Deep Space Jump Navigation

By David Johnson ·

TML message #7562From bundle 603

Gentlesophonts:

Okay, before I start *please* keep in mind two things: first, I'm the
*background* guy who generally has little use for rules; and second, I'm
only rated at Navigator-1!  :-)

Matt Good? [email removed] writes:

> I think that instead it's calculations based on charted positions,
> etc.  While your idea is interesting, how do you locate the
> targets?

Okay, I've got some sort of `jump space gravity well detector' - maybe
it's a `Johnsonometer'?  :-)  It doesn't matter that those `gravity waves'
from that star in the next system are 3.26 years old because the relative
motion between here and there in the past 3.26 years isn't significant.
(Didn't the *World Builders' Handbook* say I could `scan' systems at
interstellar distances?)  This also makes Navigation skill useful (since
even my Model 1/bis can just input coordinates into the nav'puter).

> Also, this seems to be against the 100 diameter idea: you
> want to be far away from gravity wells, not close to them.

Actually, no.  I want to get close (that's the whole idea, right) but I
can't get *too* close or my jump drive goes wacko.

> I think that you target your ship towards a coordinate in space,
> not towards a gravity well...

If this is how it works, how do I explore new territory?  Just jump out
there and hope there's a system?  I supposed I can take astronomical
measurements for coordinates, but isn't that just `photonic' targeting?

> If I were a player in your campaign, I would want to know how my ship
> is targeting gravity wells parsecs away:

Same way whomever provide those coordinates the first time, got them.

> that would indicate alot of
> interesting possiblities ;-)

I'm eager to hear them!

Happy Travelling,

David Johnson
A.S., Jumpspace Philosophy  :-)
(A little intimidated by MIT e-mail addresses!)
Houston, Texas, USA