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Old 12-27-2017, 11:57 AM   #1
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Time in Jump Space

I had always played that time in Jump Space was random, and unknown, until you came out. But recently found that is not how everyone plays. So started wondering how others do it. How does it work in YTU?

Time in Jump Space:
1) Random (168 hrs +/- 10%)
2) Random, but influenced by Navigation roll
3) Based on Navigation roll, with random variations
4) Based on Navigation roll
5) other

Knowing the Time in Jump Space:
1) Not known, until it is over
2) Knowable, after Jump, with a successful pilot roll
3) Knowable, after Jump, no roll
4) other

-Dan
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Old 12-27-2017, 09:31 PM   #2
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Time in Jump Space

Quote:
Originally Posted by DAT View Post
I had always played that time in Jump Space was random, and unknown, until you came out. But recently found that is not how everyone plays. So started wondering how others do it. How does it work in YTU?

Time in Jump Space:
1) Random (168 hrs +/- 10%)
2) Random, but influenced by Navigation roll
3) Based on Navigation roll, with random variations
4) Based on Navigation roll
5) other

Knowing the Time in Jump Space:
1) Not known, until it is over
2) Knowable, after Jump, with a successful pilot roll
3) Knowable, after Jump, no roll
4) other

-Dan
I just do what GURPS Traveller: Interstellar Wars tells me to do...168 hours +/- 10%
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Old 12-27-2017, 11:56 PM   #3
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Time in Jump Space

Quote:
Originally Posted by trooper6 View Post
I just do what GURPS Traveller: Interstellar Wars tells me to do...168 hours +/- 10%
So random duration.

And when do the crew know how long the jump will be?
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Old 12-28-2017, 12:03 AM   #4
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Time in Jump Space

I just stick to what the book says:
"Although the exact duration of a jump cannot be predicted, a ship can usually detect the onset of emergence a few minutes in advance. Most starships set a 168-hour “jump clock” when the jump engines are turned on, and an alarm sounds when the ship is about to emerge from jumpspace. Some starship crewmen entertain themselves by placing bets on the exact length of each jump . . ." pg. 174

So, the crew knows on average a Jump takes 168 hours. They set the clock and know you'll emerge from Jump sometime around then. And a few minutes before the ship actually leaves Jump space, and alarm sounds and everyone rushes to position.

Last edited by trooper6; 12-28-2017 at 12:06 AM.
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Old 12-28-2017, 07:51 PM   #5
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Time in Jump Space

I use the old "about 7 days", rolling 1d6, with the jump taking 6 days on a 1, 8 days on a 6, otherwise, 7 days. Many misjumps take 6-10 days instead.

You can tell when you'll come out until a few hours beforehand, and the exact emergence time is only knowable a few minutes prior to emergence. One of the first signs of many misjumps is the jump bubble starting to decay early or emergence not occurring until after 8 days.
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Old 12-29-2017, 01:36 AM   #6
Mike Wightman
 
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Join Date: Aug 2004
Default Re: Time in Jump Space

I always defer to the original MWM article in JTAS 24:
Quote:
The duration of a jump is fixed at the
instant that jump begins, and depends on
the specific jump space entered, the
energy input into the system, and on
other factors. In most cases, jump will
last a week.
Quote:
At the end of the week in jump, the
ship naturally precipitates out of jump
space and into normal space. The exact
time of emergence is usually predicted
by the ship's computer and the bridge is
well-manned for the event.
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