Condottiere
SOC-14 5K
This sounds interesting.
How does this work out with an actual jump drive?
How does this work out with an actual jump drive?
I think this is what you are thinking of, per TNE page 242:
The Zhodani on their Core expeditions. Given the expeditions have to cross the space between galactic arms and the resulting dearth of fuel sources, having a fleet of jump tugs haul the expedition across the gaps without having to set up massive fuel caches would be of benefit. Esp at higher Collector jumps.
I agree that they would be useful to the Zhodani Core Expeditions who may encounter unforeseen difficulties*, but the space between the galactic arms is not empty - it is lower stellar density, but there are many stars there, most of which are low-luminosity red-dwarfs. The arm structure is a density-wave of interstellar gas, so that the "compressed" regions are areas of recent star-formation (and hence include bright and luminous stars spanning the full spectral range), whereas the stars "between" the arms in the low-gas density region are not forming new stars, and the bright luminous once have long since died out, leaving only the dim red ones behind. The arm-structure is an optical/observational artifact.
* - (if that is possible with Zhodani precogs . . .)![]()
Limited by what one could roll on a D6!
Why is the subsector map 8 x 10? It's what fits on in the LBB!
Move along...
In the argument over the disruption of a fleet running about with collectors...
Can these collectors gather exotic particles dirtside?
Or, am I completely wrong in assuming 1 week in jump, 1 week gathering exotics, then going dirtside to gather parsons/cargo?
getting well offtopic but interesting none the less...
yes the size is purely arbitrary and used a standard size template(also arbitrary?) when originally created.
</Devil's advocate mode>If a ship absorbs enough energy to make a jump, and is supplied with sufficient
fuel, it may jump at the end of the turn.
<Devil's advocate mode>
Nice idea - but it won't work.
There has to be more to the jump drive than just charging the jump capacitor, which is why the collector collects exotic particles. Those exotic particles then are somehow used by the jump drive.
A fusion power plant powered jump drive must produce those exotic particles as products of the fusion reaction (which is probably why a fission reactor can not be used to power a jump drive). An antimatter reaction can likewise produce the exotic particles.
The black globe doesn't collect those exotic particles, it absorbs their energy and converts it to whatever energy is stored as in the black globe/jump capacitors.
It all comes back to that pesky line in High Guard:
</Devil's advocate mode>
By the rules as written in T5 I can not fault your idea at the high TLs where options can be built into globes.
All the more reason to lower the TL of collectors to 13 IMHO![]()
"I'm not too clear on how many options you can pick, or what adding options does to base TL or TL stage."
And I have to raise this question - shouldn't there be a way for psionic energy to power jump drives too :CoW:
I'm not too clear on how many options you can pick, or what adding options does to base TL or TL stage.
It looks like adding options basically adds 1 tech level per option if we accept that enhancers for vehicles would be a good model. (section G Page 260)