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3 Dimensional Space

I am running a traveller game using 3 dimensional mapping of star positions.

I have seen some discussions on the board how this causes problems with starship economics and jump distances. From these two problems, the 3 dimensionality is said to undermine the OTU. As far as I understand things, the second problem is trivial to solve but the first one is more intractable. I am not convinced that the two first ones do blow away the Third Imperium.

Going from 2 to 3 dimensions does necessitate some scaling of the jump distances. This springs from the amount of systems able to be accessed when one adds the 3rd dimension. As the jump number/distance goes up the area/volume accessible goes up. Unmodified, the change is the comparison between Jump N squared compared with Jump N cubed. I read that a person on the Boards called Thrash (or something like this) proposed some modifications to address this. I was not able to find his posts so I have had to make them myself. The subsector is 8 parsecs by 10. This has an area of 80. (Why Marc did not make it 9 parsecs by 9 with an area of 81 is a mystery to me.)
Jump 1 accesses 7 hexes, or 9% of the area of a subsector. Jump 2 accesses 19 hexes, or 24% of the subsector and so forth. To convert to the same effects for a spherical subsector you simply convert the Jump distances so that a ship with similar jump numbers has access to the same proportions of the total subsector. Here is a table I prepared earlier:


Jump-n Subsector Radius Portion
0 1% 14.4%
1 9% 27.5%
2 24% 38.4%
3 46% 48.0%
4 76% 56.7%
5 114% 64.8%
6 159% 72.4%

In my game, the subsectors have a radius of 17 light years. That is a radius a bit over 5 parsecs. They hold approximately the same number of systems as OTU subsectors. In fact, I am building the Spinward Marches.

So the Jump numbers convert as follows:

Jump-n Light Years
0 2.4
1 4.7
2 6.5
3 8.2
4 9.6
5 11.0
6 12.3

These changes will allow for the tyranny of distance and strains of communication that are central to the setting. Authority can not be centrally wielded. Jump 4 travels just short of 3 parsecs and Jump 6 only 3.8 parsecs.

As far as starship economics goes, I am assuming the problem lies in Jump-1 being the only “economically viable” jump distance capability. I am assuming this is based upon a ship with a mortgage and this ship only being paid cargo rates and not engaging in speculation. These two premises play into the need for Mains such as the “Spinward Main” I take it from this that all of the larger ships which have larger jump numbers operated by the megacorps are bought outright rather than financed. As well, they are all engaging in speculation rather than simple haulage. If this is not true, then there is a serious non sequitur in the economics of the game. Otherwise, all of the big companies would be running vast fleets of free traders, if the freetrader was the only way to make it pay. If not vast fleets, then a free trader model built in the 5k dTon class.

So where I am going to is that the Spinward Mains simply do not occur. Stars do not line up like that. They do clump. They do not form long strings. The free traders will end up working over groups of 5 to 10 worlds. I do not see this as undermining the OTU.

If it is absolutely critical to go a jump 4 to get somewhere new, there is the possibility of putting the ship in the hold of a larger vessel. If the cargo charge is 1000 per ton then to ship a freetrader is 200,000 credits, and a week in jump. You pay the 1000 each in life support for your crew and they sit in the vessel in the cargo hold. If you are crafty, you book cargo as well and get a discount of 82,000 credits.

My main point is that the mains are a very artificial construct and a bit silly when put under the cold clear light of day. I reckon the OTU would be better off without them.

3 D space, in my opinion, makes for much more interesting and more “realistic” play. The arguments against it primarily being 2 to 3 d jump distances are easy to fix. Jump 1 economics should change. Either that or the prices changed for cargo should change. Or Jump-1 cargo haulage should be relegated to the extreme back waters. The latter seems to the implied in the OTU anyway.

I am quite keen to hear what people think. I would like to know if I have misunderstood the arguments against using 3 dimensional space mapping. In truth, I feel that 2 dimensional mapping of space is a historical artifact from when the game was first written. The being the result of difficulties in mapping 3 dimensionally with pen and paper. In 2007 personal computing makes this relatively easy. Unless we are all Vilani at heart, why cling to the past only from a sense of conservative tradition. Are we not Solimani one and all?
 
as far as i am aware the 8 X 10 was used since it fits on a sheet o fpaper with a key, and you can list the major worlds in a little sidebar, pretty easily, with some notes.. ie subsector at a glance.

