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* ''Literature/CoDominium'': Creator/JerryPournelle's 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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* ''Literature/CoDominium'': Creator/JerryPournelle's 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'' [[PortalNetwork certain other points).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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Teleport Interdiction just had a see also, I worked it into the description.


The most common variant is a region surrounding a massive object as big as a star system or as small as a ship. If HyperspaceIsAScaryPlace, the scariest regions might be effective No Warping Zones. Might also be the matter that at hyperluminal velocity, return to sublight might have enormous drift from miniscule variations in timing.

[[JustForFun/IThoughtItMeant No relation to]] the VideoGame equivalent of {{Warp Zone}}s. See also TeleportInterdiction.

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The most common variant is a region surrounding a massive object as big as a star system or as small as a ship. If HyperspaceIsAScaryPlace, the scariest regions might be effective No Warping Zones. Might also be the matter that at hyperluminal velocity, return to sublight might have enormous drift from miniscule variations in timing.

timing. Such a zone can also be created through TeleportInterdiction.

[[JustForFun/IThoughtItMeant No relation to]] the VideoGame equivalent of {{Warp Zone}}s. See also TeleportInterdiction.\n
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[[folder:Real Life]]

* The real-life Alcubierre Drive proposal, which has attracted attention for being theoretically plausible, works by creating immense gravitational distortions probably greater than that of Earth's gravitational field. Creating the gravity well of Earth right next to another planet would cause catastrophic damage from tidal forces, meaning that if the concept proves workable, an Alcubierre Drive-equipped starship will need to travel to the outer solar system before folding space to avoid perturbing the bodies within.

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->''"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?"''
-->-- '''Han Solo''', ''Film/StarWarsANewHope''
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* The only form of FTL in ''WebOriginal/OrionsArm'' is wormholes, but even these are subject to a form of this trope. A traversable wormhole (one big enough to transport large objects through) must have no stars, planets or large asteroids within a 327 AU radius of itself. Hayward-class wormholes don't have this limitation, but they're much smaller and can only be used to [[SubspaceAnsible transmit data]].
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* In the ''Literature/ImperialRadch'' series, Ghaon's solar system is isolated by an undetectable, inexplicable phenomenon called the Crawl. All anyone knows is that any ship that tries to bypass it with Gate travel, open communications within it, or stray from ''very'' secret safe paths through will be destroyed -- or left dead and derelict [[NothingIsScarier with no signs of distress]].
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More accurate.


* Teraport Area Denial in ''Webcomic/SchlockMercenary'' work by detecting and disrupting the [[{{OurWormholesAreDifferent}} wormholes]] used by the [[TeleportersAndTransporters Teraport]]. Not really a pure No Warping Zone, since you can program your TAD to check for what are essentially "passwords" encoded in the wormholes themselves to let certain teraports through. They can also be [[LensmanArmsRace circumvented]], by using a teraport cage to block the sensors. Or just bulled through by using truly ridiculous amounts of [[TimTaylorTechnology power]].

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* Teraport Area Denial in ''Webcomic/SchlockMercenary'' work by detecting and disrupting the [[{{OurWormholesAreDifferent}} wormholes]] used by the [[TeleportersAndTransporters [[DestructiveTeleportation Teraport]]. Not really a pure No Warping Zone, since you can program your TAD to check for what are essentially "passwords" encoded in the wormholes themselves to let certain teraports through. They can also be [[LensmanArmsRace circumvented]], by using a teraport cage to block the sensors. Or just bulled through by using truly ridiculous amounts of [[TimTaylorTechnology power]].

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ABC order and adding wicks


* Creator/MikhailAkhmanov and Creator/ChristopherNicholasGilmore's ''Literature/CaptainFrenchOrTheQuestForParadise'': There is no FTL travel. However, there are near-light STL jumps that allow a ship to travel to the destination with only a few seconds passing for the people aboard, but decades or even centuries for everyone else. While the jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts of the system before jumping. This is because precise calculations are required to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the inside of a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).



* In Creator/MikhailAkhmanov and Christopher Nicholas Gilmore's novel ''Literature/CaptainFrenchOrTheQuestForParadise'', there is no FTL travel. However, there are near-light STL jumps that allow a ship to travel to the destination with only a few seconds passing for the people aboard, but decades or even centuries for everyone else. While the jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts of the system before jumping. This is because precise calculations are required to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the inside of a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).
* Jerry Pournelle's ''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.

