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#1 |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Hello
I have just posted an article about my take on the various issues regarding hyperspace travel. I have tried to explain/rationalise/handwave things said about hyperspace and hyperjumping in the traveller canon and elsewhere. Take a look, there might be something you can use for your own campaign but be warned; it contradicts some GURPS Traveller notions such as jump masking when a star is merely blocking the path. Anyhow, you can find the post here.
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ Last edited by MrBackman; 09-21-2010 at 04:13 PM. Reason: Fixed the link |
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#2 |
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Join Date: Jun 2010
Location: Alsea, OR
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Several of your decisions contradict prior and present canon; namely, the T5 playtest explicitly states all fuel for jump is consumed by the drive plant itself at jump, as did MT sources; CT and TNE sources merely imply strongly. (while many TNE fans came up with the hydrogen bubble thing...)
Further, CT, MT, and T5 state that the jump drive is in fact a form of fusion reactor; albeit it's more a module attached to the main plant than an actual plant itself, if one goes by the CT mechanics and T5 mechanics. In MT, the Jump Drive takes no external power source, but the rest of the ship does need power, and the Jump drive operates for mere minutes. JTAS 24 notes that the hydrogen is NOT required for jump, and other similar power sources can be utilized instead. DA1 Annic Nova also has a fuel-less jump drive. Jump Dimming in CT and MT was explained: The initiation energy for jump engine function was at the very limits of the PP to produce, and all energy was needed for jump transition. Jumpspace has been repeatedly described in canon as an undulating gray wall, 1m from the hull of the ship. GT didn't add the blocking rules, Marc Miller did. Back in the 1980's. In a magazine article. |
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#3 |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Well, I should have mentioned that I tried to reconsile the things said about hyperspace and jumpdrives in canon in a way that made sense to me, real world or gameplay wise. Most, if not all, of my 'explanations' differ from canon, that was the reason for posting; to make sense out of the many disparate, contradictory and sometimes silly remarks from canon.
I should also have stated that canon to me stopped when Megatraveller was published. Old testament Traveller if you like. Well, you have been doubly warned now ;)
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#4 | |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Quote:
My 'explanation' tried to, in a similar vein as my 'explanation' to the 100 diameters rule, pretend that the canon explanations were in fact the layman versions told in school books and popular science articles. Along the lines of 'atoms are like miniature solar systems where the electrons orbit the nucleus like planets around a sun'. This way I could keep the canon explanations for nonscientific players and have a more believable (to me at least) explanation for the scientifically inclined I usually have as players (ie my kids and my girlfriend). Have the cake yet eat it too.
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-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#5 | |
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Join Date: Aug 2004
Location: Copenhagen, Denmark
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Quote:
I've always gone with the idea that the explanation is folk mythology. The true reason? I've no idea. Jump Dimming: The practice, followed by some starship pilots, of dimming the ship's interior and exterior lights before going into jump. Lights on a ship are typically dimmed for a period of about two minutes; the lights are brought back up to full strength as soon as the ship is in jumpspace.The above is from an article about various myths and legends of the 3rd Imperium that I'm working on. Hans Last edited by Hans Rancke-Madsen; 09-21-2010 at 09:00 PM. |
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#6 | |
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Join Date: Aug 2004
Location: Copenhagen, Denmark
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Quote:
Hans |
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#7 |
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On Notice
Join Date: Apr 2007
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And according to the latest version of Traveller (Mongoose...is this the T5 you were referring to, Hans?) the jump fuel is used as an ablative shield of sorts, to protect the ship while it is in Jumpspace.
Also specified in MongTrav, is Jump masking (details are given) and the fact that you need a power plant of the same rating (or higher) to power the Jump drive.
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If you think an Apache can't tell right from wrong....wrong him, and see what happens. |
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#8 | |
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Join Date: Apr 2010
Location: Uppsala, Sweden
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Quote:
__________________
-- Traveller gamemaster since 1979 -- Intercept space combat at http://vectormovement.wordpress.com/about-intercept/ |
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#9 |
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On Notice
Join Date: Apr 2007
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Go read the rules and find out.
Altho drop tanks are in Book 2: High Guard. They also don't tend to survive Jump, in MongTrav.
__________________
If you think an Apache can't tell right from wrong....wrong him, and see what happens. |
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#10 |
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Join Date: Jul 2009
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Note: Jump dimming was invented by DGP so that the lights could go out at the appropriate moment during a shipboard murder plot. The effect drove the explanation.
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