Well, with the old saying "A difference that makes no differnece is no difference"...
There's another old saying about the logical fallacy called the "false dilemma". It's also known as binary thinking, bifurcation, fallacy of the extruded middle, and others. It involves a situation in which only limited options are claimed to exist when in fact there are additional options.
Another logical fallacy is the referential fallacy". It involves confusing a "label" for a "thing" and usually occurs when people are overly literal fixating on only one use of a word.
Let's take a look at the logical fallacies at work here.
... if you need fuel then there's no sense calling them "jump capacitors".
As
HG2 explicitly states, you need both fuel
and energy. The rules have given us the "fuel" requirements for jump since
LBB:2 and
HG2 gave us a way to actually calculate the energy required too. You have up to two combat rounds, 40 minutes, to produce that energy. When you jump you need
both that energy and the fuel which means jump "fuel" isn't used to create that energy and is instead used to do something else.
So, it's not a case of either fuel or capacitors. That's a false binary choice. It's not a case of label "fuel" only meaning "stuff pumped into a reactor" either. That's a referential fallacy.
If you have capacitors, the need for fuel is reduced if you have the energy.
Wrong actually. As we've seen, you need both energy and fuel and the fuel in question isn't used to create the energy. Again, we need to remember that the term "fuel" doesn't always mean "reactor fuel".
Since L-Hyd tanks can provide fuel, be dropped, and then jump initiated, having fuel at the point of jump initiation is unnecessary.
Wrong again and for the same reasons as above. Additionally, we know jump initiation can take as long as 40 minutes and that mis-jumps have occurred when jump tanks failed to clear a jumping ship's immediate vicinity quickly enough.
Since even our TL 7 capacitors can hold charges for extended times it is just an assumption that TL 9+ capacitors can't hold a charge.
Another referential fallacy. Because the TL7 capacitors you're familiar with have specific attributes and capabilities,
all things labeled "capacitor" everywhere and at all times have the same attributes and capabilities.
Like many things, the need for fuel may have just been one of those assumptions people make when writing stuff.
It's not one of those assumption people made. It's one of the
rules the game's
designers wrote and wrote at the very beginning.
Didn't think of a laser pistol...
They did. In a very early issue of
JTAS Loren Wiseman shows how you can use the rules to stat out any weapon that suits your fancy. His example is a laser pistol.
... didn't think of a ship with jump capacitors and no fuel tanks.
Huh?
Annic Nova? The ship and adventure featured in the
first issue of
JTAS?
It's strange. For someone who wants to write
Traveller fiction, you know oddly little about the game, it's background, and it's setting.