Faster-Than-Light Travel: Difference between revisions

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{{trope}}
[[File:Hyperspace_exit_7041Hyperspace exit 7041.jpg|link=Return of the Jedi|frame|[[Take That|Up yours]], [[Albert Einstein|Einstein]]!]]
 
{{quote|''"There was a young woman named Bright<br />
''Whose speed was much faster than light.<br />
''She set out one day<br />
''In a relative way,<br />
''[[Time Travel|And returned on the previous night]]."''|'''Geri Taran'''}}
|'''Geri Taran'''}}
 
[['''Faster-Than-Light Travel]]''' is a staple of [[Space Opera]] that allows an "out" to the unfortunate fact that [[Sci-Fi Writers Have No Sense of Scale|space is honking big]], making it impossible (within physics as we understand it now) to get anywhere remotely interesting within the average lifetime of a civilization. This has been an issue for writers since [[The Fifties]] or so; [[Science Marches On|before then]] you could get away with having your aliens come from [[Invasion of the Neptune Men|Neptune]] without totally losing the audience.
 
Today, it is widely understood that in order for [[The Protagonist|the protagonists]] to be able to plausibly visit a new [[Planet of Hats]] every week, they need to travel through space at speeds faster than that of ''light itself''. The problem is that as far as present-day science is concerned, going faster than -- orthan—or even just ''as fast as'' -- the—the speed of light is, for all human intents and purposes, impossible. See [[Faster-Than-Light Travel/Analysis|Analysis for more of this]]. Of course, writers may wave away the issues surrounding FTL travel by invoking incredible advances in future technology, or they may simply [[Bellisario's Maxim|not worry about the complications too much at all]].
 
In either case, explaining how people may travel from Earth to the edge of the Galaxy in less than an hour will generally involve equipping a [[Cool Starship]] with [[Applied Phlebotinum|some kind of "exotic" propulsion system]], which, approximately, holds the normal laws of physics in abatement. This is the Faster Than Light Drive. The exact mechanism varies, but more detailed works may explain [[Loophole Abuse|how the system avoids the lightspeed limitation]]. There are three broad favorites:
* "Warp" drives: [[Hand Wave|Ship waves hands very very fast and can thus go faster.]]
** Technobabble: These work by bending the laws of physics in a limited bubble around the ship, where the space is warped in some strange way so the Einstein limit doesn't apply. Distinguished by the ship still traveling in normal space just like a conventional drive, with all the hazards that may entail. Only to an outside observer it would appear the ship is moving impossibly fast. Most notably used in ''[[Star Trek]]'' where the [[wikipedia:Warp drive (Star Trek)|warp drive]] actually compresses space in front of the ship while stretching it out behind it.
* "Jump" drives: [[Teleporters and Transporters|Ship disappears and reappears elsewhere.]]
** Technobabble; exploiting the curvature of spacetime in some way to instantly move a ship from one location to another. Functionally, a ship using one does not travel faster than light; instead, they alter the distance that has to be traveled, generally to about zero. Sometimes called "fold drives" (from the analogy of folding a piece of paper to make two distant points adjacent). As the range is rarely unlimited the ship typically moves in a series of "jumps", needing some time to recharge or recalibrate its engine between jumps, but the jump itself is generally instant making this technically the fastest method. Oddly enough this rarely uses [[Teleportation Tropes]] excepting perhaps [[Tele Frag]] as those are personal tropes. See also [[Our Wormholes Are Different]] for a variant.
* Hyperdrives: [[Subspace or Hyperspace|Ship leaves local space and goes into another dimension where it can go faster]]. Usually called "X"space with X usually being "Hyper" or whatever the drive is called (so a Zerodrive take you to Zerospace etc...).
** Technobabble; Since the ship can't travel faster than light, it enters [[Another Dimension]] instead. Maybe the laws of physics are different so you ''can'' go faster than light there. Or perhaps hyperspace has [[Alien Geometries|weird topography]] so that by traveling for a day there you can reenter the real universe thousands of light-years from where you started. Because travel still takes time it may take a trip in hyperspace can take exactly [[Traveling At the Speed of Plot|as long as it needs to]] but is still not instant. [[Hyperspace Is a Scary Place|Has decent odds of being a scary place]] with its own hazards to manage. Most notable example can be found in [[Star Wars]], though the picture above is actually only of entering hyperspace.
 
The most generic term for an FTL drive is probably "hyperdrive", though many books and series come up with their own name. It should be noted though that the terms used in any particular story may not match with the general descriptions above. In ''[[Star Trek]]'' the warp drive is of course just the warp drive, but in ''[[Warhammer 4000040,000]]'' the "Warp" is the poster-child for [[Hyperspace Is a Scary Place]]. Different stories' FTL drives should be distinguished by their effects not simply their description.
 
From a Troper's perspective, the story-telling implications of the method of travel used are usually more important than the [[Techno Babble]] behind it. With Jump or Hyperdrives for example it provides a very easy (but often dramatic) escape option from antagonists because its generally hard for anyone to track someone that just disappears. Often, the exact mechanism is only important insofar as it supports various kinds of [[Phlebotinum Breakdown]]. In some series, the mechanism is simply ignored; we just assume that it works and that [[MST3K Mantra|we shouldn't worry about relativity]]. If it's directly referenced, it may include some form of [[Unobtainium]] to circumvent Einstein's laws. For works on the [[Mohs Scale of Science Fiction Hardness|harder]] end of sci-fi, the science behind it may be more important.
 
When FTL travel can only be used from one location to certain predetermined other locations, either due to needing artificial gates of some sort or some unexplained universal rule, you have [[Hyperspace Lanes]].
 
A fairly common variant is that most starships don't have FTL themselves but instead fly through an external [[Portal Network]]. The FTL method here will generally fit into one of the above categories, but doesn't require a ship itself to have any [[Applied Phlebotinum]] onboard. It's reasonably common for this to be the [[Lost Technology|leftovers]] of an [[Precursors|ancient galaxy-spanning civilization]]; this is usually achieved by sprinkling [[Portal Network|points from which one can portal-drive throughout]] [[The Verse]].
 
Exotic FTL drives also give us an "out" against inertia: Since the laws of physics are being held in abeyance, we can safely assume that if the drive breaks, the laws of physics reassert themselves, so it is impossible to "coast" at superluminal velocities (see [[Space Friction]]). Thus, we can effectively ensure that [[Space Is an Ocean]].
 
