I also agree that FTL speed should probably be reduced somewhat so that travel time between most locations takes days or weeks rather than minutes or hours -- longer travel time between locations would be a convenient explanation why so few missions or RP plot events take place each IC year.
Though beyond a lower speed limit for FTL being set, I'd also like some other details about FTL to be discussed and set in stone to make things less a mish-mash and confusing mess of contradictory details and features. Some of details of FTL we already have rules for, though those rules appeared to have been introduced in a somewhat ad hoc fashion and don't make too much logical sense (at least from what I can determine). Discussing them, properly fleshing them out and setting exact limits/rules for FTL drives would be -- in my opinion -- a good idea.
1. How fast are the drives?
Fred's initial topic for discussion. Frankly, having travel time between most worlds as mere minutes makes things ridiculous under most conditions -- though I can accept it under certain limited circumstances (short distance FTL or with single-destination gates).
Currently, we mainly have hyperspace fold drives, CDD and other 'warp'-style drives, and the less frequently utilized 'wormhole'-style FTL method like the Hidden Sun clan possess.
Speed limits stand as thus:
Hyperspace Fold
Very advanced civilizations (part of the setting for 5+ years?) are capped at 0.75 light-years per minute (excepting Yamatai whose Plumeria and a few other 'scout' and 'escort' classes are listed as higher).
Advanced civilizations (part of the setting for 2-4 years?) are capped at .6 light-years per minute.
Standard civilizations (recent additions to the setting) are capped at 0.45 light-years per minute.
Continuum Distortion Drives
Very advanced civilizations are capped at ~2.14 light-years per hour (18,750c).
Advanced civilizations are capped at ~1.71 light-years per hour (15,000c).
Standard civilizations are capped at ~1.28 light-years per hour (11,250c).
Wormhole Drives
Natural wormholes; travel time = Distance^2 x Pi.
'Wild' artificial wormholes; Instantaneous travel from travellers perspective while actual travel time is 5-20 Minutes per LY
Gate wormholes; 10 light-years per second.
My recommendations for changes would be:
Hyperspace Fold; simply swap "light-years per minute" for "light-years per hour" with the current values.
CDD; reduce speeds to about a tenth what they are currently. IE, 0.25 ly/h for very advanced civs, 0.2 ly/h for advanced civs and 0.15 ly/h for standard civs.
Wormholes; the natural-type are fine in my opinion, as are the gates if they're limited to targeting other gates. The artificial 'wild' wormholes would be fine as well so long as there are fair limits to the range/recharge times for the drives so that its not too far above or below the effective speeds of the more commonly utilized hyperspace drives.
Beyond this point are other things I'd like to see discussed -- but perhaps not by hijacking this thread for the purpose
It's not really necessary for the topic so feel free to tl;dr it.
2. How quickly can FTL drives be used?
Currently there are no set limits/rules for how long any form of FTL drives needs to charge up/cool down prior to reuse or how long it takes to plot their trip via computer, etc. There are some self-imposed limitations on a few versions of FTL drives (Nashoba seems fond on putting range and charging time limits for his submissions), but these appear to follow no official rules and were seemingly put together on the spot by each article creator for flavour.
For dramatic purposes it can be a useful RP element if starships aren't always ready to escape into hyperspace or flee a system at a moments notice. It also adds opportunities for things to happen en route to a destination if a ship needs to periodically drop out of FTL -- freighters can be attacked by pirates rather than coasting all the way to their destinations safely in hyperspace.
My recommendations:
Hyperspace
Very advanced civilizations; 3 ly/m charging time and a maximum jump range of 125 LY (just under a week of continuous travel time at 0.75ly/h)
Advanced civilizations; 2 ly/m charging time and a maximum jump range of 100 LY (just under a week of continuous travel time at 0.6ly/h)
Standard civilizations; 1 ly/m charging time and a maximum jump range of 75 LY (just under a week of continuous travel time at 0.45ly/h)
Wormholes
If we make it so wormhole travel is instantaneous then the following charging/range limitations would make the technology approximately equivalent my hyperspace drive recommendations:
Very advanced civilizations; 0.75 ly/h charging time and a maximum range of 125 LY.
Advanced civilizations; 0.6 ly/h charging time and a maximum range of 100 LY.
Standard civilizations; 0.45 ly/h charging time and a maximum range of 75 LY.
CDD
I'd leave it as more-or-less instantaneous or set at a small time of a minute or so for a ship to 'shift-gears' from STL travel to FTL.
3. How accurate are the drives?
A useful RP mechanic is that FTL travel need not always be perfectly accurate in getting a ship to its destination. We generally have ships always dropping out of FTL right on the perfect edge of the FTL limit for a given planet -- but what if getting close to a planets gravity well were dangerous for ships in FTL so they usually drop out a little early? Or coming out on the edge is a difficult feat for pilots or technology to perform so generally only military ships can do it? Having the possibility that -- depending on the tech level of a ship or the skills of its helmsman -- a ship might be forced to travel by STL for a longer period may add tension in RP situations where time is a valuable commodity.
I would recommend making dropping out of FTL right on the edge of the FTL limit of a planet a dangerous affair -- possible but risky. Generally ships should come out at 150-200% the FTL limit for safety's sake unless its an emergency or some sort. Whether or not the attempt is successful would be up to the GM.
Alternatively, one could make getting up close to the planet a tech-based affair. More advanced races might be able to risk coming out close to the planet more easily thanks to better sensors or drives -- ie, very advanced civs can come to a planet right on the hyper limit, advanced civs can come out at 150% and standard civs need to drop out at 200% the base limit.
4. Hyperspace.
Hyperspace itself is poorly described on the wiki -- there is little-to-no information available on the wiki about how it appears for individuals travelling through it, limitations for ships while operating there, possible side-effects for being there? Are there exotic particles? Navigation hazards? 'Currents' and 'eddies' caused by the shadow masses of planets and nebulae, influencing a ships course as they travel through it, requiring navigators to take those into consideration as they plot courses? Putting that sort of info and perhaps adding a more fleshed out visual description of hyperspace in the hyperspace travel article might be a good thing.
5. Current FTL Limits
Having a planetary FTL limit I believe is a good thing, though the particular planetary feature chosen to be the universal limit is in my opinion somewhat bizarre -- the roche limit/hill sphere currently used is a feature determined by the gravitational balancing act between one large body and another smaller one and can vary wildly depending on size and distance between these planetary bodies. It doesn't really make logical sense for this particular value to be a planets FTL limit -- two planets of equal size and mass can have greatly different FTL limits simply due to the presence, size and proximity of one or more moons. Gas giants are particularly variable, with hill spheres potentially multiple AU in diameter.
A more simplified version would be simply to declare a planets FTL limit as 100 or 200 times the diameter of the world, or use a simple universal equation -- make the FTL limit equal in millions of kilometers 4.482 x the mass of the world in earth masses or something
6. FTL Fuel
The usage of fuel and reaction mass is largely glossed over or conveniently bypassed for STL travel as keeping track of that kind of thing can be a pain in the butt for some -- but requiring special fuel for making FTL/STL possible can also be a useful RP mechanic. It's an operating expense civilian characters would need to take into consideration for their business and a logistical problem for military vessels if they can't travel too far beyond known space without a supply line in place or else the means to periodically synthesize new fuel for themselves.
The fuel could be some form of exotic particle or catalyst that the FTL drive needs to function, or something simpler like a real-life element like hydrogen or uranium in large quantities. I'd recommend a discussion to consider adding something along those lines, but that's for someplace else I guess.
Anyway, enough wall-of-text from me
I need to make some actual rp posts