History Main / NoWarpingZone

1st May '18 9:09:43 PM nombretomado
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[[IThoughtItMeant No relation to]] the VideoGame equivalent of {{Warp Zone}}s. See also TeleportInterdiction.

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[[IThoughtItMeant [[JustForFun/IThoughtItMeant No relation to]] the VideoGame equivalent of {{Warp Zone}}s. See also TeleportInterdiction.
10th Apr '18 5:05:55 PM Tacitus
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** Defensive Stations can be equipped with a Subspace Snare, which will cause any hostile ship to drop out of warp over the station, rather than the edge of the gravity system. In the early game, placing one close to your starbase and waiting for early warmongers to jump in on you will cause them to be eviscerated by stationary defenses larger than most early game fleets. In the later game, placing them in uninhabited systems over the sun will dramatically slow any advancing fleet as they must contend with the thing that is shooting at them, then move to the edge of the system before they can jump again. They are not on their own contenders for late game fleets, but considering that logistics do function into the ware effort of either side, a good saturation means that you and your allies can cross the same distance in less time. Especially effective for Hyperdrive (which is susceptible to choke points) and wormholes (especially against the AI which will try and send in a construction ship to build a wormhole gate before the entire fleet.

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** Prior to the Cherryh patch's overhaul of FTL travel, Defensive Stations can could be equipped with a Subspace Snare, Snares, which will cause any pulled incoming hostile ship to drop fleets out of warp over hyperspace right next to the station, rather than station. In a best-case scenario this would let the edge of the gravity system. In the early game, placing one close to your starbase and waiting for early warmongers to jump in on you will cause them to be eviscerated by stationary defenses larger than most early game fleets. In tear apart the later game, placing them in uninhabited systems over invaders at close range, but even if the sun will dramatically slow any advancing fleet as they must contend with was strong enough to smash the thing that is shooting at them, then starbase, it would still have to move to the edge of the system before they can jump again. They are not on their own contenders for late game fleets, but considering that logistics do function into warping out, buying the ware effort of either side, a good saturation means that you and your allies can cross defenders some time.
** Since
the same distance in less time. Especially effective for FTL overhaul forced all star nations to use Hyperdrive (which is susceptible to choke points) move along HyperspaceLanes between systems, the "FTL Inhibitors" technology gives starbase and wormholes (especially against planet-bound fortresses the AI ability to restrict hyperspace travel - incoming fleets can enter a system as normal, but until the inhibitors are destroyed or captured, the enemy fleet will be unable to progress along any Hyperspace Lanes but the one it entered through.
** Titan-class starships can mount their own version of the Subspace Snare,
which will try and send in a construction ship doesn't directly drag enemy ships out of hyperspace, but imposes penalties that reduce the chance that damaged enemy ships are able to build a wormhole gate disengage from combat before being destroyed, and doubles the entire fleet.cooldown of a fleet's emergency FTL jump to bug out of a losing battle.
4th Feb '18 11:06:12 AM nombretomado
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* In Peter F. Hamilton's ''NightsDawn'' Trilogy, starships (both conventional and biological) are unable to perform ZTT jumps or Swallow maneuvers within a certain radius of a gravitational field since local space is too warped to allow safe transmission. This radius is much smaller for the more sophisticated bitek Voidhawks, however, and Lagrange points (spaces where the gravitational pull of a planet is cancelled out by that of another celestial body such as a moon or star) theoretically allow FTL travel within a gravity well.

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* In Peter F. Hamilton's ''NightsDawn'' Trilogy, ''Literature/TheNightsDawnTrilogy'', starships (both conventional and biological) are unable to perform ZTT jumps or Swallow maneuvers within a certain radius of a gravitational field since local space is too warped to allow safe transmission. This radius is much smaller for the more sophisticated bitek Voidhawks, however, and Lagrange points (spaces where the gravitational pull of a planet is cancelled out by that of another celestial body such as a moon or star) theoretically allow FTL travel within a gravity well.
2nd Feb '18 7:02:39 PM nombretomado
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* The space in between the Jump Gates in NexusGate counts as a huge NoWarpingZone.

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* The space in between the Jump Gates in NexusGate ''Roleplay/NexusGate'' counts as a huge NoWarpingZone.
12th Dec '17 8:01:57 AM ChronoLegion
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* In the computer game ''VideoGame/SinsOfASolarEmpire'', ships are unable to conduct "phase jumps" within a gravity well of a stellar object, including stars, planets, asteroids, etc. There are exceptions to this rule, mostly for the Vasari race, whose phase jumping technology is much more advanced than human (either faction). Interestingly, there is also a means of bypassing this. An Ancient artifact allows for your ships to both jump in and out closer to a gravity well and consume less antimatter in so doing, suggesting that the limit is at least partly technological and not purely physical.