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* In Creator/MikhailAkhmanov and Christopher Nicholas Gilmore's novel ''Literature/CaptainFrenchOrTheQuestForParadise'', there Creator/IsaacAsimov's ''Literature/FoundationSeries'': It is no FTL travel. However, there are near-light STL explained, in "Literature/TheMule", that hyperspace jumps close to a gravity well such as a star or planet are perfectly possible, but [[HyperspaceIsAScaryPlace dangerous and difficult]]. Not only the passengers (and possibly the ships) suffer damage the closer to a gravity well; it also makes the calculations necessary so immensely complex that allow by the time you could make a ship to travel to jump that isn't blind, you generally could have gotten far enough from the gravity well that a much simpler calculation would have been necessary. The same problem exists on the destination with only side, except doing a few seconds passing for the people aboard, but decades or even centuries for everyone else. While the BlindJump is a worse idea in that direction (making a blind jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts out of the a system before jumping. This is because precise calculations are required less liable to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the cause you to reenter normal space inside of something than making a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only blind jump to a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).
system).
* Jerry Pournelle's ''Literature/CoDominium'' ''Literature/CoDominium'': Creator/JerryPournelle's 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.



* In the ''Literature/{{Foundation}}'' and ''Empire'' books by Creator/IsaacAsimov, hyperspace jumps close to a gravity well such as a star or planet are perfectly possible, but dangerous and difficult. Not only the passengers (and possibly the ships) suffer damage the closer to a gravity well; it also makes the the calculations necessary so immensely complex that by the time you could make a [[BlindJump jump that isn't blind]], you generally could have gotten far enough from the gravity well that a much simpler calculation would have been necessary. The same problem exists on the destination side, except doing a BlindJump is a worse idea in that direction (making a blind jump ''out'' of a system is less liable to cause you to reenter normal space ''inside'' something than making a blind jump ''to'' a system).
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** Admiral Ackbar is no slouch with Interdictors either. When [[ComicBook/XWingSeries trying to capture the Imperial capital of Coruscant]], he kept an Interdictor on the outskirts of the system to monitor the situation--if Rogue Squadron succeeded in disabling the planetary shields, the Interdictor was ordered to power up its gravity well projectors to snag the New Republic task force that would invade the planet, otherwise the fleet would pass by the system without provoking a hopeless battle. Later, after defeating Grand Admiral Thrawn, Ackbar appropriated the "Thrawn Pincher" for his own forces during the campaign against the Ciutric Hegemony. In a decisive battle, the enemy fleet activated its Interdictor field to prevent the New Republic from escaping, so Ackbar sent a signal to two (captured) ''Victory''-class Star Destroyers he had kept in reserve, which promptly hopped through hyperspace to appear right behind the Ciutric fleet. One missile barrage against the enemy flagship's unshielded flank later, the war was over.

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** Admiral Ackbar is no slouch with Interdictors either. When [[ComicBook/XWingSeries [[Literature/XWingSeries trying to capture the Imperial capital of Coruscant]], he kept an Interdictor on the outskirts of the system to monitor the situation--if Rogue Squadron succeeded in disabling the planetary shields, the Interdictor was ordered to power up its gravity well projectors to snag the New Republic task force that would invade the planet, otherwise the fleet would pass by the system without provoking a hopeless battle. Later, after defeating Grand Admiral Thrawn, Ackbar appropriated the "Thrawn Pincher" for his own forces during the campaign against the Ciutric Hegemony. In a decisive battle, the enemy fleet activated its Interdictor field to prevent the New Republic from escaping, so Ackbar sent a signal to two (captured) ''Victory''-class Star Destroyers he had kept in reserve, which promptly hopped through hyperspace to appear right behind the Ciutric fleet. One missile barrage against the enemy flagship's unshielded flank later, the war was over.
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* In E.E. Smith's ''Literature/{{Lensman}}'' universe, FTL itself is unrestricted. However, the hyperspatial tube - by which the intervening space can be bypassed by those who don't want their passage observed - ''is'' so restricted, and the places in which their termini can open must be a certain distance from massive objects like stars or gas giants. Kim Kinnison goads the insane but brilliant Sir Austin Cardynge into co-operation by threatening that the enemy might drop something unpleasant (a planet-sized antimatter bomb) through one into his study. A quick calculation tells Cardynge they can't, but it has the desired effect of getting him interested in the problem, and the resultant body of work determines just how far out the terminus has to be. This becomes a plot point in a subsequent adventure, where Kinnison - trying to work out how certain baffling abductions are being pulled off - realises that the planet in question lies outside Cardynge's limit.

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* In E.E. Smith's ''Literature/{{Lensman}}'' universe, FTL itself is unrestricted. [[note]]Except in an atmosphere. The thing that limits an inertialess spacecraft's speed is the drag from the interstellar medium.[[/note]] However, the hyperspatial tube - by which the intervening space can be bypassed by those who don't want their passage observed - ''is'' so restricted, and the places in which their termini can open must be a certain distance from massive objects like stars or gas giants. Kim Kinnison goads the insane but brilliant Sir Austin Cardynge into co-operation by threatening that the enemy might drop something unpleasant (a planet-sized antimatter bomb) through one into his study. A quick calculation tells Cardynge they can't, but it has the desired effect of getting him interested in the problem, and the resultant body of work determines just how far out the terminus has to be. This becomes a plot point in a subsequent adventure, where Kinnison - trying to work out how certain baffling abductions are being pulled off - realises that the planet in question lies outside Cardynge's limit.
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* At the start of the ''Series/DoctorWho'' episode ''[[Recap/DoctorWhoS17E2CityOfDeath City Of Death]]'', the Jagaroth ship is destroyed because it tries to use its warp thrust to take off from Earth.
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Fix.


