Dear Folks -
Dave replied to Derek:
>No jump points. You can jump from wherever you want (outside the umpty G
>gradient). There will be typical jump-out/jump-in points, but these will
>be movable, in relation to the gas giant you want to jump in and refuel
>from, the main world you want to trade on or departing from.
[snip]
Agree totally.
FWIW, IMTU (i.e. not canon) some larger, more populated systems have "space lanes" which are considered to be the normal, patrolled paths between the mainworld and a set of pre-defined jump "points" to neighbouring systems. If you choose to use them, they are kinda like "swimming between the flags" - you're more likely to have a lifeguard (local system forces) nearby if you get into trouble. Discourages piracy, facilitates rescue. Also helps provide an in-game(*) explanation for the canonical "jump tapes" in very early Traveller.
And allows the locals to sniff and look down their noses at all those barbaric backwaters that do not have such a civilised, defined system.
In other words, typical bloody Vilani!
(*) I like in-game explanations; not as jarring. That's why I like the idea of sub-100t jump craft being allowable due to a TL16 jump governor from HRD or the Jumpspace Institute.
----------------------------------------------------------
David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
http://www.tip.net.au/~davidjw
"I file things in historical order, with a hashing algorithm of gravity"
Dave replied to Derek:
>No jump points. You can jump from wherever you want (outside the umpty G
>gradient). There will be typical jump-out/jump-in points, but these will
>be movable, in relation to the gas giant you want to jump in and refuel
>from, the main world you want to trade on or departing from.
[snip]
Agree totally.
FWIW, IMTU (i.e. not canon) some larger, more populated systems have "space lanes" which are considered to be the normal, patrolled paths between the mainworld and a set of pre-defined jump "points" to neighbouring systems. If you choose to use them, they are kinda like "swimming between the flags" - you're more likely to have a lifeguard (local system forces) nearby if you get into trouble. Discourages piracy, facilitates rescue. Also helps provide an in-game(*) explanation for the canonical "jump tapes" in very early Traveller.
And allows the locals to sniff and look down their noses at all those barbaric backwaters that do not have such a civilised, defined system.
In other words, typical bloody Vilani!
(*) I like in-game explanations; not as jarring. That's why I like the idea of sub-100t jump craft being allowable due to a TL16 jump governor from HRD or the Jumpspace Institute.
----------------------------------------------------------
David "Hyphen" Jaques-Watson ..at.. Beowulf Down (Tavonni/Vilis/SM 1520)
http://www.tip.net.au/~davidjw
"I file things in historical order, with a hashing algorithm of gravity"