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* In the computer game ''VideoGame/SinsOfASolarEmpire'', ships are unable to conduct "phase jumps" within a gravity well of a stellar object, including stars, planets, asteroids, etc. There are exceptions to this rule, mostly for the Vasari race, whose phase jumping technology is much more advanced than human (either faction). Interestingly, there is also a means of bypassing this. An Ancient artifact allows for your ships to both jump in and out closer to a gravity well and consume less antimatter in so doing, suggesting that the limit is at least partly technological and not purely physical. Additionally, every faction can build Phase Jump Inhibitors, which are orbital structures that slows down the phase drive charge-up, delaying a HyperspeedEscape. Starbases can also do that, with the additional bonus of enemy ships suffering damage when jumping away from a starbase-controlled area.
12th Dec '17 7:41:38 AM ChronoLegion
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* In Creator/MikhailAkhmanov's ''Dick Simon'' duology, the Solar System has been stuck in one such zone for centuries. The 'verse's sole means of faster-than-light travel is the Ramp, a sort-of wormhole that either opens portals for people (or ships) to enter, or can be used to grab entire cities and relocate them to another world instantaneously. The latter happened not long after the development of the Ramp and the discovery of habitable exoplanets. Instead of sending colonists to start from scratch, wealthy countries simply picked up their cities and replanted them on virgin worlds. They them helped out the poorer nations to do the same. However, the Ramp can be easily negated by a powerful enough jamming generator. No one in the rest of the galaxy knows who or why turned on such a generator on Earth. Eventually a special kind of Ramp is developed that allows a small portal to be opened for a single operative to be sent through, even through interference, but it has colossal power requirements. Shortly upon arriving aboard a space station in Earth's orbit, Dick is disheartened to discover that the jamming generator isn't on Earth as he thought. It's on the Moon, and he doesn't have the means to get there. [[spoiler:In the end, he manages to contact an electronic lifeform, which shuts down the generator in return for the promise of humans leaving it alone]].
16th Oct '17 5:32:25 PM FordPrefect
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* In Creator/LarryNiven's ''Literature/KnownSpace'' series, starships can't go FTL near a star, black hole or other massive object or they will be lost forever. Ships thus need to leave a star system using normal engines before engaging their FTL drive, and if they get too close to any massive object while en route, they must drop to normal speeds or simply vanish. This is also implied to be the reason why we believe FTL travel is impossible in RealLife today -- we live too close to a star's gravity well, which warps the way physics works, and thus our understanding of what is and isn't possible. This is why the humans would up having to buy FTL technology from the Outsiders. Humanity is implied to have been on the right basic track already, but since it didn't occur to anyone to try their experiments outside Neptune's orbit, they just assumed something was wrong with the equations.
* Stars, and large planets, in ''Literature/HonorHarrington'' have a "hyperlimit." Ships can't transition to, or from hyperspace inside that limit. Attempting to leave hyperspace inside the hyperlimit is instant death.

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* In Creator/LarryNiven's ''Literature/KnownSpace'' series, starships can't go FTL near a star, black hole or other massive object or they will be lost forever. Ships thus need to leave a star system using normal engines before engaging their FTL drive, and if they get too close to any massive object while en route, they must drop to normal speeds or simply vanish. This is also implied to be the reason why we believe FTL travel is impossible in RealLife today -- we live too close to a star's gravity well, which warps the way physics works, and thus our understanding of what is and isn't possible. This is why the humans would end up having to buy FTL technology from the Outsiders. Humanity is implied to have been on the right basic track already, but since it didn't occur to anyone to try their experiments outside Neptune's orbit, they just assumed something was wrong with the equations.
* Stars, and large planets, in ''Literature/HonorHarrington'' have a "hyperlimit." Ships can't transition to, to or from hyperspace inside that limit. Attempting to leave hyperspace inside the hyperlimit is instant death.
30th Aug '17 9:59:04 PM PaulA
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* Creator/MurrayLeinster's short story "First Contact" was published in the 1940s, when many astronomers believed that outer space was a perfect vacuum. The human-piloted starship in that story could only travel faster-than-light in a ''total'' vacuum -- even the slightest wisp of atmosphere or nebula would be enough to prevent it.

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* Creator/MurrayLeinster's short story "First Contact" "Literature/FirstContact" was published in the 1940s, when many astronomers believed that outer space was a perfect vacuum. The human-piloted starship in that story could only travel faster-than-light in a ''total'' vacuum -- even the slightest wisp of atmosphere or nebula would be enough to prevent it.
18th Aug '17 6:04:31 AM ChronoLegion
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* ''VideoGame/MasterOfOrion 2'' has Warp Dissipator (prevents enemy ships from HyperspeedEscape in the tactical combat map) and Warp Interdictor (slows down all enemy ships traveling to the system with an Interdictor equipped).

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* ''VideoGame/MasterOfOrion 2'' has Warp Dissipator (prevents enemy ships from HyperspeedEscape in the tactical combat map) and Warp Interdictor (slows down all enemy ships traveling to the system with an Interdictor equipped). A random event may also induce this trope for the ''whole galaxy'', preventing FTL travel for a few turns.
18th Aug '17 6:03:21 AM ChronoLegion
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* ''VideoGame/SwordOfTheStars'': While human and Zuul ships need to make for a node to escape, the other races have to make a seemingly arbitrary distance from enemy ships before they can retreat. And the Liir's ReactionlessDrive is slowed to STL speeds near gravity wells. Some races also have the ability to intercept vessels in FTL speeds, though this is quite dangerous.

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* ''VideoGame/SwordOfTheStars'': While human and Zuul ships need to make for a node to escape, the other races have to make a seemingly arbitrary distance from enemy ships before they can retreat. And the Liir's ReactionlessDrive is slowed to STL speeds near gravity wells.wells (this is more a limitation of their computers' processing power rather than a physical problem). Some races also have the ability to intercept vessels in FTL speeds, though this is quite dangerous.
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