I was noodling around with how to change Jump drives without impacting already established designs, (concentrating on CT's design sequences), so that they didn't require vast amounts of fuel. (And the problems which go along with somehow using up that much hydrogen on a Jump). My off the head solution was to reverse the tonnage figures used for the drive itself and the Jump fuel. For example, a scout ship would now have 20 dtons worth of drives and carry N dtons of fuel. (N being however big the design sequence says for J-2 drives for a 100 dton ship, I don't remember off the top of my head). And those 20 dtons of J-Drive don't need to be all heavy machinery but could be made up in part of plasma chambers or some other form of handwavium tech so that the scout doesn't wind up being far more massive.
My question is: What does this do to the basic assumptions behind the game and the Imperium setting? I guess rifts would now be far less daunting but what else?
Assuming the standard paradigm of (Jn+1)% drive and (Jn x10)% fuel are being swapped
After pondering this, I see several issues.
- it changes the relationship of jump drives to engineering crew OR it changes engineering crew
- it changes the costs of fuel downward by a factor of 5 (for J1) to 8.5 (for J6);
- it allows MUCH cheaper multiple jump designs. Note that a 2J4 can cross the rift; under standard rates that's 5% drive, 80% fuel; under your idea, that's 40% drive, 10% fuel, and thus still viable economically. Further, it makes a 3J6 ship possible: 60% drive, 21% fuel
- it makes jump drives either much tougher per ton than other drives OR it makes jump drives massive damage sinks, depending upon which ruleset you use and how you track damage therein
Fuel is the #2 cost for merchants
Using the stock TTB Type A...
77250 Type A payment, halved for per jump
15000 fuel
08000 Crew LS
07500 Salaries (half month)
01686 AM share (1/22 of AM)
which moves 82 tons cargo, and 6 warm passengers.
A Book 5 swap will be cost effective at TL13+
MD +1 Td, -MCr2
JD -11 Td, +MCr1
PP1-9 -1Td +MCr8
PP1-D -3Td +MCr0
PP1-F -5Td -MCr8
Fuel -8Td +MCr0
At TL 9, therefore, cost goes up MCr7, and thus MP goes to Cr183333.33
91667 MP half
11000 fuel
08000 Crew LS
07500 Salaries (half month)
02004 AM share
but cargo goes up by 19 tons (MD -1, JD+11, PP-1, PPFuel -8) while cost per month goes up just under KCr15.
TL 13, Bk5 it drops again MCr 36.08
75167 Type A payment, halved for per jump
11000 fuel
08000 Crew LS
07500 Salaries (half month)
01640 AM share (1/22 of AM)
and has 21 tons cargo above base, for 103 tons
Now, using your suggestion on a Bk2 Type A, that reduces Jfuel to 15Td...
77250 Type A payment, halved for per jump
12500 fuel
08000 Crew LS
07500 Salaries (half month)
01686 AM share (1/22 of AM)
But on a Bk5-TL9, changing to 4 tons moves it to #4, plus the 2 tons PP
91667 MP half
08000 Crew LS
07500 Salaries (half month)
03000 fuel
02004 AM share
and at TL13
75167 Type A payment, halved for per jump
08000 Crew LS
07500 Salaries (half month)
03000 fuel
01640 AM share (1/22 of AM)
and has 21 tons cargo above base, for 103 tons
Really, if you're going to play with fuel, simply reducing by half and saying imperial regs require round trip fuel will have a much more stable effect.
Whilst at it, since bulk LS & food recharges are under Cr190/week (Best of JTAS 1, asteroid mining article), changing good quality LS to Cr500 per person per jump can be justified.