[TML] jump weapons

David Jaques-Watson davidjw at pcug.org.au
Mon Aug 4 09:04:23 MDT 2008


Dear Folks -

Aargh! Posted 4 times (and 5 with the re-post!) Sorry, everyone. Serves me
right for using a webmail program.

Jerry W Barrington replied:
> > The projectors create a virtual grid using lines of force to envelop
their
> > target, which are then fed enough energy to open the "weave".
>
> But once you allow *that* you've opened the door to ships being able to do
> *normal* jumps without a grid!

Yah. And what TL are we talking about?? TL 21, where system-range matter
transporters and personal white globes are commonplace!

(MT Referee's Sourcebook, Technology Chart 1, p 28).

> > A misjump is induced either because (a) the target ship doesn't have
their
> > jump drive active and therefore cannot control the jump field once they
get
> > into j-space, or (b) because they didn't set up the "tumble" and
therefore the
> > destination, the attacking ship did! (i.e it's only a "misjump" if you
have
> > the misfortune to be the target...  ;-).

I offered the two options to cover people who believe the drive is only used
to open the weave and begin the "tumble", and those who believe you need to
keep the drive on for the entire week to prevent the jump bubble from
collapsing.

> For option b, that means the "attacker" *could* set a destination.

See my comment on the TL, above. But see Grimmund's comment:

> Not necessarily.  We can generate lightning, but we can't guarantee
> where it will strike or the path it will take.
>
> Inducing a *controlled* jump would be substantially more difficult
> than simply inducing a random one.
[snip]
> Actually controlling the destination might be another tech level.

Exactly! If you're concerned, just say that early (TL 21!) projectors force
a random jump (that may or may not also be a misjump) and you need higher
TL's for control.

> Once jump projectors are available, the OTU is transformed.

Agreed, but not as much as if you allow FTL communication. Now *that* would
really make a difference...

> Some think that.  As we've discussed here, some think a highport outside
the
> jump limit makes more sense (just as building a major airport outside of
> town makes sense).

Here's a great place to say "it depends", thus allowing GM's flexibility in
their games. Most systems that cater for in-system traffic will probably
have a highport close to the planet, to offer cargo shuttles to the
in-system traders. Others, with more "through" traffic (Flammarion?), may
well have a component - maybe even the major component - at the jump point,
to reduce transfer/turnaround time. Refuelling pods are sent to the
"farport" via transfer orbit, and caught on arrival.
+-+-+-+-+-+-+-+-+-+-+
David "Hyphen" Jaques-Watson
Beowulf Down (Tavonni/Vilis/SM1520)
"I file things in historical order, with a hashing algorithm of gravity"



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