Jump drives have been one of the things that I've always tried not to think too hard about. Covering my ears and screaming out loud when other people talk about it so I can ignore them and continue waving my hand and saying 'thats just how things work' so that I could play the game and not just sit around saying wtf!
But today I had a thought that popped into my head and unfortunately (for you, because now you are here reading my stupid post!) I thought too long about it before I could shift my brain to something else.
Jump distance for ships not exactly an even multiple of 100 tons
A Jump-C drive can take up to a 600 ton ship Jump-1.
It can take up to a 300 ton ship Jump-2.
It can take up to a 200 ton ship Jump-3.
A 100 ton ship can be taken up to Jump-6.
The max jump for a 110 ton ship with a Jump-C drive would not be Jump-6 (obviously) but also not Jump-5 or even Jump-4, but Jump-3!
Has a good explanation ever been given for this? Do you do things differently? I'm using details from MGT. Do other versions handle it differently?
It's a massive simplification that almost certainly developed from the idea that since Jump itself is quantized, anything else associated with it should also be quantized, plus a lot of quick-and-dirty math. It comes down to the difference between PLAYING Traveller, and PLAYING WITH Traveller. Perhaps it was inevitable that Traveller would attract the technical-geekery types, more so than the fantasy-genre games like D&D, and thus show the flaws - but us technical-geekery types, especially those who like their SF chewy at least, and crunchy or hard when we can get it, will tend to find the TECHINCAL misfeatures. And programmer types, or those who are in fields that are conceptually related to the specific area being geeked, are probably the most likely to spot such misfeatures. But again, it's about simplicity of PLAY, rather than accuracy of PLAY-WITH.
That said, if you really want to interpolate, then you want to look at a Jump drive as not so much providing "Jump-X for a hull of Y tons", but as providing "XY Jump-tons" - so, using the example, a Jump Drive-C provides 600 Jump-tons. That leads to the same table that you've given, but it also yields a relatively simple formula for what distance it can take ships whose hull rates don't hit one of those nodes:
For a ship of T tons, a Jump Drive that provides Z jump-tons can take said ship through jump INT(Z/T). (INT is a function that returns the integer portion of its argument (the value in parens). The use of the function is to account for the fact that Jump is quantized.)
So, your Jump Drive-C takes a ship of 150 tons displacement through Jump-4 (Z=600, T=150; 600/150 = 4), but a ship of 151 tons only Jump 3 (Z=600, T=151; 600/151 = 3.9735..., integer portion 3).
Now, some versions of Traveller allowed a ship to 'slop over' its hull rate by as much as 20% without affecting performance or requirements; I think this is actually a bad rule, because knowing that it's permissible offers temptation to actually take advantage of it - design the ship to spec, and then cram extra stuff that you WANT in until you're pressing up against the 20% overage limit. If nothing else, a merchant can cram a fairly large extra chunk of revenue space - staterooms or cargo hold - into the oversized hull, without appreciably impacting costs, and without impacting performance at all (by the rules). If you want to apply that rule, you should also perhaps change the INT in the above formula to a ROUND, and allow a Jump Drive C to provide Jump 4 to anything from 134 tons (calculated jump 4.47... before rounding) to 171 tons (calculated jump 3.5... before rounding).
All of the above assumes, of course, that you're playing on a quantized flat map with quantized jump. It's not unreasonable to de-quantize jump if you decide to play on a non-quantized 3-D map... But that's a whole different argument-cum-flamewar...
