Just to throw out there -
Given a 3.25 LY 'volume' of space really puts a damper on 'complimentary fuel dumps' or precipitous rescue patrols.
Without FTL sensors, patrols aren't a good solution when talking 3.25 LY. The best case would probably have to be a 'fixed' (i.e. there longer than three years - or with pre-determinable path) rendezvous beacons to hone in on for fuel or rescue.
Then one has to get to that point - typically at non-relativistic speeds - potentially traveling a good percentage of a year or more. Now there is the power/fuel/life support issue.
There is also the problem of wether the 'fuel' would be enough for a given ship to jump.
Once you throw in the economics of the thing - whether one or thousands of ships/fuel containers to supply/maintain/check- it just doesn't make a lot of sense.
Trying to overcome this by statistical mapping seems counter-productive - since the misjump is an exceptional situation to begin with. Using gravity well of fuel dumps seems quite a stretch given relative size/mass -and they would still need to be detected via signals or sensors and subject to the light speed time lag in the potential 3.25 light year 'hex' before they could be steered to (if not 'fixed' in place as above).
More importantly, if mis-jumps are that much of a problem in the Imperium, well then inaccurate jumps alone would wreck havoc with interstellar trade.
Rikki Tikki's solution addresses these issues quite well => Traveller sector mapping is by main 'planet' - not by star, so his solution doesn't break OTU.
And just having players 'jump' to oblivion on a die roll - why even play?
Given a 3.25 LY 'volume' of space really puts a damper on 'complimentary fuel dumps' or precipitous rescue patrols.
Without FTL sensors, patrols aren't a good solution when talking 3.25 LY. The best case would probably have to be a 'fixed' (i.e. there longer than three years - or with pre-determinable path) rendezvous beacons to hone in on for fuel or rescue.
Then one has to get to that point - typically at non-relativistic speeds - potentially traveling a good percentage of a year or more. Now there is the power/fuel/life support issue.
There is also the problem of wether the 'fuel' would be enough for a given ship to jump.
Once you throw in the economics of the thing - whether one or thousands of ships/fuel containers to supply/maintain/check- it just doesn't make a lot of sense.
Trying to overcome this by statistical mapping seems counter-productive - since the misjump is an exceptional situation to begin with. Using gravity well of fuel dumps seems quite a stretch given relative size/mass -and they would still need to be detected via signals or sensors and subject to the light speed time lag in the potential 3.25 light year 'hex' before they could be steered to (if not 'fixed' in place as above).
More importantly, if mis-jumps are that much of a problem in the Imperium, well then inaccurate jumps alone would wreck havoc with interstellar trade.
Rikki Tikki's solution addresses these issues quite well => Traveller sector mapping is by main 'planet' - not by star, so his solution doesn't break OTU.
And just having players 'jump' to oblivion on a die roll - why even play?