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drawingboard:components:propulsion:ftl:jump_drives [2024/06/05 17:28] – created tailkinkerdrawingboard:components:propulsion:ftl:jump_drives [2024/06/05 18:09] (current) – [Jump Distance] tailkinker
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 If an exotic "jump fuel" is desired, rather than a power requirement, the jump drive will need to drink 50 kilograms of it for every tonne of ship it transits.  Obviously, few ships will carry more than a few jumps worth of fuel, and routes will be carefully planned to include the chance to refuel. If an exotic "jump fuel" is desired, rather than a power requirement, the jump drive will need to drink 50 kilograms of it for every tonne of ship it transits.  Obviously, few ships will carry more than a few jumps worth of fuel, and routes will be carefully planned to include the chance to refuel.
  
-===== Speed =====+===== Jump Distance =====
  
-If you are using power and capacitor to run your jump drive, the standard jump distance of four parsecs per jump is reasonable.  If you are using fuelhowever, a more reasonable value would be at least twice that.+//"If it works, it could have us at Earth in matter of seconds. Now, the calculations are incredibly complex. If we're off even by a fraction…it could be very bad." -- Dr. Radek Zelenka, **Stargate: Atlantis**// 
 + 
 +The standard jump distance of four parsecs per jump is reasonable.  An important consideration, however, is how frequently you can jump.  If you must jump from specific points, and those points are a large distance apartyou'll need to fly the ship between them.  If a jump drive requires "cool-down", that should be specified by the setting.  Otherwise, a jump-capable starship that relies on jump fuel might be able to make five or six jumps in quick succession.  This isn't a bad thing, since it will suck its fuel tanks dry doing so, but they are points that must be considered by your Game Master, so that you can consider them when designing your ship.
drawingboard/components/propulsion/ftl/jump_drives.1717608523.txt.gz · Last modified: by tailkinker