tbeard1999
SOC-14 1K
Not bad, TBeard. But, we need to simplify it for a game.
I think a time multiple based on days spent in J-Space might work. So, the ship spent two week in J-Space (one week on Natoko, for a total of three weeks). We need a multiple x 14 to get our time dilation.
Something like that, something that simple, is what we need. One number, multiplied by the number of days spent in J-Space.
The question is: Which number do we use?
Well, we know that time dilation can become gigantic, the closer you get to lightspeed. So really, you can just pick a multiple that fits your dramatic conception of the universe and run with it.
A multiple of 4 (i.e., 1 week in jump = 4 weeks in the outside world) would allow events to pass, but PCs probably wouldn't "lose themselves in time". A multiple of 26 would mean that 1 jump would consume half a year of time in the real world and that events in the outside world would race by.
And note that adding a time dilation effect should profoundly affect starship economics. For instance, using the 4x multiple above means that 2 jumps would occur in about 10 weeks' time, rather than 4 weeks time per CT. Since starship payments are paid in real space/time, this means that each jump will need to generate considerably more revenue. If starship payments *and* salaries are paid at real rates, travel prices would increase by 2.3-2.4 times.
It could be a very interesting campaign...
Jim Vassilakos wrote a very interesting article on STL travel with time dilation in it. I'll see if he's got it posted anywhere online.