Jump routes

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Karagin
07/03/22 11:32 PM
70.118.172.64

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Quick question:

Most jump routes are plotted based on recharge times, faster routes would have more traffic, thus having more trade and infrastructure. So would the slower routes be used for certain cargos or would they only be used if needed?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
07/03/22 11:56 PM
45.51.181.83

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Is it faster recharge times, or faster getting to the destination?
Some would have to add a jump or more for faster recharge times. Such as jumping kind of sideways to where they are going, as worlds are not in a nice straight line.

If the case is multiple routes have the same jumps to a destination, and one of them have a faster recharge time, I would think they would try the faster recharge time. This would be if they were concerned with doing a little hot charging.
As you can do a much slower hot charge, it really shouldn't change how long a recharge is. Then again, they might have some risk involved that I don't know, or have forgotten.

It does call into question how a stars output can charge faster, and not cause any issues. What is the difference between this, and a slower hot charge?
Or does a hot charge have only one charging rate?

I would think an alternate route for some items would be ideal. If someone is expecting the fast route to be taken, then they might camp out waiting for a particular jumpship to come in. Kind of throw off pirates or enemy raiders.
Requiem
07/04/22 09:59 AM
1.124.25.108

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Consider …

Reduce structural wear and tear upon the engine and the ship’s hull due to stellar anomalies.

Time Management.

Safety of the ship and the crew.

Cost Effectiveness / Profitability – repayment of bank loan, payment of crew etc – need to plot a course that maximises revenue.

1,000,000 Light year servicing of the engine etc – general maintenance to maintain the ships integrity may require a docking Yard facility – thus Captain may need to plot a course to the nearest docking Yard facility that can undertake these repairs.

Go where the profitable customers / loads are.

Insurance companies may dictate route to minimise risk.

You may be part of a syndicate that services a limited number of worlds and as such are on a pre-determined schedule, with a limited number of worlds as clients.

Route may require the use of a recharge station ….
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Karagin
07/04/22 10:31 AM
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Ghostrider good points. Maybe Cray can shed some light on this, because neither Jumpships and Dropships nor BattleSpace/AeroTech2 can give me an answer nor does the Interstellar rules mess help at all.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
07/04/22 11:25 AM
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Given the fact that some stories reference deep space points that some ship use to sneak into areas, they have to use the fusion reactors to recharge their drives. Even with Ion-Lithium batteries, you could still run into this problem.
As hot loads are normally done in stories to get a charge up to get out of a system, such as jumping into a hostile situation, the hot charge can also be done slow enough to take a week.

Recharge stations are there to increase the speed of ships that pay for such service. Unless the cargo is needed quickly, it is unlikely a normal trader will pay for such costs, as it cuts into profits.
But this does bring up another question on the hot charging. If the recharge station increases the speed of the recharge, would that also cause the same issues as a hot charge? Possibly causing a malfunction like a hot charge? That is basically what it is.

To be honest, I never heard of jump routes using the quicker charging stars. It makes sense they would, as a day or two cut off a normal time means an extra run or two by the end of a few months. The only thing that might get in the way is if a schedule is in effect, such as the next cargo will not be ready until a specific time. It would give the crew some extra relaxation time, so that could be good.
CrayModerator
07/04/22 12:41 PM
71.47.208.18

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Quote:
Most jump routes are plotted based on recharge times



Two other high priority factors are:

1. Shortest distance between origin and destination. Most stars have a recharge time of 170 to 210 hours and few routes cover more than 6 jumps (DropShips are more likely to get passed to different JumpShips on longer routes), so adding one jump to get to a faster-charging star system will ruin the time savings of a quick-charging star or recharge station.

2. Is a star system inhabited? After the Star League, JumpShip crews weren't willing to go through the millions of uninhabited Inner Sphere star systems. It was too risky if their aging ships broke down. This will add jumps and, in some areas like the Lyran interior, create bottlenecks with heavy traffic.

Quote:
faster routes would have more traffic, thus having more trade and infrastructure. So would the slower routes be used for certain cargos or would they only be used if needed?



They'd only be used if required. Almost any House star system is going to have some off world imports and exports a few times per year, so there'll be reason for JumpShips to visit.

But, otherwise, yes: there'll be focal points that funnel lots of traffic due to higher profits, faster charging, shorter ranges, etc.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
Karagin
07/04/22 04:30 PM
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So I wasn't too far off then, okay, so as long as the system is inhabited then ships will use the star to recharge, otherwise they won't risk it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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