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More than one to modulate hyperspace

in every scifi unverse I have ever with FTL travel all the engines works on the same principle

in the real world of radio we use wide number of method to move our siganl AM 9with the ssb dsp) FM (wide and narrow band) TV is several mode now including digital ) the point I wonder at perhaps somehwere looking for abetter Jump drive they find instaed say a hyperdrive as you see in an alternate drive in T% travelerr or a modelt like B% and it gates and some ship able to open jump points on it own , I wonder at the 3rd imperium ( or maybe as I am hopeing to just some guys in the regentcy of deneb) dicover the abilty to build hyperive by rearganging the complement (which how we got FM from AM more or less) works different but alowls travel at roughly the same speens but say a slow ship goes a gate comes out 6 week later 6 parsecs away whiule a faster ship make that trip in week ) I suspoect the navy would develope this trying to hold on to it for awhile alowing it control acces to the diferent dynamic )

I'd think here it is just a case of nobody treid before thank grandfather happening on Jump drive

any thought
 
Welcome Mark :)

In your Traveller universe you can have whatever FTL drives you want for your campaign. In the TNE Fire Fusion and Steel supplement a lot of alternative technology is discussed - none of which exists in the OTU but which does exist in wider sci-fi media.

Jump gates are an idea I've used in the past, and provided they are no faster than using a regular jump drive they don't destroy the setting too much.

I've also had planet based stargates, ST like warp drives, and all sort of other stuff turn up over the years.
 
Jump gates are an idea I've used in the past, and provided they are no faster than using a regular jump drive they don't destroy the setting too much.
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I like the idea of jump gates as such would greatly (if not entirely) remove the danger of a ship experiencing a misjump as such a system-device would have around the clock maintenance and upgrade support guaranteeing a minimal risk of such an occurrence happening.

If such a 'network of jump gates were established throughout a star system I can see that 'guarantee' limited only to those facilities located on the main routes of commerce and having a rating system much like that of starports.

Essentially if you travel out in the boonies off the 'interstate', you take your chances with the quality (and risks) of such isolated accommodations.
 
Jumpgates, Keyholes, and fixed jump points all have one major change effect: They make everybody travel through one spot, ala the HH & Starfire novels by Webber, or the Vorkosiverse by Bujold. Blockades can thus happen.

Note that Bujold uses a keyhole drive (Necklin rods), and HH does as well (Minovski Sails), but Starfire uses natural warp points.

If you're using a gates only campaign, shipping prices should drop, since cargo space goes up.

In a mixed game, gates need to be limited range, or they will come to dominate local trade. Once an exploratory trader makes enough jump back and forth to establish a viable route, someone else will build the gate, and run the goods cheaper. This is especially true for J2 plus, where 26-29% of your ship is dedicated to jump (20% JFuel, 3% Jdrive, 1% to 4% by TL for req PP>1, and 2% for PP F).

Here's the math for various Jdrives under Bk5 or T20, ignoring the first PP rating, since you need PP1 to get underway.
J1 12%=10+2+0+0
J2 25% to 28% =20+3+(1 to 4)+1
J3 38% to 44%=30+4+(2-8)+2
J4 51% to 60%=40+5+(3-12)+3
J5 64% to 76%=50+6+(4-16)+4

If your gates don't require a similar sized key, gates will dominate any euqal or lesser ranged means jump for civil conveyance, simply due to larger cargo volumes.
 
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