Re: [TML] Changing The Jump Drive Limit? Phil Pugliese 27 Jul 2017 15:20 UTC

I would say it would be more like, "could have", or "should have".
The 3I has had an uncanny knack at losing (even when it appears they won!) wars against tech inferiors that points to a deeply-rooted systemic problem.
Perhaps that was the rationale that lead Strephon to make the fatal mistake (not quite 'fatal' according to SJG!) of restoring the authority of the archdukes.

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On Thu, 7/27/17, Jerry Barrington <xxxxxx@gmail.com> wrote:

 Subject: Re: [TML] Changing The Jump Drive Limit?
 To: xxxxxx@simplelists.com
 Date: Thursday, July 27, 2017, 7:11 AM

 Any 1000+
 year old empire would have (highly classified) supply &
 refuel depots within J-1 of every important system, often
 within the same hex.  There should *be* no truly empty
 hexes right around such systems.
 On Wed, Jul 26, 2017 at
 11:33 AM, Phil Pugliese (via tml list) <xxxxxx@simplelists.com>
 wrote:

 ------------------------------ --------------

 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

  ------------------------------
 ------------------------------ ------------------------

 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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