It is generally assumed that FTL travel is for travel ''between'' star systems and furthermore, it is the ''only'' viable means of travel between stars. Conversely, [[Interplanetary Voyage|subluminal, conventional travel is for use within a star system]]: FTL too close to anything that has gravity tends to be ruled out as dangerous ([["No Warping" Zone|No Warping Zones]] often provide justifications). The need to reach a safe distance to use FTL is the stuff of countless space chase scenes, most commonly escaping a planet's gravity well.
 
[['''Faster-Than-Light Travel]]''' is a [[Acceptable Breaks From Reality|necessary break]] from physics if you want to have a [[Space Opera]]. A more extreme version, found in Space Operas and other places, is [[Casual Interstellar Travel]]. A setting without Faster Than Light Travel involving a trip between planets, usually in a single star system, is an [[Interplanetary Voyage]].
 
Similarly, [['''Faster-Than-Light Travel]]''' is usually [[We Will Use Manual Labor in the Future|a technology that cannot operate without the presence of plot-relevant individuals]], as it's [[Anthropic Principle|hard to tell entertaining stories about unmanned probes]] -- all—all [[Real Life]] space exploration is done thus, and [[I Want My Jetpack|holds interest for relatively few people]].
 
A related trope is the [[Subspace Ansible]], which allows ships to send messages at superluminal speeds without having to send their engines along with them; this trope will usually be found alongside [['''Faster-Than-Light Travel]]''', though there are exceptions (for example, ''[[Andromeda]]'', [[Honor Harrington]], and ''[[Lois McMaster Bujold|the Vorkosigan Saga]]'' have FTL travel but no ansibles, and [[Ender's Game]] has ansibles but no FTL travel -- thoughtravel—though the series that inspired it, [[Ursula K. Le Guin]]'s ''Hainish Cycle'', ''did'' have FTL travel in addition to ansibles, it was just that humans couldn't survive it.).
 
In FTL settings, an [[Everything Sensor]] will usually operate operate in some FTL manner to allow the ship to detect plot-related events happening light-minutes or light-years away in real time. [[Distress Call]]s are a function of the aforementioned ansible, but when the ship can casually detect "enemy" ships from light-years away, just as casually mosey on over and ask what they're doing in their territory, yet must enter a given star system to study it for plot-related reasons, a great deal of hand-waving is in order.
 
Both these tropes have many of the same difficulties with known physics as [['''Faster-Than-Light Travel]]''' itself.
 
Even though going faster than light is already extreme in itself, some actually take it [[Up to Eleven]] with [[Ludicrous Speed]], where traveling at such speeds results in usually unpleasant side effects.
 
For the record, ''c'', the speed of light in a vacuum, is 299,792,458 meters per second. This works out to 670,616,629.38 &nbsp;mph or 1,079,252,848.80 &nbsp;km/h. It's not just a good idea, it's the law!
 
{{examples}}
 
== Anime and Manga ==
* ''[[Cowboy Bebop]]'' had the portal variety called Gates, which were apparently dangerous because something called the [[Noodle Incident|"Gate Incident"]] made the [[Detonation Moon|moon explode]]. They created subspace of some fashion where things went faster and ships could get stuck in if they didn't leave in time. Like a lot of things in ''Bebop'', it was [[Shrug of God|never fully explained]].
* In ''[[Outlaw Star]]'', as a clever nod to science fiction's past, the "sub-ether" drive is powered by a "Munchausen reactor". This is a type of hyperdrive.
* The whole plot of the anime short subject ''[[Hoshi no Koe]]'' (''Voices from a Distant Star'') stems from the fact that the first United Nations space armada (where the protagonist serves) has faster-than-light drives but ''NO MEANS'' of faster-than-light communication.
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*** [[My Friends and Zoidberg|Flaming awesomeness AND]] [[Camp Gay|LEERON!]]
* In the ''[[Tenchi Muyo!]]'' OVAverse {{spoiler|when fighting Z, Tenchi travels from Earth to Saturn within a fraction of a second. This is [[Justified Trope]] in that he is the ''being that made the three Goddesses that made the universe''.}}
* Generally not present in [[Gundam]] due to the franchise's more "realistic" take on science fiction, but the idea has popped up a few times: The [[Turn aA Gundam (Anime)|Turn a Gundam]] and the [[Mobile Suit Gundam 00|00 Raiser]] are capable of instantaneous teleportation, generally over short, tactical distances. {{spoiler|the 00 Raiser's successor, the 00 Qan[T], was then designed to use this for full-scale faster than light travel.}}
* In ''[[Legend of Galactic Heroes]]'', faster-than-light travel is achieved via "warp drives", which actually function more like "jump" drives in the trope description.
 
