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Going Pirate

I never said that collisions would happen on a regular basis. I just stated that narrowing the arrival portals would increase the risk.
And that "fairly rare" was relative. There is no rules for what happens if two ships happen to emerge from jump at the same time in the same place. Though there are ships that fail to arrive, perhaps this is one cause.
 
We talked about response time for Patrol craft. Remember that a Starship combat round is around 20 minutes. (Plus or minus depending on rule set.) If you include intercepting the target, disabling it and then boarding it a Patrol Cruiser within 2 hours of the Pirate and his target prize, is going to get the pirate. Perhaps not before he has disabled the prize but before he gets away with anything and usually before he can board it. (Launch Small craft, Match bearings and velocities, dock and board takes no less than an hour.)
 
Hi !

Originally posted by veltyen:
</font><blockquote>quote:</font><hr />where comes this misjump idea on g-field collision comes from ?
Not from the drive, just from the mass of the ships. 100 diametres of a large vessel does get to be a reasonable size.

Take a 800 dTon sphere. While the ship has only got a 30 metre diametre or so, if it counts as coming in closer then 100 diametres (3 km in this case) as if it was deliberately jumping close to a planet then the chance of a misjump goes higher.

I could of course be completely mistaken
</font>[/QUOTE]I guess Youre just right (if I understood it correctly).
Larger ships really create considerable gravitational effects, which may increase misjump risk..

But as I took a closer look on this issue appearently the typical density of a starship prevents the maximun occuring gravitational force to exceed critical limits.
So lucklily the typical ships own 100D limit doesn't seem to be a problem.

Anyway 250-300 Million dTon plus ships have more problems here


Regards,

Mert
 
From the looks of it, TNE 1248 is a near perfect place to carry on Piracy. It has plenty of room for getting and fencing stolen goods.
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Originally posted by cweiskircher:
From the looks of it, TNE 1248 is a near perfect place to carry on Piracy. It has plenty of room for getting and fencing stolen goods.
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Or pre 1248 TNE is a better place. (Provided you avoid the Vampires.
)
 
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