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* While it would not be faster than light, one proposed method of interplanetary of interstellar travel would be similar, [[http://www.projectrho.com/public_html/rocket/infrastructure.php#id--Solar_Power_Stations--Beamed_Power using lasers at both the launch point and destination to speed up and slow down respectively]].

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* While it would not be faster than light, one proposed method of interplanetary of interstellar travel would be similar, [[http://www.projectrho.com/public_html/rocket/infrastructure.php#id--Solar_Power_Stations--Beamed_Power using lasers at both the launch point and destination to speed up and slow down respectively]]. [[https://en.wikipedia.org/wiki/MagBeam A similar idea]] would use plasma beams instead of lasers.

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* Game Designers' Workshop's board game ''[[http://en.wikipedia.org/wiki/Imperium_(board_game) Imperium.]]'' In order to travel at FTL speeds, starships had to use hyperspace jump routes between stars.
* ''TabletopGame/{{Warhammer 40000}}'':

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* Game Designers' Workshop's board game ''[[http://en.wikipedia.org/wiki/Imperium_(board_game) Imperium.]]'' ''TabletopGame/{{Exalted}}'': In the ''Heaven's Reach'' shard, interstellar travel is achieved through the Grand Canals, a network of routes where the laws of physics were weakened in the ancient past to allow ships to traverse hundreds of light years in days or weeks at the cost of risking dangerous physical and mental breakdowns.
* ''TabletopGame/{{Imperium}}'':
In order to travel at FTL speeds, starships had to use hyperspace jump routes between stars.
* ''TabletopGame/{{Warhammer 40000}}'':''TabletopGame/Warhammer40000'':



* ''[[TabletopGame/TwentyThreeHundredAD 2300 AD]]'' had FTL limited to a maximum distance of 7.8 light years and trips had to end near a stellar-mass object. Combine that with the real map of the stars around our solar system and you get choke points, dead end routes, and stars (or even connected networks of them) that are just beyond the distance limit and so are completely unknown except by sending slower than light space probes. When there is a gap between star systems, ships will sometimes either carry extra fuel, or visit a SpaceStation maintained for the purpose, if the motive is strong enough.

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* ''[[TabletopGame/TwentyThreeHundredAD 2300 AD]]'' ''TabletopGame/TwentyThreeHundredAD'': had FTL limited to a maximum distance of 7.8 light years and trips had to end near a stellar-mass object. Combine that with the real map of the stars around our solar system and you get choke points, dead end routes, and stars (or even connected networks of them) that are just beyond the distance limit and so are completely unknown except by sending slower than light space probes. When there is a gap between star systems, ships will sometimes either carry extra fuel, or visit a SpaceStation maintained for the purpose, if the motive is strong enough.



* In the boardgame ''Merchant of Venus'' by Creator/AvalonHill, travel goes along hyperspace lanes (unless one manages to find usable jumpgates). Finding routes (successions of systems) that allow for especially lucrative voyages is a main key to success.
* The ''{{TabletopGame/Starfire}}'' series of games uses "warp points", similar in basic concept to Alderson Points, but without the need for a specialised drive to use them. Just go to the point and the ship disappears and reappears at the other end in a different solar system. Some systems have many such points, making them places which see a lot of use, and are highly desirable strategically. Warp points are rated according to how big a ship they can admit without it being torn apart by gravitational stress, and also whether they can be detected easily. "Open" warp points can be detected from some distance away, but a "closed" warp point cannot be found until a ship blunders into it. The openness of a point is not connected to that of the corresponding point at the end of the transit, making closed points very dangerous to those on the wrong end.

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* In the boardgame ''Merchant of Venus'' by Creator/AvalonHill, travel ''TabletopGame/MerchantOfVenus'': Travel goes along hyperspace lanes (unless one manages to find usable jumpgates). Finding routes (successions of systems) that allow for especially lucrative voyages is a main key to success.
* The ''{{TabletopGame/Starfire}}'' series of games ''TabletopGame/{{Starfire}}'' uses "warp points", similar in basic concept to Alderson Points, but without the need for a specialised drive to use them. Just go to the point and the ship disappears and reappears at the other end in a different solar system. Some systems have many such points, making them places which see a lot of use, and are highly desirable strategically. Warp points are rated according to how big a ship they can admit without it being torn apart by gravitational stress, and also whether they can be detected easily. "Open" warp points can be detected from some distance away, but a "closed" warp point cannot be found until a ship blunders into it. The openness of a point is not connected to that of the corresponding point at the end of the transit, making closed points very dangerous to those on the wrong end.
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** The galaxy has since been cut in half by perpetual Warp rifts that not only apply ChokepointGeography to the HyperspaceLanes, the part of the galaxy on the other side of the Astronomican can't even ''use'' Warp travel.
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* The [[https://en.wikipedia.org/wiki/Interplanetary_Transport_Network Interplanetary Transport Network]] could be considered an inversion of this. It's a network of routes that a spacecraft could use to travel between planets while consuming little fuel. However, travel via this network is also very slow.
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* ''VideoGame/GalacticCivilizations III'' introduces "hypergates" to the series, explained as the various races taking the obsolete Jump Gates and repurposing them. While hyperdrive travel can be used to travel anywhere, civilizations can now set up a network of hypergates that massively speed up travel between them. Be warned though: those lanes are open to anyone, and other civilizations can use your hypergate network once it's been set up.
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* Some interpretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you've reached a dead end.