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* ''[[Spaceballs]]'' spoofs the aforementioned ''[[Star Wars]]'' with the [[Ludicrous Speed]] drive, which instead of the star trail line effect, creates a plaid effect around the ship and is often seen to overshoot its destination.
** The speed indicator lights showed another speed, "Ridiculous Speed", nestled in between Light Speed and Ludicrous Speed. One is given to wonder what would have become of our heroes in the Winnebago had Dark Helmet opted to chase them at ''only'' Ridiculous Speed.
* ''Ernest Saves Christmas'' spoofs [[Star Wars]]'s hyperdrive-- Santahyperdrive—Santa's sleigh is capable of travel that's a direct homage to the first jump to hyperspace scene in ''[[A New Hope]]''.
* ''[[Event Horizon]]'' is about a spaceship whose main system of FTL apparently can't decide whether it wants to be a jump drive or a warp drive in terms of [[Techno Babble]], but in practice, it turns out to be a hyperdrive that {{spoiler|took its crew into a [[Hyperspace Is a Scary Place|Cosmic Horror dimension]] that killed them all, and then came back...[[Eldritch Location|changed by]] [[Cosmic Horror|the experience]].}}
* In ''[[Contact (film)|Contact]]'', the alien plans create a device that allows Jodie Foster to travel to their world via a self-generated wormhole. James Woods' character goes to great pains to try to disprove her claims of travel because on Earth {{spoiler|her elapsed time was immeasurable}}, but {{spoiler|the elapsed time on her recording device was several hours}}.
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** The Improbability Drive isn't quite as ludicrous as it sounds. If you actually COULD manipulate probabilities in the implied manner, you could make macroscopic objects make a position jump of arbitrary size (since there is a small but non-zero probability that all the particles that make it up really ARE over there where you want them to be after all). Whether this kind of macroscopic quantum-tunneling can make an object reappear at a distant locale faster than a beam of light could get there is a question modern physicists are still wrestling with, although experiments with quantum entamglement seem to imply that it cannot.
** There's also the principle that nothing in the universe travels faster than ''bad news''. Someone built a starship powered by bad news, but they were so unwelcome anywhere they went that there wasn't any real point in being there.
** "R is a velocity measure, defined as a reasonable speed of travel that is consistent with health, mental wellbeing and not being more than say five minutes late. (...) R17 is not a fixed velocity, but it is clearly far too fast."
* [[Isaac Asimov]]'s ''Robots''-''Empire''-''[[Foundation]]'' universe used "hyper-atomic" jump drives which, though one could theoretically use them to cross the galaxy instantaneously, could not be targeted accurately without first determining your exact position in space and then carefully calculating the relative trajectory of your destination from astronomical observations and manuals. As sophisticated computers did not exist in the Asimov universe until the later Foundation novels, this often had to be done by hand and plotting a single jump could take more than a day depending on how many gravity wells were around your locale. Long trips required several jumps, and to travel from one end of the galaxy to another required dozens of jumps and over two months time, in order to guarantee safe passage. "Blind jumps", where ships jump without a set course or a vaguely defined one, are known to occur in desperate circumstances, but one runs the risk of jumping too close to a star or planet, or merely jumping and being stuck in [[Subspace or Hyperspace|hyperspace]] forever.
** It should be noted that Asimov's hyperspace is one of the stranger examples is mainstream sci-fi. It's not so much a dimension as a "state" of existence. All speed and distance is nil in hyperspace, and the whole galaxy itself is nothing but a dimensionless point (hence the idea that one could cross it easily). Transit takes less than a second, and is described as a momentary, blink-and-you'll-miss-it feeling of weightlessness. Hyperspace accidents are repeatedly denounced as "unheard of", and everything becomes very [[Casual Interstellar Travel|casual]] after some proper computers are put in charge.
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** The first time a ''proper'' navigational computer is used to jump a ship to a destination, it plots a course involving some 29 jumps in a few seconds (something that a human would have taken days to do) with zero errors. The captain, Golan Trevize, is distrustful of the machine and orders it to make only the first jump, then takes a whole day to verify their co-ordinates (making calculation errors of his own in the process). When he orders the next jumps to be made, the effect as seen on the viewscreen is something akin to a quick slideshow of starscapes, each frame corresponding to a pause between jumps. In the end, only 28 jumps are made (in 30 minutes, as opposed to a few months), since the computer had optimized their course after jump 15. Everyone is rightly impressed with this.
* ''[[Animorphs]]'' had a hyper drive that utilized something called zero-space, or Z-space. In one prequel book, the Yeerks, spying on humans, discover footage from Star Trek showing FTL travel in the physical world ''without'' Z-space and are stunned until they realize that it's fiction.
** This form of FTL travel has a very large flaw. The distance between places in Z-space shifted constantly, so a trip that takes days today could take months tomorrow.
* [[Stephen Baxter]]'s ''Xeelee'' series [[Deconstructed Trope|deconstructs this trope's implications in physics]]: here, Faster Than Light travel also results in paradox-free [[Time Travel]] (a main character in the novel ''Exultant'' accidentally travels back to meet himself from "two years ago"), which both sides in humanity's war with the Xeelee regularly exploit.
** As did [[Robert A. Heinlein]] [[Older Than They Think|some years earlier]] in ''[[Time Enough for Love]]''.
** Sadly, though, this is dealt with in a very inconsistent manner by the author. In ''Exultant'', for example, he concocts one big bowl of handwavium whenever he needs the protagonists to defeat FTL foreknowledge (and he does it again when his previous solution was impossible to use in a given situation). Neither solution is plausible. He also does not take the concept of FTL time travel to its full extent -- forextent—for example, one major plot point is the economic strain in a society locked in 3,000 years of continuing war, when time travel xerox would be a perfect valid method for waging a war practically for free.<ref>create one super-crew, put them in one extremely expensive super-awesome battleship, wait two hours, send them back in time two hours. Now you have two ships for the price of one. Have the original ship jump back in time again, you have another one. They could then simply [[Zerg Rush]] the Xeelee, and the Xeelee of course could do the same, and no amount of FTL foreknowledge could save either.</ref> Turns out that a universe with [[Casual Interstellar Travel|Casual Time Travel]] is very difficult to write stories for.
* [[Lois McMaster Bujold]]'s [[Vorkosigan Saga]] takes the [[Our Wormholes Are Different]] route, with a series of wormholes depicted as lines between various worlds. Jumps ships can "jump" the wormholes if a pilot with cybernetic implants guides the ship through the five-dimensional space inside. A few seconds passes for the crew, but the pilot experiences hours during the jump. Given the odd nature of the pilots' experiences, though (one pilot hallucinated that he was the color red) this time stretch may be artificial. There can be many different wormholes along a single route, and they may be spaced several days of travel apart. Bujold has said that she [[Hand Wave|hand waved]] the wormholes intentionally, preferring to get on with the plot.
