History Main / HyperSpaceIsAScaryPlace

26th Sep '16 11:28:39 PM PaulA
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* In the novels that describe Creator/CJCherryh's ''Literature/AllianceUnion'' universe, entry into "jumpspace" is psychologically traumatic for most humans, requiring them to drug themselves with tranquillisers for the passage. A few individuals are able to tolerate the transfer and remain conscious "in-jump". They are nicknamed "nightwalkers", a term that suggests the mixed feelings with which they are viewed. On the one hand, they make excellent navigators, and are able to react far faster when the ship comes out of jump than their doped-up crewmates. On the other, the rest of the crew wonder what nightwalkers get up to as they wander round the ship while everyone is asleep...\\\
Of course, being a nightwalker is no picnic at first either, because time and space don't properly exist in jumpspace, which is why they're so rare: most sentient minds can't cope with the stress, which is why Hani and Mahendo'sat black out, and humans and stsho need tranq. It's harder on stsho: without tranq, they just die. Hani don't need precautions; the non-nightwalkers are just useless in jump (and they all shed horribly after). Methane-breathers, who knows. One of the scarier things about the kif is the hints that ''all animal life'' from their world are nightwalkers. Like Chanur's "pet" kif. And his "dinner". BTW, the kif had no problem doing this to captured humans. Kif don't need tranqs, so...

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* In the novels that describe Creator/CJCherryh's ''Literature/AllianceUnion'' universe, entry into "jumpspace" is psychologically traumatic for most humans, requiring them to drug themselves with tranquillisers for the passage. A few individuals are able to tolerate the transfer and remain conscious "in-jump". They are nicknamed "nightwalkers", a term that suggests the mixed feelings with which they are viewed. On the one hand, they make excellent navigators, and are able to react far faster when the ship comes out of jump than their doped-up crewmates. On the other, the rest of the crew wonder what nightwalkers get up to as they wander round the ship while everyone is asleep...\\\
Of course, being
asleep. Being a nightwalker is no picnic at first either, because time and space don't properly exist in jumpspace, which is why they're so rare: most sentient minds can't cope with the stress, which is why Hani and Mahendo'sat black out, and humans and stsho need tranq. It's harder on stsho: without tranq, they just die. Hani don't need precautions; the non-nightwalkers are just useless in jump (and they all shed horribly after). Methane-breathers, who knows. One of the scarier things about the kif is the hints that ''all animal life'' from their world are nightwalkers. Like Chanur's "pet" kif. And his "dinner". BTW, the kif had no problem doing this to captured humans. Kif don't need tranqs, so...



** In the back story of ''Literature/RimRunners'', N G ("No Good") Ramey was wrongly accused of being at fault in a fatal accident, and was denied tranquilizers during a jump as punishment.
** ''Downbelow Station'' describes a scary incident involving an overloaded refugee ship, the ''Hanford'', which has had an onboard riot; there were not nearly enough tranqs for those onboard during Jump.

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** In the back story of ''Literature/RimRunners'', ''Literature/{{Rimrunners}}'', N G ("No Good") Ramey was wrongly accused of being at fault in a fatal accident, and was denied tranquilizers during a jump as punishment.
** ''Downbelow Station'' ''Literature/DownbelowStation'' describes a scary incident involving an overloaded refugee ship, the ''Hanford'', which has had an onboard riot; there were not nearly enough tranqs for those onboard during Jump.
26th Sep '16 5:59:39 PM SAMAS
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* Not strictly hyperspace but the idea of dangerous extradimentional travel is in ''Anime/MartianSuccessorNadesico''. No ship can safely pass through a Chulip Gate unless at least one member of the crew has a specific kind of nanite in them: the kind that allows this person to perform [[{{Teleportation}} Boson Jumps]], the technology behind the Chulip. The Jovians found LostTechnology that allowed them to infuse these nanites into volunteers, allowing them to use the technology. Which makes everyone scratch their heads when the titular ship, an Earth design, not only jumps through a Chulip Gate but jumps ''eight months forward in time''. [[spoiler:Then it's learned the same kind of technology is on Mars, only this one is mixing up with the nanite technology being used to terraform the planet. End result? Anyone born on Mars has a superior ability to the Jovians: able to traverse ''time'' as well as space(on two occasions, a jumped ended up arriving at their destination ''before'' they left). Then it makes sense since the ''Nadesico'' had at least three Mars-borns at the time.]]

