CosmicGamer
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I'm not familiar with the entire Traveller universe but what are the odds of this? You'd have to be operating on the edge of a 72 parsec rift, no?if you mis-jump 36 parsecs from civilization
I'm not familiar with the entire Traveller universe but what are the odds of this? You'd have to be operating on the edge of a 72 parsec rift, no?if you mis-jump 36 parsecs from civilization
i cannot remember if there is any hint on how much power an ELB needs. In my ship designs i use ELBs with RTGs and an emergency radio also powered by RTG. So if you misjump you may sit there for years until rescue can arrive or you can coast inward if you are sitting on the fringe of a system.
I'm not familiar with the entire Traveller universe but what are the odds of this? You'd have to be operating on the edge of a 72 parsec rift, no?
I think his point was intended to include the possibility that a ship like a Scout might misjump far away from civilization (i.e. there might be worlds nearby, but they are either uninhabited or are very low TL, and therefore unable to offer assistance).
The obvious precaution for ships going outside the bounds of civilization is to do it in a ship big enough to carry a jump-capable subcraft.
As for misjumping into an empty hex, I assume that it is possible to head for the nearest star and survive to get back to civilization for the very simple reason that an automatic death sentence is profoundly un-adventurous. If the rules do not support such an outcome, I want different rules.
As an aside, one of the adventures I've written for JTAS Online is based on just such a misjump and the shenanigans the crew and passengers get up to on their way to the nearest star. Another features a ship that returns from deep space after half a millenium (though after that long, only two of the people in the low berths survive revivification).
Hans
As pointed out by another poster upthread - Humaniti has been in space over 10,000 years.
Case in point: At any given point in time, any star ship can in theory, achieve jump-36. In instances where the ship exits into deep space, how can the crew survive long enough for a rescue? . . . then what can be done to MAXIMIZE their success of rescue . . .
As pointed out elsewhere, having low berths capable of surviving extended use requires a power system capable of functioning for that length of time. Few of the rules (except GURPS TRAVELLER that I'm aware of) permit such a function of low berths in a ship for extended periods of time.
That having been said, I'm still trying to keep this within the bounds of the rules . . .
The idea here, is to determine which emergencies starships haven't a prayer of dealing with and hoping for rescue outside of the ship itself. As mentioned, it seems that misjumps into empty hexes become automatic death sentences . . .
Creating an adventure that ignores the constraints of the rules themselves causes its own problems.
So long-term survival in low berths aboard misjumped ships is yet another reason why it would be a good idea to change the rules for fusion power plants to make them not so incredibly inefficient.As pointed out elsewhere, having low berths capable of surviving extended use requires a power system capable of functioning for that length of time. Few of the rules (except GURPS TRAVELLER that I'm aware of) permit such a function of low berths in a ship for extended periods of time.
They do not take into account any DMs due to local conditions the GM might impose for specific circumstances which the Captain (PC or NPC) may or may not be aware of.
A couple of thoughts:
1. It's a long way from shore - if you mis-jump 36 parsecs from civilization, it will take over 100 years for your piddly signal to reach anyone who might be able to hear it.
Possible examples:1) Spatial Anomaly (such as on the edge of the Abyss Rift, or at the center of Gateway Domain, if they are not myths);
2) Damage to Jump Drive (known or unknown to the Captain) - from combat or other campaign related situations;
3) Damage to ship electronics - computer or astrogation sensors (known or unknown to the Captain) - from combat or other campaign related situations - resulting in inaccurate jump calculations being performed by the Navigator, or causing automated Jump Control systems to be initiated incorrectly;
Where is that in the J failure rules?
If maintenance is done, not possible by the rules.
If maintenance is done, not possible by the rules.
I'm discounting ALL combat as we are discussing commercial ships operating normally.
So, ya got nothing that will cause a mis-jump under normal operating parameters.
One must REALLY screw to get that. You CANNOT mis-jump if the ship is operated "normally". So yes, if the ship captain/master is an idiot, it can happen. But, with that kind of incompetence you can also run smack into a LGG doing 1,000 Km/sec...
I'd say that freak mishaps of Titanic caliber are sufficiently rare that simply imposing a DM would make them FAR too common given the lack of granularity in a 2D6 system.
If you're GM, and that kind of disaster really NEEDS to happen in the story you're setting up, why would you leave it to a die roll anyway? That's the realm of GM fiat, not part of day-to-day Travelling.
Otherwise (for CT anyhow) the only way you can misjump is if you're cutting corners: using unrefined fuel when you're not kitted out for it, letting maintenance slide, not paying an engineer, jumping from within 100D. Freak accidents are too uncommon to be simulated by anything that calls for a roll on 2D6.
Actually, the Titanic comes to mind as an example of the "kind of incompetence [where] you can ... run smack into a LGG doing 1,000 Km/sec...".Does the RMS Titanic come to mind as an example of that kind of thinking?
Actually, the Titanic comes to mind as an example of the "kind of incompetence [where] you can ... run smack into a LGG doing 1,000 Km/sec...".
Not directly related: Always keep in mind that every note, warning and caution in the starship manual is there because someone actually did it. Even when you're reading it, asking yourself, "Who would be stupid enough to do that?" the answer is somebody. Never leave out the stupid human trick factor when determining whether something might happen "under normal operating procedures".
A couple of thoughts:
1. It's a long way from shore - if you mis-jump 36 parsecs from civilization, it will take over 100 years for your piddly signal to reach anyone who might be able to hear it. ...
2. It's all about power - Trav ships can't recycle diddly without power, especially for what could be a very long time. You need a long term power source if you're in this for the long haul. Hopefully a stranded ship could limp into a semi-stable orbit around a star, deploy some effective solar collectors, and everyone hibernates until help arrives, if they ever do. Otherwise you're stuck drifting until the batteries eventually fail. Harken back to the opening to Aliens with the salvagers finding Ripley in her tube.
Which brings up two considerations in light of the OP:
1) Should most Jump-Ship designs include ELBs as standard back-up emergency devices (just in case);
2) Should most Jump-Ships be designed with a small "reserve" of Power Plant fuel that does not EVER get touched except in emergency situations. This would not be unprecedented in modern nautical/aeronautic practices.
i cannot remember if there is any hint on how much power an ELB needs. In my ship designs i use ELBs with RTGs and an emergency radio also powered by RTG. So if you misjump you may sit there for years until rescue can arrive or you can coast inward if you are sitting on the fringe of a system.
I'm particularly fond of solar panels as emergency equipment as well, but that's not much help when there's no sun in the hex.
RTG?