* In the ''[[Ender's Game]]'' series, humans have a [[Subspace Ansible]], but not FTL ships. This is a point revealed and exploited in the early books.
** Even the slower-than-light drives of their starships require some [[Applied Phlebotinum]] to work -- theywork—they can instantly go from a standing stop to 99+ percent of light speed and back, without having to muck about with all that tedious accelerating (which would normally take years, unless you wanted to squish the passengers).
*** In the last book of the ''Shadow'' parallel series it was stated that {{spoiler|[[Artificial Gravity]] was used for rapid acceleration/deceleration.}}
** In the later books, the properties of the [[Subspace Ansible]] are utilized by a [[Sufficiently Advanced Alien|sufficiently powerful]] [[Instant AI, Just Add Water|computer mind]] to move ships in the [[Transporters and Teleporters|same way as information]], allowing for truly instantaneous FTL travel. To their credit, the characters exploit this for all it's worth in fending off a planetary invasion force, up to and including [[Teleport Spam]], and later {{spoiler|offer it to humanity at large in return for leaving the [[Artificial Intelligence|AI]] alone}}.
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* In [[Gordon R. Dickson]]'s ''[[Childe Cycle]]'' books, which includes ''Dorsai!'', space travel is achieved through a series of jumps, where the ship is annihilated at one spot and reconstituted in another. The jumps not only have to be extensively calculated (the ship must be located absolutely in the universe, and its destination point must also be exactly calculated, to the same degree), the jump itself has a psychological effect on the crew and passengers, so the more often the jump, the greater the psychic shock and the closer the people onboard get to insanity. Tranquilizers are made available to help lessen the experience, but cannot nullify it. This is a subplot point in ''Dorsai!'', where the effect is shown during a raid on a planet - something nobody thinks possible.
* Joe Haldeman's ''[[The Forever War]]'' averts this trope with 'collapsars' which allow interstellar travel without breaking the light speed barrier. The ships utilize collapsars to accelerate to huge percentages of light speed, where time dilation noticeably kicks in such that that occupants experience only a split second of travel time whereas the trip still takes many years as everyone else sees it.
** Collapsars ''did'' allow for faster-than-light travel. The instant your ship entered one collapsar, it instantly emerged out of another hundreds or thousands of light-years away. The reason the occupants experience such great degrees of time dilation is that collapsars are not ubiquitous through space -- thespace—the nearest collapsar to Earth, called "Stargate", is a light-year away -- andaway—and it can take years of near-light-speed travel to ''get'' to the closest collapsar.
* In ''[[Dune]]'', the Spacing Guild holds a monopoly on space travel for most of the series. Using "Holtzman engines" to fold space (type 2 instantaneous or near instantaneous travel), ships are piloted by [[Psychic Powers|psychic]] Guild Navigators who can see into the future, enabling safe transport through the universe. The downside? Activating their precognitive power requires the Navigators to breathe [[Super Serum|Spice gas]], which [[The Corruption|mutates]] them - eventually to the extent that they can't live without it.
** But in the sequels their abilities were mimicked by technology... as was EVERYTHING, as the proscriptions from the Butlerian Jihad and the general distaste for genetic engineering were holding back the advances of technology - as long as they had the spice, nobody was interested in figuring out better ways to get around. One of Leto II's goals was to break this stasis and allow humanity to go forward.
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** One of the implied problems of using the Holtman drive is the possibility that you might jump into another ship with the drive that's already where you want to arrive. The idea of the Guild Navigators is that they use the limited precognition the Spice gives them to see the risk and avoid it. Unfortunately, later refinement of the idea of precognition includes the idea that anyone with precognition cannot use it to see anyone else with precognition, creating a possible problem with the whole scheme.
* [[C. J. Cherryh]]'s [[Alliance Union]] series has a [[Hyperspace]] drive which acts like (and uses the terminology of) a jump drive, since steering is impossible once inside of hyperspace, and all of the conditions needed to end up at the right destination need to be set up before entering hyperspace. Entering hyperspace requires acceleration to near-light speeds (and deceleration from). Also there's a bit of [[Time Dilation]] in that crews experience three days to a week (though most members of oxygen breathing races are unconscious during jump) while a couple of months pass outside.
* In many of [[Anne McCaffrey]]'s series (particularly, the ''[[The Ship Who...]]...'' series), FTL travel is possible, but obscenely expensive. Trips between star systems still take months or years (with the bulk of travel spent ''slowing the ship down safely''). In the ''Talents'' series, ships are simply thrown through space and teleported via [[Psychic Powers]].
* [[Larry Niven]] and Jerry Pournelle described the Alderson Drive in ''[[The Mote in God's Eye]]'' (1975), which requires the traveling vessel to be located in particular points in space before they could travel between systems, and even then the 'jump points' only connected in pairs. The [[Trope Codifier]] for portal drives not involving fixed stargates.
* [[Larry Niven]]'s [[Known Space]] has hyperdrive that only travels at one set speed of a light year in about three days; the discovery of a higher level of hyperspace with a greater speed has major ramifications for that 'verse. This hyperdrive was never invented by a planet-bound species; the wandering Outsiders sold it to younger races (they never use it themselves, feeling it too risky.) Can't be used near gravity; this was later subject to [[Retcon]] so that Niven could have a twist ending to the [[Ring WorldRingworld]] series, but many fans are disgruntled with the explanation that replaced it.
* FTL travel in ''[[Honor Harrington]]'' is accomplished by "translating" into hyperspace, in which normal local-space movement is amplified severalfold. Hyperspace is organized into bands named after the letters of the Greek alphabet; a starship first translates into the alpha band, and from there can translate into the beta band, then the gamma band, etc.. The higher the hyper band your starship is in, the greater the multiplication factor when determining your "apparent velocity" through normal space; a ship traveling at 0.5''c'' in the delta band is traveling through normal space at 912''c'', for example. In keeping with the [[Space Is an Ocean|nautical theme]] of the series, hyperspace is criss-crossed by "grav waves" which will tear your ship apart unless it projects "Warshawski sails", and these sails allow the ship to "ride" the grav wave at even greater speeds.
