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1: How does the charging time typically compare to the time getting from the planet to the jump point? Is one a bigger choke-point than the other?

and 2: It's not like you own the jumpship, you're just paying some random jumpship for transport, what's to stop you from immediately switching to a different jumpship which is already in that system and charged?
1) I think recharging time is similar to transit time: about 1 to 2 weeks, IIRC.
2) Nothing is stopping you from doing that except the rarity of jumpships. It was a big deal for Hanse Davion to set up a jumpship circuit like that in the novels.
 
In Canon, switching off between jumpships requires coordination because there are not that many jumpships. The Davions have been best at that level of coordination but even they sometimes mess up. A lowly mercenary company..........
 
I wonder if the distance from the planet to the jump point is what is meant by this variable in the system JSON file?

"JumpDistance": 9

I see values ranging from 2 to 18 in different systems
Here are the relevant pages from "Dropships and Jumpships" operations guide:
Transit1.jpg
Transit2.jpg

The standard burn rate is 1.0 Gs of acceleration, and the numbers in the right page's columns are the days of transit from the jump point to inner system planets (all abstracted as one single distance). The stellar types are listed in the leftmost column, and go from dim red dwarf stars on top to massive, luminous blue supergiants on bottom. Our sun is a type G2 star, for comparison.

The only question in my mind is if the developers will allow you to use higher or lower burn rates to save time. IIRC, in the TT/RPG game higher acceleration would make the crew uncomfortable (and in HBS' game would probably reduce morale, and possibly cost you more in fuel expenses). It would be awesome if they gave you that option!
 
In Canon, switching off between jumpships requires coordination because there are not that many jumpships. The Davions have been best at that level of coordination but even they sometimes mess up. A lowly mercenary company..........

Most JumpShips are owned by corporations, who have set schedules. They carry corporate DropShips from one place to another to save on costs.

In the Warrior trilgoy Melissa Steiner in-cognito books passage on a ship from Tharkad to New Avalon and can get there in a few months because the Silver Eagle, the ship, is independently owned and negotiates with JumpShip captains to get to the Jump Point, switch to another JumpShip that's moving soon, and then move along with them.

E: The Davions set up 'command circuits' where they pre-deploy the JumpShips, and move the DropShip between them rapidly, each moving it to the next JumpShip in the chain. It can cut a journey of weeks down to a day.

Transport with corporate JumpShips will be easier than a single company or a military.
 
So, without doing a comprehensive survey (I only checked about half the map) there are a few notes:
1) The fraction of systems that have published values for the star type is tiny...maybe 10%.
2) Some star systems have been added to the recognized canon systems, probably in order to facilitate jump routes (these are mostly in the deep periphery regions).
3) The star systems with published star types correspond exactly to the 1.0 G burn rate transit times. The numbers listed as "Jump distance" in the systems files are the number of days it takes for a dropship to reach the system planets from the jump point. Examples: Dunianshire (MoC) = M0 = 3 days. Drozan (CC) = F2 = 18 days. Detroit (Ind) = G1 = 9 days.
4) Although the Dropships and Jumpships stellar types go all the way up to blue supergiants, it seems as if HBS cut off the list at F2-type stars. Otherwise, transit times could've gone up to 138 days!

The implications of this are pretty straightforward: the smaller the star in the system, the quicker the transit, the more time you have for missions there. So I hope the really large star systems have many planets or giant planets with many missions, otherwise they will be at an economic disadvantage compared to smaller systems.
 
I think that Kamea is going to assign you a jump ship or HBS is just going to ignore the scarcity of jump ships to make the game more interesting. Since HBS has not talked about this obvious flaw, probably the latter. If you had to wait 6 months or more for a jump ship to arrive, it would make any repair/healing time decisions almost meaningless.
 
I think that Kamea is going to assign you a jump ship or HBS is just going to ignore the scarcity of jump ships to make the game more interesting. Since HBS has not talked about this obvious flaw, probably the latter. If you had to wait 6 months or more for a jump ship to arrive, it would make any repair/healing time decisions almost meaningless.

This is a obvious case of game play coming before cannon, having to wait weeks or months for a jumpship would be 0 fun.
 
