I was thinking about this (again) the other day. Some of the aspects of jump in it's various forms has always bugged me. Sometimes it's too detailed,other times not enough. And with the various jump technologies that subtly change the different aspects of the act of jumping, I've always been on the lookout to make what's in the rules work, while also trying to put the natural pro's and con's of any act into this.
As it stands, you are supposed to retain your heading and velocity going into jump and out of it. So if you spent the last 12hrs boosting to your jump point at 1G you've got a lot of velocity built up. Being intercepted by pirates anywhere should be nigh impossible since they have no idea where or when you may emerge - and for them to retain their own velocity they've got to be underway as well - which means they'll always have to stop and turn around since they've cruised through potential areas to intercept someone. The rules say toss that out the window for intercepts because we'll just ignore the other rules we put in on another page. That, too, is annoying.
So to keep the system without breaking the system, I've come up with two ideas - the first is that ships CAN jump while underway with the downside that for every hour you've been under 1G thrush, your emergence point is 1million km off it's mark (it's a nice round number and high enough that any merchie is going to want to jump and emerge at rest so they don't incur a steep penalty in their arrival system). And, to make matters worse, not are off that distance, your angular entry point is random (meaning you could emerge heading away from your destination as well). The 100D rule remains in effect, so there's only a downside to all this. A by-product of this rule also means that any military ships would suffer the same penalty, so no making high-G sneak attacks by emerging at the 100D limit to blow past any defenders.
The second thing is space traffic control. Any planet with significant traffic has pre-defined emergence zones, say 50,000km by 50,000km cubes that navigators should be able to emerge within, but at zero transit velocity. There's 10km 'lane' between each zone to allow for ships to transit (like a taxiway) to larger lanes. The departing planet is assigned X number of slots that can be adjusted based on traffic patterns, and each departing ship is given the next available zone. Travel times remain no different than current rules.
Neither set of rules breaks any of the canon rules regarding velocity/heading or jump travel times. What it does break though is the rule that your ship velocity is reset to zero when encountering a pirate or some other interaction in space. That's a dumb rule that exists because they didn't think the encounter rules through and nobody has been willing to actually fix them in the many versions. It also brings a little order to the chaos I've always thought of with ships just randomly entering realspace. Sure, space is big at the 100D limit, but humans like to have accidents with each other whenever possible, and two starships slamming into one another due to surprise and inattention seems like a terrible way to end your day. Plus, the Imperium loves standardization and rules (plus bureaucracies) so it gives inbound and outbound systems something to do.
Somewhere I've got notes for the space traffic control that I might post if I can find them.
As it stands, you are supposed to retain your heading and velocity going into jump and out of it. So if you spent the last 12hrs boosting to your jump point at 1G you've got a lot of velocity built up. Being intercepted by pirates anywhere should be nigh impossible since they have no idea where or when you may emerge - and for them to retain their own velocity they've got to be underway as well - which means they'll always have to stop and turn around since they've cruised through potential areas to intercept someone. The rules say toss that out the window for intercepts because we'll just ignore the other rules we put in on another page. That, too, is annoying.
So to keep the system without breaking the system, I've come up with two ideas - the first is that ships CAN jump while underway with the downside that for every hour you've been under 1G thrush, your emergence point is 1million km off it's mark (it's a nice round number and high enough that any merchie is going to want to jump and emerge at rest so they don't incur a steep penalty in their arrival system). And, to make matters worse, not are off that distance, your angular entry point is random (meaning you could emerge heading away from your destination as well). The 100D rule remains in effect, so there's only a downside to all this. A by-product of this rule also means that any military ships would suffer the same penalty, so no making high-G sneak attacks by emerging at the 100D limit to blow past any defenders.
The second thing is space traffic control. Any planet with significant traffic has pre-defined emergence zones, say 50,000km by 50,000km cubes that navigators should be able to emerge within, but at zero transit velocity. There's 10km 'lane' between each zone to allow for ships to transit (like a taxiway) to larger lanes. The departing planet is assigned X number of slots that can be adjusted based on traffic patterns, and each departing ship is given the next available zone. Travel times remain no different than current rules.
Neither set of rules breaks any of the canon rules regarding velocity/heading or jump travel times. What it does break though is the rule that your ship velocity is reset to zero when encountering a pirate or some other interaction in space. That's a dumb rule that exists because they didn't think the encounter rules through and nobody has been willing to actually fix them in the many versions. It also brings a little order to the chaos I've always thought of with ships just randomly entering realspace. Sure, space is big at the 100D limit, but humans like to have accidents with each other whenever possible, and two starships slamming into one another due to surprise and inattention seems like a terrible way to end your day. Plus, the Imperium loves standardization and rules (plus bureaucracies) so it gives inbound and outbound systems something to do.
Somewhere I've got notes for the space traffic control that I might post if I can find them.