far-trader
SOC-14 10K
it would be, 'cept the black globe descriptions make it clear that the energy stored in the jump capacitors accumulates without discharge until used in powering ship systems. as for the two turns max requirement for jump, that might be just a jump thing.
But that's employing a negative try to prove something counter to my positive proof. Doesn't fly with me. Just because in the combat role it doesn't say how long (or how short) you can hold the charge doesn't mean it can be indefinite. Compare that to the clear rule that says just two turns to hold a charge. Yes it may be just a jump thing, but the point is both are talking about charging the jump capacitors. The same procedure to different ends. I don't think that means different abilities.
If, and only IF, you can cycle the charge between different elements within the capacitor banks, then you have a way of handling charges less than the total capacity without a loss for longer than two turns. For example if you have only half your capacitors charged up you could drain that charge at the end of two turns (or sooner) to the other half, thereby avoiding the leak/explosion. Repeat indefinitely. That's how you can build a jump capacitor battery imo. At least that way it cost twice as much and takes twice as much room, meaning it's only half as game breaking
