Jumping into empty hexes: some thoughts.

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captainjack23 said:
Ouch ! No wonder they gave up on exploration........

Yep, and it is also the reason why modern Vilani are so very conser-
vative, all the daring ones were removed from their genetic pool by
"exploration". 8)
 
....consider it as a koan - that a hole may be plugged with another hole ...

Nothing personal, but when the dust settles, Traveller 'holes' tend to be plugged with large sacks of "male cow manure".
 
EDG said:
Yes, but my opinion on the manner is at least based on fact, which puts me on more solid ground than you here. Yours isn't - you have no basis for assuming that as TL goes up we should be able to detect every body that could be jumped to in what is otherwise an "empty hex". I'm saying - based on general physics - that this can't be the case. You'd need equipment that magically detects things that aren't reflecting another body's light and are emitting a truly feeble amount of heat from several lightyears away, and that is damned near impossible.

Using thruster plates you should be able to make some pretty decently quick normal-space interstellar probes. Send a fleet of them in a search pattern in the general direction of the target system and detect useful brown dwarfs by measuring their gravitational effect on the relative positions of the fleet of probes. Sure it'll take decades, but it'll get the job done.

Next question?

Simon Hibbs

Edit: Actualy a few rough calculations suggest you get up to a decent fraction of C with thruster plates. Years, not decades.
 
EDG said:
AFAIK it's largely because they were never explicitly possible at the start. The Imperium board game (that GT:IW is based on) assumes that you can't jump into an empty hex I think, because that'd really screw up the passage of the wars. So publishers had to think of a reason why that couldn't be possible.

(edit) The following isn't aimed at you or anyone else personally, it's an interesting discussion and everyone's contribution has moved the discussion forwards, however (/edit)

That's it? That's really the reason for all this anxiety?

The way I see it Imperium as a board game is only a simulation of the Interstellar wars, it's not necessarily the actual canonical Interstellar Wars any more than the outcome of a game of Third Reich is the actual WW2. Suppose GDW had come out with a revised version, would we be criticizing it as an abomination if it included rules for Calibration Points or praising GDW for moving with the times? New versions of games come out all the time with new or revised rules. It is after all only a game.

Sorry but I've never had any time for canon worship in Traveller or any other setting.

Ok, how about this. Using calibration points was known, but it was considered too costly in materials to make regular use of them due to the cost of provisioning refuelling way stations. Or alternatively, the way stations had become so depleted in fuel reserves due to budget cuts and the lack of a real threat that their reserves were exhausted so fast at the beginning of the war that they made no effective strategic contribution. Or alternatively again, the use of way stations for courier ships explains how come the player has more strategic knowledge of the situation across the map than they ought to due to the limitations of jump communications for moving military units.
 
Simonh
Thanks for playing even with your distate for Canonworship !

I honestly don't think that this is about anxiety, or worship - at least on most peoples parts here....it's just a gedanken experiment, or a little intellectual game (in the sense that it is entirely subjective, not that it is inherently intelligent)

To me at least, there seems to be a differnece between canon munging (which we are doing) and canon worship...but to each his own. me, I don't consider Canon to be sacred, but I'm pretending it is in here, for the fun of it.

I tried to include a users warning to that effect - I suspect it got buried. But, here at least, thats the goal.



Perhaps if I had cast is as a seminar by an imperial Historian and his guests from around charted space, we could have seen it as a role playing exercise. AH well. Hindsight.



simonh said:
EDG said:
AFAIK it's largely because they were never explicitly possible at the start. The Imperium board game (that GT:IW is based on) assumes that you can't jump into an empty hex I think, because that'd really screw up the passage of the wars. So publishers had to think of a reason why that couldn't be possible.

(edit) The following isn't aimed at you or anyone else personally, it's an interesting discussion and everyone's contribution has moved the discussion forwards, however (/edit)

That's it? That's really the reason for all this anxiety?

The way I see it Imperium as a board game is only a simulation of the Interstellar wars, it's not necessarily the actual canonical Interstellar Wars any more than the outcome of a game of Third Reich is the actual WW2. Suppose GDW had come out with a revised version, would we be criticizing it as an abomination if it included rules for Calibration Points or praising GDW for moving with the times? New versions of games come out all the time with new or revised rules. It is after all only a game.Sorry but I've never had any time for canon worship in Traveller or any other setting.[

Well, yes, obviously. But the game which has only ever been revised once in 2000, (and that for play mechanisms and art only) has been explicitly made part of canon pretty much in its entirety. Which has then been reenforced by GT:IW. And it doesn't QUITE fit. Because, yes its a boardgame, much as 3R is (and 3R gets bent by tring to limit it to what the IPL war might have produced, after all....and yet it's still a fave of mine).

