Quote:
Originally Posted by Malenfant
Given that it's impossible to be temporally accurate (IIRC the jump time is 168 hours +/- 1d6 hours?) I'd imagine that spatial accuracy isn't too reliable either.
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That's only true if you imagine that you jump to a fixed point in an absolute coordinate scale, so that being late means your planet has moved on.
But we're dealing with timey-wimey jumpy-wumpy FTL. Jumps could just as easily be targeted to a specific point on the 100D limit of some body, the only interesting features in jumpspace, and exactly spatially precise, yet variable in time. You know where you're going, but you don't know how long it takes to get there.
Perhaps you _must_ appear somewhere on that 100D sphere, but the actual point on that sphere is completely random.
We might wave our hands in a vaguely Heisenbergian direction, and declare that there are errors in both time and space, the product of which can't be driven below some fixed value. And that you can trade them off. The customary and popular tradeoff is the time variance given in the rules, which still leaves the spatial variance to be defined. But perhaps you can tighten that up at the cost of even more variable time of transit -- or conversely, make the time specific at the cost of spatial accuracy.
There are lots of possibilities. What would be fun for your game?