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HG2 Time between jumps and possible affect on pre-combat

snrdg082102

SOC-14 1K
Evening all,

While looking for something else in HG2 I re-discovered that there is a minimum time requirement between jumps. Page 17 states

It is possible for a ship to make another jump almost immediately (within an hour) after returning to normal space,...

Would the rule on page 17 mean that the fleet that jumps into an occupied system has to wait three space combat rounds before being able to use the break off by jumping per the combat rule?
 
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Evening all,

While looking for something else in HG2 I re-discovered that there is a minimum time requirement between jumps. Page 17 states



Would the rule on page 17 mean that the fleet that jumps into an occupied system has to wait three space combat rounds before being able to use the break off by jumping pre-combat rule?

First, the odds of jumping directly into a situation where turns are relevant is pretty low. A ship is forced to precipitate from jump at least100 diameters from the target planet. Unless you were exceptionally unlucky when that occurred, you'd have at least an hour and probably a lot more before an opponent in that system responded to your appearance and closed to engagement range, so you could probably jump out before combat even started. Your real problem most of the time is not how long it takes but whether you have fuel for an immediate second jump.

That being said, the "rule" is more a guideline than a rule, couched in a paragraph that describes the usual habits of jumping ships. However, it's a reasonable guideline. If by some stroke of bad fortune you happened to precipitate out within firing range of a hostile, then the typical ship only carries a power plant just big enough to power the jump drive, which means it would take two combat turns (40 minutes) for most ships to power up the jump drive for jump. I could see requiring one turn after jump before you could begin that process anew, which makes it about an hour from jump exit to the next jump: one turn recalibrating and two turns powering up for jump. Under that interpretation, a ship trying for a jump range of half or less of the power plant output could make the jump within two turns instead of three - one turn recalibrating, one turn powering up.
 
Late PST Evening Carlobrand,

First, the odds of jumping directly into a situation where turns are relevant is pretty low. A ship is forced to precipitate from jump at least100 diameters from the target planet. Unless you were exceptionally unlucky when that occurred, you'd have at least an hour and probably a lot more before an opponent in that system responded to your appearance and closed to engagement range, so you could probably jump out before combat even started. Your real problem most of the time is not how long it takes but whether you have fuel for an immediate second jump.

That being said, the "rule" is more a guideline than a rule, couched in a paragraph that describes the usual habits of jumping ships. However, it's a reasonable guideline. If by some stroke of bad fortune you happened to precipitate out within firing range of a hostile, then the typical ship only carries a power plant just big enough to power the jump drive, which means it would take two combat turns (40 minutes) for most ships to power up the jump drive for jump. I could see requiring one turn after jump before you could begin that process anew, which makes it about an hour from jump exit to the next jump: one turn recalibrating and two turns powering up for jump. Under that interpretation, a ship trying for a jump range of half or less of the power plant output could make the jump within two turns instead of three - one turn recalibrating, one turn powering up.

With my luck the GM would allow the situation to occur just to make the game more interesting.

I've also be doing more digging and Book 2 Starships, page 4, states that non-commercial ships if haste is called for a ship can refuel at a gas gaint immediately, and re-jump right away.

On my part I usually have enough jump fuel for a single jump.

Thanks again for the reply.
 
You arrive in a system and immediately prep for jump - 20 mins if your power plant is twice the size of your jump, 40 mins if not.

Take a turn to scan the area around you and there's your hour.
 
Late PST Evening Carlobrand,



With my luck the GM would allow the situation to occur just to make the game more interesting.

I've also be doing more digging and Book 2 Starships, page 4, states that non-commercial ships if haste is called for a ship can refuel at a gas gaint immediately, and re-jump right away.

On my part I usually have enough jump fuel for a single jump.

Thanks again for the reply.

"Right away" is a relative term. It takes a bit of time to refuel. Of far greater significance, you are deep in the gravity well of a gas giant and have to spend time maneuvering out 100 diameters from a body up to twelve times larger than a large terrestrial planet. Hope that there's no hostile force there, or that you can outrun or outfight them.
 
Hello again Carlobrand,

"Right away" is a relative term. It takes a bit of time to refuel. Of far greater significance, you are deep in the gravity well of a gas giant and have to spend time maneuvering out 100 diameters from a body up to twelve times larger than a large terrestrial planet. Hope that there's no hostile force there, or that you can outrun or outfight them.

Yes, I agree which may mean "right away" is less than the normal process of taking a week to get to the main starport, dropping off/picking-up cargo and passenger, working the ship, and taking another week to jump to the next destination.
 
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You arrive in a system and immediately prep for jump - 20 mins if your power plant is twice the size of your jump, 40 mins if not.

Take a turn to scan the area around you and there's your hour.

Assuming, of course, you've got another jump's worth of fuel on board.
 
IMTU I have it as standard doctrine that military ships usually make less than maximum jumps so they have a reserve. Tankers, drop tanks and tenders are very important IN resources IMTU.
 
Hello again aramis,

Assuming, of course, you've got another jump's worth of fuel on board.

Like Mike Wightman any ships, civilian or military, my character has some control over insists on having a jump reserve when possible. At least once the practice saved the ship.
 
IMTU I have it as standard doctrine that military ships usually make less than maximum jumps so they have a reserve. Tankers, drop tanks and tenders are very important IN resources IMTU.

A spacer after my own heart, however I or I should say my characters carry the practice over to the civilian side as well when possible. Of course many of my characters have military or scout backgrounds.;)
 
IMTU I have it as standard doctrine that military ships usually make less than maximum jumps so they have a reserve. Tankers, drop tanks and tenders are very important IN resources IMTU.

I agree. My standard is military ships use drop tanks to arrive at an anticipated battle with full tanks. Only time it's an issue is when they're someplace where drop tanks are not readily available, and then they plan a shorter jump so they can still get away if the battle goes south. In my TU, the Zhodani wouldn't have been ambushed at Calit; they'd have had a tanker fleet in the Oort region of key systems to allow a retreat back to Zhodani space.
 
Hello again aramis,



Like Mike Wightman any ships, civilian or military, my character has some control over insists on having a jump reserve when possible. At least once the practice saved the ship.

Not gonna happen on merchants if you want to make the payments (or a profit, for that matter).

Fuel is expensive in two ways -
  1. it's a main expense if you buy it, or a time and effort expense otherwise
  2. It is tonnage that can't be filled with cargo.
Note that taking 10% of hull volume in extra fuel means taking about 15-20% of cargo volume, which means a similar reduction/increase in profit/loss margin - the profit margin is a few percent, assuming Bk2 ships. Less using Bk5, MT, FF&S (TNE/T4) or T20. Can't speak to T5, since I can't figure out the design system.
 
Hello aramis,

I didn't say my characters working on the civilian side were very successful of course many, of those same characters suffer from the Star Trek Red Shirt syndrome. :rofl:

Not gonna happen on merchants if you want to make the payments (or a profit, for that matter).


Fuel is expensive in two ways -
  1. it's a main expense if you buy it, or a time and effort expense otherwise
  2. It is tonnage that can't be filled with cargo.
Note that taking 10% of hull volume in extra fuel means taking about 15-20% of cargo volume, which means a similar reduction/increase in profit/loss margin - the profit margin is a few percent, assuming Bk2 ships. Less using Bk5, MT, FF&S (TNE/T4) or T20. Can't speak to T5, since I can't figure out the design system.
 
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