Fred
Retired Staff
Last month, we begun a discussion to address FTL speeds, to try and address the discontent, disconnects and narrative hurdles some members of our community felt about it. Though the most participants supported a revision (hyperspace speed being by hour, rather than minute, CDD speeds being divided by 10), our Setting Admin Wes was firm in the opinion that he did not find it either desirable or worth the workload to make the revision itself - he was content: hyperspace was the way he wanted it portrayed in SARP.
Essentially, our site narrative is apparently in support of movie-style FTL travel. Think of a movie like the 2009 StarTrek reboot. It takes minutes to get to places. We will hopefully get to rationalizing that later.
However, one thing that became clear during our discussion was that the thematics for hyperspace was vague at best. Wes was inclined to the idea of giving the whole matter a hard look, and he himself expressed he wished a few things changed: the ability for power armor to go at Faster-than-Light speeds, and phasing out CDD propulsion in favor of Hyperspace.
I'm going to paraphrase some of the things Khasidel mentioned in the previous thread to start us off. (because copying is a form of flattery, and there's only so much writing I can think up on the fly while doing remote technical support at work)
1. 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.
2. 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.
3. 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.
And a few more points from me...
4. FTL Limits
Currently , we have the Hill spheres of planets being the delimitation of where ships can travel at FTL speed, and then they have to go in it the slow STL way. It's been critiqued that this is not a good/accurate metric.
Years ago, we had an interdiction field concept to trap ships in, but it was proven not to do its job well. But we still wanted to avoid the notion of ships being able to hyperspace out of a fight nilly-willy all the time just because it was possible. The whole point of using the Hill Spheres like that was having zones where, once entered, ships would be commited to travelling at sublight - interdiction and Hill Spheres both dealt in shadow masses of stellar bodies (or mimicking thier influence in the former case) so this seemed a feasible transition.
But apparently, it's not so great, so we may want to revise that.
5. Our Starmap is in 2D
We have a limitation with our StarMap being in 2D while space being a 3d medium.
Admittedly, this isn't really easy to get around. It's been discussed, but it's so far infeasible to get a 3d presentation of the starmap, and perhaps not worth the bother. We could remain content to just gloss over it.
Or we could embrace it. Is our hyperspace technology, somehow, based on having things in two-dimensions and then traveling through space that way, such as Planespace in Banner/Crest of the Stars, or hyperspace in Star Control 2?
6. What are the cinematic visuals that we want FTL travel to have?
Wes has a fairly clear notion of hyperspace fold: it's the exactly same as the old Macross anime had in the 1980s; a big shimmers and disappears... and minutes later, it shimmers and reappears in another system. It's... effectively delayed teleportation.
I'm of the mind that this concept hasn't aged well. Even the Macross IP changed these visuals to something else in the Macross Frontier/Delta anime.
If hyperspace technology is going to be re-examined and advanced to cover the advantages a translation-based CDD propulsion system offered (usually compared to Star Trek warp speed), this might be worth re-examining.
7. How exactly do pirates survive in a setting where travel from system to system is so short that the military/police can be everywhere in no time?
Considering how underdogs can operate to do thier misdeeds is important from a storytelling narrative, and the high FTL speeds/inability to intercept during transit greatly help the defensive side, enough so that it makes it hard to build these stories from the perspective of the dramatic narrative. Tha tit makes it hard to have bad things happen when some things are just too good.
8. With ships so fast, why haven't we gone farther than we have?
The distances of our current sphere of influence is ridiculously small compared to the speed our starship possess. What exactly stopped us from flying one hour in a direction and just flying off the face of the starmap and into the great beyond?
We could hatch justifications like "we haven't, our region of space of dense with star systems", but I don't really buy into that. It seems weak. Hyperspace travel itself is amazingly powerful technology, especially with speeds we have, but does it have limitations never before covered?
Is having an established starmap/hyperspace coordinates important for hyperspace-capable ships to be able to plot their jumps? Is it important for survey ships to go at the edge of known territory and chart neighboring systems so that then other vessels with that knowledge can make those hyperspace jumps? Is exploration in this fashion actually important? Does this mean that if you know the location of a star system and others don't that it can be advantageous to keep as an hideout/secret spot for a mining colony/something of the like?
I just figured that if you need to map where you go with what is currently established as a point-to-point FTL travel method, maybe that's why we can't go to the opposite end of the galaxy yet.
This can also bring about the question: what happens if we go in hyperspace to a location we've insufficient information on. Do we just end up in deep space? (is it okay to end up in deep space?) Or are there other consequences to these potential "misjumps"?
9. Supporting certain narrative uses of hyperspace:
I've seen a few concepts crop up through the years, and I figured it might be a good idea to address how they would work and why.
One is the microfold, something I remember seeing the Plumeria-class Elfin Princess do, which basically seemed like it could just have been a very short STL jump (0.3c is 100 000km/s covers a pretty long distance in just an eyeblink, which would have been suitable to the distances involved in ship-to-ship combat back then).