But from the viewpoint of a 3Imp historian, the contradictions are in fact mysteries. Thats where I'm coming from. You know -anomalies and or contrasts that produce adventure -or in this case, background.





Ok, how about this. Using calibration points was known, but it was considered too costly in materials to make regular use of them due to the cost of provisioning refuelling way stations. Or alternatively, the way stations had become so depleted in fuel reserves due to budget cuts and the lack of a real threat that their reserves were exhausted so fast at the beginning of the war that they made no effective strategic contribution. Or alternatively again, the use of way stations for courier ships explains how come the player has more strategic knowledge of the situation across the map than they ought to due to the limitations of jump communications for moving military units.


I'll get back to this- it's a good point.
 
rust said:
captainjack23 said:
Ouch ! No wonder they gave up on exploration........

Yep, and it is also the reason why modern Vilani are so very conser-
vative, all the daring ones were removed from their genetic pool by
"exploration". 8)

I'd guess too, that the average IQ is noticably higher in the survivors....;)
 
rust said:
captainjack23 said:
Okay, problem unsolved....how'd they do that ?

No problem at all. They damaged their jump drive and kept jumping
around until they finally misjumped one parsec in the right direction,
and from there they calculated a jump to the nearest system ... :shock:

A design for a vilani long range early empire J1 Scoutship:

VSS “Randomwalk” (Famous ships in class: Montecarlo, Markov, Chain rule, Roulette, Crapshoot, Randomizer, Dev Null- all in Vilanii, of course)

Hull:
200dt Standard , Sphere (possibly black, with a white circle containing a big number eight painted on it)

Crystaliron Armor : 20 tons for 8 points –some hope of surviving impacts –possibly too with a coating of hyperubber (200x elasticity of normal rubber)
Self sealing (Duh)

Engineering:
JA, MA, PA for J1 M1. 16 tons. Yes, it's slow in normalspace, but why waste good machinery......

Fuel : Jump = 80 tons (4 x jump 1, one good misjump, and then wander back, refueling as needed)
Power plant for 24 Weeks. 24 Tons (we'll be out there potentially a Looooooong time)

Fuel processor x1, 1 ton. (after all, most of the time we want to misjump).

Other:
Ships Boat/Launch modified with refueling capacity. 20 tons

Probe drones x lots –say, 20 for 4 tons (drop at least one before each jump, include current data dump, ships log, last letters home)

Bridge with advanced sensors: 13 tons

Two staterooms : Pilot, navigator, engineer, and captain/scientist double occ, 8t tons

12 Low berths for 6 tons (with 8 replacements for the above as- I mean, in case- they go mad, die of jump shock, jump out the airlock, etc. )

5 tons cargo: MREs and trashy vids, calming games, as well as a minimum of six months supply of tranqs, antianxiety, and antipsychotic meds, 1/2 Dton of hyperprophin (for those nasty jump migrains ), several body bags and a freezer.

Ships locker has four suits, ABSOLUTELY NO guns or blade weapons, and especially no Hatchets or Axes; One tranq dart shooter (Captains cabin), twelve straitjacket, body restraint, gag and blindfold sets. Ships boat is safety interlocked to require two crew to input codes to activate . As is just about any other system that could cause the ship to explode, or allow escape -oops ! mean, desertion or capture....

It intentionally has no Weapons. You do NOT give guns or missles to this ship. They may come back a tad....peeved, or even confused about who the enemy is......

Fire it up, go out to about 20d of a local world, press the Big Red Button. Caution. Jump outcome may be Hazardous.

Think “Dark Star”, only less pleasant……
:shock:

Edits: Stupid Typos corrected , including "straight jacket". In my defence, I've never even seen one, let alone having to spell it.
 
atpollard said:
....consider it as a koan - that a hole may be plugged with another hole ...

Nothing personal, but when the dust settles, Traveller 'holes' tend to be plugged with large sacks of "male cow manure".

Well, yes, but MCM is a fertilizer for ideas, I'm sure.
 
Captain, this is the true Vilani exploration spirit ! :D

Yep, and they recruited all those Scouts who had rolled a 2 on the Mishaps
Table for this duty, and promised them a VSS Randonmwalk-ship as mus-
tering out benefit. 8)
 
rust said:
Yep, they recruited all those Scouts who had rolled a 2 on the Mishaps
Table for this duty and promised them a VSS Randonmwalk-ship as a
mustering out benefit. 8)

Uhhhhh. Thanks sir, but if I reenlist can I skip the benefit ?
 
captainjack23 said:
Uhhhhh. Thanks sir, but if I reenlist can I skip the benefit ?