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* Some interpretations of the theoretical Alcubierre drive AlcubierreDrive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you've reached a dead end.
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* The ''Franchise/StarWars'' franchise:

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* The ''Franchise/StarWars'' franchise:franchise has done this since ''Film/ANewHope'', as Han makes clear to Luke: he says they have to "get the coordinates from the navi-computer" and admonishes Luke that "Traveling through hyperspace ain't like dusting crops, boy! Without precise calculations we could fly right through a star or bounce too close to a supernova, and that'd end your trip real quick, wouldn't it?"
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* ''VideoGame/EndlessSky'', another fan made SpiritualSuccessor to ''VideoGame/EscapeVelocity'', also has hyperspace lanes, but you can jump from anywhere in the system rather than having to be on the outside edge or at a specific jump point. At one point in the main storyline, you obtain a Jump Drive that lets you jump directly to a "nearby" system (within a radius of the one you're in) regardless of whether there's a lane to it or not, in many cases letting you skip intermediate jumps or access systems that were [[OpeningTheSandbox previously inaccessible]] due to not having a lane to them.
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** ''Series/StarTrekTheNextGeneration'' had a solar system which was well-travelled by most warp-capable species. So much so, in fact, that they were actually damaging the boundary between realspace and subspace. A scientist trying to prove this, tired of being constantly ignored, decided to make her point clear by intentionally poking a hole between the two. She killed herself and risked many lives in her reckless action, but she proved her theory. (Actually, it's not that you have to take a certain path with warp drive; apparently, that system just happens to be in a heavily traveled area.)
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* In Creator/JohnScalzi's ''Literature/TheInterdependency'' series, the only way to travel FTL is through the Flow, a hyperspace-like dimension that can be accessed through weak spots called Shoals that lead to a specific exit Shoal in another system. The reason the Hub system is the political and economic center of the titular empire is because it has Flow links to most populated systems, thus being a natural center for trade. As a side note, Earth had been cut off from the explored Flow network centuries prior. [[spoiler:The Shoals in most inhabited systems are destabilizing and will render all of the colonies unable to contact one another. As all colonies are deliberately made to depend on one another, this will mean the end to most colonies. End is the only human settlement in the entire Interdependency on a habitable planet and, thus, is the only habitat that is likely to survive]].

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* In Creator/JohnScalzi's ''Literature/TheInterdependency'' series, the only way to travel FTL is through the Flow, a hyperspace-like dimension that can be accessed through weak spots called Shoals that lead to a specific exit Shoal in another system. The reason the Hub system is the political and economic center of the titular empire is because it has Flow links to most populated systems, thus being a natural center for trade. As a side note, Earth had been cut off from the explored Flow network centuries prior. [[spoiler:The Shoals in most inhabited systems are destabilizing and will render all of the colonies unable to contact one another. As all colonies are deliberately made to depend on one another, this will mean the end to most colonies. End is the only human settlement in the entire Interdependency on a habitable planet and, thus, is the only habitat that is likely to survive]]. The second novel also reveals that [[spoiler:Earth has been cut off deliberately by the precursor to the Interdependency. The method used to do it is likely the catalyst to the current Flow crisis]].
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* Some intepretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you've reached a dead end.

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* Some intepretations interpretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you've reached a dead end.
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None


* The ''TabletopGame/Starfire'' series of games uses "warp points", similar in basic concept to Alderson Points, but without the need for a specialised drive to use them. Just go to the point and your ship disappears and reappears at the other end in a different solar system. Some systems have many such points, making them places which see a lot of use, and also highly desirable strategically.

to:

* The ''TabletopGame/Starfire'' ''{{TabletopGame/Starfire}}'' series of games uses "warp points", similar in basic concept to Alderson Points, but without the need for a specialised drive to use them. Just go to the point and your the ship disappears and reappears at the other end in a different solar system. Some systems have many such points, making them places which see a lot of use, and also are highly desirable strategically.strategically. Warp points are rated according to how big a ship they can admit without it being torn apart by gravitational stress, and also whether they can be detected easily. "Open" warp points can be detected from some distance away, but a "closed" warp point cannot be found until a ship blunders into it. The openness of a point is not connected to that of the corresponding point at the end of the transit, making closed points very dangerous to those on the wrong end.
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None

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* The ''TabletopGame/Starfire'' series of games uses "warp points", similar in basic concept to Alderson Points, but without the need for a specialised drive to use them. Just go to the point and your ship disappears and reappears at the other end in a different solar system. Some systems have many such points, making them places which see a lot of use, and also highly desirable strategically.
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** ''Series/StarTrekVoyager'' also contributed a network of underspace corridors maintained by the Vaadwaur. Naturally, it turns out they're bad guys.

