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drawingboard:components:propulsion:ftl:jump_drives

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drawingboard:components:propulsion:ftl:jump_drives [2024/06/05 17:36] – [Speed] tailkinkerdrawingboard:components:propulsion:ftl:jump_drives [2024/06/05 18:09] (current) – [Jump Distance] tailkinker
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 ===== Jump Distance ===== ===== Jump Distance =====
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 +//"If it works, it could have us at Earth in a 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 apart, you'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. 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 apart, you'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.1717609009.txt.gz · Last modified: by tailkinker