(no subject)

By Robert Crawford ·

TML message #2150From bundle 172

	As for collisions while coming out of jump, I've always
thought of it more along the lines of the ships accelerating
(pre-jump) to match the velocity of the target star, then jumping,
then maneuvering to match with the target planet. Since the ship
maintains its velocity, this will bring out nearly stationary with
respect to the system it jumps to.

>This next part is based on poor knowledge, but presumably, one would want to
>travel retrograde (behind the planet in its orbit) in order to get to safe
>jump distance quickly. Thus one would have all the arrivals on one side of the
>planet, and the departures on the other, therefore "space lanes" of a sort,
>and no collisions.

	I like this system. However, just how accurate are jump drives
supposed to be? Again, my assumption is that they can get you near the
system you're aiming for, and, for good astrogators, relatively near
the planet.

>I'm sorry if I bother some people with these types of questions, but they
>are not just looking for scientific explanations of game effects. They
>are contridictions in the rules that should be explained in a semi-rational
>manner. (actually people bothered by these questions probably won't have
>read this far anyways).

	I'm curious too! Besides, when my campaign gets going, it's
going to have an engineer and a physicist playing in it... If I don't
think of some explanations for these things, they'll run away with
them!

Rob Crawford
[email removed]