History Main / NoWarpingZone

7th Jan '16 12:59:53 PM nombretomado
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* In ''StarBlazers'', the warp drive available to the crew of the Yamato would only work between certain locations, making the rest of the universe a NoWarpingZone.
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* In ''StarBlazers'', ''Anime/StarBlazers'', the warp drive available to the crew of the Yamato would only work between certain locations, making the rest of the universe a NoWarpingZone.
19th Dec '15 6:45:18 PM TheRoguePenguin
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[[folder: Western Animation ]] * ''WesternAnimation/StarWarsRebels'' introduces the interdictor from the Literature example to the main canon. It has the effect of dragging any nearby ship out of hyperspace and preventing any from entering hyperspace as long as its active. The test run hit a snag when Chopper dialed up the gravity field, causing it to affect the ship's escorts and drag them into the interdictor, destroying all of them. [[/folder]]
4th Dec '15 5:19:57 AM EDP
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** Related: when a ship or jump gate opens a hyperspace jump, anything in realspace that happens to fall along the perimeter of the jump area [[TeleFrag is demolished in a messy fashion]]. If the perimeter crosses ''another open jump'', though, the results [[StuffBlowingUp can be downright catastrophic]]. The former has been used as a battle tactic, notably by the Minbari, although it requires extreme precision to be effective. The latter is considered incredibly hazardous even by those standards, and is a desperation maneuver at best--with few exceptions, any ship able to open a jump point will be too big and slow to get away from the blast; the White Star is the only jump-capable ship ever shown to be fast enough to perform the maneuver and survive. The latter maneuver is even called the [[TooDumbToLive Bonehead Maneuver]] by the humans ([[RubberForeheadAliens no offense meant to the Minbari]]).
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** Related: when a ship or jump gate opens a hyperspace jump, jump point, anything in realspace that happens to fall along the perimeter of the jump area [[TeleFrag is demolished in a messy fashion]]. If the perimeter crosses ''another open jump'', jump point'', though, the results [[StuffBlowingUp can be downright catastrophic]]. The former has been used as a battle tactic, notably by the Minbari, although it requires extreme precision to be effective. The latter is considered incredibly hazardous even by those standards, and is a desperation maneuver at best--with few exceptions, any ship able to open a jump point will be too big and slow to get away from the blast; the White Star is the only jump-capable ship ever shown to be fast enough to perform the maneuver and survive. The latter maneuver is even called the [[TooDumbToLive Bonehead Maneuver]] by the humans ([[RubberForeheadAliens no offense meant to the Minbari]]).Minbari]]). ** The ExpandedUniverse mentions that, during the Earth-Minbari War, Earth Alliance found a way to create areas where jump points can't be opened. The usual application is to prevent traditional Minbari tactic of opening a jump point inside your squadron, but they also used it to prevent the opening of jump points anywhere in the Sol System inside the asteroid belt. It barely slowed the Minbari down.
19th Nov '15 7:46:44 AM StFan
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** ''Series/StarTrekVoyager'' introduced the Omega Directive, which instructed that Omega Molecules be destroyed upon discovery- and even overrode the [[{{Alien Non-Interference Clause}} Prime Directive]]. Why? Because Omega Molecules had a nasty habit of exploding--and when they did, they created a huge void where FTL travel and communications didn't work, potentially crippling to TheFederation and ''every other spacefaring race within a few thousand light years.'' ** An episode of ''Series/StarTrekTheNextGeneration'' centered around the dangers of warp travel in high traffic areas leading to the erosion of the fabric of space-time, causing catastrophic {{Negative Space Wedgie}}s and, potentially, worse. As a result of this discovery, the Federation places a Warp 5 speed limit on their ships except in cases of emergency, until Starfleet can find and implement a viable solution to the problem. The Klingon Empire agrees to the same speed limit (other factions aren't accounted for). This is observed for the remainder of the series, but eventually discarded with a hand-wave about [[TechnologyMarchesOn a technical solution having been found]].
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** ''Series/StarTrekVoyager'' introduced introduces the Omega Directive, which instructed instructs that Omega Molecules be destroyed upon discovery- discovery -- and even overrode overrides the [[{{Alien Non-Interference Clause}} [[AlienNonInterferenceClause Prime Directive]]. Why? Because Omega Molecules had have a nasty habit of exploding--and exploding -- and when they did, do, they created create a huge void where FTL travel and communications didn't don't work, potentially crippling to TheFederation and ''every other spacefaring race within a few thousand light years.'' ** An episode of ''Series/StarTrekTheNextGeneration'' centered centers around the dangers of warp travel in high traffic areas leading to the erosion of the fabric of space-time, causing catastrophic {{Negative Space Wedgie}}s and, potentially, worse. As a result of this discovery, the Federation places a Warp 5 speed limit on their ships except in cases of emergency, until Starfleet can find and implement a viable solution to the problem. The Klingon Empire agrees to the same speed limit (other factions aren't accounted for). This is observed for the remainder of the series, but eventually discarded with a hand-wave about [[TechnologyMarchesOn a technical solution having been found]].
