[TML] jump weapons
Jerry W Barrington
jerry.barrington at gmail.com
Tue Aug 12 15:17:08 MDT 2008
On 8/12/08 7:20 AM, "Grimmund" <grimmund at gmail.com> wrote:
> Not sure I'd go that far. Hull metal is pretty tough. Most
> commercial ships, if the jump grid is damaged to the point where the
> crew or computer notices the damage and considers it a threat to jump,
> return to port and make repairs.
*If* you're currently in a system that has port facilities that can make the
repair. Many Traveller ships spend time in areas without good ports, or the
ports are too low tech to handle the ship's tech.
> In general, though, I would expect the level of built in redundancy to
> be pretty low, probably 1-2%, certainly less than 5%, for commercial
> ships. The actual numbers are irrelevant, since the minimum
> redundancy is built into the cost of the drive.
And since the supposed Remora likely has access to less than 2-5% of the
hull (and thus grid), the ship should be capable of working around it.
*That* was my point. Since a 100 dton ship has *minimum* 13040 square
meters of hull, even 1% of that is 130 m^2, or a 13 m diameter circle.
> Certainly. The question then rolls back to, "how much is reasonable"
> and "who decides on what constitutes 'reasonable'?"
Even *your* low estimate of 1% requires the remora to affect a huge area.
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