** There are also naturally occurring points that act as instant-travel wormholes to distant locations.
** Local-space travel, both in and out of hyper, uses a gravity-manipulating drive that has the extra bonus of allowing its users to behave as if [[Space Is an Ocean|they were really seagoing vessels]] - this is a bonus because, for Honor Harrington, read "[[Horatio Hornblower]]".
** Gravitic sensors also allow for some limited short-range FTL communication: initially directly from sensing the gravitational waves, and later, as Weber learned that gravity only propagates at lightspeed, he [[Retcon|retconnedretcon]]ned these into sensing the [[Hand Wave|instantaneous RIPPLE along the edge of the hyperspace]] that grav waves induce.
* The ''[[BattleTech]]'' universe features JumpShips capable of somehow creating and magnifying a 'rip' in the fabric of space-time and thereby jumping distances up to thirty light years in an instant...but which are otherwise generally (there are exceptions) only equipped with station-keeping drives that allow them to hold their position at the jump point while recharging, a process that generally takes a week or more. (Occasionally an enterprising military leader will arrange for faster travel by setting up a 'command circuit' with passengers and cargo transferring to a new and fully charged JumpShip immediately upon arrival, possibly several times in succession.)
* [[David Weber]]'s ''[[Empire From the Ashes]]'' trilogy features both warp drives ''and'' jump drives, though they're so ridiculously large that most ships the size of a ''planetoid'' only have enough space to mount one or the other. It's explained that each type has its own advantages; jump drives are faster, but the destination cannot be changed mid-jump, while warp drives are slower, but allow for more flexibility.
** Hyper is something of a cross between the "jump" and "warp" versions of FTL travel. Travel is not instantaneous, and the ship is moving through an [[Another Dimension|alternate dimension]] (warp), but once you're in hyper, you're stuck until you get to your destination (jump). Enchanach is pretty much the classic warp drive.
* The "skip drives" used by the Colonial Defense Forces in [[John Scalzi]]'s ''[[Old MansMan's War]]'' series are actually [[Alternate Universe|interdimensional travel]], with no way to return to your "home" universe. Thankfully most universes are [[All the Myriad Ways|so similar that you'd never be able to notice any differences]].
* In the ''[[Humanx Commonwealth]]'' series by [[Alan Dean Foster]], ships use the posigravity, or Kurita-Kinoshita drive (Named for the scientists who invented it). Ships are said to look like a balloon stuck on the end of a plunger. The suction cup looking part of the ship generates a gravity field that pulls the ship along. Changing the shape of the gravity field changes how matter behaves and allows the ship to exceed the speed of light, taking it into ?space-plus?. KK-drives are very dangerous and sophisticated computers are needed to keep everything working properly. Due to dangers imposed by the drives there are restrictions in where they can be used.
** Dangers like gouging significant chunks out of a planet's surface, setting off hurricanes, earthquakes, you name it - [[No Endor Holocaust]] dramatically inverted. Flinx's ship is unique because the Ulru-Ujurrians figured out how to circumvent the problem.
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** ''Metagrav'': The modern standard, it has much the same feel as the linear model above, but the ship actually enters hyperspace proper encapsuled in a so-called 'Grigoroff field'. It allows for higher performance and can be used for both intra- and intergalactic travel, which previously generally called for two distinct drive systems on the same ship. One possible problem with it, though one rarely encountered except for plot purposes, is that suitably catastrophic failures of the Grigoroff field can strand the ship in another universe altogether from where its prospects of returning are uncertain at best.
* Parodied, like most SF tropes, in ''[[Bill the Galactic Hero]]'' by [[Harry Harrison]], with the Bloater Drive which expands the ship to larger than galaxy sized, then shrinks it slightly off-center so that you coalesce a few lightyears from your starting point.
* In ''[[Hyperion]]'' they use a sort of wormholes to travel. Unfortunately making them work requires a sort of beacon to be built near any planet they will link to, so the people they send to build them are faced with the problems of relativity. Some time is spent exploring the implications of this technology, from houses that have rooms on a dozen planets and all their steps going downward ([[Alien Geometries|think about it]]) to riverboat rides across all the coolest places in the galaxy, to terrorists who destroy a beacon knowing that the army won't show up for decades and finally {{spoiler|mass suicides and starvation when the whole network fails}}. There are also spaceships that go faster than light, but they require the passengers to be put into "cryogenic fugue", and incur a lot of missed time on the traveler's part.
* David Brin's ''[[Uplift]]'' series uses pretty much all of the above in one form or another. The warp drives in the Uplift universe rely on altering probability. They also give the ship in question after-images, which gettingget increasingly more improbable the longer the drive is used. And apparently certain modes of hyperspace travel can be shaped by the crew's thoughts...
* Used in [[H. Beam Piper]]'s ''Terro-Human Future History'' novels. Hyperspace is very, very boring and a full interstellar jump takes weeks, meaning that pretty much everyone has a hobby to pass the time (such as music, landscape painting, or history). One line in ''Little Fuzzy'' implies that there is a bit of time dilation, although no actual time travel.
** [[Andre Norton]]'s ''[[Intrepid Merchant|Solar Queen]]'' series uses the same notion of crewmembers having hobbies. Some of those hobbies come in very useful in-story.
* Drives in [[The Sirantha Jax Series]] provide jumps through [[Subspace or Hyperspace|Grimspace]], which is a plane of psychedelia and flame which only the navigator (called a jumper) can chart courses through. An interesting facet of Grimspace is that a number of "buoys" were placed there to mark points where ships could jump back to normal space, but none know who put them there.
* ''Newton's Wake'' by [[Ken MacLeod]] features both a [[Portal Network|network of wormholes]] (called the Skein), and starships with warp drives (which are ridiculously expensive to build, but nonetheless possessed by every major galactic power). Both are based on technology left behind by super-human intelligences after a particularly violent [[The Singularity|technological singularity]]. The causality-violating properties of FTL are [[Hand Wave|hand waved]] away and later made into a plot point by having a character explicitly state that some incomprehensible cosmic laws simply ''prevent'' both the wormhole network and starships from ever being used to violate causality -- ifcausality—if you plot a course or enter a wormhole that would let you travel into the past and change it, the FTL simply ''wouldn't work,'' or would take a longer route than seemingly necessary, or something else would occur to simply make the causality violation not happen.
* In the [[Posleen War Series]] there appear to be three types of FTL drive kicking around. One allows for travel to any point you care to name but is slower and consumes horrendous amounts of energy. The second uses a similar drive but you can take the highway between gravity wells to speed up and consume less energy at the cost of being similar to a portal network. The third is a mass based worm hole generator, it lets you jump from one surface of a planet to another.
* In the ''[[Into the Looking Glass]]'' there are a few ways to travel. The eponymous looking glasses function as instantaneous travel worm holes. A warp drive is also available based on some abandoned precurse technology. There appears to be another hyperspace lane that is accessible but isn't as used in the stories being late comers to the plot.
