Re: [TML] Changing The Jump Drive Limit?
Phil Pugliese
(24 Jul 2017 20:47 UTC)
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Re: [TML] Changing The Jump Drive Limit?
C. Berry
(24 Jul 2017 21:01 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Bruce Johnson
(24 Jul 2017 22:11 UTC)
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Re: [TML] Changing The Jump Drive Limit?
C. Berry
(24 Jul 2017 22:17 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Amber Witherspoon
(25 Jul 2017 00:38 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Evyn MacDude
(25 Jul 2017 01:26 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Amber Witherspoon
(25 Jul 2017 01:49 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Tim
(25 Jul 2017 07:03 UTC)
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Re: [TML] Changing The Jump Drive Limit?
Amber Witherspoon
(25 Jul 2017 09:50 UTC)
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Re: [TML] Changing The Jump Drive Limit? Tim (26 Jul 2017 01:59 UTC)
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Re: [TML] Changing The Jump Drive Limit? Tim 26 Jul 2017 01:59 UTC
On Tue, Jul 25, 2017 at 02:50:34AM -0700, Amber Witherspoon wrote: > Sorry, I think my model might have been confusingly worded: you exit > jumpspace at the 100D limit (as normal jump drive), but you can land > further out with a more difficult astrogation roll. This does lead to > a model where you aim for a planet outside the system's 1000D entry > limit to shorten the turnaround time. I was thinking more like aiming for the 100D limit of the jump port. That would likely be based on a 10-100 km iceball outside the system's 1000D limit, and so still gets the benefit of the easier 100D jump exit while arriving less than an hour from the port. > Interesting implication: warfare. No matter what, any easy course > puts you in a position where you can't immediately run away. That's the case in almost all existing Traveller material: an arriving fleet generally has empty tanks and can't jump out until it refuels. It would be possible to leave a jump-1 in the tanks at the cost of reduced strategic mobility, but this isn't done in any published material I have read. - Tim