Old School
Mongoose
So a 100 diameter boundary around a planet isn't a fixed point, but rather a very large globe surrounding the planet. How do you treat this in your games?
I believe past materials have referenced that it is frowned upon to come out of jump space with any velocity, so a ship is expected to slow to a stop before jumping. A stop a relative to what? Relative to the planet they are jumping to would make sense, although the game mechanics appear to simplify this by having the ship stop relative to the planet it departed from before jumping. I would think we could just say that the ship adjusts its speed and heading to match that of the destination planet before jumping, and approximate (hand wave) this by having it stop relative to the planet it left.
More importantly, where is the ship relative to the destination when it arrives? Thinking in terms of a two dimensional map, the jump limit is a big circle around a planet. Do ships arrive and depart from anywhere outside of this ring? I think planetary authorities in high traffic systems would prefer to have more control than that, but you can't have one designated jump point for departures an arrivals , (i.e. a point 102 diameters from the planet directly downstream on the planet's orbital path), because some traffic would be masked by the planet itself and therefore couldn't jump from or two that point.
Again, thinking in two dimensions because that's the traveller map that we've accepted, I would see a planet having 4 "jump points" that incoming and outgoing traffic is expected to use. Perhaps slightly separated points for arrivals and departures, but close enough that for SDBs and customs vessels to cover both at the same time. This makes traffic control, customs, pirate patrol, etc. all much easier than having ships take any route they desire to or from the 100d limit. The farther you are from one of these points when you arrive, the more suspicious you are.
How do you folks handle this in your games, or has it come up? Thanks.
I believe past materials have referenced that it is frowned upon to come out of jump space with any velocity, so a ship is expected to slow to a stop before jumping. A stop a relative to what? Relative to the planet they are jumping to would make sense, although the game mechanics appear to simplify this by having the ship stop relative to the planet it departed from before jumping. I would think we could just say that the ship adjusts its speed and heading to match that of the destination planet before jumping, and approximate (hand wave) this by having it stop relative to the planet it left.
More importantly, where is the ship relative to the destination when it arrives? Thinking in terms of a two dimensional map, the jump limit is a big circle around a planet. Do ships arrive and depart from anywhere outside of this ring? I think planetary authorities in high traffic systems would prefer to have more control than that, but you can't have one designated jump point for departures an arrivals , (i.e. a point 102 diameters from the planet directly downstream on the planet's orbital path), because some traffic would be masked by the planet itself and therefore couldn't jump from or two that point.
Again, thinking in two dimensions because that's the traveller map that we've accepted, I would see a planet having 4 "jump points" that incoming and outgoing traffic is expected to use. Perhaps slightly separated points for arrivals and departures, but close enough that for SDBs and customs vessels to cover both at the same time. This makes traffic control, customs, pirate patrol, etc. all much easier than having ships take any route they desire to or from the 100d limit. The farther you are from one of these points when you arrive, the more suspicious you are.
How do you folks handle this in your games, or has it come up? Thanks.