History Main / HyperspeedEscape

4th Nov '17 6:52:23 AM GentlemensDame883
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* ''Anime/VoicesOfADistantStar'': When a large Tarsian force approaches near Pluto, the ''Lysithea'' task force bugs out via FTL jump rather than take their chances trying to fight the enemy head-on.
30th Sep '17 12:33:46 AM PhantomRider
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* The ''Film/LostInSpace'' movie. "Anywhere but here!"

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* The ''Film/LostInSpace'' movie. "Anywhere but here!"here!" It's a DangerousForbiddenTechnique because using hyperdrive without warp gates means you can end up ''anywhere'' in the universe. They survive the immediate threat but end up, well, [[ExactlyWhatItSaysOnTheTin you know]].



* ''Film/StarTrekIntoDarkness'' has the ''Enterprise'' crew book it into Hyperspace to escape what would most likely be an utter CurbStompBattle at the hands of the ''Vengeance''. [[spoiler:Unluckily for them, the ''Vengeance'' is more than capable of catching up to them. ''Mid-warp''.]]

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* ''Film/StarTrekIntoDarkness'' has the ''Enterprise'' crew book it into Hyperspace to escape what would most likely be an utter CurbStompBattle at the hands of the ''Vengeance''. [[spoiler:Unluckily for them, the ''Vengeance'' is more than capable of catching up to them. ''Mid-warp''. And worse, it ''does'' outclass them every bit as much as scans indicated.]]
27th Aug '17 4:25:10 AM Doug86
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* Unlike the ''Franchise/StarWars'' film, ''VideoGame/XWing'' and ''VideoGame/TieFighter'' play this straight. Enemies move to a specific waypoint before warping out, while the player enters a dead stop before warp. Once hyperspace starts, the ship is out of combat. Starting with TieFighter, Interdictors create a NoWarpingZone, which need to be taken out before escape.

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* Unlike the ''Franchise/StarWars'' film, ''VideoGame/XWing'' and ''VideoGame/TieFighter'' play this straight. Enemies move to a specific waypoint before warping out, while the player enters a dead stop before warp. Once hyperspace starts, the ship is out of combat. Starting with TieFighter, ''TIE Fighter'', Interdictors create a NoWarpingZone, which need to be taken out before escape.
5th Aug '17 4:29:38 AM LordInsane
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## When you want to jump, you must enter an uncontrollable (and un-abortable) mode where your autopilot turns the opposite of the direction you're moving, brakes to a stop, turns toward your destination, and then accelerates to hyperspeed before exiting the solar system.

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## When you want to jump, you must enter an uncontrollable (and un-abortable) mode where your autopilot turns the opposite of the direction you're moving, brakes to a stop, turns toward your destination, and then accelerates to hyperspeed before exiting the solar system. (The same path in the third game that gives access to the multi-jump item also gives access to an item that removes the having to stop limitation, allowing the ship to simply turn towards the destination)
26th Jul '17 5:58:15 PM JackG
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** And the first occasion is played for ColdEquation drama. As a Federation patrol homes in on them, the inventor works to install the new stardrive, but they run out of time and Avon goes to warp the moment she makes the final connection, killing her in the process.
30th Apr '17 3:20:58 PM KobyFish
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** ''Series/StarTrekTheNextGeneration: Commander Riker, using the ''USS Hathaway'', was planning on using a surprise warp jump in the battle simulation against the Enterprise in the season 2 episode ''Peak Performance''. He ends up using it to trick some marauding Ferengi into believing the ''Hathaway'' had been destroyed.

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** ''Series/StarTrekTheNextGeneration: ''Series/StarTrekTheNextGeneration'': Commander Riker, using the ''USS Hathaway'', was planning on using a surprise warp jump in the battle simulation against the Enterprise in the season 2 episode ''Peak Performance''. Performance''. He ends up using it to trick some marauding Ferengi into believing the ''Hathaway'' had been destroyed.
30th Apr '17 3:20:26 PM KobyFish
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** ''Series/StarTrekTheNextGeneration: Commander Riker, using the ''USS Hathaway'', was planning on using a surprise warp jump in the battle simulation against the Enterprise in the season 2 episode ''Peak Performance''. He ends up using it to trick some marauding Ferengi into believing the ''Hathaway'' had been destroyed.
7th Jan '17 7:10:37 AM AFP
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* Somewhat counter-intuitively, a number of Allied piston-driven fighters such as the P-51 Mustang could also outpace the Me-262 in a power dive as well, giving pilots the option of diving away from - or after - a German jet fighter that could easily outpace them in flat and level flight.
20th Nov '16 1:23:01 AM Diask
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Our protagonists are flying through space in their CoolShip when they suddenly get into a combat situation. For whatever reason, they quickly realize that hanging around is going to get them blasted into tiny pieces and decide to go to warp speed to escape. This usually involves stars suddenly zipping past like the old Windows screensaver. If the author wants there to be space battles where one side can decisively lose, rather than the losing side zipping off as soon as things start going wrong, they can use a NoWarpingZone or TeleportInterdiction.

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Our protagonists are flying through space in their CoolShip CoolStarship when they suddenly get into a combat situation. For whatever reason, they quickly realize that hanging around is going to get them blasted into tiny pieces and decide to go to [[FasterThanLightTravel warp speed speed]] to escape. This usually involves stars suddenly zipping past like the old Windows screensaver. If the author wants there to be space battles where one side can decisively lose, rather than the losing side zipping off as soon as things start going wrong, they can use a NoWarpingZone or TeleportInterdiction.