After going through all the system files, here is the breakdown of stars by type: Red = M0-9, Orange = K0-9, Yellow = G0-9, Green = F0-9
HBS_BT_Map_Color.jpg


As things currently stand in the beta 2.0 files, there's a ridiculous number of G-type stars, with maybe all others accounting for 10% put together. Note to the developers (if they don't already know this): red dwarfs make up about 2/3rds of all known stars in our galaxy. Maybe they don't want that high a ratio, but this seems like a lot of G-type stars.

I also "found" two systems in CC territory which didn't have their stars on the map. There is also a rash of systems without files on the left side of the map.
 
After going through all the system files, here is the breakdown of stars by type: Red = M0-9, Orange = K0-9, Yellow = G0-9, Green = F0-9
View attachment 347581

As things currently stand in the beta 2.0 files, there's a ridiculous number of G-type stars, with maybe all others accounting for 10% put together. Note to the developers (if they don't already know this): red dwarfs make up about 2/3rds of all known stars in our galaxy. Maybe they don't want that high a ratio, but this seems like a lot of G-type stars.

I also "found" two systems in CC territory which didn't have their stars on the map. There is also a rash of systems without files on the left side of the map.
That ratio is correct, as the map cointains only inhabited systems and maybe a handful others that are otherwise of interest. It does not include the tens of thousands of systems that are completely inhospitable. So a lot of G-type (Sol-like) stars and next to no red dwarfs are to be expected
 
Red dwarfs are theoretically habitable (if you want to ignore their propensity to flare, which in 3025 can be overcome with technology), and at any rate there are already 4 M-type stars on the map...if they were inhospitable, there would be zero. K-type stars are definitely habitable, being only slightly smaller than our sun, yet there are only 6 K-types on the map. On top of that, the system files mention lots of systems with no population. On top of that, the G-type stars ought to range in transit time between 6 and 10 days, yet the system files are ridiculously heavy with 9 day transits.

From Wiki: https://en.wikipedia.org/wiki/Stellar_classification#Harvard_spectral_classification
Stellar types.jpg


This chart is for all visible stars, yet comparison with the 1,000 closest stars to earth is very similar so it's a good representation of our galaxy (or at least galactic neighborhood).
If there are about 150 systems in our game, according to this distribution there ought to be:
115 M-type stars
18 K-type stars
11 G-type stars
5 F-type stars
1 A-type star (though with enormous transit times involved, it would be fine if the developers omitted any types above F)

Now, an accurate portrayal would be awfully heavy in M-type stars, so I wouldn't object to having a lot fewer than 115. But there ought to be a lot more than 4! Maybe 20-50 would be fine, and increase the K-types to 30. Then, make sure there's a spread in the G-types, with an even number of 6, 7, 8, 9, and 10-day transit systems. There's no reason every one of these G-type stars should have a transit time exactly equal to the Earth's!

This should be completely do-able, as I surveyed about half the systems in Sarna.net, and there's only canon spectral types listed for about 10% of the worlds. HBS made up all the other info. As I stated, they even invented some new systems. Of the listed systems I found, there were 2 Ms, 2 Ks, 4 Gs, and 3 Fs. That's a perfectly reasonable ratio, rather than having 90% G-type stars.
 
I would like to compliment the art team on the star map. It's gorgeous, and I especially like the subtle background texture to the board as you mouse over it.
While there is a lot of good information in the right-hand window on the system, there seems to be no indication either on the map or in the window as to the stellar type (and hence, transit times in-system). HBS could either add some indication of that in the right-hand window or color the stars on the map, or somehow display an indication of that information.
I think that would be helpful.
 
I would like to compliment the art team on the star map. It's gorgeous, and I especially like the subtle background texture to the board as you mouse over it.
While there is a lot of good information in the right-hand window on the system, there seems to be no indication either on the map or in the window as to the stellar type (and hence, transit times in-system). HBS could either add some indication of that in the right-hand window or color the stars on the map, or somehow display an indication of that information.
I think that would be helpful.
I'm unable to fire up the video to check, but in the last image in the OP under travel it says "travel not possible" and "current location"; could the travel information be displayed there when mousing over a system you can travel to?
 
Its weird that this discussion is on the financial report thread instead of the navigation thread
 
Its weird that this discussion is on the financial report thread instead of the navigation thread
I think the only screenshots that included transit times (in the background) were financial screens. Somebody was passing the time by balancing their checkbook on the way to the battle. Talk of transit times led to "Dropships and Jumpships," which contains that info in the TT, which led to the stellar type chart. That led to a survey of the stellar types included in the beta files and ultimately to the discussion of stellar frequency in the Milky Way.
 
