Talk:Space Travel

Subspace/Hyperlane Drive
Combining the ideas of subspace and hyperlane/warp drives, the revised subspace drive is able to access a network of hyperlanes that exist within the Void, but are sheltered from the Denizens of the Void. The revised subspace drive '''generate a subspace tunnel connecting the vessel to the hyperlane network. It achieves this by vibrating the vessel until it is synchronized with subspace, generating a vortex in the process.*''' These engines are capable of travelling for approximately 10-15 lanes worth of travel time before they must cool down in real space. Entry and exit points must be calculated based on these principles.

Easiest and most common form of travel.


 * - May be redundant to include this description, simply because every empire could access the hyperlanes in a slightly different fashion.

Additional suggested ideas:

-Void space "hubs" exist in every system, and can facilitate extended travel between multiple hyperlanes without exiting the Hyperlane Void Network (HVN) back into real space. These hubs could also explain short, shock jumps.

-Vessels exit hyperlanes between star systems due to the gravity wells of celestial bodies, which pull the lanes closer to a stronger gravity well. While this is not mandatory, it is easier than remaining in the aforementioned hubs. The pull of these gravity wells may inadvertently bring the vessels closer to danger of hurdling into these celestial objects.

Standard drives
The cheapest, simplest and most common method of FTL travel is the standard drive, known by many names such as the interstellar drive. The standard FTL drive works by quickly accelerating the vessel to FTL speeds. This method, while easy to perform, has a number of drawbacks: it can only go in a straight line, it can be tracked and intercepted, and it is the slowest method of FTL travel, sometimes by a significant degree. At the same time, their relative simplicity compared to other models makes them easy to maintain compared to more complex engines. Standard drives need time to cool down and recharge between each jump, a process that can take several minutes. (just a copy and paste here, I see no reason to get rid of this)

To clarify, a vessel with a standard drive can only complete one hyperlane jump (or similar) before entering a cooldown phase. It cannot chain jumps to any extent. It can be tracked because it is predictable, and could technically be intercepted in the actual hyperlane itself by means of a projectile.

Jump/Rift Drive
Jump drives bend space between the destination and the vessel before 'flinging' the ship towards the desired location in a manner similar to that of a slingshot. This method is significantly faster than a standard and Subspace drive, and is far more difficult, if not outright impossible, to intercept, though it is still not instantaneous. While this method allows ships to travel short distances and catch opponents off-guard, jump drives have both a warm up and a cool down period and are energy-intensive, especially for longer jumps. The time required to make a second jump makes retreating from an unfavorable situation difficult and risky, as jump drives are sensitive to stress caused by rapid jumps. (made a few wording changes to match earlier discussion)

Warp Drive
Allows for access to the free-floating Void Space by using advanced calculations to determine an entry and exit point. This is achieved by entering into the Void via a portal and then travelling at faster-than-light speeds towards the destination, where the ship will then exit back into real space. However, when inside the Void, the Denizens of the Void often harass those that encroach on the Void space, which can be potentially dangerous.

Additional Thoughts

-Still a poorly understood concept by most Empires, with the exception of the Rach. Significantly more flexible in terms of travel abilities compared to the Subspace/Hyperlane drive, but again, not understood by the greater galactic community to be used in this capacity.

Warp Gates
These I feel can exist on the principle they can be relatively unstable, they are also partly what the Rift Incident is based on. Logistics of building and supporting these gates would have to be decided in the future.

Rationale

 * All forms of space travel must balance speed, stealth, mobility (the ability to either chain jumps and/or maneuver in their sub-dimension, whichever is relevant), and range. Each method can have 2 or 3 of these attributes, but not all 4. There must be detriments and benefits to each one.


 * All current forms of space travel must be in some way preserved. They can perhaps be adjusted, but not outright removed. There are only two exceptions:
 * Standard Drive - This one was actually an invention on my part, so theoretically it can be ridden of altogether or revised as needed.
 * Draft Drive - This one is a creation of Amadeus. Simply put, he does not wish to be involved in the branding, so this one should be cut to respect that.


