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  #21  
Old July 27th, 2017, 11:11 AM
kilemall kilemall is offline
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This brings up a point- isn't MgT ship movement abstract and therefore transit to jump more of a referee described event?
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  #22  
Old July 27th, 2017, 06:19 PM
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Originally Posted by kilemall View Post
This brings up a point- isn't MgT ship movement abstract and therefore transit to jump more of a referee described event?
I have the players describe where they are, and what they are doing. I don't narrate their actions.
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Old July 27th, 2017, 09:14 PM
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<Sigh> so if I was a player and I said I escaped orbit, fast forward to 100D and jump you would always let that through?

I suspect not.

You as the referee are likely going to work out chances for enemy/authorities intercept, roll for chances or declare they catch up for jump, but either way it's not a CT/Mayday/BL type movement through space on a game board/graph plot, the referee is describing what happens from an abstract.
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Old July 27th, 2017, 10:17 PM
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Originally Posted by kilemall View Post
<Sigh> so if I was a player and I said I escaped orbit, fast forward to 100D and jump you would always let that through?

I suspect not.

You as the referee are likely going to work out chances for enemy/authorities intercept, roll for chances or declare they catch up for jump, but either way it's not a CT/Mayday/BL type movement through space on a game board/graph plot, the referee is describing what happens from an abstract.
As I said, players tell me where they are, and what they are doing.
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Old August 3rd, 2017, 04:07 PM
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Originally Posted by Whipsnade View Post
Getting back the "how long does it take to reach the jump limit" question, CT's LLB:2 has a nice chart on page 10 which can partially answer that. It lists various distances along with the time needed to cover those distances at 1 gee, 2 gees, 3 gees, etc. Looking at the one million km line, it would take 333 minutes at 1 gee, 236 minutes at 2 gees, and 192 minutes at 3 gees.
And to follow-up Whipsnade's comment above, that chart is operating under the assumption that the ship is accelerating from world-orbit all the way to the midpoint of the jump limit (~ first 50 diameters), and then "rolling-over" and decelerating all the way from the midpoint to the actual jump limit at 100 diameters.
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Does it matter if you are still moving when you jump?. I had always assumed that ships velocity got cancelled during the jump phase. Otherwise it would be a mess at emergence.
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Old August 3rd, 2017, 04:19 PM
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Originally Posted by mansfeld666 View Post
Originally Posted by WhipsnadeView Post -

Getting back the "how long does it take to reach the jump limit" question, CT's LLB:2 has a nice chart on page 10 which can partially answer that. It lists various distances along with the time needed to cover those distances at 1 gee, 2 gees, 3 gees, etc. Looking at the one million km line, it would take 333 minutes at 1 gee, 236 minutes at 2 gees, and 192 minutes at 3 gees.
And to follow-up Whipsnade's comment above, that chart is operating under the assumption that the ship is accelerating from world-orbit all the way to the midpoint of the jump limit (~ first 50 diameters), and then "rolling-over" and decelerating all the way from the midpoint to the actual jump limit at 100 diameters.
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Does it matter if you are still moving when you jump?. I had always assumed that ships velocity got cancelled during the jump phase. Otherwise it would be a mess at emergence.
The traditional understanding in Traveller is that Conservation Laws (such as Momentum) still apply. So a ship exiting Jump will do so with the same momentum it had when it entered Jump. Which means that the differential velocity between the originating and target star systems will need to be corrected for either before or after Jump.

The Traveller terms for the two types of Jump you describe above are a "Standing Jump" versus a "Running Jump".

Under T5 rules, if you have a reaction drive (throwing out reaction mass), you can operate the drive during jump to correct the differential momentum between the star systems en route.
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Old August 3rd, 2017, 08:50 PM
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Originally Posted by whulorigan View Post
Under T5 rules, if you have a reaction drive (throwing out reaction mass), you can operate the drive during jump to correct the differential momentum between the star systems en route.
Wouldn't it be risky because of
A,The lack of 1:1 correspondence between points in J-Space vs. Normal Space
OR
B.Igniting the hydrogen bubble around the ship protecting the ship?

I might have my interpretations of JumpSpace mixed up between the novel and different versions of the game but I thought T5 mentioned those two factors?
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Old August 3rd, 2017, 11:43 PM
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Quote:
Originally Posted by Nathan Brazil View Post
A. The lack of 1:1 correspondence between points in J-Space vs. Normal Space
You will have to elaborate; I am not understanding what you are getting at.

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B. Igniting the hydrogen bubble around the ship protecting the ship?
The Hydrogen bubble is no more flammable than carbon dioxide or any other gas. Hydrogen is flammable in the presence of an oxidizer (such as Oxygen). There is no oxygen present in the "bubble". Otherwise fuel skimming from gas giants would be a rather "exciting" procedure as well, especially from static discharge in the atmosphere.
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  #29  
Old August 4th, 2017, 03:46 PM
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Quote:
Originally Posted by whulorigan View Post
You will have to elaborate; I am not understanding what you are getting at.

The Hydrogen bubble is no more flammable than carbon dioxide or any other gas. Hydrogen is flammable in the presence of an oxidizer (such as Oxygen). There is no oxygen present in the "bubble". Otherwise fuel skimming from gas giants would be a rather "exciting" procedure as well, especially from static discharge in the atmosphere.
J-space is flat, 2D. (Source: Marc, recently, via email)
N-Space is 3D.
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