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Jump Drive Variant

Even if lowering your price is legal, you may want to avoid starting a price war unless your ship can operate at a lower per unit cost than the big corporations. In CT, a 2000 dTon Book 2 ship (I think) has the lowest operating cost per ton of cargo - can your ship beat that. If not then the bank could end up owning your ship when the freight revenue drops to 250 Cr per dTon. After you are gone, prices will return to normal.
 
Back to the original topic of Jump Drive variant.

IMTU the jump drive "lifts" the ship into jump space (whatever that is) and propels your bubble of jump space at a constant velocity of 1 parsec per week per Jump Drive number. So a J4 ship could travel 1 parsec in 1.75 days and a J1 ship could travel 3 parsecs in 21 days. The Jump bubble bursts when it intersects the 100 diameter limit of a star or planet, returning the ship to normal space with the same speed and direction as it entered jump space with. A jump 1 ship spending 3 weeks in jump space better bring enough power plant fuel and life support.

IMTU cargo rates are 1000 Credits per parsec to encourage fast merchant ships.

Not cannon, but it works for me.
 
Just for fun, try assuming that the mysterious reactionless maneuver drive of CT is not limited by the speed of light. Design a ship to travel 1 parsec using only a 6G maneuver drive and the point to point travel time calculations. If I remember correctly, a pre jump drive culture could "jump" about 1 parsec per month. A ship could easily carry enough fuel to run a TL 9 PP for three months and transport passengers in low berths. Now THAT is a Variant Jump Drive.
 
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