Ramscoops require you to be actively maneuvering. Your guess is as good as mine if the 1/1000 of an M-Drive is enough "active maneuvering"But you do have to have the M-Drive.
Anyway, the reality is that Traveller's "empty hexes" and the geopolitics of the Rifts don't actually hold up to all the technologies added to the game since the setting was introduced.
Rifts as originally conceived in Charted Space aren't even a real thing using the current rules. They are more like "inexplicably unmapped spaces".I use the term OP in the context of the other Rift crossing mechanics - given in the DSE book. Why sweat all that when you can get a ramscoop?
At first glance.. .Nah. A ship is a ship, and a station a station. Once you put 1G engines on it should no longer be considered a station but a ship. While, in theory, a station could run its station keeping drives for long periods to accelerate to higher velocities, this is a classic player-inspired way to get around the rules. Starships operate at much higher velocities than stations, thus a station concept like this would fail the common-sense rule. Make the station into more of a ship with at least 1G speed and then you could implement such a thing. As it stands the publisher does not always provide good explanations to defeat such workarounds.Consider a 200,000 Ton Station/Ship with a M-1 and J-2 drive and a 6000 Ton ramscoop.
The ramscoop collects 30,000 Tons of fuel per week. Filling the 125,000 ton tanks.
Yet another option for bridging rifts....
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My main point of irritation (other than the rules conflicting) is that no thought was given to why this is available now and not before. The Imperium and the Heirate have had their territory split by the Rift for many centuries. So why wasn't any of this done already?As I see it we are heading towards one of a few choices:
ignore the real universe
ignore the supplemental details of "unmapped hex" contents provided by the extended rules hidden away in game books, often with different rules for the same thing
embrace the chaos and come up with an idea of why "unmapped hexes" are so difficult to jump to and utilise as truck stops.
This could be fixed by simply making all Rifts Jumpspace Anamolies. Every jump into a Rift takes two or three times the jump number to go that distance. Say a jump 2 would take a J-4 or J-6 Drive, but for the Astrogation and Engineering checks count as if it were 4 or 6 parsecs distant and not it's real distance of 2 parsecs. This fixes the problem and is elegant. It requires no change to the rules of Traveller and only a one sentence addition to the setting a Charted Space.My main point of irritation (other than the rules conflicting) is that no thought was given to why this is available now and not before. The Imperium and the Heirate have had their territory split by the Rift for many centuries. So why wasn't any of this done already?
There are ways to do that. A lot more use of "jump space terrain". Or making the necessary technology be TL16 stuff that is just becoming available in experimental prototypes. Probably other good reasons.
It's another case (imho) of conflict between what belongs in the rules and what belongs in Charted Space. Deep Space Exploration and World Builder's Handbook should absolutely give you rules and tools for doing the kind of settings where this is important. Ramscoops belong in that category too.
But the isolation of worlds not on a main and the geopolitical impact of the Great Rift (and other rifts) is pretty baked into how Charted Space works.