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Commerce Raiding

But, again, this is a ship that can not be found taking ships on the high seas in unprotected areas. The bulk of commerce in Traveller happens within spitting distance of the ports, then the ships vanish in to the safety of jump space.
Which again goes back to engagement and sensor ranges.

The answer to your tactical and operational problem set is ENTIRELY different under MgT 1E then it is under most of the other rulesets. There, you practically ARE operating at sailing ship ranges and speeds, and a lot faster weapon cyclic rates then 'normal'.

If that is the result you want, then that's a rules choice you decide upon. It doesn't HAVE to be one or the other, other then what amuses you and/or your group.

It's always possible to have hit and run events, where a large ship shows up on the periphery, takes shots of opportunity, and then leaves. But I'm not sure how effective that will be considering the travel times involved. Worst case you can imagine a ship with, say, J4 capability that can wilderness refuel reliably with impunity. You can see it harassing several systems within J1 of each other. He pops in to one system at the 100D marker, takes some shots, then jumps out to another system. It's possible, but I don't know how much actual impact it will have.
Most historical privateers did not cash in. Others made a killing. A lot was luck, and a lot more was made luck.

A really key part to making privateering work in CT maneuver would be to either use the underappreciated SELECT program and shoot out their jump then m-drive if it's a cargo grab, or threaten to destroy them and get a 'white flag' and maneuver/jump powerdown if a ship capture is the intent.

There has to be a promise of safety and security for a surrender, and an equally sure promise of total destruction if cooperation is not fully rendered.

In the case of a cargo grab the privateering ship itself, or at least the ship that will match course and get the cargo, will have to be big enough for the haul and at least 4-G if not better.

Or the privateers could demand cargo dump as price of letting the enemy ship go, which is easier to scoop up potentially rather then matching course and boarding/transferring cargo.

If it's boarding and commandeering then all you have to have is a 4-G+ boarder small craft, possibly repair equipment for any last minute sabotage- the bigger ship just has to be fast enough to shape a course for general intercept away from patrols and PD guns.

Most prey will be 1-G, the classic ACS freighters.

Intel on the planet as to which ship is heading out where with what worthwhile cargo is also big.

Privateers etc. make sense when you have stealth. For example, today, if one ship fires upon another on the high seas, the Powers can eventually track the attacking ship via satellite and then vector in ships/aircraft to attack it. Obviously, technology enables this. Knock out the satellites, knock out the AWACS aircraft, etc. But when you have "eyes in the sky", the life of a Privateer will be brief. As the tech degrades, Privateers may well rise up.
Yet, we have successful piracy even now, although granted not wartime so the assets thrown at the current type are far less then what would happen in Big War.

One type of privateering I have not gone into is the small craft privateer. If there is a jump craft, it is the 'milch cow' mother ship out beyond detection, and will jump if the 'little birds' cannot make it back.

The privateering equivalent of the carrier escort/raider, in that case they are only risking the small craft and not the big expensive ship.

6-G would be mandatory, and even then tough to operate against the likely defenses of an A or B starport planet. We would probably only see this successfully done at C or below starports.
 
Not familiar with TNE or it's specific attractions, but you clearly have a handle on the problem set under that system. Anyone grappling with the issue and what play effect they want has to decide on this point.

I consider TNE to be the most "realistic" of the rule sets. You can see how Chadwick over time has tried to apply "the physics that we have" and extend them to "the future", and model this in to something "mostly" playable. From AHL to Striker to T2K to TNE, plus his 20th century armor work, you can see him refine his model of damage. If nothing else, he's reasonably consistent. Not saying it's perfect, of course. He has a minimum amount of handwavium in his work.

For example, I heard a presentation of his and he seems to believe the HePLAR model in TNE is far too conservative, and we'll be getting much better performance out of a drive, far sooner than expected. TNE uses orders of magnitude too much fuel. He didn't say this directly, but his explanation of his new views on such a drive talk of something much more efficient.

I'd say part of the calculus is also how much each costs to succeed at in terms of both tons/logistics to operate the blockade/raider force, and the war material/time value.

Early on in the Atlantic WWII U-boat campaign, destroying ships was several times more damaging as the Allies lost that tonnage-years capacity for the rest of the war and had to replace it to match and ultimately build up to an offensive level. Strategically too, without the US in the war the UK was much more vulnerable earlier on.

