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Faster Jumps

spank

SOC-13
I had an idea last nibht at work. Faster jumps, For each level your drive excedes the jump you are making you can shave 1 day off the jump. For example You have a jump-4 ship you are making a 2 parsec jump. Under this rule you could make the jump in 5 days if you wanted. Feedback ?
 
;) Let's see which one to reply to :confused:

eenee, meenee, minee, MOE...

nyuk nyuk nyuk

:D I crack me up...

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sorry you had to witness that...

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but seriously folks...

That's a neat idea there spank. Works in with the old canon 4 days (iirc) for X-boats, they were obviously talking per single parsec jump (using your system of course), I like


Couple thoughts though.

1) I'd suggest to gain the saving you have to spend the fuel. For example: 10T of fuel for a Scout going only 1 parsec saves no time, 20T fuel for a Scout going only 1 parsec saves one day.

2) How are you going to handle microjumps? Treat them as J1, J0, or something else, or disallow? If you call it a J0 then concievably a J6 ship could cut long insystem transits to one day! That would make a big difference, though it'd be pricey. Maybe good only as some emergency shuttle for an outer system base or settlement.

3) I'd definately not bring the optional 1/2 jump fuel rule into play too, that would be way too imbalanced imo

4) You might have to tweak the Priority cargo rules a bit (T20)

5) Consider making it an Engineering skill check to actually gain the time, failure meaning misjump perhaps, or adding to the chance of misjump, and probably not a practice allowed for commercial shipping.

I'll stop now, though more ideas may come to me. At least this may spark some dialogue and generate a few more ideas.

:cool: spank :cool:

Oh yeah btw spank you can go into the other post and just delete the whole topic, unless someone else has replied there while I was typing, in which case I'll copy this there and then you can delete the topic here.
 
I had actual thought of a two tier system, 1 day raises the jump by one level and 10% feul saving does the same. if if to use the previous example you wanted to use your jump-4 ship to travel 2 parsecs, you could arrive 2 days sooner, or save 20% of your feul or 1 day sooner and save 10% feul. At the extreme end is of this system would be the jump-6 ship making a jump of a single parsec. It could make the jump in as little as 2 days or save up to 50% feul.


P.S. sorry about the duplicate post, I wasn't even home at the time of the second one, I was at a movie.

:eek: IT'S VIRUS RUNNNNN RUNNNN
 
Originally posted by spank:
I had actual thought of a two tier system, 1 day raises the jump by one level and 10% feul saving does the same. if if to use the previous example you wanted to use your jump-4 ship to travel 2 parsecs, you could arrive 2 days sooner, or save 20% of your feul or 1 day sooner and save 10% feul. At the extreme end is of this system would be the jump-6 ship making a jump of a single parsec. It could make the jump in as little as 2 days or save up to 50% feul.
The fuel reduction idea is actually not that far off from a deuterocanonical idea that's been kicking around for years - the jump governor. Using a jump governor, a J4 ship making a J2 only uses as much fuel as a J2 ship of equivalent displacement.

I'm not sure I like the idea of speeding up the Jump (i.e., taking less time); I have a feeling that doing that will ultimately have knock-on effects that, carried to their logical extension, will have major effects on the entire dynamic of the interstellar community.
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I'm not sure I like the idea of speeding up the Jump (i.e., taking less time); I have a feeling that doing that will ultimately have knock-on effects that, carried to their logical extension, will have major effects on the entire dynamic of the interstellar community.
Agreed.

Under optimum conditions, a well-maintained drive might, if you're lucky, make the jump in 6 days, but don't count on it. If you could do it reliably, everyone would, and that would change everything.
 
I'm working on aversion of this for my campaign. The highest known jump number is 12, and commonly about 8. If you go only one parsec (using either, which takes up the same _percentage_ of fuel), you can get there in no less than two days.
 
Spank!
some interesting ideas you have there. the old heretic cheers from the peanut gallery!

This will of course speed things arrival time wise, IYTU. Mr Zetlin is right, carried to its logical extension, this will make shipping info/ and military data flow/operations an even tighter trickier thing to plan for.

the Jump governor idea is one I allow IMTU, makes only sense to me if you have J4 legs but don't need to plot but J2 to destination you would save fuel!

