An idea! jump gates.

A thread of 4 messages, 20 October 1988 to 26 October 1988, in the order they were sent.

#172 An idea! jump gates.

_____________________________________________________________________
I invite your comments on the following idea.  Let's get some
discussion going.

It seems reasonable that about TL 13 or so, (maybe higher) someone
would figure out how to create a permanent space-base whose purpose
is to generate a hyperspace field that interacts with the hyperspace
field of a ship.  The result of the interaction is a new field whose
size and intensity are determined by the interaction of the original
two fields.

What this device does is enable a ship to jump with a smaller internal
fuel expenditure.  The remainder of the fuel required for a given
jump is consumed by the jump gate.  For example, if it is 4 parsecs
from system A to system B, and system A has a gate, then by using the
gate, your ship requires only the fuel required for jump 1; the gate
requires fuel for the total jump (inefficiencies).

_______________________________________________________________________
notes and thoughts:

Wealthy systems would want to subsidize some of these, and set them on
"standard" routes (that is make nav tapes for the trade lanes readily
available).

They present an interesting military target/opportunity/... Would YOU
be willing to destroy one?  Try to hold it against an invading fleet?

These "jump gates" should be *very* expensive, if only for game balance.
They also would require a *lot* of fuel and maintenance.

Should the output field be controlled by the using ship's computer or
by someone/something on board the gate?

The difficulty of using one of these should the the same as for making
a normal jump of the total distance (not 1), if the pilot AND the
navigator have experience.  The standard non-profieciency penalties
should apply; JOT should not apply.

JOT should apply for learning how to use one of these, though.

Using one of these does not mean a jump 4 cruiser can make a jump 24.
As it says somewhere semi-official, no one has discovered anything
more than a jump 6.  No range benefits, just fuel and possibly time.

______________________________________________________________________

So what do you think?
It would be nice to "flesh this out" and see if it's usable.
Direct e-mail I get on this, I will forward to the list (unless
its obscene or something).

Fare well for now, fellow travellers.
Richard

________________________________________________________________________

Richard Johnson
FPS Computing, Beaverton Oregon			home:[phone removed]
(standard disclaimers)				work:[phone removed]
UUCP: ...[email removed]

either or both are unskilled

#173 Re: An idea! jump gates.

	Shades of the _Buck_Rogers_ TV show, but I like the idea.  The
	idea of "jump" is pretty loosley defined in Traveller, and I
	don't see too many problems in incorporating it.

	What about the corporate aspects?  Initially, they'd probably
	be built by some of the big ship corporations.  They've already
	got a corner on the jump market.  Those that couldn't copy,
	create, or steal the production process would push heavily for
	regulation.  (The First Corporate Wars?)

	If the process is pretty straight forward, what of the
	expense?  The organization that builds or commisions to build
	one will have to recoup the losses.  That'd mean that jumps
	would probably cost a little more.  Probably direct debit
	stations at the gate - at widely varying rates.

	It seems that if these are implemented, demand for higher jump
	ships will drop.  Are the prices on all ships going to rise to
	cut expected losses?  Or will the bottom drop out of the jump-6
	ship market completely?

	As a somewhat evil GM, I see all kinds of opportunities to
	force traffic to or around certain places.  Also, there's much
	more opportunity for the tax collectors, mafia hit men,
	corporate raiders, military police, etc. to trace those
	characters and find them.

	To use this thing as a player, you probably have to call in,
	tell where you're going, what heading you have set, and the
	approximate jump "strength" your ship will use.  The
	"gatekeepers" will then debit your account and match your
	course with the additional power.

>
> Should the output field be controlled by the using ship's computer or
> by someone/something on board the gate?

	The gatekeeper probably has the power to assist a much larger
	ship than your 100 ton scout.  He can put you practically
	anywhere he wants to.  If you were playing in my game would you
	trust YOUR computer or MINE.
>
> The difficulty of using one of these should the the same as for making
> a normal jump of the total distance (not 1), if the pilot AND the
> navigator have experience.  The standard non-profieciency penalties
> should apply; JOT should not apply.

	Mis-jumps are much more likely - multiply your mis-jump rate by
	that of the gatekeeper.

#174 RE: An idea! Jump gates

Hi Everyone;

   I think the general idea is great!!!! The adventure possibilities are endless
for a group. Imagine trying to stop a group of terrorist planning to destroy
the base, or pirates trying to take one over to jump at will to nearby systems
allowing them to easily jump back because they aren't using as much fuel.
Great stuff!

   The biggest thing about one of these would be the cost envolved in running
it. Rich worlds (or worlds with strategic value for the Navy -- such as a
Naval Depot) would have them. The amount of fuel would be excessive for large
traffic areas. (But then again how fuel is there in a large gas giant 8-).

   Ideally a jump gate would be located close to a Gas Giant to allow for cheap
fuel. The Jump gate would have to allow for cheap "mining" of the gas giant
(i.e. skimming of fuel).

   I could probably add more but the mind is working (too early yet). BTW,
is there anything new out yet for Mega-Trav or Traveller from GDW? I haven't
been down to the local gamer's shop in a while.

James Johannesson                 | Bitnet:  [email removed]
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#178 Re: An idea! jump gates.

In-Reply-To:  your letter rec'd 21-OCT-1988 01:25


JumpGates, eh?  Hmmmmm.  I like it.  My first thought when I read the note
was to arrange it so you didn't need a jump engine on the ship at all.  Just
secondaries to get you around in the system.  This would allow you to save
space and money on the jump drives.  With the extra cargo/passenger space you
could lower your rates for transport.  This would allow you to sell more space
to people who could not afford it before, thereby raising your volume of
business.

Then I re-read your note.  You say that a jump drive is still necessary on
board the ship.  Whyso?  If you set up the gate as a ring (or some other
enclosed polygon) would not any matter entering it be jumped?  Assuming
it was turned on, of course.  What do the rest of you think?  This would allow
you to jump whole asteroids from system to system as raw materials...or
weapons.  "We could throw rocks at them..." --The Moon Is a Harsh Mistress

Finally, I believe this concept wouldn't be developed until higher tech levels.
Say 15 or 16.  The technology is significantly different...instead of jumping
the engine (and whats attached to it, i.e. the ship), you are jumping what is
NOT the engine (i.e. what the engine encloses).  What do the rest of you think?

That's all for now.  From the bridge of the NOMAD.

"You see me now a veteran of a thousand psychic wars
I've been living on the edge so long, where the winds of limbo roar
And I'm young enough to look at, and far too old to see
All the scars are on the inside, I don't know if there's anything left of me..."

Captain Sir Michael Talmoth,  UPP:  BA5A8B
    AKA Paul Baughman
        AKA Unka Paul   ----> [email removed]

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