IMTU I'm playing with the idea that ships don't need to come out of jumpspace after a week as long as they have the fuel to stay. The Jump rating is the distance in parsecs that the ship can move through jumpspace in a week. Higher ratings mean that the ship is more efficient at moving through the gravitational morass of jumpspace. This effectively means that Jump-1 vessels can make 2 parsec jumps if they have enough fuel, it just takes them two weeks to do it rather than one.
Rough figures - still to be worked out properly and play tested.
30% fuel cost to create entry jump point, or use of jump gate
20% fuel cost to create exit jump point, or use of jump gate
50% fuel cost maneuvering in jumpspace
Then there's military restriction of technology. the latest technologies would only be available to the military, except in the most stagnated of cultures and economies.
If you have the fuel capacity built in to the ship, then I assume that this is built in as well. in other words I don't think about it.Originally posted by Sigg Oddra:
Do you require any extra overhead cost for life support during jumps longer than a week?
It would mean that yes, but I go by the 2d maps and hexes. If you want to use a real star distance chart and work on that basis, the system would work for 3d star charts.Originally posted by Sigg Oddra:
Does a 1.5 parsec jump take 1.5 weeks, or a full 2 weeks?
I see no problem with this. I dislike the per jump model and use per parsec pricing.Originally posted by Aramis:
The problem with that, Valarian, is that what little justification for per jump pricing there is (versus per parsec) goes RIGHT out the window.
You've still got the time to maneuver in-system and refuel. If no refueling takes place, with the exits and entries in to jump space, you'd not get this. You'd perhaps get 2 jumps maybe three. The reason is that it's more costly to create a jump point to enter or exit jumpspace than it is to maneuver in the gravitational morass.Originally posted by Aramis:
Further, if you can stay in longer, by gum, logically you should be able to stay in shorter... in which case, by switching to J4, you get 4 J1 jumps in a week, which means, 3.5 jumps per month, in which to make your salaries and payments, with about 2/3 the cargo space, and 7/4 the cargo space, or about 7/6 the income, WITHOUT adjusting for speed, or the lack of per-jump pricing.
Rough figures - still to be worked out properly and play tested.
30% fuel cost to create entry jump point, or use of jump gate
20% fuel cost to create exit jump point, or use of jump gate
50% fuel cost maneuvering in jumpspace
This would indeed happen on the mains and large shipping companies that can afford the latest technologies would buy these to stay competitive. The cost of the technology would make it costly to put on low bulk freighters, so it would only be used on the larger freighters. However, the large bulk freighters don't serve everywhere and the tramp freighters, using older technology, would be there to pick up local distribution.Originally posted by Aramis:
Logically, all merchants should be the best TL available, or they can't keep up financially...
Then there's military restriction of technology. the latest technologies would only be available to the military, except in the most stagnated of cultures and economies.