I'm moving the discussion here from my Re-Imagining the OTU thread to keep that thread on focus.
Yea, but having no empty-hex jumps (or making them a last resort) makes astrography matter more. Otherwise 2-jump or 3-jump "gaps" are far less prominent on the map.Just a little note - empty hex jumps are allowed in CT - read Twilight's Peak carefully and you will find references to the convoy having to make empty hex jumps.
They're explicitly stated as allowed and required in the chapter "In Search of Longer Legs" in The Traveller Adventure.
My problem is not with traders (who might prefer cargo capacity over additional jump fuel) but with military starships. No empty-hex jumps (or difficult empty-hex jumps) means that there are choke-points on the starmap, as well as difficult-to-cross areas.A gap is still going to be an economic impediment at jump-1, as it's cheaper to jump from fuel source to fuel source than to bring along fuel for a second jump.