Re: Jump gates

By MARK A. POWER ·

TML message #185From bundle 18Read the whole thread (2 messages)All messages with this subject

In reply to #184 Jump Gates by Larry Smith
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.

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