 * Reality is separated into three dimensions:
 * Realspace (WIP name) - The universe as we know it. EAW and it's races are situated here.
 * Subspace - A 'barrier' of sorts between realspace and the void. Subspace is in a mild state of flux, it's density ebbing and flowing, waxing and waning, depending on the location and local gravity wells. This flux holds considerable sway over subspace travel; conversely, subspace travel is a safe option as it is uninhabited.
 * Void - The void is a parallel dimension where the laws of physics are wholly alien to those of realspace. It is home to its own species and civilizations with which communication is either extremely difficult or outright impossible. Uninhabited but constrained 'tunnels' run through the void, but sufficiently advanced technology can freely traverse the void, though they may be attacked by the locals.


 * Faster-than-light travel is possible via all three dimensions in some form or another.


 * FTL ramming should in fact be impossible to perform. Regular ramming, however, is totally permissible.


 * I outright refuse to argue about overtly-detailed specifics regarding range, speed, tracing (We're in a science fiction setting with 30km starships and plasma weapons) and the like. I will tune out of any such discussion. I am perfectly content with leaving these relatively broad.

Subspace Drive
Subspace drives open a vortex into subspace connecting one point to another. They are a fast and mobile form of travel which generally requires only a brief cooling period between each jump. Their range is limited due to both the ebbing nature of subspace itself and by gravity wells, which interfere with subspace drives to the point that they are rendered unusable. Additionally, though a vessel inside of subspace is difficult -but not impossible- to trace, their entry and exit portals produce a great deal of ambient energy which will activate nearby sensors, alerting any watchful adversary.

As such, subspace drives are best suited for short-range jumps, making them the FTL engine of choice for shock strikes.


 * +Speed, +mobility, -stealth, -range

Hyperlane/Warp Gate
Hyperlane drives utilize void-tunnels for travel. Most tunnels are two-way, though it is not entirely uncommon for 'hubs' to connect three or more locations. This has the benefit of being remarkably fast, though it lacks mobility in that ships cannot exit the tunnels while in transit. Their range is limited by the length of the tunnel, though this is regarded as a non-factor. Ships cannot be detected within the void, but if the hyperlane is mapped, then it is often the case that the entry and exit points are fortified.

It is possible to produce artificial hyperlanes, but the technology to do so is in its infancy among most empires, as shown by the Rift Incident.

+ speed, +range (warp gates), -stealth, - mobility (+ if warp gates)

Void Drive
Void drives use the open void for travel. Such technology has been mastered only by a handful of races, most notably the Rach, though many races are actively working on producing their own drives. Void travel boasts unmatched mobility and range as gravity wells have little to no affect on it, allowing for ships to theoretically go anywhere. Ships within the void are also untraceable by modern technology, making them the best stealth drives currently available. However, the primary detriment to void drives is in its speed, which is not the fault of the engines, but of the void itself. Ships need to carefully navigate the void so as to avoid hostile forces, time and gravitational distortions, and other hazards. In worst-case scenarios, ships either never return, return without their crew, or are absent for months or even years due to having unwittingly entered a time distortion.

+Stealth, +Mobility, +Range, -Speed, -Poorly understood and remarkably risky

Jump Drive
Jump Drives are a realspace FTL drive which bends space between two locations and propels the ships towards their destination in a fashion akin to a slingshot. Jump drives are extremely fast, and as a result can be used to catch an enemy entirely by surprise, but their high energy consumption entails a long cooldown period, which leaves them unable to retreat if the fleet finds itself in an unfavorable position. Their high energy consumption also limits their range and mobility.

+speed, +stealth, -mobility, -range

Bubble Drive
I will be honest in that I have no idea what to do with these. Bubble drives theoretically sound as though they could be used in some fashion for any of the above methods of travel.

Amaker's Revised Proposal [B] (4/15/2021) [EDIT: 4/18/2021]
My rationale remains the same as above, but with some tweaks to certain aspects, most notably cosmology:


 * Realspace: EAW as we know it. Material universe.


