After giving it some thought, I agree that a rule that forces a stutterwarp drive to be offline while it discharges does create more opportunities for drama (adventure) than the alternative. The DG is pretty silent on this, but I concede the point.
It’s fascinating what the old GDW material thought was important and treated exhaustively, and what they never thought about that seems, in retrospect, much more important. [cough]deck plans[cough]
Here’s what seems to be known about stutterwarp (it is not an exhaustive list):
* A drive has three states: Off / On-Idle / On-Operating
* A drive cannot be completely turned off while it holds a charge. This is not stated explicitly anywhere, but seems to follow from what we understand about tug ships. The drive of a towed ship has to be turned off and partially disassembled to avoid the buildup of a secondary charge.
* A drive that is discharging is stuck in the second state. I concede this point.
* A drive puts out some kind of rumble that can be detected systemwide. (MgT2300)
* A drive can be flicked on and off as a signaling device (MgT2300). That might imply that a drive cannot hold a charge to function in this way. Some debate here.
* A moving drive creates a Doppler effect. This is obliquely suggested in a Challenge magazine article on stutterwarp, but it also logically follows that if a moving ship is putting out a rumble its position and motion could be detected.
* One might assume an idle drive produces no measurable Doppler effect and is therefore more difficult to localize. One imagines the Doppler on an ship moving at +C would be much larger than one produced by a ship drifting at conventional speeds.
Putting all this together seems to create some pretty nice submarine warfare effects.
A ship arrives at a system with listening ships. While it is in motion, its approximate position can be located. If it ceases motion, the ship is still going to produce an “audible” rumble while it holds a charge, known to be still in the system. If the ship begins a discharge, it is helpless through the discharge period. Once it has discharged, its engines can be switched off for silent running.
The smart captain, arriving at a hostile system, would idle the drive to simulate that he is beginning a discharge. Meanwhile, he is listening for the sounds of closing vessels. If he detects them, he can race off and again attempt to drift through the system from another vector to discharge his drive.
The smart adversary, meanwhile, would wait several hours before moving on a detected vessel, to make sure the drive is truly disabled in a discharge.
This could create hours of cat-&-mouse kinds of strategies as the arriving captain delays that discharge operation for hours while listening for enemy vessels. The enemy, meanwhile, knows the captain cannot ultimately leave the system. He is trapped there until he can discharge.
Drift. Listen. Drift. Listen. Take the chance, earn the consequences.