Posted by: Rince Wind
« on: July 03, 2020, 08:45:24 AM »In my last game I had ships with 90kt rated jump engines. They also served as tankers, supply ships and ordnance carriers.
I've been using long range commercial jump carriers throughout my empire to great effect. I have civilian shipping disabled however.
As long as you have SM not much is permanent.The fact that blowing up the stabilization module (which is a ship or station component, not an unmodeled fiction element) doesn't in any way un-stabilize the jump points it has previously stabilized?
What is stopping you from strapping some explosives to the stabilisation module or firing a few missiles?
RP all the way!
You can RP quite a lot of things of course, but the jump gate to point stabilization lore change seems to directly speak to how the pathways aren't something you can just blow up.
On the other hand, I'd suggest that the hardware that can stabilize the jump point probably could be reversed to destabilize it. It might take the same amount of time as stabilizing the point would, but that arguably makes the exercise more interesting - if you want to sever the highway you'd have to hold the cut point secure for months while the demolition gets done.
I'd be happy even if destabilization took twice as long and required the stabilizer ship to be repaired afterwards.As long as you have SM not much is permanent.The fact that blowing up the stabilization module (which is a ship or station component, not an unmodeled fiction element) doesn't in any way un-stabilize the jump points it has previously stabilized?
What is stopping you from strapping some explosives to the stabilisation module or firing a few missiles?
RP all the way!
You can RP quite a lot of things of course, but the jump gate to point stabilization lore change seems to directly speak to how the pathways aren't something you can just blow up.
On the other hand, I'd suggest that the hardware that can stabilize the jump point probably could be reversed to destabilize it. It might take the same amount of time as stabilizing the point would, but that arguably makes the exercise more interesting - if you want to sever the highway you'd have to hold the cut point secure for months while the demolition gets done.
As long as you have SM not much is permanent.The fact that blowing up the stabilization module (which is a ship or station component, not an unmodeled fiction element) doesn't in any way un-stabilize the jump points it has previously stabilized?
What is stopping you from strapping some explosives to the stabilisation module or firing a few missiles?
RP all the way!
Each type of ship (military and commercial) uses a different jump engine, and I believe it isn't possible to put both types of engines on one hull (it definitely gives you a warning when you try). So, it would take 2 types of tenders - 1 military and 1 commercial. I use commercial jump tenders all the time, but I do tend to keep the military jump engines moving with the squadrons.The question isn't about military vs commercial, but about civilian shipping lines.