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** ''Series/StarTrekVoyager'' also contributed encountered a network of underspace corridors maintained by the Vaadwaur. Naturally, it turns out As Voyager is a ''long'' way from home, they're bad guys.naturally interested in using them, and as per usual hostile aliens would prefer that they don't.

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* In ''VideoGame/{{Freelancer}}'', there are Trade Lanes within the systems. You can enter a Lane at any one of the Trade Lane Rings that are spaced along it, and you can cross an entire system in seconds this way.

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* In ''VideoGame/{{Freelancer}}'', there are two different systems of HyperspaceLanes.
** First are
Trade Lanes within the systems. You can enter a Lane at any one of the Trade Lane Rings that are spaced along it, and you can cross an entire system in seconds this way. They're not explicitly stated to be faster-than-light, but the extent to which they are faster than even cruise engines implies that they're either FTL or close to light speed. If someone (usually a pirate) shoots at a ring enough, it will shut down and all traffic going through it will be forced out of the Trade Lane. As Trade Lanes are purely artificial constructs, less inhabited systems often lack them entirely.
** Second are Jump Gates and Jump Holes between systems. Jump Gates and Holes form the basis of interstellar faster-than-light travel in ''Freelancer'', and are functionally identical, save for the large ring and physical barrier to prevent unauthorized use around gates. Each gate or hole is only linked with one exit and they're usually on the periphery of systems. Most Jump Gates can be found at the ends of Trade Lanes, while Jump Holes are often harder to find.
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* Part of the plot in ''Literature/ThrawnAlliances'' is that the hyperspace lanes in the Unknown Regions are so poorly mapped that the Chiss are dependent on [[spoiler:Force-sensitive children]] to find safe routes to other systems in the area.

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** ''Series/StarTrekVoyager'' also contributed a network of underspace corridors maintained by the Vaadwar.
** ''Series/StarTrekTheNextGeneration'' had a solar system which was well-travelled by most warp-capable species. So much so, in fact, that they were actually damaging the boundary between realspace and subspace. A scientist trying to prove this, tired of being constantly ignored, decided to make her point clear by intentionally poking a hole between the two. She killed herself and risked many lives in her reckless action, but she proved her theory.

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** ''Series/StarTrekVoyager'' also contributed a network of underspace corridors maintained by the Vaadwar.
Vaadwaur. Naturally, it turns out they're bad guys.
**''Series/StarTrekDiscovery'' has a system that allows for near instantaneous travel through pathways used by certain spacefaring amoeba-like animals. A trip that would take days or weeks now takes seconds, and is undetectable. However, it's a lot less troublesome than the usual idea (where the transwarp conduit's opening might be on just the ''other'' side of that Klingon blockade or something.) and allowed for TeleportSpam around one enemy ship at one point.
** ''Series/StarTrekTheNextGeneration'' had a solar system which was well-travelled by most warp-capable species. So much so, in fact, that they were actually damaging the boundary between realspace and subspace. A scientist trying to prove this, tired of being constantly ignored, decided to make her point clear by intentionally poking a hole between the two. She killed herself and risked many lives in her reckless action, but she proved her theory. (Actually, it's not that you have to take a certain path with warp drive; apparently, that system just happens to be in a heavily traveled area.)


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*In ''WesternAnimation/JusticeLeague,'' the HyperspaceLanes are kept open by several "hyperspace bypasses" built on planets in real space along the way. The effect on the planet such that all life would be wiped out. If the term "hyperspace bypass" sounds familiar and the whole thing sounds like a less comedic version of the beginning of ''Literature/TheHitchhikersGuideToTheGalaxy1,'' where Earth must be demolished so the highway can go through, that's 'cause it is.
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* While it would not be faster than light, one proposed method of interplanetary of interstellar travel would be similar, [[http://www.projectrho.com/public_html/rocket/infrastructure.php#id--Solar_Power_Stations--Beamed_Power using lasers at both the launch point and destination to speed up and slow down respectively]].

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* In ''Film/TheForceAwakens'' the map to [[spoiler: Luke Skywalker]] that everyone is looking for has one of these, though the idea is never mentioned in the film directly.