FasterThanLightTravel is often accompanied by certain regions of space where such travel is either impossible or extremely dangerous. Narratively, [[HoldingBackThePhlebotinum limiting when and where FTL can be used]] is needed to make space-travelling FTL distinct from TeleportersAndTransporters with a very long range. If you could just warp from the surface of one world to that of another, where would all the {{Cool Starship}}s, {{Space Battle}}s, or [[SternChase chase scenes]] come into play?

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FasterThanLightTravel is often accompanied by certain regions of space where such travel is either impossible or extremely dangerous. Narratively, [[HoldingBackThePhlebotinum limiting when and where FTL can be used]] is needed to make space-travelling FTL distinct from TeleportersAndTransporters {{Teleportation}} with a very long range. If you could just warp from the surface of one world to that of another, where would all the {{Cool Starship}}s, {{Space Battle}}s, or [[SternChase chase scenes]] come into play?



* In ''[[FanFic/SovereignGFCOrigins Origins]]'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover a huge such zone is created around Omega--it's so big even [[Franchise/StarWars canon]] [[{{Technobabble}} devices]] designed to deal with this exact problem can't cross it.

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* In ''[[FanFic/SovereignGFCOrigins Origins]]'', ''Fanfic/{{Origins}}'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover a huge such zone is created around Omega--it's so big even [[Franchise/StarWars canon]] [[{{Technobabble}} devices]] designed to deal with this exact problem can't cross it.

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** Hyperspace is further limited by the fact that navigation in hyperspace is almost impossible. The only way to do it is to follow established jump beacons presumably included in jump gates, so even a ship with its own jump drive has to follow the usual routes. Ships that travel too far off the jump beacon are never heard from again.



** Hyperspace is further limited by the fact that navigation in hyperspace is almost impossible. The only way to do it is to follow established jump beacons presumably included in jump gates, so even a ship with its own jump drive has to follow the usual routes. Ships that travel too far off the jump beacon are never heard from again.
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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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy. The problem is compounded since there's a very good reason people would risk making something so dangerous: an Omega Molecule if stabilized can produce practically limitless power.

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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 subspace dead zone 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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy. It was therefore on Kirk's recommendation that the Omega Directive was enacted. The problem is compounded since there's a very good reason people would risk making something so dangerous: an Omega Molecule if stabilized can produce practically limitless power.
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typo


** Interdictor cruisers are all well and good, but there are only so many of them and the gravity wells they project are relatively small. The MacGuffin of ''[[Literature/StarWarsHonorAmongThieves Honor Among Thieves]]'' is a device created by a {{Precursor}} race that can completely cut off access to hyperspace within that race's entire solar system, and which the Empire believes could be adapted to galaxy-wide scales. Given that controlling who can travel faster than light is tantamount to complete control of galactic civilization, both the Empire and the Rebel Alliance are desparate to get their hands on this as soon as they learn about it. [[spoiler:The power of the device proves to be oversold when it's discovered that it's build into the planet Seymarti itself and can't be moved. There is still the possibility that the anti-hyperspace field could be expanded outside of the Seymarti system, and Han, believing that NoManShouldHaveThisPower, destroys the planet to keep it out of Imperial and Rebel hands alike.]]

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** Interdictor cruisers are all well and good, but there are only so many of them and the gravity wells they project are relatively small. The MacGuffin of ''[[Literature/StarWarsHonorAmongThieves Honor Among Thieves]]'' is a device created by a {{Precursor}} race that can completely cut off access to hyperspace within that race's entire solar system, and which the Empire believes could be adapted to galaxy-wide scales. Given that controlling who can travel faster than light is tantamount to complete control of galactic civilization, both the Empire and the Rebel Alliance are desparate to get their hands on this as soon as they learn about it. [[spoiler:The power of the device proves to be oversold when it's discovered that it's build built into the planet Seymarti itself and can't be moved. There is still the possibility that the anti-hyperspace field could be expanded outside of the Seymarti system, and Han, believing that NoManShouldHaveThisPower, destroys the planet to keep it out of Imperial and Rebel hands alike.]]

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* In ''Franchise/StarWarsLegends'', it's stated that you can't use a FTL drive while within the "mass shadow" of a planet or star, while ships already in hyperspace will drop out of it if they hit such a shadow - a very bad thing if that means running into a sun. Gravity well generators can project an artificial mass shadow, and are sometimes mounted on space stations or ships like the Imperial ''Interdictor''-class Star Destroyer. Activating these generators makes it difficult for ships equipped with them to maneuver and may attract space debris, but they can keep an enemy force from fleeing an engagement. This may be why in ''Film/ReturnOfTheJedi'' the Imperial fleet is able to prevent the Rebels from escaping despite not having them physically surrounded.