Another is the Emergency Hyperspace Fold, a term which implicates that trying to jump into hyperspace too quick can have unfortunate consequences. It's called Emegency because it's not usually done. Question is, why? Maintenance issues? Possibilities for catastrophic failure? Misjumping meaning dire consequences for the ship itself? Does this tie in to how often an FTL can be used, charge times/cooldown periods and so forth?
Essentially, our site narrative is apparently in support of movie-style FTL travel. Think of a movie like the 2009 StarTrek reboot. It takes minutes to get to places. We will hopefully get to rationalizing that later.
However, one thing that became clear during our discussion was that the thematics for hyperspace was vague at best. Wes was inclined to the idea of giving the whole matter a hard look, and he himself expressed he wished a few things changed: the ability for power armor to go at Faster-than-Light speeds, and phasing out CDD propulsion in favor of Hyperspace.
I'm going to paraphrase some of the things Khasidel mentioned in the previous thread to start us off. (because copying is a form of flattery, and there's only so much writing I can think up on the fly while doing remote technical support at work)
1. 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.
2. 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.
3. 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.
And a few more points from me...
4. FTL Limits
Currently , we have the Hill spheres of planets being the delimitation of where ships can travel at FTL speed, and then they have to go in it the slow STL way. It's been critiqued that this is not a good/accurate metric.
Years ago, we had an interdiction field concept to trap ships in, but it was proven not to do its job well. But we still wanted to avoid the notion of ships being able to hyperspace out of a fight nilly-willy all the time just because it was possible. The whole point of using the Hill Spheres like that was having zones where, once entered, ships would be commited to travelling at sublight - interdiction and Hill Spheres both dealt in shadow masses of stellar bodies (or mimicking thier influence in the former case) so this seemed a feasible transition.
But apparently, it's not so great, so we may want to revise that.
5. Our Starmap is in 2D
We have a limitation with our StarMap being in 2D while space being a 3d medium.
Admittedly, this isn't really easy to get around. It's been discussed, but it's so far infeasible to get a 3d presentation of the starmap, and perhaps not worth the bother. We could remain content to just gloss over it.
Or we could embrace it. Is our hyperspace technology, somehow, based on having things in two-dimensions and then traveling through space that way, such as Planespace in Banner/Crest of the Stars, or hyperspace in Star Control 2?
6. What are the cinematic visuals that we want FTL travel to have?
Wes has a fairly clear notion of hyperspace fold: it's the exactly same as the old Macross anime had in the 1980s; a big shimmers and disappears... and minutes later, it shimmers and reappears in another system. It's... effectively delayed teleportation.
I'm of the mind that this concept hasn't aged well. Even the Macross IP changed these visuals to something else in the Macross Frontier/Delta anime.
If hyperspace technology is going to be re-examined and advanced to cover the advantages a translation-based CDD propulsion system offered (usually compared to Star Trek warp speed), this might be worth re-examining.
7. How exactly do pirates survive in a setting where travel from system to system is so short that the military/police can be everywhere in no time?
Considering how underdogs can operate to do thier misdeeds is important from a storytelling narrative, and the high FTL speeds/inability to intercept during transit greatly help the defensive side, enough so that it makes it hard to build these stories from the perspective of the dramatic narrative. Tha tit makes it hard to have bad things happen when some things are just too good.
8. With ships so fast, why haven't we gone farther than we have?
The distances of our current sphere of influence is ridiculously small compared to the speed our starship possess. What exactly stopped us from flying one hour in a direction and just flying off the face of the starmap and into the great beyond?
We could hatch justifications like "we haven't, our region of space of dense with star systems", but I don't really buy into that. It seems weak. Hyperspace travel itself is amazingly powerful technology, especially with speeds we have, but does it have limitations never before covered?
Is having an established starmap/hyperspace coordinates important for hyperspace-capable ships to be able to plot their jumps? Is it important for survey ships to go at the edge of known territory and chart neighboring systems so that then other vessels with that knowledge can make those hyperspace jumps? Is exploration in this fashion actually important? Does this mean that if you know the location of a star system and others don't that it can be advantageous to keep as an hideout/secret spot for a mining colony/something of the like?
I just figured that if you need to map where you go with what is currently established as a point-to-point FTL travel method, maybe that's why we can't go to the opposite end of the galaxy yet.
This can also bring about the question: what happens if we go in hyperspace to a location we've insufficient information on. Do we just end up in deep space? (is it okay to end up in deep space?) Or are there other consequences to these potential "misjumps"?
9. Supporting certain narrative uses of hyperspace:
I've seen a few concepts crop up through the years, and I figured it might be a good idea to address how they would work and why.
One is the microfold, something I remember seeing the Plumeria-class Elfin Princess do, which basically seemed like it could just have been a very short STL jump (0.3c is 100 000km/s covers a pretty long distance in just an eyeblink, which would have been suitable to the distances involved in ship-to-ship combat back then).
Another is the Emergency Hyperspace Fold, a term which implicates that trying to jump into hyperspace too quick can have unfortunate consequences. It's called Emegency because it's not usually done. Question is, why? Maintenance issues? Possibilities for catastrophic failure? Misjumping meaning dire consequences for the ship itself? Does this tie in to how often an FTL can be used, charge times/cooldown periods and so forth?