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A Sarp ship should be able to FTL past Pluto right up to Earth's hill sphere, then STL in.
If we are using Sol's hill sphere then the edge of the system is at the end of the oort cloud instead of Pluto.
I guess the question is what defines the system border?
A Sarp ship should be able to FTL past Pluto right up to Earth's hill sphere, then STL in.
If we are using Sol's hill sphere then the edge of the system is at the end of the oort cloud instead of Pluto.
I guess the question is what defines the system border?
Once you cross the system border, you're going to be stuck at STL speeds, and this is why space navies and pirates typically fight on the edge, because they want to be able to escape if they have to. If you enter the Yamatai system, it's going to take at least an hour to get from the FTL border zone to the actual planet.
This is how Yamatai beat the NMX in the Battle of Yamatai. They made Yamatai look exposed, lured the NMX invasion fleet into Yamatai's STL zone, and then once the NMX fleet was bearing down on the planet, unable to warp out, they sprung the trap, with one fleet warping into the border zone, behind the invaders, and another (hidden) one deploying from the surface of Yamatai's moon, basically leaving the NMX stuck in place and caught in a pincer maneuver fighting twice as many Star Army ships as they had expected or even thought existed.
Zack, basically the de facto standard in SARP is that most Yamatai-like stars have an FTL exclusion zone whose effect is felt enough to delay incoming ships by an hour or two. We're not going to do the math for every system, and this seems to work well for story purposes.