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* In ''Franchise/StarWarsLegends'', it's stated that you can't use a FTL drive while within the "mass shadow" of a planet or star, while ships already in hyperspace will drop out of it if they hit such a shadow - a shadow--a very bad thing if that means running into a sun. Gravity well generators can project an artificial mass shadow, and are sometimes mounted on space stations or ships like the Imperial ''Interdictor''-class Star Destroyer. Activating these generators makes it difficult for ships equipped with them to maneuver and may attract space debris, but they can keep an enemy force from fleeing an engagement. This may be why in ''Film/ReturnOfTheJedi'' the Imperial fleet is able to prevent the Rebels from escaping despite not having them physically surrounded.



** Admiral Ackbar is no slouch with Interdictors either. When [[ComicBook/XWingSeries trying to capture the Imperial capital of Coruscant]], he kept an Interdictor on the outskirts of the system to monitor the situation - if Rogue Squadron succeeded in disabling the planetary shields, the Interdictor was ordered to power up its gravity well projectors to snag the New Republic task force that would invade the planet, otherwise the fleet would pass by the system without provoking a hopeless battle. Later, after defeating Grand Admiral Thrawn, Ackbar appropriated the "Thrawn Pincher" for his own forces during the campaign against the Ciutric Hegemony. In a decisive battle, the enemy fleet activated its Interdictor field to prevent the New Republic from escaping, so Ackbar sent a signal to two (captured) ''Victory''-class Star Destroyers he had kept in reserve, which promptly hopped through hyperspace to appear right behind the Ciutric fleet. One missile barrage against the enemy flagship's unshielded flank later, the war was over.

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** Admiral Ackbar is no slouch with Interdictors either. When [[ComicBook/XWingSeries trying to capture the Imperial capital of Coruscant]], he kept an Interdictor on the outskirts of the system to monitor the situation - if situation--if Rogue Squadron succeeded in disabling the planetary shields, the Interdictor was ordered to power up its gravity well projectors to snag the New Republic task force that would invade the planet, otherwise the fleet would pass by the system without provoking a hopeless battle. Later, after defeating Grand Admiral Thrawn, Ackbar appropriated the "Thrawn Pincher" for his own forces during the campaign against the Ciutric Hegemony. In a decisive battle, the enemy fleet activated its Interdictor field to prevent the New Republic from escaping, so Ackbar sent a signal to two (captured) ''Victory''-class Star Destroyers he had kept in reserve, which promptly hopped through hyperspace to appear right behind the Ciutric fleet. One missile barrage against the enemy flagship's unshielded flank later, the war was over.



** 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.

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** Interdictor cruisers are all well and good, but there are only so many of them and the gravity wells they project are relatively small. The MacGuffin of ''[[Literature/StarWarsHonorAmongThieves Honor Among Thieves]]'' is a device created by a {{Precursor}} race that can completely cut off access to hyperspace within that race's entire solar system, and which the Empire believes could be adapted to galaxy-wide scales. Given that controlling who can travel faster than light is tantamount to complete control of galactic civilization, both the Empire and the Rebel Alliance are desparate to get their hands on this as soon as they learn about it. [[spoiler:The power of the device proves to be oversold when it's discovered that it's build into the planet Seymarti itself and can't be moved. There is still the possibility that the anti-hyperspace field could be expanded outside of the Seymarti system, and Han, believing that NoManShouldHaveThisPower, destroys the planet to keep it out of Imperial and Rebel hands alike.]]
** This restriction seems to be among the many [[RetGone Ret Gones]] {{Ret Gone}}s 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.
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* The Imperial Immobilizer-418 cruiser, better known as the Interdictor, appears in several works in the ''Franchise/StarWars'' universe, including comics, novels, video games, and the ''Rebels'' TV series. It is capable of generating a field that pulls ships out of hyperspace, forcing them to return to normal space.
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** 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.
* Averted in ''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.
** Hyperspace is further limited by the fact that navigation in hyperspace is almost impossible. The only way to do it is to follow established jump beacons presumably included in jump gates, so even a ship with it's own jump drive has to follow the usual routes. Ships that travel too far off the jump beacon are never heard from again.

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** 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 the 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.
* Averted in ''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 near a planet is not impossible, just extremely ill-advised.
** Hyperspace is further limited by the fact that navigation in hyperspace is almost impossible. The only way to do it is to follow established jump beacons presumably included in jump gates, so even a ship with it's its own jump drive has to follow the usual routes. Ships that travel too far off the jump beacon are never heard from again.