Destroying ships with finished products such as tanks and artillery was also destroying weapons at the end of a production chain, wasting all that effort to get the weapons to that point.

Ultimately however, if the planet cannot build, equip, and/or feed itself, a total successful blockade will reduce war potential and resistance in the long run. The age-old question of the siege, who will break first?

I consider the raiders disruptive, rather than sieges. I'm thinking small forces that can be shooed away from a defenseless system, but hinder traffic while they're there.

I note you are skipping over the fighter point. I would think that fighters are an excellent raider/blockade mechanism for both wide coverage and quickly bringing force to bear on breakthrough attempts without breaking the bank or risking big hulls. Possibly can risk their loss closer to PD forces then conventional ships.

The fighters can certainly broaden the space control aspect of the raider. The precept is that the PD forces are "impenetrable" to the Raider. The Raider simply will not engage the "coastal batteries". It's power is it's flexibility to engage targets of opportunity outside the shield of the PD.

Maybe, maybe not. Even if they do, there is the question of sensor range, autoengagement capability, and the rules surrounding 'minesweeping'.

Of course, but I think it's fair to say that mechanisms designed and deployed in space are reasonably hardened to the radiation hazards, and vacuum itself is not a particularly notorious "wear" mechanism. We have several examples of equipment that last year in space, I would think that level of engineering would be routine -- especially for something designed to be kept "on station".

I don't know anyone who is tracking on inherited system vee, nor wants to.

No, it's not necessary. While the differential exists, it's small enough to not be of any real impact. It can be "margin of error"d out of routine operations. With the combination of jump scatter due to timing, plus the error in actually "hitting" your plotted destination (it is said that you will arrive within "several thousand Km" of your plotted point), all ships have to do some compensation when they arrive in system.

For example, with Earths orbital velocity, and the 16.8 hr random arrival window from jump (10% of 168hr, 7 days), the Earth can be anywhere along a 60 hex (30Kkm hexes, 1.8Mkm) path on its orbit. So, if you "aimed" to arrive "right on it", the temporal jump shift could put you 60 hexes away from your target. Obviously, you would want to place your entry point on the leading path of the planet (well, the 100D leading edge of the planet), so you can take advantage of it vector approaching you.

A clever navigator would plot the back part of that temporal jump shift to put you in to the window of the 100D of the planet, then the planets 100D horizon would yank you out of jump.

My question was oriented towards the understanding that if you jumped at 100D having been under full burn the whole time, say 5 hours at 1G, that's 180,000 km per 1000 second CT turn, you dump out of jump at that vee and assuming you aimed square at 'where the planet is going to be in 5 hours' you are still going to be turning and burning the whole way in to slow down.

That is NOT a casual vee, and that's just what Beowulf can do.

As such, that's minimal distance using the slowest speed in the game. If you have a faster M-drive and want minimal vulnerability at least outbound, you will have a faster vee to deal with at the end journey.

The closer the vee is to your maximum, the less options you have to slow it down, or take a LOT of time to correct it, giving an enemy time to maneuver optimally asw ell.

Whether you have safe system time or not, the maneuvers will cost total ship use time, depending on the time value of the cargo being carried that may be nothing or the loss of 5 hours here and 10 hours there may end up being an entire transport fleet's worth of effective carrying capacity.

Yes, absolutely. Whether that time involved is that impactful vs the week long jump is a different question, and, inevitably, I'd rather burn 10 more hours if I had to than a) not go at all or, b) get blown to smithereens.

That depends upon how you define what a jump lane is, and what the parameters of that jump vee business is, particularly if the vee HAS to be in a straight line from point of jump to exit of jumpspace.

If we simplify the Universe, to the point that we can virtually overlay all systems on top of each other, with the system primary as the origin, and all vectors relative to that origin. So, if my ship is at "system north" (i.e. the primary is "due south" of me), and I burn for 10GTurns, that gives me a vector, that's 10G long, pointing south.

Jump allows us to place that vector "anyplace" within the destination system, but vector remains the same. The position changes, but not the vector. So, I can position my jump entry to anywhere in that system, but when I arrive, my vector will still be 10G long pointing south.

So, to me, a "jump lane" is designed to take advantage of any acceleration that I need to do anyway just to get to the 100D. So for a contrived example, consider that my destination planet is orbiting counter clockwise, and is currently "due west" of the primary (or at least will be in 1 week), and heading "south".

