:lol: (Analyst sits shaking head with big smirk!)captainjack23 said:...I've learned from bitter experience never to give players a suicide bomb, or create a new terror weapon.
:lol: (Analyst sits shaking head with big smirk!)captainjack23 said:...I've learned from bitter experience never to give players a suicide bomb, or create a new terror weapon.
captainjack23 said:My call is that inside of 10 diameters, more or less, you stay where you are, and the drive systems slag down. expensive and useless.
GJD said:I'd firstly have a shedload of saftey protocols they'd have to bypass. SERIOUS saftey protocols - punching a hole to another dimension in an unsafe configuration isn't like trying to change the share rights on a pictures folder! It'll take more than a couple of right clicks (My Starship>Settings >Control Panel>Systems>enginnering>Jump Drive) and clicking yes on "Readings indicate the plotted location is an unsafe source. Are you sure you want to activate the jump drive?". There may even be safties hardwired into the drives that would have to be physically bypassed or removed.
G.
locarno24 said:One other scenario; a suitably big orbital installation may have an interior space where (if you can manage the accuracy) you could jump into or out of. Which could be a nice way to bypass the externally mounted armament of a big military facility.....
By this, I mean something like Babylon 5 or Rama's central chambers - a massive cylinder where there is actually only a centrifuge effect, not actually gravity, and hence no real (gravitational) reason why you can't fire up the drive whilst inside what appears to be a planetary atmosphere to anyone else present.
BP said:In MGT Jump accuracy does not seem to be a precise science (not to say in your TU it can't be) - so jumping inside a relatively small object might not be feasible.
The 100D 'limit' doesn't correlate directly with gravity - so my read on this is that entry to and emergence from Jump is based on distance from matter (i.e. not the strength of the gravity well). The counter effect being that one cannot Jump into existing matter - because one would simply pre-emerge prior to occupying the same space (of course nothing says you don't then slam into the normal space matter).
Since normal matter 'possess' gravity - there is a relationship, but not direct. So wether jumping near a hollow sphere or from a planet sized neutron star - its still 100D that is the limit...
Ah - here is the reason why Jumps are never 100% accurate - even the smallest amount of matter has an effect. To impair (note - does not prevent) Jump or cause pre-emergence typically requires significant amounts of matter (stars, planets, moons, asteroids) - others simply cause generally mild deviations in course/time. Partly to blame for the 148+6d6 hours and the arrives 'close to the target' aspects of play.GJD said:...My follow on question would be then what is the smallest mass/volume/quantity of matter that would precipitate a vessel out of jumpspace, or prevent you from jumping? 100d from a grain of sand? If that's the case you'll be popping out of jump any time you get near a lump of space fluff as you pass through interstellar space. 100d from an equivalent volume/mass/whatever?
captainjack23 said:Old traveller rules (and possibly MGT, I may have missed it) had it that jumps within 10 diameters caused instant destruction of the drive, if not the ship. If they are within the atmosphere, they are certainly within 10 planetary diameters.