under fire, but we don't have to do crazy modified calculations for how long it takes to close distance from 100D to planetside on the destination because of your built up speed. Also there is incentive to do the flip and burn before leaving which is better for encounters.
Thoughts? Any problems predicted with this? I figure this does not violate physics much more than an actual "jump drive" does in the first place. It solves some problems I see both in realism and in gameplay, else I would not have bothered with it.
I think this is a bad thing and that the laws of conservation of mass and energy don't need to apply through Jump Space.
1) It leads to a lot of undesirable in-game possibilities
2) If you consider that given this rule a ship goes into Jump Space with not just the speed relative to the planet it left, but the speed of the orbit the planet was in around its sun, the speed of that sun through its region of the galaxy, the speed of the galaxy and the universe's expansion.... which of all these speeds is conserved and why are the others not?
So I am thinking of making a house rule about this that reads:
"Conservation of mass and energy is NOT maintained through jump. Jump Space has the unexplained effect of zeroing out the speed and direction the vessel had at the point it entered jump space. It emerges from Jump Space with a speed and direction that matches the orbital speed and direction of the nearest planetary body or star and thus zero speed relative to that body or star. It is theorized that this is somehow a default effect of the Astrogation plot itself ie that any such energy from the previous system is 'plotted' into the placement of the arrival point. In this manner, ships jumping from a far outer orbit in one system going to an inner orbit of the next system are not finding themselves flying through the new systems inner orbits so fast they are launched hyperbolically out of the inner system they appeared into.
Due to this Astrogation effect, jumping at a speed greater than zero relative to the nearest planet increases the difficulty to jump by one level (-2) hence why most ships flip and burn down to zero before jumping at 100d"
With this house rule, you can still fire up your jump drive when you are on the run under fire, but we don't have to do crazy modified calculations for how long it takes to close distance from 100D to planetside on the destination because of your built up speed. Also there is incentive to do the flip and burn before leaving which is better for encounters.
Thoughts? Any problems predicted with this? I figure this does not violate physics much more than an actual "jump drive" does in the first place. It solves some problems I see both in realism and in gameplay, else I would not have bothered with it.