For sure !
If you reenlist with Exploration, you can count on never living to see
that mustering out !
Ah, benefit, I mean. :twisted:
 
rust said:
captainjack23 said:
Uhhhhh. Thanks sir, but if I reenlist can I skip the benefit ?

For sure !
If you reenlist with Exploration, you can count on never living to see
that mustering out !
Ah, benefit, I mean. :twisted:

Hold on....I need to go to the restroom. BLAM.
 
simonh said:
EDG said:
Yes, but my opinion on the manner is at least based on fact, which puts me on more solid ground than you here. Yours isn't - you have no basis for assuming that as TL goes up we should be able to detect every body that could be jumped to in what is otherwise an "empty hex". I'm saying - based on general physics - that this can't be the case. You'd need equipment that magically detects things that aren't reflecting another body's light and are emitting a truly feeble amount of heat from several lightyears away, and that is damned near impossible.

Using thruster plates you should be able to make some pretty decently quick normal-space interstellar probes. Send a fleet of them in a search pattern in the general direction of the target system and detect useful brown dwarfs by measuring their gravitational effect on the relative positions of the fleet of probes. Sure it'll take decades, but it'll get the job done.

Next question?

Simon Hibbs

Edit: Actualy a few rough calculations suggest you get up to a decent fraction of C with thruster plates. Years, not decades.

Ding. A winner !

One non-EMS, non visual means for for investigating crucial hexes.

Expensive as heck, but potentially VERY profitable.

And the Vilanii have NOTHING but time.....and signed reciepts at the other end, no doubt.
 
Okay, I just took a short break and checked out the homeworld of the Suerrat -another race contacted well before J2...Illish/Illish 2907 -

It is in fact also inaccessable by continuous star to star jumps.
I also note that a waypoint allowing one to get to Illish from Vland would also open up trade with not only an advanced major race (in space longer than the vilanii, but non-jump only) but a main with about 40 planets. Seems woth an investment, says I......
 
Bawapakerwa-a-a-awapawab (aka Bwaps, aka Newts), homeworld at to Marhaban /Empty Quarter 0425) are also inaccessable by Jump 1. In this case LOTS of empty hexe gaps have to be crossed to get there - its in a fairly sparse area. I stopped counting at four.

They, too, were contacted well before J2.
 
The Dishaan (Proalan/Zarushagar 2325)homeworld also cannot be reached by Jump 1 star to star links from Vland.

Thats Four for four thus far- (Genoee, Suerrat, Bwap and Dishaan) all known to have been contacted before Jump 2, and all needing either Jump 2 or empty hex jumps. So, a minimum THUS far, of seven waypoints to be found (remember, The bwaps need at least four by themselves) . And at least one large insular main attached to the Suerrat.
 
The Vegans look to be connected via lots of J1 routes -allthough I do note that they weren't contacted by the Vilanii till after they had gotten the vilanii J1 drive from a third party.
 
Out of curiosity I just asked the player whose character is our setting's
chief pilot how she would solve the problem if she had to do it with a
jump drive (our setting uses hyperdrives):

1) Send a couple of drones with strong transmitters to a position one
parsec from the setting's system with the order to form a constellation
that allows her to determine a precise distance and location of a point
at the centre of the drone constellation.

2) Calculate a jump from that point to our setting's system (which has
sufficient mass for a jump destination) and then reverse the equation
for a jump from the system to that point.

3) Send a robot ship with enough fuel for two jumps to that point and
hope that it will be able to jump back, too.

Pure "handwavium", but she is convinced that it would work within the
framework of our Traveller-derived setting. :D
 
The Answerin are connected, though by a very sinuous and long J1 connection (47 jumps, give or take) .

That got me looking at vland itself ....Turns out it is almost insular -exactly ONE hex -Kha /Vland 1820 allows the Vilanii to get out of a (give or take) 23 planet group and expand out to the noted 1100 worlds viacontinuous J1 routes. Getting to corward is truly epic, having to literally navigate starting rimward, and all the way around the vilani home area until one is finally pointing in the right direction. About 3-4 times the distance from "crow flies" as it were.

I'm guessing that this layout and the possibility of blockade at the choke point (actually after that one, at Kha, there are two more before one "breaks out") they'd put some effort into finding waypoints; for trade efficiency, if nothing else......BUT, yes, that is an UOAF, so take it as conjectural.
 
Hey jack, can you do me a favour and post this stuff on the minor race homeworlds in the "How far did the J1 imperium extend" thread? It's much more directly relevant there!
 
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