13th Sep '15 8:21:12 PM SSJMagus
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** There was a ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]'' episode where a changeling was about to induce a supernova in Bajor's sun. They get wind of it at the last second, but the only way to stop it is to warp through the system. Dax is aghast, but Kira, what with most of her species' lives on the line, is less restrained.
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** There was a ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]'' episode where a changeling was about to induce a supernova in Bajor's sun. They get wind of it at the last second, but the only way to stop it is to warp through the system. Given that they would be warping ''toward'' Bajor's sun, even a slight navigational error would be disastrous. Dax is aghast, but Kira, what with most of her species' lives on the line, is less restrained.
8th Sep '15 3:47:38 PM Korval
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** K-F drives also don't take well to ''each other''. That is, if two active drive cores are in close proximity to one another, attempting to have either one initiate a jump is... [[Understatement bad]]. Intentionally getting a [=JumpShip=] close enough to another to prevent it from leaving is called the "Crazy Jane" maneuver. In one story, a smaller ship took out a battleship by getting close to it and [[{{Suicide Attack}} firing up its drive]]. Both ships were destroyed, and there was every chance that other ships nearby (meaning thousands of kilometers away) could have been taken out too.
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** K-F drives also don't take well to ''each other''. That is, if two active drive cores are in close proximity to one another, attempting to have either one initiate a jump is... [[Understatement [[{{Understatement}} bad]]. Intentionally getting a [=JumpShip=] close enough to another to prevent it from leaving is called the "Crazy Jane" maneuver. In one story, a smaller ship took out a battleship by getting close to it and [[{{Suicide Attack}} firing up its drive]]. Both ships were destroyed, and there was every chance that other ships nearby (meaning thousands of kilometers away) could have been taken out too.
8th Sep '15 3:46:27 PM Korval
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** There are other limiting factors for the K-F Drive too. Since jumping creates a "highly destructive" shockwave, it's apparent a bad idea to jump within 27 kilometers of ''anything whatsoever,'' and apparently another K-F drive nearby will cause the jump field to form incorrectly [[UnderStatement Which Would Be Very Bad Indeed.]]
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** There K-F drives also don't take well to ''each other''. That is, if two active drive cores are in close proximity to one another, attempting to have either one initiate a jump is... [[Understatement bad]]. Intentionally getting a [=JumpShip=] close enough to another to prevent it from leaving is called the "Crazy Jane" maneuver. In one story, a smaller ship took out a battleship by getting close to it and [[{{Suicide Attack}} firing up its drive]]. Both ships were destroyed, and there was every chance that other limiting factors for the K-F Drive too. Since jumping creates a "highly destructive" shockwave, it's apparent a bad idea to jump within 27 ships nearby (meaning thousands of kilometers of ''anything whatsoever,'' and apparently another K-F drive nearby will cause the jump field to form incorrectly [[UnderStatement Which Would Be Very Bad Indeed.]]away) could have been taken out too.
26th Aug '15 10:55:44 AM HeraldAlberich
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The old Star Wars Expanded Universe is now Star Wars Legends; examples are in present tense
* In ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover a huge such zone is created around Omega--it's so big even [[StarWars canon]] [[{{Technobabble}} devices]] designed to deal with this exact problem can't cross it.
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* In ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''MassEffect''[=/=]''StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover a huge such zone is created around Omega--it's so big even [[StarWars [[Franchise/StarWars canon]] [[{{Technobabble}} devices]] designed to deal with this exact problem can't cross it.

* In the ''StarWars'' ExpandedUniverse, it's stated that you can't use a FTL drive while within the 'mass shadow' of a planet or star. Entering a mass shadow while traveling FTL will pull you out of hyperspace, which in the case of a star, is a very bad thing. There are also ships, called interdictors, capable of generating artificial mass shadows that can yank a ship right out of hyperspace no matter how fast it's traveling. They were difficult to maneuver while performing this function and attracted space debris. The "gravity well projectors" that make this possible also sometimes appear on other ships, or in one case on a space station. This is hinted at in ''Film/ReturnOfTheJedi'', in which the Imperial fleet is keeping the Rebel one from escaping, without explicitly saying how (they're not physically blocking the Rebels from all directions). ** An upside for interdictors was found by Grand Admiral Thrawn, that MagnificentBastard for all seasons. Normally, interdictors were a very bad thing for those caught in their field-- they were used to prevent outgunned enemy ships from escaping via hyperspace. Meanwhile, it turns out large-scale surprise attacks had traditionally been limited by the vagaries of exactly timing the drop from hyperspace; big fleets arrived over some time and wildly out of formation. Thus attacks in force had to jump in at a healthy distance from the enemy, reform as quickly as possible, and then advance on an enemy with many minutes of warning instead of mere seconds. Thrawn [[MilitaryMaverick shocked everyone]] when he began using interdictors to snag ''his own'' ships. By simply launching an entire fleet blindly at the target and having an interdictor yank them out of hyperspace, they all appeared exactly at the same place and time. (That is, the edge of the interdictor's field, as soon as they hit it). Needless to say, he ''really'' ruined the New Republic's day the first time he showed this off. ** It's also mentioned that certain jump points, especially those near [[AsteroidThicket dense asteroid clusters]] are not entirely stable. They can also be moved fractionally by interdictors. These jump points are safe, but tend to be miniscule and move rapidly, so they're only useful for small ships, require extreme precision, and carry a hefty risk. But the ability to slip a strike force where they aren't expected can sometimes pay off handsomely, so every once in a while someone uses them. ** Much of the plot of ''KnightsOfTheOldRepublic 2'' is driven by the fact that the Exile used a Mass Shadow Generator, presumably based on the same technology. It destroyed a whole Mandalorian battlefleet... and a planet.
