When Hopping, or Skipping, etc, is the other dimension the ship travels in the same as Jump Space? Or is it something different?
seems totally reasonable. I'll call it an Onion drive or an Ogre drive or anything. I'm sure some backronym will present itself.It's a good question. The thought that came to me when I first read T5 was that of an onion.
Normal Space - Surface of the onion
Jump Space - One layer just below the surface. The distance is shorter but not by that much
Hop Space - Two layers.
Skip Space - Three layers
Closer you get to the core of the onion the shorter he distance between the points
At least IMTU thinking
I'm still hung up on the fact that the first 3 FTL drive types are hop, skip, and jump. I'm fine with so much other shenaniganery and hijinks.
But regardless of what it's called,
seems totally reasonable. I'll call it an Onion drive or an Ogre drive or anything. I'm sure some backronym will present itself.
I think this makes a lot of sense. Our 4d universe is reduced to a 2d jump space with different rules, with 2d jump spaces stacking like pancakes granting different jump numbers.My pert theory is, that the hexagonal maps are actually accurate, and jumpspace is the second dimension.
advanced drive | 1 | 2 | 3 | 4 | 5 | 6 |
TL | 20 | 22 | 23 | 24 | 25 | 26 |
range | 36 | 72 | 108 | 144 | 180 | 216 |
I think this makes a lot of sense. Our 4d universe is reduced to a 2d jump space with different rules, with 2d jump dpacces stacking like pancakes granting different jump numbers.
I am not a fan of hop and skip, nor the decimalisation introduced in T5 and MgT. I think more could have been made of the known misjump potential, the next tier of drives being capable of 1->36 initially.
advanced drive 1 2 3 4 5 6 TL 20 22 23 24 25 26 range 36 72 108 144 180 216
Alternatively, keep the Higher Order Hyperspaces as-is, but use base-6 instead of base-10.
Jump: 0-6 x 60 = 0-6 pc
Hop: 0-6 x 61 = 0-36 pc
Skip: 0-6 x 62 = 0-216 pc
etc.
hop drive | 1 | 2 | 3 | 4 | 5 | 6 |
TL | 16 | 17 | 18 | 19 | 20 | 21 |
range | 6 | 12 | 18 | 24 | 30 | 36 |
skip | 1 | 2 | 3 | 4 | 5 | 6 |
TL | 22 | 23 | 24 | 25 | 26 | 27 |
range | 36 | 72 | 108 | 144 | 180 | 216 |
So it would end up like this:
hop drive 1 2 3 4 5 6 TL 16 17 18 19 20 21 range 6 12 18 24 30 36 skip 1 2 3 4 5 6 TL 22 23 24 25 26 27 range 36 72 108 144 180 216
Hop drive | Early Hop 0/1 | Hop 1 (1.5) | Hop 2 | Hop 3 | Hop 4 | Hop 5 | Hop 6 | |
TL | 17 | 18 | 19 | 20 | 21 | 22 | 23 | |
range | ≤ 6 | 6 (9) | 12 | 18 | 24 | 30 | 36 | |
Skip drive | Early Skip 0/1 | Skip 1 (1.5) | Skip 2 | Skip 3 | Skip 4 | Skip 5 | Skip 6 | |
TL | 20 | 21 | 22 | 23 | 24 | 25 | 26 | |
range | ≤ (18) 36 | 36 (54) | 72 | 108 | 144 | 180 | 216 |
But I think in the end it's moot, as ships interacting in jump space isn't really a thing.Canonically they are NOT the same dimensional spaces (or spacetimes) but then, that doesn't necessarily mean that they are entirely independent or entirely unrelated to one another or to normal spacetime either. Or that the have the same 4+ dimensionality and curvature.
Is each "hyperspace" an entirely independent multidimensional spacetime with at least 3 spatial dimensions and some number of temporal dimensions, or are some of the dimensions of a given hyperspace our own "normal" dimensions while others are "rotated" or "swapped out" with alien ones? Remember that our spacetime has some type of projection into all of the various hyperspatial configurations, since a gravity well will dump a ship out of them or otherwise interfere.
Since the hyperspaces apparently have a "time-constant", perhaps they partake of multiple temporal dimensions of which one is the one which we normally experience.
Not more than once, anyway.But I think in the end it's moot, as ships interacting in jump space isn't really a thing.
But I think in the end it's moot, as ships interacting in jump space isn't really a thing.
That's not to say there isn't some interesting ground to be plumbed there.
I for one wish there were more Jump based adventures.
I can only think of a couple, usually it's "Fix the ship before it comes out of jump space and explodes!!!"
But repelling jump-space alien boarders, performing a jump space rescue, trying to retrieve a ship stuck in a "Jump loop"
Or escaping a star system stuck in a jump pocket could all be interesting adventure ideas.
It's a natural fit for "locked room mystery" or "closed circle (of suspects) mystery" scenarios. (Both links to Wikipedia)I for one wish there were more Jump based adventures.
I contend this was not originally true. Until LKW redefined Jump in GT (which I didn't catch until Thrash put it in Far Trader, and by then MWM decided it sounded cool, so he blessed it), every description of Jump mentioned that nothing could affect a ship while in jumpspace, and that the ship could not do anything at all to cause itself to emerge even one second sooner or one inch different from where its entry moment would put it. This is because the ship is not going through space, it is going through jumpspace. So the only time there is an intersection between space and jumpspace is the two moments a ship creates the jump holes: at the beginning and the end of the jump. The exception to this is if the emergence hole would be in a gravity well, in which case it "moves" to the nearest possible place it can form. The entry hole "tries" to do this, which is why initiating Jump within a gravity well tends to cause misjumps.Remember that our spacetime has some type of projection into all of the various hyperspatial configurations, since a gravity well will dump a ship out of them or otherwise interfere.