 * Subspace: Barrier/layer between Realspace and Deepspace. While operating on its own physical laws, subspace is influenced both by realspace and by deepspace, and as a result is a dimension of flux. While a ship can enter subspace from anywhere, gravitational and void-based disturbances make some areas difficult or even outright impossible to navigate due to sensors being unable to plot reliable coordinates. This limits reliable travel to a series of 'tunnels', areas of subspace free of disturbances. Because the galaxy, and subsequently gravity wells, are in constant motion, these tunnels gradually shift as time passes. Such changes are predictable and each to track. Rarely, however, tunnels can shift dramatically in a short span of time, a behavior theorized to be a result of the void.


 * Void/Deepspace: An alternate dimension similar to realspace in that it is inhabited by sapient lifeforms. However, it is otherwise wholly alien, operating on its own physical laws. Research into deepspace is ongoing as more races experiment with using deepspace for FTL travel.

Subspace/Hyperlane Drive [B]
Subspace drives open a portal into the subspace tunnel network connecting one point to another. Subspace drives are generally regarded as the 'standard' FTL drive by most races due in part to its benefits:


 * Though reliable travel is relegated to the tunnels, subspace requires relatively little energy to enter, making it an efficient form of travel, and for advanced engines, easy to chain jumps.


 * So long as a vessel avoids disturbances, it is easy for a vessel to maneuver while in subspace, making subspace the de-facto drive for shock jump tactics.

Subspace does have a few disadvantages:


 * In war, subspace generally favors the defender, who is likely capable of monitoring their tunnels and thus able to detect invaders. Likewise, subspace portals produce energy that will alert nearby sensors, necessitating that stealth ships utilizing subspace remain outside of sensor range.


 * Artificial gravity wells and sensor jammers can render subspace travel difficult or outright impossible.


 * Though rare, dramatic shifts in the tunnel network can have serious consequences, such as, in exceptionally rare cases, a system being entirely cut off.

Hyperlane
Hyperlanes are theoretically permanent, stable subspace tunnels created through artificial means. Though the technology is in its infancy, attempts to produce a tunnel by tearing a hole from subspace into deepspace and using that to 'construct' a tunnel have proven successful, with the added benefit that such tunnels are generally uninhabited. Artificial tunnels require an astronomical amount of energy to produce, and it remains uncertain if the tunnels can be maintained indefinitely. Some have also voiced concerns over the potential consequences of constantly tearing the inter-dimensional rift.

Jump Drive [B]
Jump drives are the primary form of realspace FTL and function more or less the same as already described. Though they bypass the tunnel network and are extremely fast, they require a vast amount of energy, increasing their cool down time; can only go in a straight line, and have a limited range. Jump drives are excellent for surprise attacks and short-range travel, but if the user finds themselves in an unfavorable position, they have no means of quickly withdrawing.

DeepDrive [B]
Deepdrives function similarly to how they did in my initial proposal. Good for stealth and range, but difficult to navigate due to its many hazards. Reliable sensors are a necessity, as is a strong energy reserve.

Author's notes [B]
This alteration seeks to address/resolve a few questions:


 * Why doesn't every race just immediately jump to an enemy's home planet?
 * While there is the obvious answer that the invader would be placing themselves in the midst of millions/billions of troops, each drive runs into its own problem when attempting what is presumably a very long-range jump:
 * Jump drives simply do not have the ability unless you pump an absolutely obscene amount of power into it. In which case, by the time you reach your destination, you're probably sitting adrift.
 * Subspace would first need to find a tunnel to the homeworld, presuming that the defenders have not blocked them with jamming equipment.
 * Deepdrives are theoretically the only drive capable of performing this feat, but they return to the same issues of the jump drive (it would thus need to be within a fairly close range, necessitating fighting the enemy), as well as the fact that the deep is itself chaotic and poorly understood.


 * This allows for a very lenient lane-based system ultimately dictated by whatever the plot demands. We can have this system without ever having to really use it if so desired, or if we want to add some zest to an event, have a vital subspace tunnel suddenly shift, placing one side at a potentially catastrophic disadvantage or opening a golden opportunity.


 * This system helps to naturally produce vital strategic areas/choke points, giving somebody targets to focus on.


 * Border blockades are still perfectly possible. While jump/deep drives could bypass them, the majority of ships would still rely on subspace in some form or another, while ships using jump drives could be intercepted at their destination.