In the video the mouse cursor moves over the star system Chiff's Stand and this does not change the travel display. So I'm pretty sure that you click on the system first to display its data and travel information.
 
I think the only screenshots that included transit times (in the background) were financial screens. Somebody was passing the time by balancing their checkbook on the way to the battle. Talk of transit times led to "Dropships and Jumpships," which contains that info in the TT, which led to the stellar type chart. That led to a survey of the stellar types included in the beta files and ultimately to the discussion of stellar frequency in the Milky Way.

The screen (named "timeline advancing" at the bottom) behind the financial report show a "timeline" widget on the right, which I would interpret as a list of events that will happen next. In the video at 1:55 you can see that a day passes while the Argo is in orbit and the passed day also reduces the the time for the financial report in the timeline. The timeline is also shown in other screens such as the mech bay.

I think it is conjecture to say the 11 days travel to Bellerophon it is the complete transit time, as other things could have happened before. My guess is that the financial report happens every 30 days and that event opened the screen while in transit. The screens around 0:35 (star map) do not yet show a real travel time as no other star system was clicked.
 
If there are about 150 systems in our game, according to this distribution there ought to be:
115 M-type stars
18 K-type stars
11 G-type stars
5 F-type stars
1 A-type star (though with enormous transit times involved, it would be fine if the developers omitted any types above F)

Again, the map contains only systems that are either inhabited or otherwise of interest. And I have no idea yet what that otherwise interest would include, except maybe systems used regularly for traveling through.

Our region of space does not contain 150 star systems, rather its 15,000 star systems. Only 150 of them are valid targets for jump ships in the game and the vast majority of those tend to be G-type stars as those are the ones with the highest propability to contain a planet hospitable to human life.
From the Kickstarter update 28:
It’s easy to look at the area covered by a map of the Inner Sphere and lose sight of just how massive space really is. The Periphery is 450 light years away from Terra. There are an estimated two million stars in that amount of space. The little nook we’re calling the Aurigan Reach is 120 light years across. That space contains something like ten thousand stars just in that region, and five hundred G-type (Sol-sized) stars. So this little horseshoe of space was much, much larger than we could possibly fill. Perfect.
https://www.kickstarter.com/projects/webeharebrained/battletech/posts/1614948
 
Again, the map contains only systems that are either inhabited or otherwise of interest. And I have no idea yet what that otherwise interest would include, except maybe systems used regularly for traveling through.

Our region of space does not contain 150 star systems, rather its 15,000 star systems. Only 150 of them are valid targets for jump ships in the game and the vast majority of those tend to be G-type stars as those are the ones with the highest propability to contain a planet hospitable to human life.
From the Kickstarter update 28:

https://www.kickstarter.com/projects/webeharebrained/battletech/posts/1614948
500/10000 = 5%, in keeping with the Wiki chart. What I'm disagreeing with is that G-type stars are more habitable than other types, especially K. If there are 500 G-type stars in the Aurigan Reach, there ought to be almost 1000 K-type stars, and 5000 M-type. Recent exoplanet data suggests that habitability is far more complex than just how close to the star a planet is. Most systems with rocky planets contain "super Earths," planets of 3 or more Earth masses. Our solar system is an oddball.
If habitability is determined by other random traits, then the distribution of habitable systems should be less skewed towards G-type systems. This won't be a game-breaker by any means, I just think it would've been another opportunity to provide variety in the game (for instance, dynamic lighting on alien worlds illuminated by red or orange suns). Instead, you can count on a 90% chance of a 9 day transit time.
 
my question regarding this is are there always going to be transportation available to every system in range...

I mean we don't have our own JS so we're relying on merchants and others for a ride, right?
 
my question regarding this is are there always going to be transportation available to every system in range...

I mean we don't have our own JS so we're relying on merchants and others for a ride, right?
That may be how they artificially restrict our movement in the beginning to force us to discover the Argo instead of wandering off to the edges of the map in a Leopard. See this post regarding the "planet_progress" tag on different systems:
https://forum.paradoxplaza.com/foru...om-beta-files-spoilers.1078623/#post-23937893