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Chance normally very small?

I was wondering why it states that the chance of a misjump is normally very small. A DC21 doesn't seem very small especially when add modifiers. :confused:
Thanks Ironman59
 
The chance is described as normally small (actually zero) because you should in most cases be operating outside any parameters that would introduce those modifiers. That means hiring a competant crew, always using refined fuel, never using drop tanks (illegal for commercial ships anyway), and always moving out beyond the critical averaged 100 planetary diameters. Hmm, did I miss anything? Oh yeah, annual maintenance
 
Originally posted by Lionel Deffries:
Hello.
Far Trader he cant delete the entry until you delete yours.
Bye
True fact? :confused:

Heh, learn something new every day I guess. I figured as the topic starter he had the power to kill it. Ah well, in that case I'll move the instructions over here and he can do as he will when he sees them then. Thanks Lionel
 
Welcome aboard :D

All I can say is it happens. I don't know if it's some board issue or just random newbie jitters. It could be (just one pet theory) that in doing an edit or post it might be possible to mix the two up or hit the submit button twice. It is a mystery, but easily fixed. All you need to do is pick one of the duplicate posts (the other one in this case as per Lionel's note) and select the edit icon (pen and page) at the top of the page and then check the delete box on the edit page and select the edit button. As far as I can tell it won't affect your post count either and it'll help clean up the board.
 
Thanks for the info Far Trader It helped clear up our groups debate on that topic.And yes it must have been random newbie jitters :eek:
 
Happy to help. Of course I should have added that it is the GM's perogative to tempt the players to push those bounderies
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"Hmm, the enemy vessel is closing fast. It looks like they will have a firing solution before you can make the 100d for jump. Are you going to jump early or risk the damage from a hit?"
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Originally posted by far-trader:
Happy to help. Of course I should have added that it is the GM's perogative to tempt the players to push those bounderies
file_22.gif
"Hmm, the enemy vessel is closing fast. It looks like they will have a firing solution before you can make the 100d for jump. Are you going to jump early or risk the damage from a hit?"
file_23.gif
In a campaign that recently went on hold while one of our players had to do out of town business, we had that situation twice within a couple months of game time. Both times we were just outside of 10 diameters, both times we were threatened and risked mis-jump to get out of harm's way. One time my character failed his engineering check (rolled a 1 - it's just about the only time he fails - total bonus with mods is +20! ;) ). The other time we had already sustained damage to the jump-grid so both times we mis-jumped.

Asside from jump sickness (and one time a strange effect on the paint job - it slowly changed colors across the spectrum over a 48 hr period then returned to normal :confused: ) neither gave any problems. Mis-jump only really gets nasty if you roll high on the mis-jump table.
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