mike wightman
SOC-14 10K
I am now convinced that a lot of us have been doing this wrong for years.
Note that the ships are jumping as a fleet.
Note also that if the jump duration is uncertain this tactic cannot possibly work.
Marc's Jumpspace article:
I think that the variable jump time is a meta game construct for the ref to randomise how long the jump takes for fluff for the players.
The in game characters know exactly how long the jump should last, and an entire fleet can plot a jump together.
High Guard.However, the advantages to a fleet which has not yet been detected by the enemy are immense. Suppose, for instance, that a fleet were to jump into a system with its black globes on and its velocity set upon a predetermined course. It could drift unseen past any defending fleet and drop its screens at a preplanned moment, to bombard a planet or to engage enemy fleets by surprise. Further tactical possibilities are left to the imaginations of the referee and players.
Note that the ships are jumping as a fleet.
Note also that if the jump duration is uncertain this tactic cannot possibly work.
Marc's Jumpspace article:
The duration of a jump is fixed at the instant that jump begins, and depends on the specific jump space entered, the energy input into the system, and on other factors. In most cases, jump will last a week.
.The exact time of emergence is usually predicted by the ship's computer and the bridge is well-manned for the event.
I think that the variable jump time is a meta game construct for the ref to randomise how long the jump takes for fluff for the players.
The in game characters know exactly how long the jump should last, and an entire fleet can plot a jump together.