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* The FTL travel in the ''[[Nights Dawn Trilogy]]'' is of the "jump" variety, which author Peter Hamilton goes into great detail describing. Adamist starships must be spherical, and everything must be retracted when they jump. If any sensors, antennae, or heat dumps are extended during a jump, the spherical event horizon collapses them down to neutron star density. Furthermore, Adamist FTL makes use of orbital mechanics; when jumping near a planet, the ship must be in an orbit lining up with their destination, and need to be sufficiently out of the planet's gravity well (though it is possible to jump from a Langrangian point. However, it's not advised). Edenist voidhawks and blackhawks, on the other hand, utilize [[Techno Babble|"swallows"]] and [[Techno Babble|"distortion fields"]] that mean they can jump pretty much to and from anywhere, under any conditions. {{spoiler|One once jumped ''inside'' an orbiting space colony. Although it's mentioned that this is only possible - or at least feasible - because the space colony doesn't have "true" gravity, but merely rotates to simulate gravity on its inner surface. This implies that the Eden hawks do at least need to take local gravity into account when jumping, although it isn't specified whether the presence of a gravity well would prevent a jump or simply make it more difficult/dangerous.}}
** {{spoiler|The Kiint, on the other hand, have personal, universe-spanning jump drives apparently built into their genetics. It's never specified what actually causes it, but seeing as Haile (a newborn Kiint) can designate normal humans for inclusion in their emergency exodus from Tranquility; and that the Kiint "human" observers also have this ability, it makes sense for it to be inherent to genetic code. After all, surely the highly-effective scanners the humans employ at every possible occasion would detect any embedded technology?}}
* In [[Vernor Vinge]]'s ''[[Zones of Thought|A Fire Upon the Deep]]'', ships use the "stutter drive" variant -- avariant—a Jump Drive that makes (comparatively) short jumps, but at a rate of many jumps each second, resulting in a seemingly smooth journey for the passengers. This shapes [[Standard Starship Scuffle|space combat]] in the setting -- warshipssetting—warships maneuver by trying to synchronise or de-synchronize their jumps with those of nearby enemy ships. Because of the weirdness of the ''[[Zones of Thought]]'' that form a major part of this book's universe, how quickly the drive works -- andworks—and whether it works ''at all'' -- depends—depends on where in the Galaxy one attempts to use it. In the region that includes our Earth, the laws of nature seem to work as we believe they do today, and faster than light travel is still quite impossible.
** This is emphasized in the prequel, ''[[Zones of Thought|A Deepness in The Sky]]'', which is an interesting aversion of this trope. The book takes place entirely in the "Slow Zone," the region of the Galaxy where FTL is impossible. There is plenty of interstellar travel in the book, and all of it slower-than-light, with different human civilizations building "[[ramscoop]]" starships capable of reaching relativistic speeds. Medical science has dramatically increased the human lifespan and [[Human Popsicle|suspended animation]] has been perfected, allowing a single human lifetime to include many interstellar journeys. The people interstellar voyagers leave behind grow old compared to them, but often still survive long enough for more meetings.
* Colin Kapp's ''Patterns of Chaos'' describes a jump drive which works by principles resembling sympathetic magic: the ship has a 3-D star map, and sets up its jump by creating a pattern of ultra-fine copper wires, "defining positions and axes and measuring critical paths," between the simulated stars in the map. When the drive activates, the ship no longer exists in the space-time continuum, but is actually in the "ersatz galaxy in the subspace cavity deep within its own guts" -- it—it's '''inside itself'''.
{{quote| Stories still survived of spacemen who claimed to have seen the copper bars straddling the stars at the end of a subspace jump. Bron was not certain about this, but he did know that technicians caught in the subspace cavity during the jump had observed the ionization trail of their own ship speeding from web to web. Those of them, that is, who managed to [[Go Mad Fromfrom the Revelation|recover from the shock]].}}
* Averted in the short story ''FTA'' in which a scientist trying to develop a hyperdrive applies for a research grant to the bureau responsible for establishing practical interstellar travel. They turn him down, and he appeals, pointing out that in hyperspace, where the laws of physics are different, the speed of light is not necessarily the same as in our universe; therefore spacecraft could reach the stars in a short time without violating Einstein's theories. They turn him down again, because {{spoiler|they developed a working hyperdrive years earlier, but it's useless for interstellar travel because in hyperspace the speed of light is ''slower'' than in our universe.}}
* The ''[[Antares]]'' series uses a naturally-occuring [[Portal Network]] of "foldpoints", which provide instantaneous transportation between star systems. However, each foldpoint only connects to one other foldpoint, foldpoints are usually found on opposite sides of the star, and crossing a system can take ''weeks''.
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* In [[Andrei Livadny]]'s ''[[The History of the Galaxy]]'' series, all FTL travel is achieved via [[Subspace or Hyperspace|hypersphere]], an anomalous dimension existing alongside ours. In terms of topology, it more-or-less resembles an actual sphere with multiple arbitrary "layers". Every sufficiently large stellar body creates an energy imprint in hypersphere. Each star has "tension" lines stretching to nearby stars known as "horizontals" (they're, basically, chords, if you remember your geometry). There are also "verticals", stretching from stars deep into the center of the anomaly. The humans first discovered FTL travel during the historical launch of the first extrasolar colony ship, the ''Alpha'', possibly the largest human ship ever built. It featured three massive fusion engines that could accelerate it to half the speed of light. The drives were activated, and the ship vanished. It was only later discovered that the sheer power of the engines tore a hole in space-time into hypersphere. The first FTL drives were, essentially, particle accelerators meant to punch holes in space-time, so ships can "ride" along the horizontals to their destination. Later designs substituted it for a more better combination of two generators: a low-frequency hyperfield generator to "submerge" a ship into hypersphere and a high-frequency generator to "surface" it. This only scratches the surface of hypersphere, and there are several novels in the series that explore its nature deeper (both figuratively and literally).
** Interestingly, only one other race besides humanity has managed to develop a hyperdrive. Everyone else used static [[Portal Network|hypergates]] that first had to be moved into place by sublight.
* In ''[[The Pentagon War]]'', simultaneously detonating two very expensive (and immensely destructive) phased-antimatter bombs -- ifbombs—if they're pointed directly at one another -- createsanother—creates a permanent tunnel through parallel space between the two Ground Zeroes, allowing instantaneous travel and communication. By the time of the war, the five major star systems have all become "linked" to one another by creating a few of these "[[Portal Network|hyper holes]]".
* Subverted masterfully in the Discworld. Due to the intense magic field required to keep something like a world on the back of a giant turtle existing, light actually travels at a speed similar to sound on the Disc meaning that "Faster than light" broomsticks have appeared in the series where due to a massive magical boost, they exceed Mach I and this also the speed of light. Shown most prominently in Equal Rites, where Granny Weatherwax and Esk outrun the rising sun's light and "catch up with the night."
 
