Reynard said:
Also remember a missile has a bright flare of a reaction trail while a mine... sits and watches passively. Even at visual ranges it is extremely tiny in the black of space and probably painted dark. That's why I think Formidable to find.
Yes, exactly. Something as tiny as a missile, or even a torpedo, is pretty invisible in the vastness of space. A little extra anti-radar coating and it gets even harder to see.
Which actually might justify having a 'mine' being no more than a missile pod or some sort that has the passive sensors, controls, etc. as well as the anti-radar coating and then fires off a missile or three or five or however many it carries at the target. That would actually solve a number of technical problems too because you could offload all kinds of maintenance and responsibilities to the carrier pod and leave the missiles/torps alone from a rules perspective. I need to write a few ideas down..
Reynard said:
Problem here about the predictability of jump points is my fault. I've gone through nearly all editions of Traveller and know where the references to jump mechanics, including jumps entry and exit rules, are which does also include Mongoose's reference. Mongoose, bless them, have tried to keep Traveller simple and easy so such things as we are discussing are conjecture, subjective and optional and reality has very little to do with any of this either! As such, if we decide jump points are too random and too spread then rocks are indeed useless and we forget Mongoose ever suggested in their game it is otherwise. Same for mines which are then solely for base defense.
Yes, here's what's in the core rule book:
Commercial starships usually make two Jumps per month. They spend one week in Jump, followed by one week in the star system, travelling from the Jump point to the local world, refuelling, marketing cargo, finding passengers, leaving the starport and proceeding to a Jump point again. The week in the system usually provides some time for crew recreation and wandering around the planet.
Non-commercial ships usually follow the same schedule of one week in Jump and one week in a system. If haste is called for, a ship may refuel at a gas giant immediately and re-Jump right away. This allows the ship to make one Jump per week but makes no provision for cargo, passengers, or local stops. - bolding mine.
So indeed the book references a jump "point". However I think you can interpret this both ways. In the first paragraph it mentions "jump point". Which possibly implies a physical area from which ships jump or emerge. But that concept also would be included in the original explanation of jumping from CT (and previous editions) that reference a ship traveling to a distance of 100D to jump.
If you look at it with the 2nd paragraph (bolded), it would imply that jump points
may be a phenomena existing with any planet - obviously at the 100D limit. However the text itself would not support that idea if you also accept that you can arrive anywhere within a system.
CRB141 talks about jump travel:
A ship can only safely Jump when it is more than one hundred diameters distant from any object. A vessel could only Jump away from Earth when it is more than 1.27 million kilometres distant (as well as 140 million kilometres away from Sol and 300,000 kilometres away from the Moon)...
You'll notice that there is no mention of a specific jump point here. In games like Starfire jump points are very specific and inherent to the gaming system. I would posit that the use of the label "jump point" is not a specific reference to any specific area within a system or near a planet by which ships come and go.
Technically the rules are very clear that any object of gravitational significance between jump point and emergence point can collapse a jump bubble. Which would mean navigation can be complicated, especially if you are travelling with multiple star systems in your path. However the game doesn't do much more than mention it as an issue. I suppose one could say the navigational complexity is reflected in the nav plotting rolls and the jump emergence rolls.
Which is the long version of why I don't think Traveller has actual jump "points".