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* Not strictly hyperspace but the idea of dangerous extradimentional travel is in ''Anime/MartianSuccessorNadesico''. No ship can safely pass through a Chulip Gate unless at least one member of the crew has a specific kind of nanite in them: the kind that allows this person to perform [[{{Teleportation}} Boson Jumps]], the technology behind the Chulip. The Jovians found LostTechnology that allowed them to infuse these nanites into volunteers, allowing them to use the technology. Which makes everyone scratch their heads when the titular ship, an Earth design, not only jumps through a Chulip Gate but jumps ''eight months forward in time''. [[spoiler:Then it's learned the same kind of technology is on Mars, only this one is mixing up with the nanite technology being used to terraform the planet. End result? Anyone born on Mars has a superior ability to the Jovians: able to traverse ''time'' as well as space(on two occasions, a jumped jumper ended up arriving at their destination ''before'' they left). Then it makes sense since the ''Nadesico'' had at least three Mars-borns at the time.]]
26th Sep '16 5:58:44 PM SAMAS
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* Not strictly hyperspace but the idea of dangerous extradimentional travel is in ''Anime/MartianSuccessorNadesico''. No ship can safely pass through a Chulip Gate unless at least one member of the crew has a specific kind of nanite in them: the kind that allows this person to perform [[{{Teleportation}} Boson Jumps]], the technology behind the Chulip. The Jovians found LostTechnology that allowed them to infuse these nanites into volunteers, allowing them to use the technology. Which makes everyone scratch their heads when the titular ship, an Earth design, not only jumps through a Chulip Gate but jumps ''eight months forward in time''. [[spoiler:Then it's learned the same kind of technology is on Mars, only this one is mixing up with the nanite technology being used to terraform the planet. End result? Anyone born on Mars has a superior ability to the Jovians: able to traverse ''time'' as well as space. Then it makes sense since the ''Nadesico'' had at least three Mars-borns at the time.]]

to:

* Not strictly hyperspace but the idea of dangerous extradimentional travel is in ''Anime/MartianSuccessorNadesico''. No ship can safely pass through a Chulip Gate unless at least one member of the crew has a specific kind of nanite in them: the kind that allows this person to perform [[{{Teleportation}} Boson Jumps]], the technology behind the Chulip. The Jovians found LostTechnology that allowed them to infuse these nanites into volunteers, allowing them to use the technology. Which makes everyone scratch their heads when the titular ship, an Earth design, not only jumps through a Chulip Gate but jumps ''eight months forward in time''. [[spoiler:Then it's learned the same kind of technology is on Mars, only this one is mixing up with the nanite technology being used to terraform the planet. End result? Anyone born on Mars has a superior ability to the Jovians: able to traverse ''time'' as well as space.space(on two occasions, a jumped ended up arriving at their destination ''before'' they left). Then it makes sense since the ''Nadesico'' had at least three Mars-borns at the time.]]
23rd Sep '16 3:10:37 PM StarSword
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[[folder:Fan Fiction]]

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[[folder:Fan Fiction]]Works]]


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* ''Literature/AlexisCarew'': Darkspace is basically an ocean of dark matter, and that's all anyone really understands about it. Everything is slowed by it, from light to massive objects to minds: a man who goes "overboard" in darkspace and passes outside the protection of the ship's gallenium starts to feel like his brain and his limbs are becoming sluggish. It's rumored men who go overboard will often dump their air if the ship doesn't look like it's coming back for them, rather than wait and suffer the effects.
15th Sep '16 8:58:26 PM KillerClowns
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* The three main FTL technologies in ''VideoGame/{{Stellaris}}'' are harmless; they either warp normal space, open relaible and stable wormholes, or travel very well-established HyperspaceLanes. Late in the game, however, comes the Jump Drive, which [[MaybeMagicMaybeMundane may or may not]] involve PsychicPowers. It's simply the best FTL method available... as long as one doesn't attract the attention of [[EldritchAbomination the Unbidden]].

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* The three main FTL technologies in ''VideoGame/{{Stellaris}}'' are harmless; they either warp normal space, open relaible reliable and stable wormholes, or travel very well-established HyperspaceLanes. Late in the game, however, comes the Jump Drive, which [[MaybeMagicMaybeMundane may or may not]] involve PsychicPowers. It's simply the best FTL method available... as long as one doesn't attract the attention of [[EldritchAbomination the Unbidden]].
3rd Sep '16 8:45:35 PM Kartoonkid95
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* ''WesternAnimation/SpongeBobSquarePants'': The episode "SB-129" has the white void where Squidward is all...'''alone.'''
22nd Aug '16 2:04:45 PM ImpudentInfidel
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** Wormholes are treacherous and difficult to navigate, and cause all sorts of tricky problems with time and space and turning into liquid when you don't quite understand them, and are inhabited by bizarre and dangerous creatures- ranging from gigantic phase-shifting serpents to sentient "Pathfinders" of dubious morality. On the other hand, one episode dealt with the dangers of Starburst, which is a short-range emergency FTL technology that works by temporarily slipping into another dimension and coming out pretty quickly. Somehow, the ship Moya gets stuck and splayed out in other dimensions -- one of which causes mind-splitting noise, another which causes visual pain, and a third which causes elation and euphoria, in addition to the normal one -- and has to be reassembled by moving all four ships in unison through the dimension while avoiding the interdimensional gatekeeper monster... thing. The problem with that particular starburst involved Moya's pregnancy cumulated with other labor complications. As of some time after [[spoiler:Talyn's birth]], it is still said him starbursting would be dangerous. [[spoiler:He does it even before properly learning to fly, though.]]

