On Sat, Jun 21, 2014 at 3:58 AM, Evyn MacDude <evyn.macdude@gmail.com> wrote:
On Fri, Jun 20, 2014 at 6:04 PM, Freelance Traveller
<editor@freelancetraveller.com> wrote:
> On Fri, 20 Jun 2014 17:13:36 -0700, Evyn MacDude
> <evyn.macdude@gmail.com> wrote:
>
>>How much does it change the game if you use Jump range as maximum speed?
>
> There isn't strictly speaking enough information about the change, so
> here are my assumptions:
>
> 1. The speed in question is measured in parsecs per week.
> 2. The fuel usage is not changed - that is, a J1 ship requires 10% of
>    the hull volume to be fuel.
> 3. The range is not limited - that is, in theory, a J1 ship, using that
>    10% fuel, can go as far as it wants in a single jump - but going 52
>    parsecs will require a full year.

Sorry, Was thinking more on the lines of 10% per parsec traveled as
the fuel usage, keeping in line with the normal fuel use parameter.

>
> Given those assumptions, you will have the following effects:
>
> A. A ship's range will be roughly four times its Jump rating - but most
>    ships will probably limit to three times. This limitation is imposed
>    by power plant fuel, which in standard designs is sufficient for four
>    weeks of operation.
> B. The patterns of trade routes, communications routes, and
>    'backwaterism' will change, and the 'socioeconomic divide' between
>    'hub' worlds, main trade route worlds, minor trade route worlds, and
>    backwaters will be more pronounced. A world's relative importance
>    will be less dependent on astrography, and more dependent on economic
>    factors. Rifts will not be as significant as obstacles to travel; for
>    example, the "J5 route" across the Great Rift could be serviced by J2
>    ships, at the cost of time (2.5 weeks)rather than a J5 ship with its
>    higher fuel/construction costs. The inherent sociopolitical structure
>    of polities such as the Imperium will probably not change, because
>    comm lag, which is the key limitation, hasn't really changed -
>    although with rifts being less of an obstacle, the stellar political
>    geography is likely to change.
>
> Now: Clarify YOUR assumptions, work out the implications (or post here
> for more discussion), and then write me an article for Freelance
> Traveller!

Oh now.... 8)

I was pondering how the trade map would change, hubs would become more
pronounced, I think as I haven't put much on paper other than doodling
in the garden this afternoon pondering old traveller conversations.

I hadn't even hit on the rifts.....

--
Evyn

MOTU is non-standard and is loosely Traveller and partly Savage Worlds. Certainly much of my idea base for my universe is Traveller based. I try to keep my universe science based but I am happy to move at the speed of plot for example my torus shaped galaxy. Perhaps my ideas could help your universe. I would also be open to hearing what other think about my stuff but perhaps in a different thread. I don't want to be a thread stealer.

As I was designing MOTU and jump system I decided to distribute my stars like swiss cheese, the holes being the rifts. I also make my, "galaxy", a torus of 28,000 stars not all of them habitable. A torus is a lot like a tube, forcing long trips. All this results in a lot of back waters. 

I also made my jump system based on the mass of the star. So you add the two stars masses and divide by two giving you the average mass. This is then used to calculate how far you can jump. The greater the number the longer the possible jump at any given jump setting. 

This results in massive stars being jump centers because to  go from small star to small star is not effective or perhaps not even possible so you must jump to a massive star and then back to the other smaller one. My jumps are instantaneous but you jump out at the center of the system and jump in on the rim of it resulting in long travel times but quick intergalactic communication. The in and out points are known and stable over decades but can change in longer time frames. So I have high ports and low ports in space. Ports lower the activation energy needed to jump thus letting lesser powered ships jump. In the case of large massive stars near great worlds you have huge space cities. Dirt side is not all that important other than that it does have gravity and I don't have gravity tech. Exploration ships must be massive and expensive to compensate for not having ports that they jump into.

--
Douglas E Knapp

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