Jump Distances and Psionics

A thread of 3 messages, 12 February 1991 to 14 February 1991, in the order they were sent.

#2142 Jump Distances and Psionics

I have been reading with some interest the discussion on 10/100 diameter
jump limits.  I continue to jingle my 2 cents but I'm not ready to toss them
into this...yet. :-)  On a related topic, however, has anyone considered
what would happen if a ship were heading out toward a safe jump point and
suddenly another ship "appeared" (ie dropped out of jump) right in front of
it?  Certainly neither ship could stop nor maneuver in time to avoid the
impending collision.  It seems that there should be designated travel lanes
for outbound and incomming vessels as well as intra-system travel lanes for
boats doing interplanetary travelling.  The outbound lane would naturally
end at a jump zone (at a safe jump distance whatever that may be) and the
incomming lane would start at a safe jump exiting point.  All ships would
then be guided and controlled by the Space Traffic Controllers who would
have regions of control within the system (and no doubt a union).  Then for
most planets (those with Starports of types C or better at least) the Ref
could simply use the 100 diameter travel time as a lower bound on the time
to travel to the safe jump point.  (Ref: "Following the instructions given
you by the Regina Space Traffic Controllers you reach the safe jumping
point in 22 hours and 15 minutes.  You a 15th in line for jump." ;-) )
This doesn't solve the 10/100 problem because not all planets will have
controllers and if you are running for your life from the local authorities
(or some one else) you're unlikely to wait for permission to jump out system
let alone worry about reaching a safe jump point (Imperium Marine Force
Commander: "Add the following moving violations to the list of charges...")

Now on a totally different topic - Psionics.  Impromptu survey:

1) How many people use Psionics in their games?

2) Do you use standard Psionics or some modification (includes added or
   deleted skills or a different system altogether)

3) Is there any interest in some additional Psi skills?  I have some that
   I have been using and (so far) they haven't disrupted the game (read
   unbalanced) or dominated it.  They use standard MT Psi system (task
   rolls etc).  If anyone is interested in seeing them let me know.

4) Do any of you have any additional Psi skills that you could post or send
   to me?  Standard MT Psi system only please.  Also let me know if these
   have been "play tested".

Later

TLH

- - --
T.L.Hayes                  |  Personal Mail: [email removed]
MIT/Lincoln Laboratory     |              - or -
Lexington, MA              |  General Mail : [email removed]

#2145 Re: Jump Distances and Psionics

I agree that an Insystem Traffic Control organization would be a vital
necessity for a busy system, especially in two critically dangerous
areas -- everything within the approaches to the main world in the
system, and at the system's primary gas giant.  The chance of hitting
a ship leaving jump as one approaches a jump point is pretty small,
especially in low-traffic systems.  Space is big; I leave it to the
math people to figure out the area of a 100-diameter sphere about a
typical planet, and compare that to the area of a typical starship.
But near a gas giant, you have many ships swooping around at high speed,
who don't know much about the weather down there and are flying nearly
blind as they try to refuel.  Near a main world, traffic would be even
worse; communications sats, weather sats, power sats, restricted orbits
for military use, shuttles, stations, other ships landing and lifting,
suborbital or low orbital surface-to-surface flights, debris from
centuries of space travel, and so on.

Some low tech or remote planets wouldn't need much at all, though.  When
one ship visits a week and you don't have aircraft yet, the sky should
be pretty clear.

You'd still want approach/departure routes to the jump points in
controlled systems, so that the risk of collision would be reduced.
But once the ship crosses a certain point, it should be more or less
free to file whatever flight plan works best.  Besides, it lets the
government know where it should put its patrol cruisers so that it
can check out incoming ships for customs violations....

By the way, I do use psionics, but very sparingly.  It's more impressive
that way, and gives the game more of a high-tech feel when its not
overdone.  Having it can be useful for little surprises like Zhodani
commandoes teleporting onto the bridge.

- - --Steve

#2149 Re: Jump distances and psionics

[email removed] writes:
>
> You'd still want approach/departure routes to the jump points in
> controlled systems, so that the risk of collision would be reduced.

On the other hand, channeling the traffic into a few specified regions means
the density of ships increases drastically in those regions.  Most of the
system could be left without specified routes.  Space Traffic Control would
either do nothing, relying on ships' sensors and pilots to avoid collisions,
or at most keep a watch out, and warn any pilot whose ship was approaching
another ship, a restricted area, or any other source of danger.  The main
places where things would really need to be regulated would be the regions
in which traffic got denser anyway, i.e. near the starport and perhaps near
the gas giant.  (Although a gas giant is after all a planet, and a pretty big
one at that - unless there are 10^(my bank balance) ships all trying to compete
for refuelling, there should be little risk of collision there.)  Near the
starport, ships would be ordered into parking orbits until the approach to the
starport was clear.  Many ships simply wouldn't bother landing, and simply use
either their own small craft or shuttles provided by the starport.

- - --
 "Keyboard?  How quaint!" - M. Scott

 Adrian Hurt			     |	JANET:  [email removed]
 UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]