Please note, I'm not knocking yer ideas down--it would make interstellar traffic "speed up"...without touching most of the mechanics of jump space.(like your J-4 X-boats making the transit in 4 days, instead of 6.5 + or - 12hrs)

Some additional notes (penalties):
--to add to Far Trader's...
Increased wear and tear..the higher the tech, and faster speed arrival time, some sort of modifier on keeping the jay's running at peak efficiency. Yeah you're saving fuel..getting their faster, but..there's a lot of J-1 merchant vessels out there too, plying the mains. A lot of them will be put out of business with your faster jump time/ longer "legged" ships..

Fuel...refined fuel efficiency vs unrefined/ did it yourself refining..a topic covered elsewhere...Mr Zetlin's site has ideas in "Doing it My way" section. IIRC, Tukera Lines, LIC which follows the X-boat routes, has a fleet of 3kton ships, USL-hulled, that use refined fuel only, docking at C+ better ports of call, and are J-4 capable.


If you do both fuel & Jump time, Far Trader's right..the imbalances it would create would shut down the entire J-1 engine industry. Why bother to build them anymore? Except for insystem travel to far outsystem (J-0 travelling)...?

I could see the Jump space time-reduction thing by itself..But there still would be refuelling time/ braking to orbit upon arrival, etc still to be done.
With an Imperium style campaign, those J-6 engines are going to be at a premium demand/ and price! The Imperial Navy & a few well to do might
be able to afford to own/ be allowed to own these...

Look at the maintenace cost in our century say between a long-bed cheverolet pick up truck, and a Maserati engine..which mechanic costs more/hr? which one has the more expensive parts?

Faster/ sooner has a price, thats all I'm saying Spank! figuring out where to put it in, I leave to YTU.

Have a great day! <I too work at night>
 
Back in the LBB days, when we first started playing Traveller, we didn't use the fuel requirements for jump at all. The reason? None of the SF we were reading at the time, and none of the universes we were playing in had such huge fuel requirements as regular Traveller did. Even now, when I run a game (at this time either G:T or T20), I use only 10% the fuel for jumps as it states in the book, though I keep the standard designs fuel capacity the same. This means that a normal Far Trader design can jump 20 parsecs before it needs refueling (10 jumps of J2). I also halve the time required, to around 80 hours per jump. In my new campaign I'm also adding a new FTL system, Hypergates, like used in the series Babylon 5 or Buck Rogers. This way only warships, exploration vessels, and frontier traders need a jump drive, all other ships will just use a hypergate to travel between "civilized" systems.

As always, YMMV
John Hamill
jwdh71@yahoo.com
 
Hello.
Sorry but i appear to be doing the jump thing wrong.
If you have a jump 6 drive and jump 6 fuel and you do a jump 1 dont you only use 1/6 the total fuel available ?????.
BYE.
Another entry in the great soc race.
 
Originally posted by Jeff Zeitlin:
The fuel reduction idea is actually not that far off from a deuterocanonical idea that's been kicking around for years - the jump governor. Using a jump governor, a J4 ship making a J2 only uses as much fuel as a J2 ship of equivalent displacement.
Just a point of clarification.

In CT and GT, a ship performing a J1 only uses 10% of hull volume of fuel, regardless of its jump rating. This is not an optional rule, the rules explicitly state this. (At least in the rules sets I have for them.)

I don't have T4 or T20 rules, but I assume they work the same way.

The only versions that apparently differed were MT and TNE because they threw out the [.1 * hull] rule for something else.
 
hey,
One thing you have to realize is there is no improvement in effeciency of the jump drives in traveller as they increase in level a 500 ton jump-1 ship will will use 300 tons of feul in 6 jumps to travel 6 parsecs. If the ship were jump-3 it would use 300 tons of feul in 2 jumps to travel 6 parsecs. and at jump-6 300 tons in 1 jump to travel 6 parsecs. The only savings are time.

And there would be no advantage in using a jump-6 ship to travel 3 parsecs when a jump-3 ship can make the same jump in the same time, with the same feul. {and save 3 tons of space per 100 tons of hull in space that would be used by the drive}
 
hey,
I sat down and work some numbers, using the same 500 ton ship and the optional reduction a ship with a jump-6

@ jump-1 it makes 6 jumps spends 150 feul and takes 6 weeks

@ jump-2 it makes 3 jumps spends 180 feul and takes 3 weeks

@ jump-3 it makes 2 jumps spends 210 feul and takes 2 weeks

@ jump-6 it makes 1 jump spends 300 feul and takes 1 week

I don't think this is too unbalancing
 
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