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* In the ''StarWars'' ExpandedUniverse, ''Franchise/StarWarsLegends'', it's stated that you can't use a FTL drive while within the 'mass shadow' of a planet or star. Entering a mass shadow while traveling FTL will pull you out of hyperspace, which in the case of a star, is a very bad thing. There are also ships, called interdictors, capable of generating artificial mass shadows that can yank a ship right out of hyperspace no matter how fast it's traveling. They were They're difficult to maneuver while performing this function and attracted attract space debris. The "gravity well projectors" that make this possible also sometimes appear on other ships, or in one case on a space station. This is hinted at in ''Film/ReturnOfTheJedi'', in which the Imperial fleet is keeping the Rebel one from escaping, without explicitly saying how (they're not physically blocking the Rebels from all directions). ** An upside for interdictors was is found by [[Literature/TheThrawnTrilogy Grand Admiral Thrawn, Thrawn]], that MagnificentBastard for all seasons. Normally, interdictors were are a very bad thing for those caught in their field-- they were field -- they're used to prevent outgunned enemy ships from escaping via hyperspace. Meanwhile, it turns out large-scale surprise attacks had traditionally been limited by the vagaries of exactly timing the drop from hyperspace; big fleets arrived arrive over some time and wildly out of formation. Thus attacks attackers in force had have to jump in at a healthy distance from the enemy, reform as quickly as possible, and then advance on an enemy with many minutes of warning instead of mere seconds. Thrawn [[MilitaryMaverick shocked shocks everyone]] when he began begins using interdictors to snag ''his own'' ships. By simply launching an entire fleet blindly at the target and having an interdictor yank them out of hyperspace, they all appeared appear exactly at the same place and time. (That time (that is, the edge of the interdictor's field, as soon as they hit it). Needless to say, he ''really'' ruined ruins the New Republic's day the first time he showed shows this off. ** It's also mentioned that certain jump points, especially those near [[AsteroidThicket dense asteroid clusters]] are not entirely stable. They can also be moved fractionally by interdictors. These jump points are safe, but tend to be miniscule minuscule and move rapidly, so they're only useful for small ships, require extreme precision, and carry a hefty risk. But the ability to slip a strike force where they aren't expected can sometimes pay off handsomely, so every once in a while someone uses them. ** Much of the plot of ''KnightsOfTheOldRepublic 2'' ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' is driven by the fact that the Exile used uses a Mass Shadow Generator, presumably based on the same technology. It destroyed destroys a whole Mandalorian battlefleet... and a planet.
21st Aug '15 6:15:17 PM Jake
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* ''Fanfic/TheNextFrontier'' uses AlcubierreDrive-based FTL, which has an unfortunate tendency to fire a huge SphereOfDestruction out in all directions whenever the warp field generator is switched off, and the Kerbals [[PlutoIsExpendable blew up a dwarf planet]] finding out the minimum safe distance.
1st Jul '15 5:14:16 AM TheOneWhoTropes
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* Averted in the reimagining of ''Series/{{Battlestar Galactica|Reimagined}}'', at least in the traditional "can't warp near a planet" way. In one episode, as part of a sneak attack, the Galactica jumps into the atmosphere of a planet, falls like a stone for a while while launching its fighters, and jumps back out when sufficiently close to the planet that it is identifiable from the surface. However, "slamming the ship through the atmosphere" caused severe structural strains to Galactica that led to quite a few problems down the way. So, jumping in a planet is not impossible, just extremely ill-advised.
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* Averted in the reimagining of ''Series/{{Battlestar Galactica|Reimagined}}'', ''Series/BattlestarGalactica2003'', at least in the traditional "can't warp near a planet" way. In one episode, as part of a sneak attack, the Galactica jumps into the atmosphere of a planet, falls like a stone for a while while launching its fighters, and jumps back out when sufficiently close to the planet that it is identifiable from the surface. However, "slamming the ship through the atmosphere" caused severe structural strains to Galactica that led to quite a few problems down the way. So, jumping in a planet is not impossible, just extremely ill-advised.
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