 
== Live-Action TV ==
* ''[[Star Trek]]'' uses 'warp drive', which actually shunts part of a vessel's mass into subspace, then causes 'ripples' in subspace, which the vessel then 'surfs' on. The vessel itself remains stationary, and the space around the ship is shifted. [http://memory-alpha.org/en/wiki/Warp_drive See this link] for more information. In ''[[Star Trek: The Motion Picture|Star Trek the Motion Picture]]'', Kirk claims that going to warp within a solar system is a risky proposition only ever attempted in emergencies. Wormholes also exist, but are extremely unstable and unpredictable.
** It is worth noting that while this explanation is backed up by supporting materials, no explanation this technical is ever given on-screen, though a ship propelled by a drive system which ''is'' described in very similar terms (in "New Ground") is emphatically ''not'' a warp drive.
** It has also been explained in later series that older designs of warp drives are capable of damaging subspace at higher speeds. The [[Star Trek: Voyager|Intrepid Class]] was one of the first ship classes designed to avoid causing this problem, along with subsequent ships, although it is implied that older ships were eventually refit to mitigate this.
** One fun fact: in the pilot episode it was referred to as 'Time Warp' suggesting that the drive had some sort of time distorting effect rather than anything to do with subspace. This was dropped by the time they made the second pilot episode.
* In ''[[Star Trek: Deep Space Nine|Star Trek Deep Space Nine]]'', the planet Bajor is nearby the only known stable wormhole in the galaxy. It gives a portal between the Alpha Quadrant (where all the major players in the Trek universe live) and the Gamma Quadrant some 70+ thousand light-years away. Starships sometimes transit through this wormhole using warp drive, which is like eating an FTL travel sandwich on FTL bread with a side of FTL fries. Given the small distance from one end to the other, it is also like taking a rocket ship to go down the street. There are various unstable wormholes, which shift endpoint from time to time, or may trap objects inside them.
* ''[[Star Trek: Voyager|Star Trek Voyager]]''. As they were stranded on the other side of the galaxy, Voyager sought various means of getting home faster than possible using its (already highly-efficient) warp drive, ranging from transwarp and quantum slipstream technology, to a graviton catapult which can catapult a vessel across space in the time it takes to say "[[Buffy-Speak|catapult a vessel across space]]."
** the Nickelodeon show ''[[Space Cases]]'' has a similar premise, although the journey time was estimated to be 10 times shorter. It is also implied that their home civilization has access to faster ships than the one featured.
* ''[[Blake's Seven7|Blakes Seven]]'' gave the Federation "Time distort" drives, which appear to be a kind of warped space drive. The Liberator and Scorpio both employed even more exotic propulsion systems whose principles were different and unknown. However, [[Bellisario's Maxim|the show never really made a big deal]] of these mechanics.
* ''[[Andromeda]]'' uses slipstreams, a kind of portal drive, which requires a [[Humans Are Special|human pilot]] --well—well, an organic lifeform, anyway (a computer can only navigate slipstreams accurately if it has access to a [[Plot Coupon|one-of-a-kind perfect and complete map]] of all slipstreams, or the willingness to use, [[Brain In a Jar|less savory tactics]]) and is described as "not the best way to travel faster than light, just the only way".
* ''[[Babylon 5]]'' allowed ships to travel faster than light using "hyperspace", envisioned here as an alternate dimension in which travel is much more rapid (possibly due to distance compression). More advanced (or, at least, bigger) ships could enter and exit hyperspace at will, by using a "jump engine" (really more of a projector) to create a temporary "jump point" (portal) in their own flight path, while less advanced or powerful ones (even single-seat fighters!) could still travel faster than light by either accompanying a jump-capable ship or using a [[Portal Network|network of stationary gateways"jump gates"]], which had beenwere positioned throughout the galaxy and triggered by a radio message.
** The ''White Star'' class warships were noted as the smallest vessels equipped with their own "jump engine".
* ''[[Stargate SG-1]]'': The gates themselves act as portals, generating wormholes between planets. Ships too large to fit through a gate usually travel through hyperspace. However Earth-made hyperdrives are the textbook examples of [[Tim Taylor Technology]]<ref>and [[Explosive Overclocking]]...</ref>, due to their use of highly unstable [[Made of Explodium|Naquadria]].
** There was a combat tactic, known as the "Bonehead Maneuver", which involved using a jump engine to create a portal overlaid on an active jump gate portal; this would overload the jump gate's power supply, causing a catastrophic explosion. It was done once during the series, and was said to have been named during the [[Backstory|Earth-Minbari]] War, about a decade prior.
* ''[[Stargate SG-1]]'': The gates themselves act as portals, generating wormholes between planets. Ships too large to fit through a gate usually travel through hyperspace. However Earth-made hyperdrives are the textbook examples of [[Tim Taylor Technology]],<ref>and [[Explosive Overclocking]]...</ref>, due to their use of highly unstable [[Made of Explodium|Naquadria]].
** Season 9 introduced supergates (really big stargate, needs a planet-mass black hole to power it) that were used to send ships from one galaxy to another quickly.
** ''[[Stargate Atlantis]]'' had introduced the wormhole drive in the series finale. Apparently the Ancients have mounted an experimental drive system onto Atlantis that can generate a wormhole and cross intergalactic distances in ''seconds''. The downsides are that it uses insane amounts of energy and doing even a slight miscalculation will completely vaporize the ship.
** The starship ''Destiny'' from ''[[Stargate Universe]]'' seems to use a different method of travel that is slower/faster than normal hyperspace travel as the plot demands. The characters don't know much about it, so they just call it FTL.
* ''[[Battlestar Galactica Reimagined(2004 TV series)|Battlestar Galactica]]'': The new series uses jump drives, which require complex calculations, and can leave a ship hopelessly lost if a jump is mistimed. The use of jump drives is actually critical to the plot of the whole series - since sensors are limited to light speed, it is impossible to detect a ship as it jumps, allowing any ship to instantly escape from its pursuers, or to appear and attack without warning. It also seems to work from anywhere: ships often jump mere feet from a planet's surface immediately after lifting off{{spoiler|, or in one notable case immediately before pancaking on the ground after an orbital burn-in}}. The original ''Galactica'' had FTL travel in the traditional "warp" style, but never spoke about the mechanism.
** The Powers That Be tried to explain ''BSG''{{'}}s jump drives as non-FTL technology. Something about the ships not actually traveling faster than their normal speeds, but shortening the distance between the two points. However, this pretty much defines most drives in this trope - in that they aren't really moving you beyond light speed, but just make it so that you ''effectively'' are, usually using a wormhole/hyperspace/gravitational warping effect.
** The original 1978 ''Galactica'' {{'}}s drive systems weren't FTL in the traditional warp style. In fact, I wouldn't say they were FTL at all. [[Sci-Fi Writers Have No Sense of Scale|The writers simply didn't understand the difference between interplanetary and interstellar distances]]. Once, Adama ordered the ''Galactica'' to accelerate ''to'' the speed of light, but nowhere did they claim to exceed it... Not that accelerating a ship ''to'' the speed of light is any less impossible with physics as we know it.
* In ''[[Red Dwarf]]'', the ship explicitly breaks the light barrier at least once, and implicitly does so many times (as they are seen travelling between star systems in very short periods of time), but no attempt is ever made to explain how this is done.
** In fact, the ship computer explicitly explains how this isn't possible, and how it's now "[[Bring Me My Brown Pants|brown trousers time]]" because of it. The episode "Future Echoes" explains exactly why it's not advised.
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** A fact which has been [[Lampshaded]] by the Doctor himself on more than one occasion.
** The TARDISes are literally aeons ahead of any other ship type anywhere, ''ever''. To put this in perspective, they're [[Living Ship|alive]], sentient (with personalities; the Doctor's is as mischievous as he is), and span ''the whole of time and space''. One of them exploding amounts to the Multiverse retroactively cancelling its own existence.
* ''[[Farscape]]'' has all three; [[Hand Wave|"Hetch Drive"]] is [[Casual Interstellar Travel|dirt cheap and available to everyone]], [[Teleporters and Transporters|"Starburst"]] is available to [[Living Ship|Leviathans]] such as [[Cool Starship|Moya]], but [[Our Wormholes Are Different|wormholes]] - which act as a [[All the Myriad Ways|metadimensional]] [[Portal Network]] - can only be utilized with the assistance of [[Sufficiently Advanced Alien|Sufficiently Advanced Aliens]]s, which they [[You Are Not Ready|don't give lightly]] for [[Apocalypse How|really]] [[Weapon of Mass Destruction|good]] [[Divide by Zero|reasons]].
** Oddly the True Ancients warn against using wormholes in part because they can cause a relativistic paradox even though this isn't an issue with any other kind of FTL travel.
* Varies in ''[[Power Rangers]]'' depending on the season. They use Jump travel when not using a ship ([[Mighty Morphin Power Rangers]], [[Power Rangers Zeo]], [[Power Rangers Turbo]]), and Warp travel ''with'' a ship ([[Power Rangers in Space]], [[Power Rangers Lost Galaxy]]). Occasionally they use slower than light craft and wormholes.
* ''[[Space: 1999]]'' was entirely due to [[Sci-Fi Writers Have No Sense of Scale]]: The MOON gets blasted out of not only Earth orbit, but the Solar System due to a frickin' EXPLOSION (somehow without being blasted apart by it), and is left [[Travelling At the Speed of Plot]], such that it hangs around in the vicinity of an interesting planet just long enough for the crew to fix whatever is wrong with it and fail to settle there, and STILL get to the next star system by next week's episode.
 
