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Old January 18th, 2019, 11:25 AM
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Default Stellar Masking

I was reading Timerover's question IN THIS THREAD, and it made me think of something that is often ignored in CT. Stellar Masking.

Building on Timerover's question...

Isn't it possible that a certain route--a jump between two worlds--becomes economically non-viable due to the stellar masking?

If you've got a starting point where it takes several days or more to reach a point where the ship is outside of the 100 diameter limit of the system's star AND outside of the same limit from one of the system's bodies (could be a different planet than the main world), and the destination system is similar, then you could be tacking on one to two weeks MORE to the trip to that world.

Life Support costs are 1,000 Cr per person per week.

This could also eat up your Power Plant fuel pretty quickly.


I guess there's no way to really easily refer to stellar masking in the game. The easiest way, I would think, is to figure the system's star (stars), and then use Book 6 to determine the distance to the habital zone and compare that to 100 x the star's diameter. That way, you can figure an orbit number that gives you a playable rule of thumb showing what part of the system is masked by the star.


This might be the very reason that players risk a misjump in a game, jumping within the star's 100 diam limit (and heaven forbid if they jump within 10 diams of the star).
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