Here it is,
- My Potential Grand Unification Theory.
Here are the main points it is built on:
Jumps involving empty hexes at either end require significantly harder calculations than star to star jumps. Before this is solved, empty hex jumps (EHJ) are impossible; afterwards they are possible * but risky and/or difficult. This difficulty likely cumulative when both hexes are empty.The result is that EHJ is effectively its own technology,
As with differing levels of jump theory, what works at one jump level doesn't apply to the next: it has to be learned all over. This applies to empty hex jump calculations. Essentially, at the beginning, EHJ is a new technogy, related to, but different from, star to star jumpsand is not neccessarily developed at the same time as star to star jumps. .
This is specifically designed to allow integration of most of the jump concepts in GTIW and Imperium with general traveller history.
That said, the simple version is this:
Empty jumps become possible for j1 at tech 10 & for J2 at tech 12; therafter, EHJ can continue to lag behing STS jumps, or not. It is fairly easy to posit that after discovering that the extensions to J1 theory failed to allow EHJ with J2 drives, the two were therafter developed in parallel. Or not -after the IW it's less of an issue.
The rules fix is simple.
For Mongoose Traveller:
Add to the discussion of jump technology: J drives cannot jump to or from empty hexes until the tech level following its introduction. Initially, jump drives must operate between two stellar masses.
This can be limited to the first two levels (J1 & J2) without messing up the scheme proposed.
Add to the jump roll modifiers:
A jump involving an empty hex is at -2 to the jump roll;
for a jump between two empty hexes, it has a -4 (or more) penalty.
The canon fix is applied to GTIW, as is proper, and simply modifies the text that introduces the Mass limitations for jumpdrive.
All good !
Here's the timeline of what a
ctually happened under this theory:
TL9
J1 is developed but only star to star jumps are possible.
Vilaii expand down their main.
Terrans may or may not use insystem jumping, but are still limited to sol system*.
TL10
The overall limit is still J1*, but now, empty jumps become possible , if difficult and or dangerous, using J1 drives.
Vilanii pass through 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.
Terrans encounter vilanii and immediately adopt more efficient vilani jump designs; fuel problem diminished.
Vilanii may also use logistic bases to cross similar situations.
TL11:
The initial version of J2 is introduced* capable of Star to Star travel only. Baseline situation for the IW period, both players now have it.
Tl12:
J2 ESJ Technology is invented by the terrans, but largely mooted by their development of J3.
Vilanii Empire awarded second prize after Terran fleet jumps around choke points and crushes Vilani fleets and captures inner worlds, largely by surprise.
Observations
Well, how's that ? No forgotten maps, no overly woodenheaded Terrans or Vilanii (for that at least) who forgot that they could EHJ ; no abandoned asteroid Jump bases or stars and/or mega expensive bases that need to be forgotten in addition to being unused ater the initial need for EHJ is solved. Plus, logistic and/or calibration points can always be made - and may be a good idea with old vilani (or original terran) designs; They don't make jump possible, except as regards to having enough fuel.
As there are no artificial jump points or masses to go way, it's 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.
And, as they are now just stations with beacons, one can easily still have the old abandoned fuel and logistic points out there as plot hooks.
And finally, EHJ development lag provides a nice (if trivial) solution toi the trivial question of why there is a two TL introduction for J1.
Some other issues potentially resolved:
Why the intermediate brown dwarf outside terra referenced in GTIW, and or the fueling points in DGPA&S ?
Logistics can prevent a jump as much as theory -when you're out of H, you're out of luck
GTIW sets precontact terran drives as requiring twice normal consumption so carrying fuel for two EHJ1 jumps is a 40% penalty; likely a problem, especially if one wants fuel for a round trip when going into the unknown. Thus while in theory its possible to make the jump, it's probably undoable due to fuel constraints, not jump theory. But with a refuel at a well mapped and findable body in the empty Jump hex, it works.
And it's not mapped because ?
Because at present, it's not a stellar jump point, just another old crappy empty base, cold and with no resources. It may be there, or it may not, possibly it was have been destroyed when Terra was directly attacked, either by the Vilanii, or by the Terrans.
And the Vilani ones ?
Remember, the calibration points are for supplies, not to enable jump.
One can EHJ (or not) just as easily with a calibration or logistic station, or not,
if you have the fuel of ability to post Jump recalibrate your drives in deep space. We assume that the mapped stars are the ones which would qualify foor STS travel.
If one assumes (as seems okay with most posters) that the empty jumps are more dangerous, most of the J1 filling stations fall into disuse once STS J2 was perfected : Civilian ships either jump past, or are still unwilling to take risks when they don't have to, even though the stations are there for supplies, maintainance and fuel: remember, when using MGT a -2 to the jump roll makes likely a 1/36 chance of a loss....that isn't good business even if one isn't averse to the risk.
Thus the J1 ships will continue chugging down the natural mains, and likely only rarely, if ever, take the risk of misjump to get to another J1 main. And see below about multiple EHJ effects.
So why didn't one of the combatants jump around the chokepoints in the Interstellar wars period ?
Ships could still jump to an empty hex via J1 drives , but they can't jump out at jump 2. Theyd have to make three jumps at minimum involving empty hexes at J1, and need to schlep the fuel along as well.
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.
Terra MAY have had a fleet of last ditch raiders ready to make repeated J1 jumps across the gap, perhaps if Terra fell; but it was known that it would be a one way mission with massive losses (potentially >50% after a few jumps, with the ships needing massive maintainance at arrival); And they would functionally be unable to return. Like the last ditch one way nuke bombers of the early cold war, it was a possiblility , but a desperation , or a revenge-only option.
I'd also be okay with making empty empty jumps impossible or VASTLY more dangerous. There's a lot of canon room to play with the dice mods.
So, what about the standard traveller era (1105 for MGT) ? Can one do an EHJ6 at TL15 ?
This is left to the conscience of the individual GM - a strict application of the tech lag for EHJ would suggest that that only occurs at TL16. But, I would suggest that from TL12 and on, the deveopment for EHJ occurs in paralell, and is completed close enough to the introduction of the STS drive to be at the same TL and essentially simultaneous .
Have fun, and dig in !