When I leave my current planet, I will accelerate due north to the 100D horizon, giving me a due north vector. I will plot my arrival "due south" of the destination world. So, when I arrive, I will get to leverage my retained velocity to arrive at the destination world.

If the destination planet was at "due north", traveling "due west", then you can see ships leaving their worlds by going "due east".

So, that's what a jump lane is to me. It's an ever changing "most efficient" vector used by ships going from system to system. Any path will do, it's just a matter of correction. A ship may well not be going "full blast" on departure if they don't want a huge vector on arrival.

If you don't use the jump lane, you simply have to do some more correction when you arrive. You can see a "worst case" using the Earth example above. With the 1/2 hr turn, Earth has a velocity of 2 (hexes/turn). So, if the Earth is due north, and you have a due east vector, you can see arriving 60 hexes behind Earth, with your retained velocity, having to make up the 60 hexes plus overcome the Earth 2 hex/turn velocity. A full burn at 1G hits 100D (27 hexes) at about 9GTurns (1/2hr turn). So, on arrival, the ship needs to decelerate for 9 turns, traveling 27 hexes, now 60 + 18 (9 turns * 2) + 27 = 105 hexes away from Earth, and then reaccelerate back. The total trip is about 15-20 hours of correction (if anyone has the math to calc the arrival time on a moving object, I'd love to see it).

If so, there darn well are costs, time tactical or otherwise, ESPECIALLY jumping into a system where your information about where the enemy is deployed is at least two weeks out of date.

If not, the blockade runner has the advantage of coming out wherever they like and punching through the 100D limit at a maximum vee, maybe even faster if they can overshoot the planet a bit and still stay under PD guns.

Yea, the enemy intelligence is really old. You don't know when you're arriving, you don't know what will be nearby when you do arrive. If traffic is using "jump lanes", you can try and arrive near a highly trafficked jump lane to another system, hope it will be target rich on arrival. Get lucky, pop out of jump, "Hey, Targets!" and start blasting away. Otherwise, you arrive wide of the planet, ideally out of the reaction range of any picketing forces, assess the situation, then start moving in.

Simply, the village suddenly sees a lion on the edge of the bush -- looking for prey, and can't do much about it as long as it stays out of the clearing and out of rifle range.
 
went home for lunch and checked. going by little black book 6 approximately .40 of all habitable zone systems will be within their star's 100d -

k5, 127 light seconds in
m0, 167 light seconds in
m5, 123 light seconds in
m9, 82 light seconds in

by comparison, terra's 100d is 4.5 ls. and that's not considering gas giant locations, didn't bother to look at those but I think it's about a third or so.

the "edge case" is looking pretty thick.

Ok, I think this just makes the raiders jobs easier since the ships have a longer window of vulnerability. The raider needs to patrol the tangent of the worlds position and the 100D limit of the masking body, which gives traffic fewer options for efficient egress of the system.
 
Another interesting thread guys. One thing to consider. Being near the port is not always a guarantee of safety for a merchant ship. At the beginning of WW2 the admiral in charge of the defense of the east coast of the US was a moron. Under his order the convoys formed up at sea. Meeting their escorts at a designated location at sea. The U-boats realized this and hit the merchants as they left port individually. Before they met up they were alone and undefended. My grandfather worked in the Brooklyn navy yard at the time. He told me of them completing ships one day and them returning the next with battle damage. They also closed the beaches on the atlantic side of long island from Brooklyn all the way to Montauk. They didn't want the people to see the ships burning off the coast at night. Or the bodies and wreckage washing ashore in the day time. When they replaced that admiral {forgot his name} they had the convoys form up in the harbors.
 
At the beginning of WW2 the admiral in charge of the defense of the east coast of the US was a moron.

read somewhere that a bad general is wrong 98% of the time, while a good general is wrong 95% of the time. and sometimes a good general is simply the last one appointed who has had a chance to benefit from the sacrificial victims' learning curve ....
 
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I called him a moron because he didn't learn from his mistakes. How many ships lost with all hands does it take before you change a bad policy? He would rather close the beaches to keep people from seeing what was going on than admit a mistake. Things didn't change until he was replaced. His replacement {can't remember his name either, hate getting old}didn't just move the rally points to the harbors. He added a number of innovations. Civil air patrol, escort carriers and a few other things. He basically did everything he could to improve safety. Merchant kills dropped dramatically along the eastern seaboard. Number of U-boats sunk increased just as dramatically. Of course I shouldn't have called him a moron. My apologies.
 
