captainjack23
Cosmic Mongoose
Well, I thought I'd start up an oft discussed but seldom resolved topic: jumping into, (or out of) a hex with no system, possible/not possible,if so, how is it done; if not, why ?
Introduction: what is the question again ??
My impression of the canon of this is that one can jump from anywhere, and end up anywhere -except within 100d of a biggish mass.
So, while simple time in transit suggests that one tries to jump as close as possible to the departure and arrival targets, there are lots of reasons why one would not want to do so. First is stealth - jumping in far away from a planet makes one less noticable, jump flash or no; and theoretically, the same applies to jumping out.
Howvever, stealth aside, one of the main reasons to jump into empty space is obviously to cross a gap larger than the jump drive one is using. The current round of rules is (IIRC) explicit in not disallowing this (how's that for a canon-weasle ? ). So, other than the limits of fuel and general endurance, is there any reason to suppose that a jump three across an empty hex is any different from three 1 hex jumps ?
For me, the main argument there is some difference between stellar and non-stellar jumps is found in the Terran wars period, where a distance of jump three is an insurmountable barrier before jump three technology is developed. The starmaps (Just about any version of traveller showing Sol, up to and including imperium) show numerous opportunities for jump 1 ships to penerate into the interior, past the choke points that 'historically' blocked such moves. Perhaps scouts did, but clearly no fleets or even reasonabley big individual ships did this. So....why didn't they ?
BUT, the Vilani were able to spread to lots of places with Jump 1 drives across 1 Parsec gaps. ANd later empty space jumps are in canon. So what was the big deal ?
Simple answer: canon is inconsistent, give it up. My response: where's the fun in that ? The metagame in traveller canon studies is to make it work out..
Next Up: Why are there empty hexes, anyway ?
Introduction: what is the question again ??
My impression of the canon of this is that one can jump from anywhere, and end up anywhere -except within 100d of a biggish mass.
So, while simple time in transit suggests that one tries to jump as close as possible to the departure and arrival targets, there are lots of reasons why one would not want to do so. First is stealth - jumping in far away from a planet makes one less noticable, jump flash or no; and theoretically, the same applies to jumping out.
Howvever, stealth aside, one of the main reasons to jump into empty space is obviously to cross a gap larger than the jump drive one is using. The current round of rules is (IIRC) explicit in not disallowing this (how's that for a canon-weasle ? ). So, other than the limits of fuel and general endurance, is there any reason to suppose that a jump three across an empty hex is any different from three 1 hex jumps ?
For me, the main argument there is some difference between stellar and non-stellar jumps is found in the Terran wars period, where a distance of jump three is an insurmountable barrier before jump three technology is developed. The starmaps (Just about any version of traveller showing Sol, up to and including imperium) show numerous opportunities for jump 1 ships to penerate into the interior, past the choke points that 'historically' blocked such moves. Perhaps scouts did, but clearly no fleets or even reasonabley big individual ships did this. So....why didn't they ?
BUT, the Vilani were able to spread to lots of places with Jump 1 drives across 1 Parsec gaps. ANd later empty space jumps are in canon. So what was the big deal ?
Simple answer: canon is inconsistent, give it up. My response: where's the fun in that ? The metagame in traveller canon studies is to make it work out..

Next Up: Why are there empty hexes, anyway ?