• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

jump questions

The jump drive requires a certain percentage of the hull:
J1 - 2%
J2 - 3%
J3 - 4%
J4 - 5%
J5 - 6%
J6 - 7%

Fuel for the jump drive requires 10% of the hull per jump number.

Any jump takes one week (+or- a few hours).

High jump drive equipped ships can jump shorter distances than their maximum (i.e. a jump 4 ship can make a jump 1, 2, 3, or 4 parsec jump) and only uses fuel for the distance jumped (in the above example 10%, 20%, 30% or 40% of the hull), but the jump still takes one week regardless of distance.

Jump numbers above 6 are not allowed by the rules except by misjumps.

Hope this helps
 
I should have added.

If you want to change the jump fuel requirement and extend the jump drive to higher jump numbers then there's nothing to stop you - it's your game have fun with it


I've run variants where there was no jump fuel at all, the power plant supplies the energy for jump. I've also had higher jump numbers on experimental craft etc.

Even the OTU has changed its rules on jump drives over the years ;)
 
I was thinking that there should be a way to jump farther (or faster) but I don't want to break the system

it makes sense that there should be better and better jump drives (maxing out at Jump8 probably (using 89% of the hall) since jump 9 would use 100% of the hall unless you changed it a bit (like make it use the same space as jump8, you would be left with 1% of the hall to use for other stuff)

like if you use double the space of something, than you get the next step better effects

so twice the Jump2s would act like a jump3 (but take up 40% for fuel and 6% for engines)

these things sort of make sense to me, and I know that they are modifying the game, I just wouldn't want to break it (and am new to the system)

Jon Miller
 
For my money, the 1-week jump is an important part of the milieu. Certainly, having jumps consitently take significantly less time would have some effects on the OTU background setup.

I've always thought the scale of inefficiency you're suggesting for 'clunky-go-faster' is about right; there's a fairly large penalty for the bonus Need lots of Engineering checks to 'keep the fields balanced' or what have you, too. Gives the Engineer something to do.

On the subject of 'better and better' drives, I would have thought that any ship which returned to civilised space after a misjump would be able to sell the records of their Jump-drive's performance for a very high price indeed. Since it happens by accident sometimes, there must be a way of deliberately initiating it and then controlling it, right? Even data on an under-jump might be as useful as data on the one that hurled you half way across the sector...
 
Originally posted by womble:
I've always thought the scale of inefficiency you're suggesting for 'clunky-go-faster' is about right; there's a fairly large penalty for the bonus Need lots of Engineering checks to 'keep the fields balanced' or what have you, too. Gives the Engineer something to do.
-----------------------------------------------
Hmmm. And I was wondering about the scale size thing meself. After all, at certain tech levels, the same device is smaller, better, more efficient. Hence a J-1 engine at TL-9 is huge, one built at TL-C/ 12 is smaller, uses less space, and so on.
-----------------------------------------------
On the subject of 'better and better' drives, I would have thought that any ship which returned to civilised space after a misjump would be able to sell the records of their Jump-drive's performance for a very high price indeed. Since it happens by accident sometimes, there must be a way of deliberately initiating it and then controlling it, right? Even data on an under-jump might be as useful as data on the one that hurled you half way across the sector...
-------------------------------------------------
Womble, I do believe you've struck something here! At the least, my humble thanks for an idea involving jump-space jump drive data in an intrigue. Everyoe would be interested in such data. Only a Few Corporations, the Imp Navy, and Imperial research facilities, and maybe "other" large stellar states could afford to assemble it into some cohesive format.
 
If you want to extend the jump number then try using the optional half jump fuel rule while extending the jump drive table.

Half jump fuel tonnage was/is a feature of MegaTraveller and Traveller: the new era - well nearly, those games use 5x the jump drive tonnage as fuel for a jump, which in % terms comes to:
J1 - 10%
J2 - 15%
J3 - 20%
J4 - 25%
J5 - 30%
J6 - 35%
you could just keep going with
J7 - 40%
J8 - 45%
J9 - 50%
J10- 55%
 
or you can use the tiered jump system someone put together. 6 tiers of J6. Then make the transition a fractional percentage...

Savage
 
The problem with increasing speed is that it does disrupt the game. You lose the diversity in social, economic and political structures that would otherwise exist. Your worlds will, if you are attempting some level of realism, tend to drift together, as ideas and people are more free to move about the universe.

You make it easier for the Imperium, or for that matter, anyone who takes an irrational dislike to you, you make it easier for them to track you down. You make it easier for the Imperium to bring the full brunt of its military might against those players. And what may be worse, you give your players more ability to take on an Imperial squadron and live to tell the tale.
 
I am not so sure

you sacrifice a lot for the increased speed

and I didn't think that the Imperium was above TL16 anyway

I also don't see how it helps your players take on the imperials at all

Jon Miller
 
Or you could level the fuel useage at jump 6 but keep the engine size increase. And at
Jump 7 1 week - 24 hours
jump 8 1 week - 48 hours
jump 9 1 week - 72 hours.
But you will still get the deversity on the lower tech sectors with the occasion Mother Juggs and Speed Domain Tour hitting the backwaters in their faster ship but the mail is still deliever by jump 2 ships.
And good example on how information can travel. IMC word was sent from the reach to the domain imperial captiol. It took about 39 jumps since the fastest ship the Reach could spare was jump2. Coming back the answer will be on a Jump 4 ship requiring 17 or 18 jumps.
 
Just remember one thing about jump drives, they are not propelling you faster. A rated jump drive contains equipment and power management to allow your ship to break through into that rated jump dimension. So far scientists have only discovered up to rating 6 jump dimensions. Theoretically more do exists as evidenced by some misjumps, but no one knows how to access them. Doubling the number of J-1 drives will not allow you to travel at J-2 as they still cannot get into that dimension.
 
The various jumpspace dimensions are described by modern physicists as the "levels" of jumpspace. Each level has its own character, defined by the physical laws which operate there: these laws are known as the "weave". A level's weave ranges from very "loose" (easy to enter) to very "tight" (difficult to enter). Currently, we can only access 6 jumpspace levels, each of which is associated with an approximate distance travelled in parsecs. For example, a ship making a three-parsec jump is travelling through "level three jumpspace". The higher the level number, the tighter the weave. To date, only misjumps have encountered jumpspace level seven or higher.
Taken from the Beowolf Down library data site.
 
Back
Top