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Emergency Situations and Responses II

Okay, so there you are, crew of a starship, lost in the deep black for the first of probably 2 or 3 times in your 40-year career. What do you do?

Start by correctly this false assumption. Statistically, no normally run star ship ever finds itself in this situation.
 
Taking the rules as written if you misjump you can be 1-36 parsecs in any if six directions, not anywhere other than a straight line in one of those 6 directions.

I wonder what the average chance of ending up in an empty hex or a populated hex are?

In some of the Traveller versions you roll 1d for the number of weeks the misjump takes.

Your power plant and emergency batteries may already have been exhausted by the time you precipitate back into normal space.
 
Start by correctly this false assumption. Statistically, no normally run star ship ever finds itself in this situation.

We'd already established that a normally run starship in the MT universe has a 0.2247% chance per jump of finding itself in this situation.
 
We'd already established that a normally run starship in the MT universe has a 0.2247% chance per jump of finding itself in this situation.

But have we established that the statistics involved are valid? I've lost track. Are those figures based on the assumption that throwing a natural 2 is an automatic failure? Or has that been ignored?

If the actual risk is, say, one tenth of the risk player characters run, a ship has a 73% chance of doing 1400 jumps without suffering any such misjump. If they're only one hundredth, the chance is 97%.

Let us not forget that bank loan payments logically include insurance premiums. If a ship has a 90% chance of suffering a major misjump before it is paid up[*], the actual profit on a ship loan will be lower. I'm afraid I don't have the knowledge to calculate how much lower, but my guess is that you need the ship, at least, to be recovered in most cases if you want the premiums kept reasonably low. Admittedly, the crew doesn't have to survive. :smirk:

[*] Note: this figure is based on 1000 jumps in 40 years, not the 1400 jumps I used in the previous paragraph.


Hans
 
Oooh, wait! What the heck!

Imperial Encyclopedia, p. 92
"...To engage jump drive:

"Routine, Engineering, Edu, 2 min

"Referee: This task can begin once a successful jump preparation has been accomplished.

"If the ship is using unrefined fuel (without a fuel purification plant), this task is hazardous.

"Safe Jump: A ship at least 100 diameters out from all massive bodies, using the proper fuel, and with properly maintained drives can make a safe jump with no chance of a mishap.

"Dangerous Jump: If the ship is within 100 diameters of a massive body, this task is Difficult (hazardous).

"Desperate Jump: If the ship is within 10 diameters of a massive body, this task is Formidable (hazardous).

"Mishap: If a mishap occurs, go to step 15."

Damn, but I hate the way this game organizes its rules! :mad:
 
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