• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

jump power

The given time is a time increment. Actual task time is longer:



Note that default time is ( 3D - task DMs ) × increment, hence it is not trivial to calculate an average time. A better trained or educated engineer will, on average, complete the task faster.

Hasty or Cautious can also change the duration.

Um...so, it's going to take between (120s / 10) * 3D6 seconds? So..from 36s to 216s? About 3.5 minutes?

Seems to me the intent of the task time is that it turns out when done by competent people, it takes, on average XX amount of time, in this case, 2m.
 
1. Once the capacitors are charged, either through the normal transferring of energy from usually the fusion power plant, or shunted there by the energy that the balck globe absorbs, it can be used to initiate a jump, assuming all other conditions are met, including sufficient hydrogen fuel, or harvested exotic particles.

2. As I recall the rules, you can hold it in for only so long, so the charge must either be used or lost.

3. Black globe rules indicate that the charge is permanent and can only be drained off percentagewise through the power plant, or initiation of a jump.
 
No, basically 3D × 2 min ≈ 10 × 2 min ≈ 20 min, but varies by skill and haste.

So roughly 20 min ≈ 1 HG turn.

I'm sorry, I'm being pedantic and hard headed, but thats not what you quoted.

HOW LONG DOES THIS TASK TAKE?
The time increment on a task profile is 10 percent of the typical task duration. A roll of 3 dice (whose average result is 10) determines how many increments the task takes. The increment is always one-tenth of the typical task duration.

That tells me that if the task duration is 2m, then a time increment is 120s / 10, 12s, multiplied by 3D6 (give or take DMs), which averages 10. So the average task duration is...the duration of the task -- 2m.
 
HOW LONG DOES THIS TASK TAKE?
The time increment on a task profile is 10 percent of the typical task duration. A roll of 3 dice (whose average result is 10) determines how many increments the task takes. The increment is always one-tenth of the typical task duration.

That tells me that if the task duration is 2m, then a time increment is 120s / 10, 12s, multiplied by 3D6 (give or take DMs), which averages 10. So the average task duration is...the duration of the task -- 2m.

I suspect you are overthinking it. The time increment is specified to be 2 min.

"The time increment on a task profile is 10 percent of the typical task duration."

The time increment given in the task profile is 2 min. So 2 min is 10% of typical task duration.

TaskDur × 10% = 2 min ⇒ TaskDur = 2 min / 10% = 20 min.

Hence typical task duration is about 20 min.



Let me try again:
That tells me that if the task duration is 2m, ...
We don't know what the task duration is from the start. We only know that the time increment is 2 min.
 
My reason for asking was to try to find out why the 'high efficiency batteries' aren't used more - but there aren't a lot of high jump, low maneouver ships in the books where this would be applicable.

If you are going to supply your high jump with power, it's not too much more to throw in high maneouver too to use that power. But if you have high jump and low maneouver, you can use HE batteries for the jump - which take up far less space, especially for large, high jump ships.
 
Fusion reactors are pretty energy rich; it's more of an issue at the lower end of the scale, where you start figuring out how to pack in the energy requirements in a very small volume, and you tend to sacrifice time for space.
 
My reason for asking was to try to find out why the 'high efficiency batteries' aren't used more - but there aren't a lot of high jump, low maneouver ships in the books where this would be applicable.

If you are going to supply your high jump with power, it's not too much more to throw in high maneouver too to use that power. But if you have high jump and low maneouver, you can use HE batteries for the jump - which take up far less space, especially for large, high jump ships.


Big use case would be double firing spinal weapons.


There would have to be some sort of ranging decision/effect for there to be advantage to charge a turn or two ahead of time then double fire. Or divert power from something like maneuver drive to increase firepower.
 
That's assuming you get the option to overcharge your weapon systems, or any other ship system.

Batteries could be a sort of solid state flywheel.
 
Back
Top