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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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy.

to:

** ''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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy. The problem is compounded since there's a very good reason people would risk making something so dangerous: an Omega Molecule if stabilized can produce practically limitless power.
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** The Enchanach drive is a warp drive that works in such a way as to create a ''massive'' gravitational disturbance. Not only does this mean ships travelling with it have to go to sublight far out from any star lest they accidentally make it go nova or even ''super''nova, the disturbance is weaponized during two battles in the second book to prevent the Achuultani ships from going into hyperspace by trapping them in a ring of ships constantly changing positions via the drive.

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** The Enchanach drive is a warp drive that works in such a way as to create a ''massive'' gravitational disturbance. Not only does this mean ships travelling with it have to go to sublight far out from any star lest they accidentally make it go nova or even ''super''nova, the disturbance is weaponized during two battles in the second book to prevent the Achuultani ships from going into hyperspace by trapping them in a ring of ships constantly changing positions via the drive.
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[[folder: Literature]]

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[[folder: Literature ]]

* In Creator/VernorVinge's ''Literature/ZonesOfThought'' universe, FTL travel is impossible in the interior 80% or so of any given galaxy (in particular, including the Earth).

to:

[[folder: Literature ]]

Literature]]
* In Creator/VernorVinge's ''Literature/ZonesOfThought'' the ''Literature/AllianceUnion'' universe, starships can only come ''out of'' hyperspace near massive stellar objects like stars; ships that set their destination for anywhere else are never heard from again. Ships enter and leave at the edge of each planetary system, but that seems to be because entering hyperspace requires accelerating to near light speed (and decelerating from near light speed at the destination), not because being too near a star blocks off the entrance.
* Similarly, in ''Literature/AngelStation'' by Creator/WalterJonWilliams, ships entering or exiting a jump must do so far away from planets, as the process releases deadly radiation. The protagonists are forced to jump fairly close to an inhabited moon, realizing they're committing a heinous crime.
* In Creator/MikhailAkhmanov and Christopher Nicholas Gilmore's novel ''Literature/CaptainFrenchOrTheQuestForParadise'', there is no
FTL travel. However, there are near-light STL jumps that allow a ship to travel to the destination with only a few seconds passing for the people aboard, but decades or even centuries for everyone else. While the jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts of the system before jumping. This is because precise calculations are required to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the inside of a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).
* Jerry Pournelle's ''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.
** In the commentary "Building the Mote In God's Eye", Niven and Pournelle note that some version of this trope is required for any sort of stable interstellar government -- if a ship can just appear out of nowhere within attack range of a planet, there won't be any [[TheEmpire empire]] or [[TheFederation federation]] because belonging to one won't protect you.
* Creator/VladimirVasilyev's ''Literature/DeathOrGlory'': In ''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.
* 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 impossible 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 interior 80% or so rest of any given the galaxy (in particular, including 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 Earth).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]].
* ''Literature/EmpireFromTheAshes'':
** Just like one of Creator/DavidWeber's other series, ''Literature/HonorHarrington'' (mentioned below), stars have hyper limits around them. Unlike that series, the dangers, if any, aren't elaborated upon.
** The Enchanach drive is a warp drive that works in such a way as to create a ''massive'' gravitational disturbance. Not only does this mean ships travelling with it have to go to sublight far out from any star lest they accidentally make it go nova or even ''super''nova, the disturbance is weaponized during two battles in the second book to prevent the Achuultani ships from going into hyperspace by trapping them in a ring of ships constantly changing positions via the drive.
* 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]].
* Creator/MurrayLeinster's short story "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.



* In Creator/RykESpoor's ''Literature/GrandCentralArena'', Sandrisson Drives, even when inactive, interfere with each other, which wouldn't be an example of NoWarpingZone except that drives jump from the volume of a planetary system to the artificial "Spheres" which are much smaller. A smallish number of ships occupying a Sphere can entirely prevent jumping from anywhere in the planetary system.
* The ''Franchise/{{Halo}}'' 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, like in ''Literature/HaloFirstStrike'', [[spoiler:you steal a Covenant vessel and use their improved sensors to Slipspace straight through the planet]].
* 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.
-->"A ship which attempted to translate out of hyper inside a star's hyper limit couldn't. As long as it made the attempt within the outer twenty percent of the hyper limit, all that happened was that it couldn't get into n-space. If it made the attempt any further in than that, however, Bad Things happened. Someone had once described the result as using a pulse cannon to fire soft-boiled eggs at a stone wall to see if they would bounce."
** Even worse, a "hyperlimit" is not a strictly-defined sphere as it is in most such examples. It can easily be farther in one area than in another. It's usually a good idea to translate into n-space a fair distance from the "hyperlimit", if your charts don't have the "hyperlimit" of this system mapped.