The flat mapping, yes, it was simple back in the day, and it's simple now.
Because it is fiction, all you need is a dot and a name.

We've all see Z axis , coords, arrows 2300's sizes, Univers'es altitude by colar, all that jazz.

For a while, i used a 3d spin program to map my games, but the players hated it, hated using it, begged me to get back to the flat map, because:

"I don't want to look at a hologram, when i am driving from Dayton, to Detroit, on earth or in Traveller." - Player quote

Yes, it's more efficient and realistic to use 3D but as part of traveller culture and i think gaming culture, most of thsoe 3D mapped games were more realistic and didn't sell well... perhaps not because of the map...of course. but still.

Maybe 20 years from now, 3D will take hold in sci fi games.

I just don't see it.
 
An old White Dwarf had a great article on 3D star systems I always wanted to use, but I couldn't jam the Imperium onto it because it didn't seem to work out, the relationships between systems was all wrong.

Anyway, I suggest you divide each hex up into a clock face if you're having trouble portraying your systems, and one o'clock is level one etc.

With that it's simple pythagorus (o² + a² = h²) to work out where you can reach, just adopt a rounding regime and stick to it.
 
I thought the maps were symbolic

I had always assumed that the star systems are in 3D (just like IRL) and that they were represented flat and in hexes of about a Jump in size it may well be that to get from A-B is a Jump in the x-axis and B-C a jump in the y-axis and C-D is a jump in the z-axis and D-A is mapped to about J2 as it passes through all three.

However it is projected flat for convenience in mapping.
 
In my game, the subsectors have a radius of 17 light years. That is a radius a bit over 5 parsecs. They hold approximately the same number of systems as OTU subsectors. In fact, I am building the Spinward Marches.

So the Jump numbers convert as follows:

Jump-n Light Years
0 2.4
1 4.7
2 6.5
3 8.2
4 9.6
5 11.0
6 12.3

These changes will allow for the tyranny of distance and strains of communication that are central to the setting. Authority can not be centrally wielded. Jump 4 travels just short of 3 parsecs and Jump 6 only 3.8 parsecs.

This jump conversion table smells like it could be used to (somewhat) justify Star Trek warp figures.

Coincidence?
 
I had always assumed that the star systems are in 3D (just like IRL) and that they were represented flat and in hexes of about a Jump in size it may well be that to get from A-B is a Jump in the x-axis and B-C a jump in the y-axis and C-D is a jump in the z-axis and D-A is mapped to about J2 as it passes through all three.

However it is projected flat for convenience in mapping.

The explanation I heard was that 3D space is a scrunched up paper ball, which is then smoothed out to produce the 2D map, thereby explaining why real-life stars may be the 'correct' distance from the Earth, but not from each other.

I still prefer 3D, I'm just waiting for someone to produce a decent 3D star mapper that can also generate Traveller systems down to satellite level. I don't use the OTU. Meanwhile, I'm doing it Seventies style with pen and paper!

The trade rules seem to be broken anyway, there are many threads here discussing that.

IMTU system presence is rolled on 5 or 6, and these are 'significant' systems. 'Empty' hexes may contain Red Sub-dwarfs or Brown Dwarfs to uphold the scientific star density of space, but in Traveller terms they are worthless, with no habitable worlds, no gas giants and no resources.
 
I still prefer 3D, I'm just waiting for someone to produce a decent 3D star mapper that can also generate Traveller systems down to satellite level.

I find Starmap to be quite sufficient for everything I need, although yes, you have to use your imagination when it comes to moons, etc. When I tried to convert some Traveller stuff to 3D the first thing that struck me was how *close* everything was. A 2D polity where the capital was 50 LY from every border mapped to 3D with the same number of stars... that capital suddenly looked a whole lot more vulnerable.

3D inevitably messes with borders and what's next to what - I tried to make it work sticking with the traditional Empires in the game and it just can't be done. Eventually I just ended up imagining a lot of new states and races outside of the old 2D plane of the game (which I'd puffed up to psuedo-3D). Ended up being a lot of fun for me but MTU is so far away from "canon" now I can't really even call it Traveller at all.
 
The idea of it seems really cool to me... I've seen some 3D starmaps and they look really authentic and neat. But I sort of want somebody else to do all the work plotting out the maps.

It looks extremely laborious, and I want to be able to spend my time working out adventures, not trying to make the Spinward Marches work on 3D.
 
