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Re: FT3 DEVELOPMENT QUESTION: FTL

From: Robert N Bryett <rbryett@g...>
Date: Wed, 4 Nov 2015 11:37:26 +1100
Subject: Re: FT3 DEVELOPMENT QUESTION: FTL

Another universe where this is very much so is that depicted in the
“Antares Trilogy” (http://www.scifi-az.com/antares2.htm) by Michael
McCollum (which is worth reading BTW). In that universe, multiple ships
could jump at the same time, but quantum “scattering” during the
jump meant that their arrival positions could not be controlled
precisely, making formation-keeping in jump essentially impossible.

An interesting question is “do your jump-points move relative to the
planets etc. in their solar-systems, and if so by how much?” even in
the outer solar-system, orbital velocities are high (Neptune’s average
is 5.43km/s) so if the jump-point is somehow “fixed” relative to
that orbit, minefields, space-ships, orbital fortresses etc. would have
to accelerate constantly to maintain station. This might impact on the
practicality of a “close defence” of jump points.

In the “Mote” novels, Alderson jumps took place between points of
"equipotential thermonuclear flux”, and it seemed to be suggested that
these points were somehow in fixed locations in their solar-systems,
which in turn would imply that they were in motion relative to anything
in orbit, and vice-versa.

> On 4 Nov 2015, at 02:45, Randy Wolfmeyer <rwwolfme@gmail.com> wrote:
> 
> I use something similar in my gaming universe. Originally I used
stable point-to-point wormholes (usually placed in orbit at the trojan
points of gas giants for stable orbits), but I found, as many others
have before me, that it leads to severe choke points. The big battles
are going to be fought at the wormholes, and it basically turns into
space based siege warfare because if you can control the wormholes, you
control all access.

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