History Main / NoWarpingZone

18th Apr '17 6:57:43 PM Amahn
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** 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.
9th Apr '17 10:19:58 PM TheRoguePenguin
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* ''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.

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* ''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.
them. The season 3 finale has Thrawn employ two of these to trap the Rebels on their base of operations. One is destroyed due its captain's carelessness and a Rebel ship [[RammingAlwaysWorks ramming it]]. The other is thanks to Ezra bringing reinforcements from the flank after using the destruction of the first to get help.
29th Mar '17 11:01:46 PM TheRoguePenguin
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* The ''Series/DarkMatter'' season finale has the Eos-7 station. It is surrounded by a massive sphere of satellites that force ships out of FTL if they cross the boundary, leaving them at a distance of seven light-minutes from the station, more than long enough for any would-be attackers to be reduced to debris by the vessels guarding the perimeter.
21st Mar '17 12:53:53 PM hszmv1
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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 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.
12th Oct '16 11:38:27 AM MaulMachine
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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).

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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.



* ''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.

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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.



* Inverted in VideoGame/FreeSpace; subspace drives require gravity wells to function and won't work away from the gravity of a star system, making all of deep space the no warping zone.

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* Inverted in VideoGame/FreeSpace; subspace drives require gravity wells to function and won't work away from the gravity of a star system, making all of deep space the no warping zone. You can also jump freely while inches from asteroids, ships, platforms, wrecks...
8th Aug '16 4:28:11 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' novels, you can't enter Slipspace while near large gravitational fields, like planets, due to the gravity fields being too hard to calculate. Unless [[spoiler:you steal a Covenant vessel and use their improved sensors to Slipspace straight through the planet.]]

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* In the The ''Franchise/{{Halo}}'' novels, novels note that you can't enter Slipspace while near large gravitational fields, like planets, due to the gravity fields being too hard to calculate. Unless calculate... unless, like in ''Literature/HaloFirstStrike'', [[spoiler:you steal a Covenant vessel and use their improved sensors to Slipspace straight through the planet.]]planet]].
17th Jul '16 6:17:03 PM nombretomado
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* Jerry Pournelle's CoDominium universe (which is also the one featured in the novels ''Literature/TheMoteInGodsEye'' and ''The Gripping Hand'') has the entire universe, with the exception of certain very special regions, as a No Warping Zone. It's only possible to jump from certain points (and then only ''to'' certain other points). Predicting where these are, and where they go, is possible but difficult (and it seems to be related to overall energy flux; a protostar igniting changes the geometry of the nearby jump points). For the most part, this means you spend nearly all of your time traveling from a planet to a jump point or vice versa, or between two jump points within the same system. The jump itself is effectively instantaneous.

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* Jerry Pournelle's CoDominium Literature/CoDominium universe (which is also the one featured in the novels ''Literature/TheMoteInGodsEye'' and ''The Gripping Hand'') has the entire universe, with the exception of certain very special regions, as a No Warping Zone. It's only possible to jump from certain points (and then only ''to'' certain other points). Predicting where these are, and where they go, is possible but difficult (and it seems to be related to overall energy flux; a protostar igniting changes the geometry of the nearby jump points). For the most part, this means you spend nearly all of your time traveling from a planet to a jump point or vice versa, or between two jump points within the same system. The jump itself is effectively instantaneous.
4th Jul '16 8:40:04 PM zarpaulus
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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.
30th Jun '16 9:17:16 AM ErikModi
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** Particularly bad Warp Storms can isolate entire sectors, such as what happened to the [[TabletopGame/BattlefleetGothic Gothic Sector during Abbaon's 12th Black Crusade.]] It's still undecided if the Warp Storm was just a coincidence, or if Abbadon engineered it somehow.
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