l_c_jackson
SOC-9
Pirate bases
Gareth's solution from Pirates of Drinax is the pirate planet of Theev.
Gareth's solution from Pirates of Drinax is the pirate planet of Theev.
Makes no sense for pirates to be located way from the main source of business and most pirates would have to attack ships close to the planet anyway (because its the only time ships are vulnerable when they are going slowly) and then dart off before the police can arrive. Of course it would go without saying they would have sensor jammers....
I could have sworn I read somwhere that ships have to reduce their velocity to zero prior to engaging the jump drives.
Is that true or am I suffering from delusions again?
If it is the case that a ship would have to be stopped then wouldnt a point of vulnerability be the jump radii?
I could have sworn I read somwhere that ships have to reduce their velocity to zero prior to engaging the jump drives.
Is that true or am I suffering from delusions again?
Nope, you jump with whatever velocity/vector you have. There is no requirement to reduce it to zero.
If it is the case that a ship would have to be stopped then wouldn't a point of vulnerability be the jump radii?
I could have sworn I read somwhere that ships have to reduce their velocity to zero prior to engaging the jump drives.
Is that true or am I suffering from delusions again?
If it is the case that a ship would have to be stopped then wouldnt a point of vulnerability be the jump radii?
I could have sworn I read somwhere that ships have to reduce their velocity to zero prior to engaging the jump drives.
Only by the lack of a table and formula to calculate otherwise, and possibly example use in some table referencing 100D limits - conversely there also has been mention of explicit canon use of jumps with 'non-zero' relative velocity.As others have said, it is implied ...
Its definitely not overly obvious - but is addressed on your other thread.A significant one - no (obvious) voluntary mustering out rule.
I could have sworn I read somwhere that ships have to reduce their velocity to zero prior to engaging the jump drives.
IIRC there was an adventure in MT (in a Challenge, I think) where one of the clues was that the pirates accelerated to great speeds before jumping, so I guess the 0 vector is not a requisite for jumping in MT.
I really appreciate the replies on my cracked up mind that cant remember very well. Mention of Challenge makes me think there was an article either there or in JTAS called Travelling from port to jump or somthing like that? I can not recall but I consider you guys to be the equivalent of Stevie Hawking withouth the wheelchair so if you are sure then I can live with that.