Hyperlaness:
In my opinion this should be the standard for ftl travel in eaw. Only thing that I find kind of odd is that it specifies that vibrating is how this form is travel is achieved. Also the number for lanes being travelled this way seems like it isn't based on anything but that is understandable since there isn't anything to base it on yet. For the sauran-zaretian conflict I am developing a map with lines, the assumption in that one is that lanes go from star to star. The idea being that massive objects attract space in such a way that it creates the lanes but when you get too close to them the gravity well disrupts them. Or maybe instead of that its background darkmatter that forms the lanes.

One thing I am going to specify in the map is the location within a system where ships can enter and exit the lanes. These locations are like an area in which you can enter and exit and they vary in size. This would also make it possible for a fleet to guard or ambush a fleet that exits one of these Jump points. Not sure on the name but that is something we can discuss and find a consensus on.

Standard Drive:
There are a number of concerns I have with this method of FTL travel, I will start with the most important one. With this FTL system, any ship or anything that can put these engine on will be able to launch itself with FTL speed into another object. Considering we would like to have large ships not be evaporated by a smaller vessel just FTL'ing into it we either have to come up with reasoning as to why this can't happen or something else to explain why this isn't done. For the sake of space battles I argue that this type of ftl travel simply doesn't exist in EAW. In my opinion it creates too many problems that aren't worth solving. As for the other concerns, the downsides of this type of FTL travel. I am not exactly sure in what way it would be a downside that it can only go straight forward as I wasn't aware any other type of FTL could go into another direction than that or how it even is a bad thing that it can only go that way. As for the tracking and interception, it simply is unclear how this is achieved and I would like to know more about how that goes. I have a hard time imagining how and where you would intercept something that goes many times the speed of light. The supposed slowness or speed of the different FTL travels feels hard to put into practical terms, since we don't have a grasp on what distances the races in eaw actually travel. Atleast, I don't have a clear idea of what those distances would be like and how the different method of FTL travel would impact that. Lastly, I find it strange how this FTL type and the one above are both the most common types. Still, that is far from the most pressing concern I have with this type. I argue that the lanes/subspace would be the main ftl travel method for all of EAW but this isn't the place to discuss that right?

Jump Drive:
You have heard the conversation between hang and me about this so I will spare everyone a text wall about this type. To keep it short, it raises the same concerns as with Standard Drive with the added bonus of adding another FTL type to EAW. In a vacuum (no not that one) this is pretty harmless but I worry that this type is variety for the sake of it. I m all for Lane-less travel here and there but this takes it too far. The reason I think all these FTL types haven't clashed or caused much trouble before is simply because they are rarely interacted with or mentioned. This goes back to the whole, the races feel like islands thing. Because every race does their own thing which makes it harder for them to interact with eachother.

Void ftl:
From what I understand this type of travel is a Rach invention from their years in the Void and is supposed to revolutionize the war near year 18. It sounds like free form teleportation, or I guess just teleportation with the void being in between the locations. Personally I am not a fan of teleportation even though it isn't strictly that. But just the concept of being able to teleport or travel anywhere without limitations and very precisely even at short distances doesn't sit well with me. Still, I don't want to dismiss this idea entirely since it has been in the works a while and is involved in part of the story for the later years of EAW. In short, since it won't be a thing until the later years I don't see a reason to remove it.

Warpgates:
Connecting two points in space with a Warp gate feels like it would fit right in with EAW but it does leave some questions open. The limitations of these gates are up in the air but since the concept of them is well understood it rarely causes problems. Unlike standard drive. As far as I know gates like these have been used by a few races here and there but I guess the reason why not everybody uses them is because they logically need to be put where you want them in the first place which you can't easily do in enemy territory. Plus, if you can travel to the place you want to without the Warp Gate why would you need the gate to begin with? A possible answer to that could be that they are combined with another type of FTL. For example, say you want to travel between two systems but those are far apart and would take a while even when using the Hyper Lanes. A warp gate could by pass that, provided that you bring the gate there first. So it would be an investment on the Empires part to transport one. Still this leaves some questions open, like how far can a gate reach etc but since EAW hasn't had to answer question like that before it hasn't caused problems so far.