Is it time for Jump-7 drives in Traveller? Or is Jump-6 all we can expect?
Marc's already decided J7+ can be done... in T5. J100 with ±6 Pc accuracy good enough?
what i always saw as limiting was the 6 G manuver drive limit, though. I can see that the games mechanics make very high jump numbers prohibitivly costly, but not why ships could not reach accellerations beyond 6G.
Does Marc propose a 'Next Generation' Jump Drive Technology that has completely different fuel requirements?
Does he perfect Drop Tank technology?
How does he sidestep the well established need for greater than 100% jump fuel at J10+?
For what it is worth, the concept of a 200 dT J100 starship with a 2000 dT drop tank sounds just plain bizarre to me.
My point is that you don't need to make jump-7 impossible in order to preserve the Third Imperium timeline perfectly. All you need is to say "there's nothing theoretically impossible about jump-7, but no one has figured out how to do it yet" and you're home free.I don't care for higher-than-Jump-6. Different ways to get around are OK, as long as they treat Traveller's timeline gently.
You have to charge a higher per-parsec price than jump-3 costs, so you're reduced to time-critical cargoes. But I don't see what that has got to do with the financing. If there's a market, financing will be available.From a merchant point of view anything higher than J3 gets expensive to do. Lots of fuel for little cargo. By J5 or higher you have to be financed by a government or corp to afford it. You have to make your money moving important people or information. Cargo is no longer an option...At least not the lawful kind...
Obviously I'm assuming a situation where the technology has become as mature as jump-6 is in the Classic Era. That would make it possible to get your annual maintenance at any class A and B starport.At least until overhaul time. You are going to need skilled techs to check out the drive..if they can. You will need a A class starport at a higher tech world to have any hope of finding skilled enough mechs.
Sure, but it will be peanuts compared to the gains. Changing your effective payload from a couple of percentage points to seventy-odd percentage points will increase your revenue-earning capacity by a factor 20-30. You'd need some implausibly large added expenses to offset that.Jump tanks are throw away for the most part so you will have more expense there.
They might, but there's no reason to believe that this would be the case. The per-ton cost of jump drives is the same for jump-1 through jump-6. Why should the cost of jump-7 suddenly break that pattern?Then parts for the High Tech drive will be much more expensive than normal parts.
It's difficult for a free trader to fill its holds. A company that invests in a jump-7 ship (in any ship for that matter) will have some reason to believe that it can fill its hold on a regular basis. Otherwise it wouldn't make the investment.As for time sensitive cargos, sometimes it is difficult to get enough of anything to fill your holds.
So you add the cost of the recovery. Or you move to 110 diameters before jumping out, making the 100 diameter limit safe for incoming ships (outgoing ships can just detect the tanks and avoid them).Everyone wants to use jump tanks, but they fall free before you jump so cause a space hazard until recovered. There may be a recovery fee attatched to the use of them or a littering fee if they get left behind. Then whose fault is it if they cause damage to another ship floating about out there?