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** Faced with being blown up by two thermonuclear missiles in [[Literature/TheHitchhikersGuideToTheGalaxy1 the first book]], Arthur activates the Infinite Improbability Drive (the ''Heart of Gold''[='=]s version of a hyperspace drive). [[spoiler: It works, but not quite as might be expected: the ship doesn't move, but the missiles are turned into a sperm whale and a bowl of petunias.]]

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** Faced with being blown up by two thermonuclear missiles in [[Literature/TheHitchhikersGuideToTheGalaxy1 the first book]], Arthur activates the Infinite Improbability Drive (the ''Heart of Gold''[='=]s Gold'''s version of a hyperspace drive). [[spoiler: It works, but not quite as might be expected: the ship doesn't move, but the missiles are turned into a sperm whale and a bowl of petunias.]]



* [[LivingShip Leviathans]] in ''Series/{{Farscape}}'' have the ability to "Starburst", allowing them to jump at many times faster than most other ships' FTL drives but to a more-or-less random location. It's the only defense Leviathans have.

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* [[LivingShip Leviathans]] {{L|ivingShip}}eviathans in ''Series/{{Farscape}}'' have the ability to "Starburst", allowing them to jump at many times faster than most other ships' FTL drives but to a more-or-less random location. It's the only defense Leviathans have.



** Similarly done in ''{{X-COM}} Interceptor'', where it's fully possible to die while the ship attempts to engage its hyperdrive.

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** Similarly done in ''{{X-COM}} ''VideoGame/XCom Interceptor'', where it's fully possible to die while the ship attempts to engage its hyperdrive.



* The ''[[VideoGame/{{X}} X-Universe]]'' series both plays the trope straight and averts it. The majority of FTL travel in the game is done by means of a PortalNetwork, but ships can also purchase aftermarket jumpdrives which take you to a given gate in the network. Naturally it can be used for a HyperspeedEscape, but a jump requires a ten-second charge. Which is ten seconds for your opponents to kill you. Players learn pretty quickly that the drive will not save you if you wait too long to use it.

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* The ''[[VideoGame/{{X}} X-Universe]]'' ''VideoGame/{{X}}-Universe'' series both plays the trope straight and averts it. The majority of FTL travel in the game is done by means of a PortalNetwork, but ships can also purchase aftermarket jumpdrives which take you to a given gate in the network. Naturally it can be used for a HyperspeedEscape, but a jump requires a ten-second charge. Which is ten seconds for your opponents to kill you. Players learn pretty quickly that the drive will not save you if you wait too long to use it.



* The player can often pull this off in ''VideoGame/FTLFasterThanLight'', the goal of the game is to get your fragile ship through 8 zones in one piece so often running away from a costly battle is the best strategy (in fact on the only strategy if the rebel fleet find you). Enemies ships can also jump away depriving you of valuable resources and maybe informing the pursuing fleet of your location. In all cases the ship must power up its [=FTL=] drive all while being attacked, if the engines or bridge is damaged you can't jump and are forced to remain until you fix the problem.

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* The player can often pull this off in ''VideoGame/FTLFasterThanLight'', the goal of the game is to get your fragile ship through 8 zones in one piece so often running away from a costly battle is the best strategy (in fact on it's the only good strategy if the rebel fleet find finds you). Enemies ships can also jump away depriving you of valuable resources and maybe informing the pursuing fleet of your location. In all cases the ship must power up its [=FTL=] drive all while being attacked, if the engines or bridge is damaged you can't jump and are forced to remain until you fix the problem.



* The player in ''VideoGame/Rodina'' has the option of either using Cruising Speed or the Limnal Drive to escape enemies, since Combat Speed is as fast as they can go.

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* The player in ''VideoGame/Rodina'' ''VideoGame/{{Rodina}}'' has the option of either using Cruising Speed or the Limnal Drive to escape enemies, since Combat Speed is as fast as they can go.
28th Aug '16 11:10:02 AM Morgenthaler
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* [[NazisWithGnarlyWeapons German]] fighters during the Polish Campaign had to face old-fashioned [=PZL=] P.7 and P.11 fighter planes with parasol wings, which could fly turns round them, so they used the superior engine power of their engines (and the fact their engines were fuel-injection instead of carburetor fed) to outdive and outclimb them wherever needed. Same tactic worked for some time as well during the Battle of Britain, as the Spitfires, more maneuverable and faster in a straight line, would stall their engines if they attempted to dive as fast as a [=Bf-109=] (during negative G maneuvers, the fuel would be pushed back into the fuel lines and starve the engine).

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* [[NazisWithGnarlyWeapons [[UsefulNotes/NazisWithGnarlyWeapons German]] fighters during the Polish Campaign had to face old-fashioned [=PZL=] P.7 and P.11 fighter planes with parasol wings, which could fly turns round them, so they used the superior engine power of their engines (and the fact their engines were fuel-injection instead of carburetor fed) to outdive and outclimb them wherever needed. Same tactic worked for some time as well during the Battle of Britain, as the Spitfires, more maneuverable and faster in a straight line, would stall their engines if they attempted to dive as fast as a [=Bf-109=] (during negative G maneuvers, the fuel would be pushed back into the fuel lines and starve the engine).
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