As I said up-thread, I don't use the OTU - I had the advantage of designing a 3D universe from scratch, so my polities don't have any problems. :)

As I also said up-thread, it is very laborious, and I just wish I could get some software to do the design for me. Trouble is, all the Traveller software writers are OTU-ites and they don't support 3D ATUs. :(

Personally, I think it's discrimination... :smirk:
 
You really can't have a border in space.
One can just jump past in in any case. What the borders define is who occupies what planets. Realistically, only a planet with a population of 6 or higher can be considered occupied, and that's just the planet. Enemy forces can setup a base within the local system's asteroid belt without the mainworld even being aware of it.
 
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You really can't have a border in space.
One can just jump past in in any case. What the borders define is who occupies what planets.

What you would need to do between major powers is have deep, patrolled borders with lots of low value frontier worlds in what would be a disputed no man's land between the major powers. (eg pacific islands between WW2 Japan & US). Neither side would invest heavily in those worlds that could change ownership so easily. They would be ripe pickings for prospectors, tramp traders, mercenaries and adventurers, though... :)

Other than this, yes, borders are just demarkation lines and the real protection isn't distance, but the threat of what will happen if you do something silly. (eg China & British Hong Kong, or Iraq and Kuwait).

Realistically, only a planet with a population of 6 or higher can be considered occupied,

You can occupy anything if the other guy doesn't want it, or doesn't want the hassle of taking it, or you can make him rue the day he tried.

Enemy forces can setup a base within the local system's asteroid belt without the mainworld even being aware of it.

That would have to be a VERY quiet base! ;)
 
You really can't have a border in space.
One can just jump past in in any case. What the borders define is who occupies what planets. Realistically, only a planet with a population of 6 or higher can be considered occupied, and that's just the planet. Enemy forces can setup a base within the local system's asteroid belt without the mainworld even being aware of it.

Well realistically one can say the same for borders on a world too. You can just fly, drive, or walk over it in many places. And do your business in the backwoods with no one the wiser.

It'd be more about population density and tech level than a simple Pop digit that would define being able to enforce or notice incursions.

A Pop 6 on size 1 world with TL15 is going to notice every little thing that even comes near it. A Pop 6 on a size 10 world with TL1 is going to be blind to practically anything that happens near it.

Interstellar borders are there for the same reason international borders exist. Politics. And you can be darn sure if the polity proclaiming the border is aware of unlawful incursions by other polities it will do something about them, whether the indigenous population knows or not, or cares or not.
 
I personally enjoy 3-D starmaps myself, but I'm a 2300 player, so I'm probably a bit biased.

Trying to play OTU Traveller with 3-D maps is a little more challenging, but there's certain rewards.

* The Far Trader suddenly becomes a lot more economically solvent. When you're able to jump Mains in three dimensions, the flexibility of a Jump-2 FT suddenly make a lot more sense, whereas in 2D Travellerspace long articles are constantly being typed out about how impractical Far Traders are.

* Imagining how Imperium-spanning interstellar Megacorps operate is much easier to believe when the star systems are a more compact.

Of course there's problems as well:

* The time lags for communication between far-flung ends of the Imperium go away, meaning a lot of the history of the Frontier Wars become more difficult to understand. Indeed, the idea of Zhodani attacking the Imperium to prevent it from growing becomes more than a little silly.

EDIT: And to actually answer the question...

Traveller's playerbase on these boards are pretty Vilani and not Solomani at all. Clinging to a game system that needs multiple patches before you even get out of chargen just because the game is one of the originals is pretty Vilani, don't you think? ;)

More seriously (and before the BB Traveller fanatics come chase me down with pitchforks), yes, 2D mapping is archaic, but as other posters have stated, it's also pretty convenient. If you look at more recent Sci-Fi games, most of them actually use 2D mapping as well, with very little effort made towards any kind of 3D. I think the games that use 3D mapping are a pretty small minority.
 
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An old White Dwarf had a great article on 3D star systems I always wanted to use, but I couldn't jam the Imperium onto it because it didn't seem to work out, the relationships between systems was all wrong.

What issue of White Dwarf was that ? I have always been intrested in using a 3D map system.
 
Just for a realism check, I recently asked Dr. Thomas for the rough stellar density; he replied with about 1 star system per cubic parsec.

That means about 1 per 35 cubic light years...
 
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