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Jump Routes Table

Ranger

SOC-12
Well, after thinking about it some I decided to go ahead and post the table. I think this falls under fair use as it is not reproducing something that is currently comercially available (the table was dropped from 2ed and replaced with the X-Boat route table) and I'm not posting more than a page. I'm also not posting for my personal profit, but for discussion purposes here.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 1 2 3 4
A-A 1 2 4 5
A-B 1 3 4 5
A-C 1 4 6 -
A-D 1 5 - -
A-E 2 - - -
B-B 1 3 4 6
B-C 2 4 6 -
B-D 3 6 - -
B-E 4 - - -
C-C 3 6 - -
C-D 4 - - -
C-E 4 - - -
D-D 4 - - -
D-E 5 - - -
E-E 6 - - -</pre>[/QUOTE]
 
Well, after thinking about it some I decided to go ahead and post the table. I think this falls under fair use as it is not reproducing something that is currently comercially available (the table was dropped from 2ed and replaced with the X-Boat route table) and I'm not posting more than a page. I'm also not posting for my personal profit, but for discussion purposes here.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 1 2 3 4
A-A 1 2 4 5
A-B 1 3 4 5
A-C 1 4 6 -
A-D 1 5 - -
A-E 2 - - -
B-B 1 3 4 6
B-C 2 4 6 -
B-D 3 6 - -
B-E 4 - - -
C-C 3 6 - -
C-D 4 - - -
C-E 4 - - -
D-D 4 - - -
D-E 5 - - -
E-E 6 - - -</pre>[/QUOTE]
 
What's this supposed to show, for those of us who have no clue what you're referring to here? ;)
 
What's this supposed to show, for those of us who have no clue what you're referring to here? ;)
 
Ah, sorry, this is from the Starter Traveller thread. I posted the first couple of lines of the table and some people expressed interest in seeing the whole table. I was debating if it was a legitimate option to post the whole thing or if it would be a serious breach of copywrite. Here's the verbage from my original post to explain how the table works:

It's a very basic table. You have a Starport to Starport column and a set of distances (1-4). Roll a die and equal or beat the number in the column to have a trade route.

No trade route means to regularly schedualed ships.
 
Ah, sorry, this is from the Starter Traveller thread. I posted the first couple of lines of the table and some people expressed interest in seeing the whole table. I was debating if it was a legitimate option to post the whole thing or if it would be a serious breach of copywrite. Here's the verbage from my original post to explain how the table works:

It's a very basic table. You have a Starport to Starport column and a set of distances (1-4). Roll a die and equal or beat the number in the column to have a trade route.

No trade route means to regularly schedualed ships.
 
It's a jump route calculator.

Here's how it was supposed to work:

1. Generate a subsector for yourself, including UWPs.
2. Pick a system (any system).
3. Note its starport type (let's say it's "A" as an example).
4. Starting at your chosen system, check on your subsector map where the first nearest system is (Let's say there's a "C" starport and it's 1 parsec away)
5. Cross reference the starport type of the original system ("A") against the distance to the nearest system ("1" - so we're looking down the "1" column on the table)
6. Go down the "1" column until you reach the "A-C" starport combination.
7. The number shown is the throw on 1D or higher for a jump route to exist between the two systems (in our example, the number is "1").
8. Throw your 1D.
9. 1+ on 1D gets you a jump route between the two systems on your home-grown subsector.
10. Work your way around the subsector repeating the process.

I don't know anyone who ever used it though (I certainly never did.... :D ). It's easier just to decide where you want your routes to go....

I don't know why it didn't go up to Jump-6 neither...
 
It's a jump route calculator.

Here's how it was supposed to work:

1. Generate a subsector for yourself, including UWPs.
2. Pick a system (any system).
3. Note its starport type (let's say it's "A" as an example).
4. Starting at your chosen system, check on your subsector map where the first nearest system is (Let's say there's a "C" starport and it's 1 parsec away)
5. Cross reference the starport type of the original system ("A") against the distance to the nearest system ("1" - so we're looking down the "1" column on the table)
6. Go down the "1" column until you reach the "A-C" starport combination.
7. The number shown is the throw on 1D or higher for a jump route to exist between the two systems (in our example, the number is "1").
8. Throw your 1D.
9. 1+ on 1D gets you a jump route between the two systems on your home-grown subsector.
10. Work your way around the subsector repeating the process.

I don't know anyone who ever used it though (I certainly never did.... :D ). It's easier just to decide where you want your routes to go....

I don't know why it didn't go up to Jump-6 neither...
 
One of the shortcomings of this table is that it doesn't take into account the populations of the respective worlds. It might be hard to justify a 'trade route' for a A class starport which only has a population code of 1, 2, or 3. The referee should consider the populations of the worlds in question, IMO.
 
One of the shortcomings of this table is that it doesn't take into account the populations of the respective worlds. It might be hard to justify a 'trade route' for a A class starport which only has a population code of 1, 2, or 3. The referee should consider the populations of the worlds in question, IMO.
 
I think it's limited to J4 because that's the maximum for X-boats, or it could be that there is simply no way to make a profit (under current system) with J5 or above, so such routes would not exist. PCs who need to travel J6 can still do so, but they will not be doing it on merchant or communication lines.
 
I think it's limited to J4 because that's the maximum for X-boats, or it could be that there is simply no way to make a profit (under current system) with J5 or above, so such routes would not exist. PCs who need to travel J6 can still do so, but they will not be doing it on merchant or communication lines.
 
I can think of a much better way to use it... compare it to populations...

treat first blank as a 7, next as an 8, etc...
compare to pop digit.
 
I can think of a much better way to use it... compare it to populations...

treat first blank as a 7, next as an 8, etc...
compare to pop digit.
 
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