* 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.
--> "A ship which attempted to translate out of hyper inside a star's hyper limit couldn't. As long as it made the attempt within the outer twenty percent of the hyper limit, all that happened was that it couldn't get into n-space. If it made the attempt any further in than that, however, Bad Things happened. Someone had once described the result as using a pulse cannon to fire soft-boiled eggs at a stone wall to see if they would bounce."
** Even worse, a "hyperlimit" is not a strictly-defined sphere as it is in most such examples. It can easily be farther in one area than in another. It's usually a good idea to translate into n-space a fair distance from the "hyperlimit", if your charts don't have the "hyperlimit" of this system mapped.
* The ''Franchise/{{Halo}}'' 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, like in ''Literature/HaloFirstStrike'', [[spoiler:you steal a Covenant vessel and use their improved sensors to Slipspace straight through the planet]].
* In Neal Asher's [[Literature/ThePolity Polity]] books, USERS (spinning black holes inserted into and back out of Underspace) create wavelike distortions - like throwing a pebble into a pool, repeatedly - that knock ships back into normal space. Used for interdiction and incident containment by Polity Agents and other EC forces.
** Also a side effect of destroying a USER with a gravity weapon, all ships in the system have to wait for the gravity ripples to die down before attempting FTL again. One ship does manage to warp out in desperation but arrives disabled with its hull mangled beyond recognition. The AI survived but had any humans been aboard at the time they would have all died.

to:

* 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 In E.E. Smith's ''Literature/{{Lensman}}'' universe, FTL itself is unrestricted. However, the hyperlimit is instant death.
--> "A ship
hyperspatial tube - by which attempted to translate out of hyper inside a star's hyper limit couldn't. As long as it made the attempt within intervening space can be bypassed by those who don't want their passage observed - ''is'' so restricted, and the outer twenty percent of the hyper limit, all that happened was that it couldn't get into n-space. If it made the attempt any further places in than that, however, Bad Things happened. Someone had once described the result as using a pulse cannon to fire soft-boiled eggs at a stone wall to see if they would bounce."
** Even worse, a "hyperlimit" is not a strictly-defined sphere as it is in most such examples. It
which their termini can easily open must be farther in one area than in another. It's usually a good idea to translate into n-space a fair certain distance from massive objects like stars or gas giants. Kim Kinnison goads the "hyperlimit", if your charts don't have the "hyperlimit" of this system mapped.
* The ''Franchise/{{Halo}}'' novels note
insane but brilliant Sir Austin Cardynge into co-operation by threatening that you can't enter Slipspace while near large gravitational fields, like planets, due to the gravity fields being too hard to calculate... unless, like in ''Literature/HaloFirstStrike'', [[spoiler:you steal a Covenant vessel and use their improved sensors to Slipspace straight enemy might drop something unpleasant (a planet-sized antimatter bomb) through the planet]].
* In Neal Asher's [[Literature/ThePolity Polity]] books, USERS (spinning black holes inserted
one into and back out of Underspace) create wavelike distortions - like throwing a pebble into a pool, repeatedly - that knock ships back into normal space. Used for interdiction and incident containment by Polity Agents and other EC forces.
** Also a side
his study. A quick calculation tells Cardynge they can't, but it has the desired effect of destroying a USER with a gravity weapon, all ships getting him interested in the system have to wait for problem, and the gravity ripples to die down before attempting FTL again. One ship does manage to warp resultant body of work determines just how far out in desperation but arrives disabled with its hull mangled beyond recognition. The AI survived but had any humans been aboard at the time they would have all died.terminus has to be. This becomes a plot point in a subsequent adventure, where Kinnison - trying to work out how certain baffling abductions are being pulled off - realises that the planet in question lies outside Cardynge's limit.



* In Creator/VladimirVasilyev's ''[[Literature/DeathOrGlory 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.
* In Creator/RykESpoor's ''Literature/GrandCentralArena'', Sandrisson Drives, even when inactive, interfere with each other, which wouldn't be an example of NoWarpingZone except that drives jump from the volume of a planetary system to the artificial "Spheres" which are much smaller. A smallish number of ships occupying a Sphere can entirely prevent jumping from anywhere in the planetary system.
* Creator/MurrayLeinster's short story "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.

to:

