So what is the jump drive being powered to do when in jump?
Main rule book says:
Jump travel is the only known means by which a vessel may travel faster than the speed of light. To Jump, a ship creates a bubble of hyperspace by means of injecting high-energy exotic particles into an artificial singularity. The singularity is driven out of our universe, creating a tiny parallel universe which is then blown up like a balloon by injecting hydrogen into it. The Jump bubble is folded around the ship, carrying it into the little pocket universe.
This new universe is short-lived, and will eventually collapse,
precipitating the ship back into normal space several light-years
from its original position.
So the jump drive creates a black hole and forces high energy exotic particles (hic) into it creating both a rift in space time into which the ship falls and a bubble universe which hangs around for a week.
This throws itself headlong into the cannon minefield and rolls around as well
Aside from the whole pocket universe thing which is a grandfather trick it also goes against years and years and years of Jumpspace being an area you travel through not a pocket you create. Quantum theory can handle the idea of jumping through higher or lower quantum dimension where though you maintain the constants of your own space you move under the constants of the dimension you are in such as Distance Traveled equals Time x Speed not being what it is in our dimension, hence travelling light years in a week without going FTL with mass.
How exactly is this intended to work in theory, using a massive gravity source to twist or fold space time is fine but leads more towards portals/stargates/wormholes. How do you get out of this pocket universe before it collapses in on itself taking you with it. Do you need to actively jump to get out of it? If you are blowing up a pocket universe that is totaly cut off from the rest of the universe and this is all the fuel is used for why do you need to refine it, any gaseous mass will do the job if its just to blow up a ballon.
Lots of cannon, lots of adventures written, lots of established details from previous versions. I like the simple MonT rules overall but some of the MonT science I tend not to use and go with what has come into being over the many years I have been playing.
Besides I love the graphic idea of the jump grid both powering up going into a jump and the flare as a ship emerges from jump and bleeds of the excess energy. Some of the great pictures of Traveller have been of this effect
