Reynard said:"1; The speed of Collection of the exotic particles. 1 week flat rate allows a 2 Jumps a month just like a regular ship. This saves the need for skimming or buying a lot of fuel and allows Collector ships to just be more efficient and profitable than the old ships. Sucks to be old Tech. "
As I said in an earlier post, most ships don't spend a lot of time traveling to and from jump points and destination. Travel between a far neighbor world and a destination world and back again at 1g is a week. That's obviously far further that a 100D ride at the destination even if it's a gas giant for any reason. Far more likely than not, you are parked in orbit at the destination for a long time watching ships that arrived at the same time refueling with hydrogen and off in far less time. If there's no highport, you better hope for expensive cargo/fuel load and unload shuttle service or waste space for your own small craft. You still need to find L-hyd for your power plant at the same time you're charging the jump. Lots of missed opportunities at downport only sites. Sucks to be specialized new tech.
Well, leaving aside the fact that the fuel tankage for fusion plants is what is termed in professional circles as "absolute bollocks" (realistically, that much hydrogen fuel volume could power a fusion plant for decades, if not longer), there's no reason why Collectors have to be better than standard jump tech. If it's a different tech then it has its own standards to work with.
"2: Does the Collector need to be in a system with a star in order to collect energy? Annic Nova showed a 1-6 week recharge time. This really slows down the competitiveness with Hydrogen if it can take 6 weeks to recharge. If the new system does not need a star to recharge, then crossing rifts becomes a tactical possibility and changes the military balance everywhere Collectors are available."
Annic Nova recharge was based on how far from a star it was. It's making the assumption the necessary energy and particles are part of a star's fusion production (just like fusion PP) and concentrated within a star's local vicinity (inverse square law). They made the process simpler assuming you will always be at an optimal distance from a system's star(s) and you destination.
I really don't understand publishers who insist on oversimplifying things because they assume that people who play scifi games are idiots. Formulas will not kill anyone. And they can always use tables too. But anyway - I don't know if HG2 has power points or anything, but the table should go something like this:
Code:
Distance/AU
0.05 0.25 0.5 1 2 3 4 5 10 AU
Luminosity
1000 0.00042 0.0105 0.042 0.168 0.672 1.512 2.688 4.2 16.8 early B V & giant stars
100 0.0042 0.105 0.42 1.68 6.72 15.12 26.88 42 168 late B V & giant stars
10 0.042 1.05 4.2 16.8 67.2 151.2 268.8 420 1680 mid/early A V
5 0.084 2.1 8.4 33.6 134.4 302.4 537.6 840 3360 late A V
2 0.21 5.25 21 84 336 756 1344 2100 8400 early F V
1.5 0.28 7 28 112 448 1008 1792 2800 11200 mid F V
1.25 0.336 8.4 33.6 134.4 537.6 1209.6 2150.4 3360 13440 late F V
1 0.42 10.5 42 168 672 1512 2688 4200 16800 early G V
0.75 0.56 14 56 224 896 2016 3584 5600 22400 mid G V
0.5 0.84 21 84 336 1344 3024 5376 8400 33600 late G V
0.25 1.68 42 168 672 2688 6048 10752 16800 67200 early K V
0.1 4.2 105 420 1680 6720 15120 26880 42000 168000 mid K V
0.01 42 1050 4200 16800 67200 151200 268800 420000 1680000 early M V
0.001 420 10500 42000 168000 672000 1512000 2688000 4200000 16800000 late M V & white dwarfs
This table shows the time (in hours) that it would take to charge a jump drive (168 hours = 1 week). It shows how this time would vary with luminosity and distance from the star - e.g. if you are a 0.5 AU from a star with luminosity of 1.5 Sol, then the drive takes 112 hours to charge. It's assumed that the "particles" are directly proportional to luminosity (twice the luminosity = twice the particle flux at the same distance), and that they drop off with the inverse square of distance (twice the distance = 1/4 of the particle flux). I've also shown the star type corresponding to that luminosity (bear in mind that M V are the most common stars, stellar frequency decreases rapidly as luminosity increases, and giant stars are fairly rare). These numbers are easily adjustable - if you want to say that it takes say 3 weeks (504 hours) to charge in the habitable zone instead, then replace the "168" at (luminosity 1L, distance 1 AU) with "504", and multiply all the other values in the table by 3. Bear in mind that six weeks = 1008 hours, so anything beyond that and we're looking at cripplingly long waiting time.
So from this we can determine a few things:
- 1) It is assumed to take 168 hours (1 week) to fully charge a jump drive at the habitable zone distance of the star (which varies with distance depending on star type). It takes 1008 hours to charge at 2.45x the habitable zone distance (roughly where the Outer Zone starts). Anything further than that, and it takes significantly longer (at 10x habitable distance, it takes 100 weeks - about two years! So don't try this at Saturn!). If it takes longer than 1008 hours then essentially it's not worth even trying.
- 2) Being closer to the star really helps. At Mercury's distance from the sun, the drive would only take about 27 hours to charge. But then you also need to worry about cooking the ship.
- 3) Giant stars really speed things up (even at 10 AU from a 100L giant star, the drive takes 1 week to charge. At 1 AU (if that's not within the star itself) it'd only take 1.68 hours! But again, you'd also be cooking your ship (and possibly fighting significant solar wind pressure from the giant collector sail)
- 4) you have to be much closer to dim stars to charge things up at 168 hrs (and as you'd expect, their habitable zones are correspondingly much closer to the star too). For the dimmest stars (0.001L) you have to be around 0.03 AU to get a 168 hour charging time - if you're at 1 AU from such a star it'd take you 1000 weeks (19 years!) to charge the drive (so obviously don't even try)!
- 5) It should be quite obvious that you can't use collectors in interstellar space. Presumably Brown Dwarfs (not having fusion in their cores) do not emit the magic particles that the Collectors use either.
Obviously it'd take longer to charge up a bigger or smaller drive. I'm assuming a J3 drive here - maybe they all take the same length of time, maybe there's an additional factor for whether you're looking at a J1 or J6 drive. But this gives you an idea of how it'd work in practice (and something considerably more useful than the vague "1-6 weeks depending on star type and distance from star").
So the moral of the story is - use the Collector within the Habitable or Inner Zones, unless you have a lot of time to kill.
'Collectors consume 1% of the ship’s tonnage multiplied by the maximum jump number its drive is capable of, plus 5 tons.' The collectors are build to handle the size of a ship's jump engine. No J4s in the Core book so we try an 800 ton merc cruiser at J3. That's a Collector displacing 29 tons compared to 249 tons fuel. Sounds great except a Collector cruiser should not be able to deploy that honking huge canopy under gravity in an atmosphere which it's built to operate in. Just to be fair though rather than assuming - Mongoose, can canopies be used planetside or are they those gigantic gossamer structures that work only in zero gravity?
It sounds like they're zero gravity only. It's basically unravelling an energy-collecting light sail.
The Annic Nova scenario never explained the double jump drive capacity or how the Accumulator charges both except it could because it was Weird Alien Stuff. The HG2e version was again simplified to handle one jump capacitor system at a time. It seems reasonable it could spend a second week to charge a second jump drive that is equal to or smaller than a primary jump engine. Adding a second Collector system seems impossible with the canopy component.
It did - see my previous post. It sounds like it could power both drives for a single use, so the ship could do a J3 jump followed by a J2 jump on a single charge.