* In Creator/VladimirVasilyev's ''[[Literature/DeathOrGlory No One but Us]]'', three alien armadas are heading towards Earth Neal Asher's ''[[Literature/ThePolity Polity]]'' books, USERS (spinning black holes inserted into and two back out of Underspace) create wavelike distortions - like throwing a pebble into a pool, repeatedly - that knock ships back into normal space. Used for interdiction and incident containment by Polity Agents and other major human worlds. As part EC forces.
** Also a side effect
of defending them, powerful Nonlinear Field Generators are engaged, preventing destroying a USER with a gravity weapon, all ships in the enemy system have to wait for the gravity ripples to die down before attempting FTL again. One ship does manage to warp out in desperation but arrives disabled with its hull mangled beyond recognition. The AI survived but had any humans been aboard at the time they would have all died.
* In the ''Literature/StarCarrier'' series by Creator/IanDouglas, transiting to AlcubierreDrive requires most ships to be at least ~40 AU
from warping in, leaving a star, and then only a tiny (by comparison) window, 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 "funnel" TeleportSpam during combat.]]
* In Creator/SergeyLukyanenko's ''Literature/TheStarsAreColdToys'',
the enemy into human jumper does not appear to have a predictable position. NoWarpingZone. However, they are never activated inside a planet's atmosphere. This field is because they transport a large enough to encompass the entire system. It also helps that any ship at FTL leaves sphere around them. Suddenly removing a chunk of an imprint at its destination that is detectable far in advance of the ship's arrival.
* In Creator/RykESpoor's ''Literature/GrandCentralArena'', Sandrisson Drives, even when inactive, interfere with each other, which wouldn't be an example of NoWarpingZone except that drives jump from the volume of a planetary system to the artificial "Spheres" which are much smaller. A smallish number of ships occupying a Sphere can entirely prevent jumping from anywhere in the planetary system.
* Creator/MurrayLeinster's short story "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.has consequences for the planet below.



** 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.
* In Creator/SergeyLukyanenko's ''Literature/TheStarsAreColdToys'', the human jumper does not appear to have a NoWarpingZone. However, they are never activated inside a planet's atmosphere. This is because they transport a large sphere around them. Suddenly removing a chunk of an atmosphere has consequences for the planet below.
* Similarly, in ''Literature/AngelStation'' by Creator/WalterJonWilliams, ships entering or exiting a jump must do so far away from planets, as the process releases deadly radiation. The protagonists are forced to jump fairly close to an inhabited moon, realizing they're committing a heinous crime.
* In Creator/MikhailAkhmanov and Christopher Nicholas Gilmore's novel ''Literature/CaptainFrenchOrTheQuestForParadise'', there is no FTL travel. However, there are near-light STL jumps that allow a ship to travel to the destination with only a few seconds passing for the people aboard but decades or even centuries for everyone else. While the jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts of the system before jumping. This is because precise calculations are required to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the inside of a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).
* Jerry Pournelle's 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.
** In the commentary "Building the Mote In God's Eye", Niven and Pournelle note that some version of this trope is required for any sort of stable interstellar government -- if a ship can just appear out of nowhere within attack range of a planet, there won't be any [[TheEmpire empire]] or [[TheFederation federation]] because belonging to one won't protect you.
* In the ''Literature/StarCarrier'' series by 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.]]
* In the Literature/AllianceUnion universe starships can only come ''out of'' hyperspace near massive stellar objects like stars; ships that set their destination for anywhere else are never heard from again. Ships enter and leave at the edge of each planetary system, but that seems to be because entering hyperspace requires accelerating to near light speed (and decelerating from near light speed at the destination), not because being too near a star blocks off the entrance.
* In E.E. Smith's ''Lensman'' universe, FTL itself is unrestricted. However, the hyperspatial tube - by which the intervening space can be bypassed by those who don't want their passage observed - ''is'' so restricted, and the places in which their termini can open must be a certain distance from massive objects like stars or gas giants. Kim Kinnison goads the insane but brilliant Sir Austin Cardynge into co-operation by threatening that the enemy might drop something unpleasant (a planet-sized antimatter bomb) through one into his study. A quick calculation tells Cardynge they can't, but it has the desired effect of getting him interested in the problem, and the resultant body of work determines just how far out the terminus has to be. This becomes a plot point in a subsequent adventure, where Kinnison - trying to work out how certain baffling abductions are being pulled off - realises that the planet in question lies outside Cardynge's limit.
* 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]].
* 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]].

to:

