Ishmael said:
how about this instead?
jump 1 goes 1 parsec in one week
jump 2 goes 2 parsecs in a week OR 1 parsec in 1/2 week
jump 3 goes 3 parsecs in a week OR 1 parsec in 1/3 week ( a little over 2 days )
jump 4 goes 4 parsecs in a week OR 1 parsec in 1/4 week ( a little under 2 days )
etc.
jump 6 can go a parsec in a little over a day
It's always been a staple of Traveller canon that a jump takes a week -
no matter how far you go. That said, I do like the idea of faster ships taking less time to do short jumps.
What effect does this have on in-system jumping though ? At most, a jump to the outer system will take an hour or less even in a J1 vessel - in a faster vessel you'll be there in minutes ! Do you still use a parsec's worth for fuel for this kind of jump, or less ? How do you even calculate that ?
A modification could be this: the fuel use is some function of speed and distance travelled in relation to jump rating. A fast ship could jump a sort distance faster, or travel slower at reduced fuel usage, or some combination of these parameters. I'm trying to work out exactly how this would hang together. I think i'd rule that the minimum jump is J1 equivalent, no matter how short the jump, just to simplify things though.
It's a nice idea, but I think it will change significantly the feel of a typical star system, making the worlds feel more interconnected, and making it harder to create a feeling of isolation in any system that has an inhabited world and starport. I kind of like the way that deep outer system worlds in Traveller are hard to get to and feel very cut off and remote. It makes them a great place for those pirate bases, Ancient's sites, and secret research facilities !
Also, I realised something else about the 1day/jump suggestion: it would likely homogenise star systems more than is apparent in the OTU. If you look at a subsector generated with the standard rules you'll see oddities like high population worlds with non-breathable atmosphere's right next to uninhabited garden planets. If it takes at least a week to get to another world you can at least use that as part of the explanation why nobody has emigrated, but when it only takes a day to get there...well, it's a lot harder to come up with a reasonable explanation.
Think about the real world: before cheap commercial flights it was a big thing to emigrate. People still did it, but it tended to be a one-way trip, because it could take weeks of sailing to get from Europe to Australia for example. Nowadays, you can be anywhere on the planet in a day, and relatively cheaply. I know people who've emigrated to opposite sides of the planet who still travel back to see their families every Christmas !
Edit: (Further thoughts)
So you could assume that the as-listed jump ratings for ships and their fuel use is for their maximum range and performance. Lets assume that a ship can jump at lower than it's nominal rating, call this the 'effective jump rating' eg. a J4 ship can make a J3 jump, and that's an effective jump rating of J3
Say that fuel use is (effective jump rating / nominal jump rating), and time taken is (actual distance / effective jump rating) x weeks. Minimum jump distance is J1, even micro-jumps in-system take as long as a J1 jump
So, a J1 ship can only ever jump 1 parsec a week. Simple.
A J2 ship can jump 2 parsecs a week at full fuel cost, or 1 parsec in a week at 1/2 fuel, or 1 parsec in 1/2 a week at full fuel
A J3 ship can jump 3 parsecs in a week, full fuel. 1 parsec in 1/3 week at full fuel, 1 parsec in a week at 1/3 fuel, or any combination in between.
A J6 vessel can jump 1 parsec or less in just over a day, but it costs it all it's fuel. Or it can take a bit longer to make the same jump and save fuel. If it jumped 1 parsec at J3 it would only use 1/2 of it's fuel (therefore allowing for immediate return trip), and get there in only 1/3 of a week, or about 2.3 days.
It's maximum efficiency being 1 parsec a week at only 1/6 of it's fuel. That means it could make 6 J1s in a row, but it could have done the same distance in one week anyway: the only reason I can see for needing to do this when fuel supplies are not reliable in intermediate systems.
I think this approach gives a lot of strategic flexibility to the operators of faster ships - make a slower jump in order to save fuel and be able to make a hasty second jump if need be, or go full speed and get there in a fraction of the time.
Of course, all of this applies if you choose 'days' as your unit of measure for jump times, instead of 'weeks' (6 divides into 24 a bit easier than it does into 7 as well !)