shadowcat20
SOC-12
Maybe there is a High and Low in jumpspace.
Low jumpspace, Normal fuel costs with no danger...standard merchant fare.
High Jumpspace. Half fuel costs but unstable sailing and possable serious in/out time differences like the Gateway series. 2 days, or 2 months...who knows. Extra fuel saved would cover power...but food on the otherhand....Air may also be an issue so take along extra scrubbers.
Only people covering long distances or trying to save fuel costs would try it. Make it iffy enough that even military operations would have to be desperate trying to stretch their range or escaping to go for it.
High jump may allow leaving the ship to check out drifting hulks and other odd things though. Maybe even planets with odd physics and life forms.
Figure low jump is just skimming the edge of the high universe hence the safety factor and reliable jump times (our physic rules).
Low jumpspace, Normal fuel costs with no danger...standard merchant fare.
High Jumpspace. Half fuel costs but unstable sailing and possable serious in/out time differences like the Gateway series. 2 days, or 2 months...who knows. Extra fuel saved would cover power...but food on the otherhand....Air may also be an issue so take along extra scrubbers.
Only people covering long distances or trying to save fuel costs would try it. Make it iffy enough that even military operations would have to be desperate trying to stretch their range or escaping to go for it.
High jump may allow leaving the ship to check out drifting hulks and other odd things though. Maybe even planets with odd physics and life forms.
Figure low jump is just skimming the edge of the high universe hence the safety factor and reliable jump times (our physic rules).
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