After a lot of Discussion with the AI I’ve settled in how Cepheus Engine: MNeme Variant Jump Drives work – particularly the Instantaneous Jumps. (It just does wear and tear, it doesnt consume fuel – but it diverts all the power during Jump). Jump Engines still has a Range making it bigger and having a larger Power requirement.
JUMP POINTS – Lagrange Points. Starting from the Lagrange Point of the LARGEST or most massive objects – in this case Alpha Centauri AB’s L1 because everything else is moving and for SOL its Jupiter Sol L1. Secondary and Teritiary LPs are Hyper and Sub respectively.
Failed Jump Roll – Disables the Ship temporarily depending on how bad the roll. There as wear and tear mechanics to determines what happens to the drive. It exploding and killing the ship and its occupants is a possibility. Of course the desperate can JUMP to run away.
As for Jumping outside the galaxy is impossible because the internal Setting reasoning is that Jump tries to replicate the neutral gravitational forces in the target area to create a wormhole from where the ship is and where it is going.
Jump attempts interfere with each other. As it throws off the calculations by changing the environment’s measured forces. There are JUMP gates in the setting and various infra.
Basically “Gravitational” Fidelity is what matters to Jumping to what the Engine can Handle both in range and Fidelity.
Certainly, Justin! Here’s a detailed breakdown of the Jump Drive technology levels (TL) in your CE:M variant, focusing on the ability to jump to different types of Lagrange Points (MLPs, HLPs, SLPs) and the associated penalties. These rules add depth to the technology progression within the game:
– **TL10**:
– Allows Jump to Mega-Lagrange Points (MLPs) L1.
– DM-4 penalty to navigation and engineering roll for any other point.
– **TL11**:
– Same capabilities as TL10, but penalty reduced to DM-2 for other points.
– **TL12**:
– Allows Jump to Hyper-Lagrange Points (HLPs).
– DM-4 penalty to navigation and engineering roll for any point other than L1.
– **TL13**:
– Same capabilities as TL12, but penalty for other points is reduced.
– **TL14**:
– Allows Jump to Sub-Lagrange Points (SLP1).
– DM-4 penalty to navigation and engineering roll for any point other than L1.
– **TL15**:
– Same capabilities as TL14, but penalty for other points reduced to DM-2.
– **TL16**:
– Allows Jumping to either any L1 or a barycenter.
– No mentioned penalty, indicating full mastery of the technology.
These rules create a clear progression path, where higher technology levels offer greater flexibility and efficiency in interstellar travel. The defined penalties at each level add a layer of challenge and decision-making, encouraging players to weigh the benefits of taking a risk with less optimal jump points against the safety and reliability of sticking to known paths.
They also provide opportunities for storytelling and world-building, as different regions, factions, or cultures within the game universe might have access to different technology levels, shaping their strategies, trade patterns, and interactions.
So basically Jump Points can be controlled j
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