Jump Gates

A thread of 2 messages, 17 November 1988 to 21 November 1988, in the order they were sent.

#184 Jump Gates

I like the idea of jump gates, they make starflight easier in civilized
areas without making it so in not-so-civilized areas.

I like this interpretation:

    Any vessel can enter a jump gate.  If it has no jump drive, the
    distance it will travel will depend on the gate's jump rating.

This rule lets player start out with a non-jump ship without requiring
them to do all adventuring in one star system.  It makes the "entry cost"
for civilized-area adventures less (important if no one mustered out
with big bucks or a used ship) and gives them a chance to build up some
bucks for an upgrade to jump capability.

    If a vessel primed for jump enters the gate, the NET jump will be
    the vessel's jump rating, PLUS the gate's jump rating PLUS 1.

This lets a gate function as a "first stage" to kick a starship out
farther than it could get on its own, and thus deeper into adventure.

It also makes retreat a somewhat lengthier affair, since two jumps
(at least) will be needed to get back.  The plus 1 added above gives
a bit of an inducement to use the double jump field, since you will
likely get further than with two separate jumps.

If you want the jump-6 limit to still hold, we can assume gates are
limited to jump-5.  The net effect goes like this: the gate jumps the
ship to its destination (1 week) and as the ship materializes at the
destination, and before the jump field from the gate collapses, the ship
jumps again, using residual energy of the collapsing field.  The ship
"stutters", jump-1 (another week) and finally the ship's normal jump
(three weeks total.   The net effect maxes out at jump-12, (jump-6
ship approaching jump-5 gate) which takes 3 weeks, and costs just less
than two jumps of jump-6 (two weeks) in a jump-6-equipped starship.
At that limit, effectiveness is a judgement call.  Below the limit,
(say, jump-3) the gate's effectiveness is plain.

Of course, the players will find a bill waiting for use of the gate when
they get back.  Or maybe you charge them as they approach.

#185 Re: Jump gates

I've been catching up on the jump gate discussion, and I'd like to add a few
points.  First, the original proposal would be least likely to seriously
effect game balance.  If the gates increase the range of a jump-capable ship,
or make it possible for ships without J-drives to jump, J-drive ships would
vanish from the main trade routes as quickly as jump gates were established.
The cost savings from a smaller (or no) jump drive are too much for Tukera,
et.al. to pass up.  I do think, however, that they should not be available
before tech 15.

Secondly, I think payment would certainly be made *before* the jump.  It's
too easy to vanish in the depths of space to risk any other means of payment.
If the cost to build the gate is low enough, and the company that develops them
is in the shipping business, however, then they might prefer not to allow
anyone else to use the gate.  It might be enough of a competitive advantage
to justify the expense.

On the subject of control, it seems that the jump *must* be controlled by
the more capable computer at the gate station (heh, heh).  This also adds a
handy way to waylay characters that have upset the local megacorporation,
as well as a way to direct them where the referee wants them.

Overall, I find the idea interesting, but I'm not sure I'm ready to add
them to my game.  If anyone decides to playtest these, I'd like to hear
about the results.

- --------------------------------------------------------------------------
Mark Power				[email removed]
Health Information Systems
University of Alabama Hospital
- --------------------------------------------------------------------------