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* The ''Franchise/StarWars'' franchise:
**
In ''Film/TheForceAwakens'' the map to [[spoiler: Luke Skywalker]] that everyone is looking for has describes one of these, these through the Unknown Regions, though the idea is never mentioned in the film directly. directly.
** ''Film/TheLastJedi'' provides concrete evidence for how fast it's possible to travel through well-known hyperspace lanes. Finn and Rose fly from Crait to Canto Bight -- which according to the official map is on ''the opposite side of the galaxy'' -- and return in less than a day.
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** With 2.0 warp and wormholes were stripped out as options so as to enforce the limitations of hyperlanes, with the late-game Jump technology nerfed to work somewhat but not quite like old warp and wormholes turned to a natural PortalNetwork that can be supplemented by constructed gates.
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* Some intepretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you[ve reached a dead end.

to:

* Some intepretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you[ve you've reached a dead end.
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None

Added DiffLines:

* Some intepretations of the theoretical Alcubierre drive limit its possible range through particles that accumulate on the warp bubble and may result in catastrophic releases of energy. This may lead to an Alcubierre drive having a practical range of, say, 10 LY. Since it cannot stop in the middle of nowhere and has to be "popped" from outside at the target star system, this will result in FTL travel taking form of series of warp jumps through close-by stars. If there's less than 10 LY to the next star along the lane, the way is clear; if it's more, you[ve reached a dead end.
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** A key part of traditional hyperspace routes is that while hyperdrive failures don't happen all that often barring combat damage, if a hyperdrive breaks down between systems the odds of somebody finding and rescuing you are virtually nil. So routes tend to be planned so that ships skim the outside of systems between the start and end points of their destinations, far enough out that the mass shadow of the system won't stop them if they want to keep going, but close enough in that they can stop in a system rather than the middle of nowhere if they do have trouble.
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tidying
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* ''Franchise/TheHitchHikersGuideToTheGalaxy'', which began on radio with exactly this premise: the ostensible reson for obliterating ther planet Earth is to clear an obstacle from a proposed intergalactic hyperspatial bypass to be built, for your comfort and convenience, through your star-system. Regrettably your planet is one of those scheduled for demolition. [[note]] OK, so this could also be Literature, Live-Action TV, Computer Game, Comic-Book and then Film. But it began on radio...)

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* ''Franchise/TheHitchHikersGuideToTheGalaxy'', which began on radio with exactly this premise: the ostensible reson for obliterating ther the planet Earth is to clear an obstacle from a proposed intergalactic hyperspatial bypass to be built, for your comfort and convenience, through your star-system. Regrettably your planet is one of those scheduled for demolition. [[note]] OK, so this could also be Literature, Live-Action TV, Computer Game, Comic-Book and then Film. But it began on radio...) [[/note]]
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[[folder:Radio]]
* ''Franchise/TheHitchHikersGuideToTheGalaxy'', which began on radio with exactly this premise: the ostensible reson for obliterating ther planet Earth is to clear an obstacle from a proposed intergalactic hyperspatial bypass to be built, for your comfort and convenience, through your star-system. Regrettably your planet is one of those scheduled for demolition. [[note]] OK, so this could also be Literature, Live-Action TV, Computer Game, Comic-Book and then Film. But it began on radio...)
[[/folder]]
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* ''Anime/CowboyBebop'': Hyperspace in Cowboy Bebop is used for high-speed travel between planets in the solar system without momentum or orbital mechanics getting in the way. However, because of the way the hypergate infrastructure is designed, it is required that you go through a tunnel or chain of linked hypergates in order to not fall back into normal space. As a result, you can only travel along fixed paths, which have to be built and maintained in deep space and they must follow special orbits to maintain a consistent link between two planets as their relative positions in the Solar System change. When two planets are opposite the Sun, the hyperspace route is blocked. The hyperspace route between Mars and Jupiter, two hubs of civilization, is known as "Route 66" in reference to the long interstate highway running across most of the southern United States.
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* ''Webcomic/{{Outsider}}'' [[AllThereInTheManual goes into great detail]] [[http://www.well-of-souls.com/outsider/forum_ftl_tech.html on why FTL travel is limited to jumps between nearby star systems]].

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* ''Webcomic/{{Outsider}}'' [[AllThereInTheManual goes into great detail]] [[http://www.well-of-souls.com/outsider/forum_ftl_tech.html on why FTL travel is limited to jumps between nearby star systems]].systems.]]
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** It's mentioned that planetary gravity prevents entering/exiting the Warp, so ships need to emerge at the edges of the system and coast towards the planet. How often this actually applies, and the distances ([[TravelingAtTheSpeedOfPlot and time]]) involved DependsOnTheWriter.

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** It's mentioned that planetary gravity prevents entering/exiting the Warp, so ships need to emerge at the edges of the system and coast towards the planet. How often this actually applies, and the distances ([[TravelingAtTheSpeedOfPlot and time]]) involved DependsOnTheWriter.[[DependingOnTheWriter depends on the writer.]]

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