History Main / NoWarpingZone

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.
18th Aug '17 5:52:47 AM ChronoLegion
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** ''Series/StarTrekVoyager'' introduces the Omega Directive, which instructs that Omega Molecules be destroyed upon discovery -- and even overrides the [[AlienNonInterferenceClause Prime Directive]]. Why? Because Omega Molecules have a nasty habit of exploding -- and when they do, they create a huge void where FTL travel and communications don't work, potentially crippling to TheFederation and ''every other spacefaring race within a few thousand light years.''

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** ''Series/StarTrekVoyager'' introduces the Omega Directive, which instructs that Omega Molecules be destroyed upon discovery -- and even overrides the [[AlienNonInterferenceClause Prime Directive]]. Why? Because Omega Molecules have a nasty habit of exploding -- and when they do, they create a huge void where FTL travel and communications don't work, potentially crippling to TheFederation and ''every other spacefaring race within a few thousand light years.'''' The original incident that prompted the creation of the Omega Directive is described in a Kirk-era novel. The novel reveals that Section 31 was behind the failed experiment.
18th Aug '17 5:50:49 AM ChronoLegion
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* While there's no traditional FTL in ''Literature/TheExpanse'', [[spoiler:there is a so-called "slow zone" at the hub of the ancient alien PortalNetwork. It's the station's defense mechanism, as restricting travel to only slow speeds prevents the usage of kinetic weapons against said station or any other ship in the area. Since most human ships habitually travel at speeds measuring hundreds of meters per second, they get slapped with deceleration (sometimes fatal to the unprepared crew), and the offending ships are pulled towards the station into a ringed orbit]].
18th Aug '17 5:44:35 AM ChronoLegion
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* In Creator/VladimirVasilyev's ''No One but Us'', three alien armadas are heading towards Earth and two other major human worlds. As part of defending them, powerful Nonlinear Field Generators are engaged, preventing the enemy from warping in, leaving only a tiny (by comparison) window, allowing them to "funnel" the enemy into a predictable position. This field is large enough to encompass the entire system. It also helps that any ship at FTL leaves an imprint at its destination that is detectable far in advance of the ship's arrival.

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* In Creator/VladimirVasilyev's ''No ''[[Literature/DeathOrGlory No One but Us'', Us]]'', three alien armadas are heading towards Earth and two other major human worlds. As part of defending them, powerful Nonlinear Field Generators are engaged, preventing the enemy from warping in, leaving only a tiny (by comparison) window, allowing them to "funnel" the enemy into a predictable position. This field is large enough to encompass the entire system. It also helps that any ship at FTL leaves an imprint at its destination that is detectable far in advance of the ship's arrival.
7th Aug '17 8:55:33 PM PaulA
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* In the ''Literature/StarCarrier'' series by Creator/WilliamHKeithJr (a.k.a. "Ian Douglas") transiting to AlcubierreDrive requires most ships to be at least ~40 AU from a star, and then only after accelerating to near-''c'' in normal space. [[spoiler:This doesn't apply to Slan ships, however, which can not only go FTL deep within the traditional No Warping Zone, but can do it without needing to accelerate, allowing them to TeleportSpam during combat.]]

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* In the ''Literature/StarCarrier'' series by Creator/WilliamHKeithJr (a.k.a. "Ian Douglas") Creator/IanDouglas, transiting to AlcubierreDrive requires most ships to be at least ~40 AU from a star, and then only after accelerating to near-''c'' in normal space. [[spoiler:This doesn't apply to Slan ships, however, which can not only go FTL deep within the traditional No Warping Zone, but can do it without needing to accelerate, allowing them to TeleportSpam during combat.]]
18th Apr '17 6:57:43 PM Amahn
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Added DiffLines:

** This restriction seems to be among the many [[RetGone Ret Gones]] perpetrated by Disney's buyout. In ''Film/TheForceAwakens'' the Millennium Falcon has no problem jumping into a planet's atmosphere, though it is viewed as a rather suicidal maneuver to attempt. Perhaps it's merely a built-in failsafe to prevent slamming into unexpected things that Han was able to bypass.
15th Apr '17 7:40:03 PM Reflextion
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* In ''VideoGame/{{Stellaris}}'' warp drive and wormholes don't work in the gravity wells of star systems. Hyperdrive can but is restricted to HyperspaceLanes.
** 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 only to be caught in the system. 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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* In ''VideoGame/{{Stellaris}}'' warp drive and wormholes don't ''VideoGame/{{Stellaris}}'':
** None of the FTL drives
work in the gravity wells of star systems. Hyperdrive systems, forcing ships to move to the edge of the system before they can but is restricted to HyperspaceLanes.
jump.
** 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 only to be caught in 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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