Civil air patrol, escort carriers and a few other things.

if I recall the history correctly, the reason those things were added at the time of the replacement's arrival was because they finally had been built and the crews trained in a total emergency crash-course attempt to make up for the lack of previous preparation for war.

sometimes an admiral's job is to take all the blame and go away. occupational hazard.
 
I see two main approaches, overt and covert.

In the overt approach, multiple (light) warships jump in at the 100D limit, engage all targets in range (weapon and reasonable M-drrive travel time, then jump back out when the local defense has reached a certain predefined threshold. This is probably the only way to disrupt shipping in high-tech, high-pop systems.

There are two covert approaches. The fist depends on the rules set you are using, since it works better in some than others. A small number of ships (or just one) jumps in well away from the main world. Using "stealth" (as the rules set being used allows), the ship approaches the 100D limit and then parks there, waiting for a target of opportunity. If a suitable target shows up, it is engaged, then the ship goes back to "stealth" mode if possible, or jumps out of the system. This is most similar to submarines.

The over covert approach is to use a Q-ship to appear as normal traffic. Jump into a system and attack the first ship it out-guns. The problem is that the Q-ship really can't land at a high-tech starport or it will be discovered for what it is. This approach works best for systems with just enough traffic to justify commerce raiding. This is a similar approach to the German surface raiders of WWII.

Those three approaches require three different types of ships. Any other approaches?
 
I called him a moron because he didn't learn from his mistakes. How many ships lost with all hands does it take before you change a bad policy? He would rather close the beaches to keep people from seeing what was going on than admit a mistake. Things didn't change until he was replaced. His replacement {can't remember his name either, hate getting old}didn't just move the rally points to the harbors. He added a number of innovations. Civil air patrol, escort carriers and a few other things. He basically did everything he could to improve safety. Merchant kills dropped dramatically along the eastern seaboard. Number of U-boats sunk increased just as dramatically. Of course I shouldn't have called him a moron. My apologies.

As I recall, my reading was it was a more complex bit of business, with some of the stupid coming from Admiral King himself but foisting the blame for the stupid on the hapless admiral ordered to do things a certain way then take the hits for it.

Also, King was anti-British and inclined to consider the Pacific the 'real' navy job, I believe it took FDR taking him by the scruff of the neck and 'explaining' what the war priorities were to get resources going in the right direction.
 
I see two main approaches, overt and covert.

In the overt approach, multiple (light) warships jump in at the 100D limit, engage all targets in range (weapon and reasonable M-drrive travel time, then jump back out when the local defense has reached a certain predefined threshold. This is probably the only way to disrupt shipping in high-tech, high-pop systems.

There are two covert approaches. The fist depends on the rules set you are using, since it works better in some than others. A small number of ships (or just one) jumps in well away from the main world. Using "stealth" (as the rules set being used allows), the ship approaches the 100D limit and then parks there, waiting for a target of opportunity. If a suitable target shows up, it is engaged, then the ship goes back to "stealth" mode if possible, or jumps out of the system. This is most similar to submarines.

The over covert approach is to use a Q-ship to appear as normal traffic. Jump into a system and attack the first ship it out-guns. The problem is that the Q-ship really can't land at a high-tech starport or it will be discovered for what it is. This approach works best for systems with just enough traffic to justify commerce raiding. This is a similar approach to the German surface raiders of WWII.

Those three approaches require three different types of ships. Any other approaches?

If regular schedules can be had, a surprise jump in to destroy a major liner/freighter (10K tons or more) as they are scheduled to hit 100D should be a cheap kill if it's not escorted.

The sort of thing you could only do at the beginning of a surprise war.
 
I consider TNE to be the most "realistic" of the rule sets. You can see how Chadwick over time has tried to apply "the physics that we have" and extend them to "the future", and model this in to something "mostly" playable. From AHL to Striker to T2K to TNE, plus his 20th century armor work, you can see him refine his model of damage. If nothing else, he's reasonably consistent. Not saying it's perfect, of course. He has a minimum amount of handwavium in his work.

For example, I heard a presentation of his and he seems to believe the HePLAR model in TNE is far too conservative, and we'll be getting much better performance out of a drive, far sooner than expected. TNE uses orders of magnitude too much fuel. He didn't say this directly, but his explanation of his new views on such a drive talk of something much more efficient.

Interesting.

