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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On 7/25/17, Tim <xxxxxx@little-possums.net> wrote: > On Mon, Jul 24, 2017 at 05:38:17PM -0700, Amber Witherspoon wrote: >> Positing one change to the jump drive: Jump Exit can take place within >> up to 100D of an object with natural gravity (assuming, effectively, >> the gravity tides model, and there is a penalty for the further away >> from the 100D limit that you aim to jump to), but Jump Entry requires >> being at or beyond the 1000D limit. > > That doesn't really change much, except for one case: time-critical > cargoes can be delivered somewhat faster, but at substantially greater > cost if the starship jumps all the way in. The increased cost comes > from the fact that the very expensive starship drives have to remain > idle for another week getting out again. 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. Since it has natural gravity, you face a lesser difficulty when plotting the jump. Interesting implication: warfare. No matter what, any easy course puts you in a position where you can't immediately run away. Aggressive naval doctrine is probably the norm: you can't leave without a fight. >> Bonus Round! Create some variant of the games presumed economics and >> figure out what the effects of that would be, especially in this >> model. Such as cheap spacecraft (everything space worthy costs 25% of >> book) > > I think the biggest change toward "starships chug around in system a > lot longer" would be specifically cheaper jump drives & fuel tanks. > Under standard rules, any starship is very much more expensive than a > similar capacity of mere spacecraft. > > If you increased outgoing jump limits but dropped jump drive costs > significantly, then the penalty for having unused jump drives sitting > around doing nothing insystem is correspondingly reduced. There would > be a threshold where the cost for a starship to travel only outward > drops below the cost of a spacecraft to travel both ways from an > outsystem port. > > > - Tim > ----- Good point, I'll take a look at it. Done right, this also allows the space RV to properly show up.