** This restriction seems to be among the many [[RetGone Ret Gones]] perpetrated by Disney's buyout. In ''Film/TheForceAwakens'' the Millennium Falcon ''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.
* In Creator/SergeyLukyanenko's ''Literature/TheStarsAreColdToys'', the human jumper does not appear to have a NoWarpingZone. However, they are never activated inside a planet's atmosphere. This is because they transport a large sphere around them. Suddenly removing a chunk of an atmosphere has consequences for the planet below.
* Similarly, in ''Literature/AngelStation'' by Creator/WalterJonWilliams, ships entering or exiting a jump must do so far away from planets, as the process releases deadly radiation. The protagonists are forced to jump fairly close to an inhabited moon, realizing they're committing a heinous crime.
* In Creator/MikhailAkhmanov and Christopher Nicholas Gilmore's novel ''Literature/CaptainFrenchOrTheQuestForParadise'', there is no FTL travel. However, there are near-light STL jumps that allow a ship to travel to the destination with only a few seconds passing for the people aboard but decades or even centuries for everyone else. While the jump itself is quick (for the traveler), ships normally spend months accelerating using ion engines to get to the outskirts of the system before jumping. This is because precise calculations are required to jump with gravity wells increasing the likelihood of jumping into a "dangerous area" (e.g. the inside of a star). Given that CasualInterstellarTravel is averted in this novel (thousands of planets are colonized by humans in the 20,000 years of space exploration but only a few dozen ships regularly travel between them; a visit by a space trader is a momentous occasion on any world), the loss of even a single ship this way is bad for interstellar trade (such as it is).
* Jerry Pournelle's 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.
** In the commentary "Building the Mote In God's Eye", Niven and Pournelle note that some version of this trope is required for any sort of stable interstellar government -- if a ship can just appear out of nowhere within attack range of a planet, there won't be any [[TheEmpire empire]] or [[TheFederation federation]] because belonging to one won't protect you.
* In the ''Literature/StarCarrier'' series by 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.]]
* In the Literature/AllianceUnion universe starships can only come ''out of'' hyperspace near massive stellar objects like stars; ships that set their destination for anywhere else are never heard from again. Ships enter and leave at the edge of each planetary system, but that seems to be because entering hyperspace requires accelerating to near light speed (and decelerating from near light speed at the destination), not because being too near a star blocks off the entrance.
* In E.E. Smith's ''Lensman''
Creator/VernorVinge's ''Literature/ZonesOfThought'' universe, FTL itself is unrestricted. However, the hyperspatial tube - by which the intervening space can be bypassed by those who don't want their passage observed - ''is'' so restricted, and the places in which their termini can open must be a certain distance from massive objects like stars or gas giants. Kim Kinnison goads the insane but brilliant Sir Austin Cardynge into co-operation by threatening that the enemy might drop something unpleasant (a planet-sized antimatter bomb) through one into his study. A quick calculation tells Cardynge they can't, but it has the desired effect of getting him interested in the problem, and the resultant body of work determines just how far out the terminus has to be. This becomes a plot point in a subsequent adventure, where Kinnison - trying to work out how certain baffling abductions are being pulled off - realises that the planet in question lies outside Cardynge's limit.
* 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]].
* 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 impossible in the rest interior 80% or so of the any given 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 (in particular, including 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]].Earth).



[[folder: Live-Action TV ]]

* ''Franchise/StarTrek'' features the occasional NegativeSpaceWedgie that prohibits the use of their FTL, the Warp Drive. Due to the way it works, this form of travel isn't used within a solar system except in emergencies. Mainly, because it's hard to plot a proper course with all the different gravity-wells of planets nearby, thus it is exceedingly dangerous due to the chance of collisions (with said planets or even the local star)
** 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.
** ''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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy.
** An episode of ''Series/StarTrekTheNextGeneration'' 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]].

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[[folder: Live-Action TV ]]

* ''Franchise/StarTrek'' features the occasional NegativeSpaceWedgie that prohibits the use of their FTL, the Warp Drive. Due to the way it works, this form of travel isn't used within a solar system except in emergencies. Mainly, because it's hard to plot a proper course with all the different gravity-wells of planets nearby, thus it is exceedingly dangerous due to the chance of collisions (with said planets or even the local star)
** 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.
** ''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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy.
** An episode of ''Series/StarTrekTheNextGeneration'' 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]].
[[folder:Live-Action TV]]



* 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.



* 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.

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* The ''Series/DarkMatter'' season finale has ''Franchise/StarTrek'' features the Eos-7 station. It is surrounded by a massive sphere of satellites occasional NegativeSpaceWedgie that force ships out prohibits the use of FTL if their FTL, the Warp Drive. Due to the way it works, this form of travel isn't used within a solar system except in emergencies. Mainly, because it's hard to plot a proper course with all the different gravity-wells of planets nearby, thus it is exceedingly dangerous due to the chance of collisions (with said planets or even the local star)
** 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 cross 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 boundary, leaving them at line, is less restrained.
** ''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 distance nasty habit of seven light-minutes 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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31]] was behind the failed experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the station, more than long enough rest of the galaxy.
** An episode of ''Series/StarTrekTheNextGeneration'' 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 any would-be attackers to be reduced to debris by the vessels guarding remainder of the perimeter.series, but eventually discarded with a hand-wave about [[TechnologyMarchesOn a technical solution having been found]].



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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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** Particularly bad Warp Storms can isolate entire sectors, such as what happened to the [[TabletopGame/BattlefleetGothic Gothic Sector during Abbaon's Abbadon's 12th Black Crusade.]] It's still undecided if the Warp Storm was just a coincidence, or if Abbadon engineered it somehow.
somehow.



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Removing Understatement pothole as per here


** 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}} bad]].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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** ''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.

to:

** ''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 (which created such a zone in the Lantaru Sector) is described in a Kirk-era novel. The novel reveals that [[NoSuchAgency Section 31 31]] was behind the failed experiment.experiment, and the ''Enterprise'' was barely able to stop the dead zone from spreading beyond Lantaru. Even so, two Federation colonies were cut off from the rest of the galaxy.
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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.

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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.
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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.
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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.
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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.
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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]].

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