I do love fiddling with Striker so, but I also need to be able to make equipment in a reasonable period of time, so I find myself attracted to doing CT/HG simple things and extrapolating more complexity and feel.

The damage assumptions in all rulesets I've read thus far have serious 'flaws' IMO, including MgT. Perhaps TNE is different.

I consider the raiders disruptive, rather than sieges. I'm thinking small forces that can be shooed away from a defenseless system, but hinder traffic while they're there.
Well in that case complete encirclement is not cost-effective use of tonnage-to-target opportunity.

It's 'announce presence with authority', destroy ships as much as possible without taking losses, have raider ships pop in and out of sensor range on all points of the compass so they have to plan for escort no matter which direction, and in general slow down movement and make it costly every step of the way.

The fighters can certainly broaden the space control aspect of the raider. The precept is that the PD forces are "impenetrable" to the Raider. The Raider simply will not engage the "coastal batteries". It's power is it's flexibility to engage targets of opportunity outside the shield of the PD.
Hmm, unless it's deep meson sites, the high-c vee of missiles says otherwise, because PD surface sites and orbital stations Don't Move.

Get that vee cranked up, let the missiles fly, KABOOM.


Of course, but I think it's fair to say that mechanisms designed and deployed in space are reasonably hardened to the radiation hazards, and vacuum itself is not a particularly notorious "wear" mechanism. We have several examples of equipment that last year in space, I would think that level of engineering would be routine -- especially for something designed to be kept "on station".
I'd be good with specialized equipment and costs related to, just not the standard 5000 Cr missile as space denial device.

I still think there is an sensor/engagement range issue for something small enough not to be noticed and 'swept' at range. I suspect even TNE doesn't have 100000 km sensor sets in missiles. An actively managed minefield from a raider in radio/sensor range to direct and trigger them is another matter.


A clever navigator would plot the back part of that temporal jump shift to put you in to the window of the 100D of the planet, then the planets 100D horizon would yank you out of jump.
Should probably be hard on the ship to do on a regular basis.


Yes, absolutely. Whether that time involved is that impactful vs the week long jump is a different question, and, inevitably, I'd rather burn 10 more hours if I had to than a) not go at all or, b) get blown to smithereens.
Well yes, that is part of my point about war potential time loss and yes maneuver is better, but there is the other part, where if you are jumping in with low vee and a typical freighter 1-2 G, that gives higher G raiders a greater chance to intercept and greater chance of loss.



Jump allows us to place that vector "anyplace" within the destination system, but vector remains the same. The position changes, but not the vector. So, I can position my jump entry to anywhere in that system, but when I arrive, my vector will still be 10G long pointing south.

So, to me, a "jump lane" is designed to take advantage of any acceleration that I need to do anyway just to get to the 100D. So for a contrived example, consider that my destination planet is orbiting counter clockwise, and is currently "due west" of the primary (or at least will be in 1 week), and heading "south".

When I leave my current planet, I will accelerate due north to the 100D horizon, giving me a due north vector. I will plot my arrival "due south" of the destination world. So, when I arrive, I will get to leverage my retained velocity to arrive at the destination world.

If the destination planet was at "due north", traveling "due west", then you can see ships leaving their worlds by going "due east".

So, that's what a jump lane is to me. It's an ever changing "most efficient" vector used by ships going from system to system. Any path will do, it's just a matter of correction. A ship may well not be going "full blast" on departure if they don't want a huge vector on arrival.
A bit odd and not the way I would do it, but the main point holds, there are predictable regions around a planet where inbound AND outbound from/to all likely systems are known, plotted, and can be prioritized for optimal raider placement, thus greatly simplifying the tonnage needed for probable intercept coverage.

If you don't use the jump lane, you simply have to do some more correction when you arrive. You can see a "worst case" using the Earth example above. With the 1/2 hr turn, Earth has a velocity of 2 (hexes/turn). So, if the Earth is due north, and you have a due east vector, you can see arriving 60 hexes behind Earth, with your retained velocity, having to make up the 60 hexes plus overcome the Earth 2 hex/turn velocity. A full burn at 1G hits 100D (27 hexes) at about 9GTurns (1/2hr turn). So, on arrival, the ship needs to decelerate for 9 turns, traveling 27 hexes, now 60 + 18 (9 turns * 2) + 27 = 105 hexes away from Earth, and then reaccelerate back. The total trip is about 15-20 hours of correction (if anyone has the math to calc the arrival time on a moving object, I'd love to see it).
I would expect the vee overshoot the planet then come back under PD gun range to be a standard maneuver in wartime.

