Re: [TML] Changing The Jump Drive Limit? Phil Pugliese (24 Jul 2017 20:47 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (24 Jul 2017 21:01 UTC)
Re: [TML] Changing The Jump Drive Limit? Bruce Johnson (24 Jul 2017 22:11 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (24 Jul 2017 22:17 UTC)
Re: [TML] Changing The Jump Drive Limit? Amber Witherspoon (25 Jul 2017 00:38 UTC)
Re: [TML] Changing The Jump Drive Limit? Evyn MacDude (25 Jul 2017 01:26 UTC)
Re: [TML] Changing The Jump Drive Limit? Amber Witherspoon (25 Jul 2017 01:49 UTC)
Re: [TML] Changing The Jump Drive Limit? Tim (25 Jul 2017 07:03 UTC)
Re: [TML] Changing The Jump Drive Limit? Amber Witherspoon (25 Jul 2017 09:50 UTC)
Re: [TML] Changing The Jump Drive Limit? Tim (26 Jul 2017 01:59 UTC)

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