Re: [TML] Changing The Jump Drive Limit? Phil Pugliese (26 Jul 2017 15:33 UTC)
Re: [TML] Changing The Jump Drive Limit? Jerry Barrington (27 Jul 2017 14:11 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (27 Jul 2017 17:40 UTC)
Re: [TML] Changing The Jump Drive Limit? Greg Nokes (27 Jul 2017 20:37 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (27 Jul 2017 20:56 UTC)
Re: [TML] Changing The Jump Drive Limit? Greg Nokes (27 Jul 2017 21:25 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (27 Jul 2017 22:06 UTC)
Re: [TML] Changing The Jump Drive Limit? Amber Witherspoon (27 Jul 2017 23:07 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (27 Jul 2017 23:13 UTC)
Re: [TML] Changing The Jump Drive Limit? Rupert Boleyn (28 Jul 2017 00:31 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (28 Jul 2017 00:44 UTC)
Re: [TML] Changing The Jump Drive Limit? Rupert Boleyn (28 Jul 2017 00:53 UTC)
Re: [TML] Changing The Jump Drive Limit? C. Berry (28 Jul 2017 01:04 UTC)
Re: [TML] Changing The Jump Drive Limit? shadow@xxxxxx (28 Jul 2017 19:34 UTC)

Re: [TML] Changing The Jump Drive Limit? Phil Pugliese 26 Jul 2017 15:33 UTC

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On Tue, 7/25/17, Tim <xxxxxx@little-possums.net> wrote:

 Subject: Re: [TML] Changing The Jump Drive Limit?
 To: xxxxxx@simplelists.com
 Date: Tuesday, July 25, 2017, 6:59 PM

 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
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That certainly was the way it was in the old GDW 'Fifth Frontier War' boardgame.
But that game used the original rules that mandated that each jump, no matter how far, ALWAYS used up ALL the jump fuel.
By the time the game was published jump governors had been 'discovered' by MM so, unless a fleet was making a maximum jump, there would always be some fuel remaining. Of course, if only J1 was possible & there were no adjacent systems, one would find oneself in an empty hex.
Better make sure you bring along alot  of tankers!

p.s. there was mention in the CT adventure 'Twilight's Peak', that, during the Third Frontier War, during the siege of Rhylanor, Zhodani forces seized the adjacent Porozlo system so that they could jump back & forth 'tween the two systems w/o having to refuel. During the Fifth Frontier War they were planning to use Fulacin as a resupply station cuz' Porozlo had acquired a significant # of SDB's. Don't know why that worried them. Those SDB's in the boardgame were only TL10 cuz' that was Porozlo's TL. TL CRT shifts were so severe that even though there were 100 SDB's, they wouldn't have been much of a threat to TL14 Zhodani naval forces. OTOH, Rhylanor had a fleet of 50 TL15 SDB's & those could've done some serious damage all by themselves!

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