Changing The Jump Drive
Jeff Zeitlin
(29 Jul 2017 01:04 UTC)
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Re: [TML] Changing The Jump Drive Amber Witherspoon (29 Jul 2017 01:28 UTC)
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Re: [TML] Changing The Jump Drive
Amber Witherspoon
(29 Jul 2017 01:57 UTC)
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Re: [TML] Changing The Jump Drive
Amber Witherspoon
(29 Jul 2017 15:58 UTC)
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Re: [TML] Changing The Jump Drive
Timothy Collinson
(04 Aug 2017 17:47 UTC)
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Re: [TML] Changing The Jump Drive
C. Berry
(04 Aug 2017 18:03 UTC)
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Re: [TML] Changing The Jump Drive
Amber Witherspoon
(04 Aug 2017 19:51 UTC)
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Re: [TML] Changing The Jump Drive
Kurt Feltenberger
(04 Aug 2017 23:13 UTC)
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Re: [TML] Changing The Jump Drive
C. Berry
(05 Aug 2017 20:30 UTC)
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Re: [TML] Changing The Jump Drive
Amber Witherspoon
(05 Aug 2017 21:15 UTC)
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Re: [TML] Changing The Jump Drive
Tim
(06 Aug 2017 03:09 UTC)
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Re: [TML] Changing The Jump Drive
Tim
(29 Jul 2017 09:02 UTC)
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On 7/28/17, Jeff Zeitlin <xxxxxx@freelancetraveller.com> wrote: >snipped< > Proposed Rules: The "jump number" specifies how long the ship can be > held in un-space. That is, if the drive is rated for J2 in that hull, > it can hold the ship in un-space for two weeks. In the proposed > design, there are no jump governors; it costs as much to flip the ship > into un-space for one week as it does for three, provided that your > JDrive is rated for J3 in that hull. > > So now you've flipped into un-space, and are just sitting there. Then, > you push the button on the MDrive. And you start going. Your MDrive > rating, in addition to defining your space acceleration, defines how > far you can go in un-space, in parsecs-per-week. Your M2 drive takes > you two parsecs in un-space in a week. If you have a J2 drive and stay > in un-space for two weeks, that M2 drive will get you four parsecs. > > All other rules are more-or-less the same. > > Now, The Question: What are the political and economic ramifications > of this drive vs. the standard drive? Couple quick things come to mind: *Speed becomes king in fleets - everything is held back by the slowest m-drive required in the force. A J1 M6 will go as far as a J2 M3, but gets there a lot quicker. At the top, you get a 36 parsec trip for a J6 M6, at the expense of taking six weeks to get there. *In fact, there is no reason to go above J1 in civilian vessels, since fuel costs will remain the same over a long trip - and you get more cargo space. Only the military and couriers will carry more fuel, or higher jump drives. Or they tandem jump with a high speed tanker. *Marginal worlds can be skipped over in trade routes, since bumping up your M-Drive (and your P-Plant) takes up far less space than bumping up the J-Drive. This does, however, open a lot more room for tramp freighters - with less need to find business at every port on the main, the big guys leave entire carcasses for our starving vultures. *Voids become less meaningful. A J1 M6 can hop the Claw easy, taking a quick pit stop at Islands. *Faster communication between systems. Think about it - why take a week to go next door when I can rev my M-drive up to 6 and get there in 26-31 hours (28.5 hours average). This means fairly close-knit clusters (the old J6 maps strikes again!), since, hey, 2 week turn around at such a low TL is pretty great. *Seriously, it basically renders the higher jumps irrelevant. Make them multipliers or something like that - that's where the real fun starts, and it makes them just as desirable.