Yea, the enemy intelligence is really old. You don't know when you're arriving, you don't know what will be nearby when you do arrive. If traffic is using "jump lanes", you can try and arrive near a highly trafficked jump lane to another system, hope it will be target rich on arrival. Get lucky, pop out of jump, "Hey, Targets!" and start blasting away. Otherwise, you arrive wide of the planet, ideally out of the reaction range of any picketing forces, assess the situation, then start moving in.
I was thinking more in terms of the freighters dealing with the raider picket problem, but it's an issue for the raiders too.

Simply, the village suddenly sees a lion on the edge of the bush -- looking for prey, and can't do much about it as long as it stays out of the clearing and out of rifle range.
I suppose I would use the metaphor of the village unable to do anything about the longboats, but that's quibbling.:)
 
If regular schedules can be had, a surprise jump in to destroy a major liner/freighter (10K tons or more) as they are scheduled to hit 100D should be a cheap kill if it's not escorted.

The sort of thing you could only do at the beginning of a surprise war.

Jump scatter deters that. Arrival is random across a 32hr window. 168hrs +/- 10%. You can schedule your arrival for 12 noon and arrive anywhere from 8pm the previous night to 4am the next day.
 
Jump scatter deters that. Arrival is random across a 32hr window. 168hrs +/- 10%. You can schedule your arrival for 12 noon and arrive anywhere from 8pm the previous night to 4am the next day.

Pffft.

Time for that Navigation-4 character to earn their pay and make a tough roll.

Or, ignore the rule for once.

The one thing you don't want is precision jumps that put ships inside other ships for jump-induced fusion events.
 
Pffft.

Time for that Navigation-4 character to earn their pay and make a tough roll.

Or, ignore the rule for once.

The one thing you don't want is precision jumps that put ships inside other ships for jump-induced fusion events.

Actually, implied in the rules in every edition, but only explicitly called out in T5, the arriving ship will either displace the extant one (if extant is smaller) or itself be displaced (if the extant is larger); you cannot get a ship to exit on top of another... so, there may be a sudden 1KM lurch, but the arriving BB does not dejump into the CA.

And the inaccuracy of jump in the first place, locationally, is 1e6m per 1Pc travelled. And that's in addition to the ±16.7 hours, or for a group jump plot, ±1.67 hours around the exit time.

No sudden "Bang, two in one" collisions.

Now, it's possible to have two come out with a collision immanent course to each other...
 
Of course then you get back to the "space is big, unimaginably big" argument.

It is possible to hit a bulls-eye with a dart 10 out of 10 tries dropping it from an airplane flying a kilometer over the dart board ... but don't plan on it being a common occurrence. ;)
 
Of course then you get back to the "space is big, unimaginably big" argument.

It is possible to hit a bulls-eye with a dart 10 out of 10 tries dropping it from an airplane flying a kilometer over the dart board ... but don't plan on it being a common occurrence. ;)

If players can do it at all, they will.

Have a roll that requires 6 6's to make it, someone will.
 
[FONT=arial,helvetica]Actually, implied in the rules in every edition, but only explicitly called out in T5, the arriving ship will either displace the extant one (if extant is smaller) or itself be displaced (if the extant is larger); you cannot get a ship to exit on top of another... so, there may be a sudden 1KM lurch, but the arriving BB does not dejump into the CA.

And the inaccuracy of jump in the first place, locationally, is 1e6m per 1Pc travelled. And that's in addition to the ±16.7 hours, or for a group jump plot, ±1.67 hours around the exit time.

No sudden "Bang, two in one" collisions.

Now, it's possible to have two come out with a collision immanent course to each other...
[/FONT]

Eh, the whole jump randomizer thing is too arbitrary feeling for me, but the gravitic field exit jump mechanic makes perfect sense as a prevention for catastrophic fusion, even a small ship would have it's own 100D 'bubble'.

Wait a minute. Does that mean ships can prevent safe jumps or cause misjumps just by impinging on the jumping ship with it's 100D gravity field?
 
Wait a minute. Does that mean ships can prevent safe jumps or cause misjumps just by impinging on the jumping ship with it's 100D gravity field?

According to T5, explicitly yes, if they have greater tonnage than the jumping vessel. The jump mishap is always assessed against the smaller object.
 
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