captainjack23
Cosmic Mongoose
jerich01 said:This has been a very cool discussion and one of the few I've seen here that's actually be worth following...
Sheesh, refighting the "canon" battle again is just universally stupid...
Well, that is a breath of fresh air, really.
It also reminds me that another reason I posted this wasn't to discuss how to move an asteroid (cool though that is) but to suggest that one way to solve the issue without removing mass jumps is simply to make empty jumps a slightly more complicated version of the current jump level: I think I posted it before, but as part of a massive babblespew about how jumpspace works - so, no wonder it got overlooked -and forgotten by me.
Here it is, a potential Grand Unification Theory.
* = canon support or GTIW support.
Empty jumps require significantly harder calculations than star to star*. At the early levels (or not) it is effectively its own technology, specific to that Jump level.
Also, what works at one jump level doesn't apply to the next*: it has to be learned all over. *. This applies to empty jump calculations: before this is solved, Empty hex jumps are impossible; afterwards they are possible * but risky and/or difficult, BUT only possible at that jump level.
At jump 1 (TL9) J1 developed * but only star to star jumps are possible. Vilaii expand down main*, terrans may or may not use insystem jumping*.
At TL10, the overall limit is still J1*, but now empty jumps become possible, if difficult and or dangerous.
Vilanii pass the empty hexes to scout and establish new risk free j1 lines* and find various other races.*. Civilian shipping may only seldom cross these points.
Terrans jump to barnard*, via an empty jump but need a logistic point. GTIW sets the engines as requiring twice normal consumption* -carrying the fuel for two J1 jumps is a 40% penalty, and likely a problem, especially if one assumes a round trip load, so it's probably undoable at due to fuel constraints. But with a refuel at the empty Jump hex, which can easily be found once mapped, it works. Vilanii may also use logistic bases to cross similar situations. Terrans immediately adopt more efficient vilani jump designs* fuel problem diminished.
TL11: The initial version of J2 is introduced* -for Star to Star travel only. Ships can still jump to an empty hex (using J1) , but they can't jump out at jump 2 -not possible yet. And if one assumes (as seems okay with most posters) that the empty jumps are more dangerous, making repeated empty hex jumps can become close to suicide. Most of the J1 filling stations fall into disuse: Civilian ships either jump past, or are still unwilling to take the risks (remember, a -2 to he MGT jump roll makes liely a1/36 chance of a loss....that isn't good business even if one isn't averse to the risk)
Terra MAY have had a fleet of last ditch raiders ready to make repeated J1 jumps across the gap, perhaps if earth fell, but it was known that it would be a one way mission with massive losses even before arrival due to cumulative J1 empty jumps. Like the last ditch one way nuke bombers of the early cold war, it was a possiblility , but a desperation or revenge only option.
Tl12: jump three is invented*, and also J2 empty hex jumps (EHJ). In fact,one can argue that from there on out the math breakthru for EHJ occurs close enough to the new jump thereafter that it is at the same TL - heck, that fact alone may be why there is a two TL introduction of jump 1.
As there are no artificial jump points or masses to go way, its a lot easier to see why the logistic points aren't on maps -they are in fact like the filling stations on the old Highway. It allows the vilanii to do what they did,and makes the blind jump gambit far more unlikely -due to desperation not reaching Kamikazi levels.
Finally, logistic and/or calibration points can always be made - and may be a good idea with old vilani (or original terran) designs as but they don't make jump possible, except as regards to having fuel or not. *
Hows that ? No forgotten maps, no overly woodenheaded Terrans or Vilanii (for that at least); no abandoned asteroid Jump bases or forgotten stars. Plus, one can easily still have the old abandoned fuel and logistic points out there as plot hooks.