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** Wormholes are treacherous and difficult to navigate, and cause all sorts of tricky problems with time and space and turning into liquid when you don't quite understand them, and are inhabited by bizarre and dangerous creatures- ranging from gigantic phase-shifting serpents to sentient "Pathfinders" of dubious morality. On the other hand, one episode dealt with the dangers of Starburst, which is a short-range emergency FTL technology that works by temporarily slipping into another dimension and coming out pretty quickly. Somehow, the ship Moya gets stuck and splayed out in other dimensions -- one of which causes mind-splitting noise, another which causes visual pain, and a third which causes elation and euphoria, in addition to the normal one -- and has to be reassembled by moving all four ships in unison through the dimension while avoiding the interdimensional gatekeeper monster... thing. [[spoiler: Luckily the Gatekeeper turned out to be friendly and helped them escape.]] The problem with that particular starburst involved Moya's pregnancy cumulated with other labor complications. As of some time after [[spoiler:Talyn's birth]], it is still said him starbursting would be dangerous. [[spoiler:He does it even before properly learning to fly, though.]]
22nd Aug '16 1:53:58 PM ImpudentInfidel
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* Hyperspace in ''Series/BabylonFive'', while less scary than most hyperspaces in this entry, is still rather nasty. It has random currents that can throw you off course rather quickly if you have a navigational failure, no landmarks to navigate by other than the artificial beacons placed by the various races, and there's even some rumors about things living in it. ([[spoiler:They're true, and though some of them are just annoying, there are ''lots'' of things that are [[AlwaysChaoticEvil far from nice]].]]) And then there's the eponymous ''Thirdspace''... Other less nasty but still dangerous problems include freak storms and vortexes that are capable of altering the currents and eddies and throwing ships off course, something that can normally prove fatal. Also, if you try to open a jump point within an already active gate, this will result in a very large explosion.\\\

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* Hyperspace in ''Series/BabylonFive'', while less scary than most hyperspaces in this entry, is still rather nasty. It has random currents that can throw you off course rather quickly if you have a navigational failure, no landmarks to navigate by other than the artificial beacons placed by the various races, and there's even some rumors about things living in it. ([[spoiler:They're true, and though some of them are just annoying, there are ''lots'' of things that are [[AlwaysChaoticEvil far from nice]].]]) And then there's the eponymous ''Thirdspace''...''Thirdspace'', a deeper level of which almost nothing is known because the only known attempt to access it (one device, opened twice) created a portal to the territory of an extremely powerful (enough to scare the Vorlons) and aggressive race that instantly attacks through it. Other less nasty but still dangerous problems include freak storms and vortexes that are capable of altering the currents and eddies and throwing ships off course, something that can normally prove fatal. Also, if you try to open a jump point within an already active gate, this will result in a very large explosion.\\\
22nd Aug '16 1:46:27 PM ImpudentInfidel
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* Inverted in ''Literature/TheLongEarth''. Interdimensional travel is so safe and convenient, Datum Earth has a political and economic crisis as people leave it in massive quantities.

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* Inverted in ''Literature/TheLongEarth''. Interdimensional travel is so safe and convenient, Datum Earth has a political and economic crisis as people leave it in massive quantities. Several sentient species mastered it at the "pointy stick" level of technology.
12th Aug '16 5:12:32 PM UmbrellasWereAwesome
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* The ''VideoGame/{{Halo}}'' universe's hyperspace is known as slipspace. In the early days of FTL travel, technicians sometimes had to repair the drives while in mid-jump, exposing themselves to the "slipstream" and risking injury, death, or even being [[RetGone completely erased from existence]] in the process. Even when the engine isn't operating, there's still a tendency for tools and technicians to turn up missing after a shift. Sometimes ships entering hyperspace will simply never reappear. Time dilation effects are present, which can cause unpredictable delays. It's also implied that slipspace travel has adverse effects on your health, thus the cryopods present on all UNSC vessels. Being ThrownOutTheAirlock simply kicks you back into realspace, though you do get bathed in radiation in the process. Opening a slipspace rift while in an atmosphere creates a massive {{EMP}} pulse and shockwave that can knock down a SpaceElevator. Trying to transition from realspace to slipspace when the slipspace drive isn't fully charged (at least on human ships) causes the ship to be blown into atomized bits.

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* The ''VideoGame/{{Halo}}'' ''Franchise/{{Halo}}'' universe's hyperspace is known as slipspace. In the early days of FTL travel, technicians sometimes had to repair the drives while in mid-jump, exposing themselves to the "slipstream" and risking injury, death, or even being [[RetGone completely erased from existence]] in the process. Even when the engine isn't operating, there's still a tendency for tools and technicians to turn up missing after a shift. Sometimes ships entering hyperspace will simply never reappear. Time dilation effects are present, which can cause unpredictable delays. It's also implied that slipspace travel has adverse effects on your health, thus the cryopods present on all UNSC vessels. Being ThrownOutTheAirlock simply kicks you back into realspace, though you do get bathed in radiation in the process. Opening a slipspace rift while in an atmosphere creates a massive {{EMP}} pulse and shockwave that can knock down a SpaceElevator. Trying to transition from realspace to slipspace when the slipspace drive isn't fully charged (at least on human ships) causes the ship to be blown into atomized bits.bits.
** Slipspace is significantly less scary for more advanced species like the Covenant and Forerunners, but even for them it can still be treacherous without the proper precautions.
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