Re: Jump Distances and Psionics
In reply to #2142 Jump Distances and Psionics by T. L. Hayes
Replies:
- #2149 Re: Jump distances and psionics by Adrian Hurt
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