Asteroid Thicket: Difference between revisions

Content added Content deleted
m (update links)
m (update links)
Line 92: Line 92:
** Might have been justified when they were in the debris disk around the black hole. Every other instance, however...
** Might have been justified when they were in the debris disk around the black hole. Every other instance, however...
** Actually, the 'asteroid field' in ''Scar'' was argued to be a protoplanetary disc, because the science advisors or whatnot knew that asteroids weren't packed together but still wanted a dangerous dogfight situation.
** Actually, the 'asteroid field' in ''Scar'' was argued to be a protoplanetary disc, because the science advisors or whatnot knew that asteroids weren't packed together but still wanted a dangerous dogfight situation.
* The ''[[Blake's Seven|Blakes Seven]]'' episode "Mission To Destiny" features a space storm that appears as an [[The Asteroid Thicket|asteroid thicket]]. An interstellar one.
* The ''[[Blake's 7|Blakes Seven]]'' episode "Mission To Destiny" features a space storm that appears as an [[The Asteroid Thicket|asteroid thicket]]. An interstellar one.
* The pilot (episode, not the character Pilot) of ''[[Farscape]]'' had an [[The Asteroid Thicket|asteroid thicket]].
* The pilot (episode, not the character Pilot) of ''[[Farscape]]'' had an [[The Asteroid Thicket|asteroid thicket]].
** In the ''Peacekeeper Wars'' wrap-up mini-series, [[The Dragon|Braca]] leads a fighter squadron through a planetary ring in order to strike at the rear of the Scarran battle fleet. Plausible (not the thicket) in that radiation would keep the squadron's approach masked from enemy sensors.
** In the ''Peacekeeper Wars'' wrap-up mini-series, [[The Dragon|Braca]] leads a fighter squadron through a planetary ring in order to strike at the rear of the Scarran battle fleet. Plausible (not the thicket) in that radiation would keep the squadron's approach masked from enemy sensors.
Line 138: Line 138:
* The PS3 downloadable title ''Super Stardust HD'' has asteroids that swoop down, and then start orbiting around the planet you're guarding. This appears to be because of an incredibly powerful planetary shield whose existence is for some reason entirely dependant on the existence of your ship.
* The PS3 downloadable title ''Super Stardust HD'' has asteroids that swoop down, and then start orbiting around the planet you're guarding. This appears to be because of an incredibly powerful planetary shield whose existence is for some reason entirely dependant on the existence of your ship.
** The [[All There in the Manual|backstory]] explains that the asteroids are being thrown at those planets by the attacking aliens to distract you when they attack.
** The [[All There in the Manual|backstory]] explains that the asteroids are being thrown at those planets by the attacking aliens to distract you when they attack.
* The MMORPG ''[[Eve Online]]'' suffers from this trope in that of the 5000+ solar systems, a large majority of them have at least one "Asteroid Belt" orbiting a planet, and some have upwards of 20 or 30. This alone isn't enough... the asteroid belts themselves are composed of a belt maybe 100km from end to end with asteroids of various mineral types densely packed together; in some cases the asteroids are so large and so dense that avoiding their collision boxes is an exercise in futility. This is mostly due to decade-old design decisions. The asteroids are used for mining by players, and going from one rock to the other in a realistically sparse asteroid field in clumsy mining vessels would be ''very annoying'' to say the least. Various modifications and reforms to asteroid belt realism and the interactivity/fun of mining in general have been floated by CCP over the past few years, but so far they appear to be on the back burner. Finding a fix that doesn't destroy the economy is bound to be problematic.
* The MMORPG ''[[EVE Online]]'' suffers from this trope in that of the 5000+ solar systems, a large majority of them have at least one "Asteroid Belt" orbiting a planet, and some have upwards of 20 or 30. This alone isn't enough... the asteroid belts themselves are composed of a belt maybe 100km from end to end with asteroids of various mineral types densely packed together; in some cases the asteroids are so large and so dense that avoiding their collision boxes is an exercise in futility. This is mostly due to decade-old design decisions. The asteroids are used for mining by players, and going from one rock to the other in a realistically sparse asteroid field in clumsy mining vessels would be ''very annoying'' to say the least. Various modifications and reforms to asteroid belt realism and the interactivity/fun of mining in general have been floated by CCP over the past few years, but so far they appear to be on the back burner. Finding a fix that doesn't destroy the economy is bound to be problematic.
* Avoided in the classic 1984 space simulator ''[[Elite]]'' and its sequels. Whereas the first game had several classic examples of [[Did Not Do the Research]] such as no star system containing more than one planet and one sun, it did, more or less, bang asteroids on the head. As the game was randomly generated, it was not unusual for players to never come across an asteroid ''ever'' when playing the game!
* Avoided in the classic 1984 space simulator ''[[Elite]]'' and its sequels. Whereas the first game had several classic examples of [[Did Not Do the Research]] such as no star system containing more than one planet and one sun, it did, more or less, bang asteroids on the head. As the game was randomly generated, it was not unusual for players to never come across an asteroid ''ever'' when playing the game!
** In the sequel ''Elite: Frontier'' star systems were more realistic, usually having several planets of various sizes.
** In the sequel ''Elite: Frontier'' star systems were more realistic, usually having several planets of various sizes.