Using High Efficiency Batteries for Jump Drives

I don't think the fuel (pumps) will be an issue, in terms of bottlenecking.

The astrogator has to make calculations from where the transition will actually take place, and that probably requires looking at the weather forecast chart.

Current assumption would be that you don't quite know when and where you'll exit, so the astrogator is not going to be able to preemptively make his calculations.

Chances are, engineering would be ready to go, at any time.
 
The T5 Version of the Unit (by Displacement Volume) is 50% External Canopy that does the actual "Collecting" in unstressed non-accelerated Free Space (presumably of "Excitons" of the Jump Field) while deployed, and 50% Internal Mechanism which maintains the collected "excitation-state charge" for subsequent Jump-field discharge.

The entire assembly is very expensive, and the Canopy degrades with use over time and eventually needs to be replaced (and is NOT cheap).
Unless I missed something, it doesn't say that the internal mechanism is storage for the energy. It does say that it accumulates the energy in the Canopy and releases it to the jump drive. And that the canopy remains charged for about a day when stored.

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Then I'd place the Collector in a breakaway hull, and bombard it with an unshielded jump drive, which should speed up collection considerably faster.
Given the 'no acceleration' criteria, it makes prefect sense to have the jump drive part, either a breakaway hull or a jump tug with clamps, sit at 100D while the business end of the ship goes off and does stuff.

But unless 'bombard it with an unshielded jump drive' means using someone's jump drive as a projectile, then I think that's not a thing.
 
Given the 'no acceleration' criteria, it makes prefect sense to have the jump drive part, either a breakaway hull or a jump tug with clamps, sit at 100D while the business end of the ship goes off and does stuff.

But unless 'bombard it with an unshielded jump drive' means using someone's jump drive as a projectile, then I think that's not a thing.
There could be a booming business of swapping out collectors to recharge and then do it again for the next customer.
 
So once again we return to a jump capable ship staying at 100D while the maneuvering part with the cargo, passengers etc go to the planet.

You may as well just have a jump gate at 100D.
 
So once again we return to a jump capable ship staying at 100D while the maneuvering part with the cargo, passengers etc go to the planet.

You may as well just have a jump gate at 100D.
Collectors would tend to favor LASH or Jump Tender type systems for trade, certainly. Collectors are rather less likely to be useful for military applications. Not to mention that T5's collectors are only J2 at TL15.

A Jump Gate style setting would not be that different from LASH for the average merchant, but it would be a lot more restrictive overall. A collector ship can jump from anywhere, not just from a specific point. And the jump drive is under the control of the ship's crew, while the gate is not.
 
Sure, but from a merchant/tourist/vacationer/messenger/mail delivery point of view, there is a 'best' location to jump. If you put the gate there or not, 99% of traffic will be jumping from there anyway. Practically, it won't be more restrictive. From a gamers point of view, who are often that 1%, it certainly is more restrictive. But it's probably worth building the mechanics of the game and the setting world building to avoid that, so that the gamers don't feel completely obvious or even like outsiders if they want to jump somewhere else.
 
So once again we return to a jump capable ship staying at 100D while the maneuvering part with the cargo, passengers etc go to the planet.

You may as well just have a jump gate at 100D.

Which is essentially the configuration and intent of the canonical ANNIC NOVA as constructed.
  • It has no M-Drives, so when it jumps into a system it is not normally expected to manoeuvre anywhere.
  • It has two Pinnaces (long-range small craft, Manoeuvre-5), one outfitted for Passenger Transport, one for Cargo Transport.
  • The ANNIC NOVA remains on station at 100D recharging its collectors while the 2 Pinnaces shuttle between the ship and the destination and take care of business affairs.
While the ANNIC NOVA itself can rig for long range manoeuvre by moving a pinnace to the rear cargo dock and using the pinnace manoeuvring engine as a makeshift Manoeuvre Drive for a total effective 0.1g thrust, it is clear that this is not intended to be a routine procedure.
 
Sure, but from a merchant/tourist/vacationer/messenger/mail delivery point of view, there is a 'best' location to jump. If you put the gate there or not, 99% of traffic will be jumping from there anyway. Practically, it won't be more restrictive. From a gamers point of view, who are often that 1%, it certainly is more restrictive. But it's probably worth building the mechanics of the game and the setting world building to avoid that, so that the gamers don't feel completely obvious or even like outsiders if they want to jump somewhere else.
There's pretty much a "best" location to jump using jump drives too. It's just that it is unclear if there would be any advantage to the jump carrier/LASH system compared to just moving the ship to an orbital starport and redistributing the load there.

A jump gate system would not be very different for the NPC civilian world, because the vast majority of those ships just go from mainworld to mainworld with the least amount of time in real space as possible. Where it would make a major difference is with scouts, military, and adventurers.
Which happens to be the PCs, most of the time.

Assuming your PCs have a ship. Which increasingly feels like an assumption surrounding Traveller in the Mongoose era but is not actually something the game expects. If your players are travelling commercial, a jump gate setting is little different than a jump ship one.

I don't know that I agree you should build your jump gate system to negate the usual implications of jump gates, though. It seems to me that the point of that system would be to create a lot of "back of beyond" that's far from a system's jump gate. And to make the smugglers' skill set in getting through jump gates without the authorities realizing who you are a major factor in the campaign. "This the Imperial Freighter "Totally Not Full of Terrorists" requesting jump gate transit to Scarif to consult the Imperial Archives. Here's my entirely legit and totally not forged permission slip. Thanks!"
 
If you happen to have players that want to play that, then yes. But many players don't, they want to explore and do random things, but they still don't want local authorities to stop them every time they don't follow the 'normal' jumping procedures- whether a gate system or jump drives.
 
Use an m-drive to get to 100D, use a jump drive that consumes hydrogen by the effton
complication 1 - you can carry the fuel in drop tanks
complication 2 - the Annic Nova
complication 3 - jump drives can now be battery powered

Drop tanks leads to the discussion of oilers and fueling stations if you allow drop tanks to be recovered - may as well have a jump gate
Collectors (of which there are now at least three different version) lead to hot racking charged accumulators - may as well have a jump gate
Batteries leads to charging stations at the 100D limit - may as well have a jump gate

Jump drives not jumping are wasting money, m-drives not maneuvering are wasting money, which lead to LASH or dedicated jump tenders - may as well have a jump gate
 
Use an m-drive to get to 100D, use a jump drive that consumes hydrogen by the effton
complication 1 - you can carry the fuel in drop tanks
complication 2 - the Annic Nova
complication 3 - jump drives can now be battery powered

Drop tanks leads to the discussion of oilers and fueling stations if you allow drop tanks to be recovered - may as well have a jump gate
Collectors (of which there are now at least three different version) lead to hot racking charged accumulators - may as well have a jump gate
Batteries leads to charging stations at the 100D limit - may as well have a jump gate

Jump drives not jumping are wasting money, m-drives not maneuvering are wasting money, which lead to LASH or dedicated jump tenders - may as well have a jump gate
I think the batteries powering the jump is only part of the process. The hydrogen is used to generate exotic woo-woo particles and the batteries don’t do that.
 
If you happen to have players that want to play that, then yes. But many players don't, they want to explore and do random things, but they still don't want local authorities to stop them every time they don't follow the 'normal' jumping procedures- whether a gate system or jump drives.
I guess my question is "why pick that star travel system if that's not the kind of environment you want to play in?"
 
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