 
== Tabletop Games ==
* In ''[[Warhammer 4000040,000]]'', the most common form of FTL is achieved by traveling through the Warp, [[Hyperspace Is a Scary Place|a nightmarish dimension]] [[The Heartless|where the thoughts and emotions of sentient creatures give rise to]] [[God of Evil|dark gods]] [[Legions of Hell|and hordes of]] [[Eldritch Abomination|gibbering monstrosities]]. As such, ships require [[Force Field|force fields]] to (hopefully) keep the crew from being eaten by daemons during Warp-jumps, and it takes members of a caste of psychic mutants called Navigators to pilot ships through the Immaterium. Since the Warp doesn't obey the laws of physics, vessels traveling through it move much faster than they would in realspace, but the exact ratio is fluid - sometimes a day in the Warp is equal to just under two weeks' travel in the material universe, while in other cases starships are lost for thousands of years, or [[Time Travel|emerge before they've left]]. Some charts even indicate that it's faster to travel across the galaxy than it is to hop to an adjacent sector. Further complicating matters are "currents" or "storms" in the Warp that can displace or destroy vessels, and unfortunately the only navigational aid is a psychic beacon on [[Earth Is the Center of the Universe|Holy Terra]] [[Powered by a Forsaken Child|powered by the souls of thousands of psykers]], which has been known to flicker and dim on occasion.
** It's no surprise that other races have found alternatives to this form of travel. The [[Space Elves|Eldar]] have the Webway, a [[Portal Network]] that links points in realspace by tunnels through a dimension somewhere between the Warp and reality; however, this network is ancient and decaying, making some passages unusable or dangerous, while the Eldar's [[Evil Counterpart|evil counterparts]] have built an entire civilization within it. [[The Greys|The Tau]], who lack a real psychic presence and therefore cannot fully enter the Warp, use special drives to briefly "dip" into it to boost themselves forward, which though much slower than proper Warp travel is much safer. [[Horde of Alien Locusts|The Tyranid hive fleets]] use a special bio-ship capable of slingshotting the fleet through space by harnessing a planet's gravity well, and the swarm typically goes into hibernation during the trip between systems. [[Skele-Bot 9000|The Necrons]] use inertialess drives and large-scale teleportation technology eons more advanced than other races' FTL. And [[Our Orcs Are Different|the Orks]]... use the Warp anyway, because either the metal teeth they've riveted to their ships' hulls [[Clap Your Hands If You Believe|will scare the daemons off]], or they'll have a [[Blood Knight|pretty entertaining fight]] on the way to their next conquest.
* The role-playing game ''[[Traveller]]'' equipped its starships with the Jump Drive. In terms of this trope, Jump Drive was really a warp drive, moving ships through "jump-space" or "hyper-space." The catch? No jump could cover a distance of less than one parsec, so Jump Drives were useless for in-system travel. Also, the time spent in jump-space was independent of the distance travelled. Each jump lasted about one week (subjective and objective times were the same), no matter how far one jumped.
** Some of this was changed in later editions: You could travel less than a parsec; the jump still takes about 168 hours. However, you retain your speed-vector when you arrive, so you actually continuously accelerate to the point where you jump, and decelerate upon arrival, which burns a lot of fuel. And even more fuel if your calculation isn't perfect and you need to adjust the course. And still more fuel is used by the jump itself. And you need to be about 100 diameters away from a body because of gravitation (which would make for a safe jump 1,274,000 &nbsp;km away from Earth, somewhat more than 3 times the distance to the Moon). And due to the fact that in the Traveller-universe normally only one planet per system is interesting, this isn't really useful in most cases.
* Inverted in the ''[[Spelljammer]]'' D&D setting, where game designers made up their own cosmic structure and laws of physics ("Everything you know about space is wrong.") instead of trying to talk their way around our universe's. Even then, superluminal travel happens only out of "normal" space -- inspace—in-sphere spelljamming speed is "merely" 100 mln miles/day (4,166,666.7 &nbsp;mph), so even "double spelljamming speed" (a ''very'' rare case) shouldn't cause visible blue/red shifts.
* The hex-map wargame ''[[Starfire]]'', which [[David Weber|David "Honor Harrington" Weber]] has used as the setting for four novels, features "warp points" -- naturally—naturally-occurring portals through space that allow FTL transit from one star system to another. Strategic maps of known space look more like a text-adventure-game map than a star map, because it's warp links, not physical distance, that determines how "far" two systems are "apart." If more than one spacecraft tries to transit through a given warp point at the same time, there's a chance that they will "interpenetrate" and blow each other apart.
* The Void Engineers of ''[[Mage: The Ascension]]'' had jump drive technology that was ''incredibly'' finicky to use. Odds were that a ship using it would leave pieces behind just as often as it came through intact.
* ''[[GURPS]]: Spaceships'' telescopes all FTL into two groups. First the Stardrive system which can be Jump or Warp and secondly the Jump Gate system which creates whatever the local equivalent of wormholes is and is a portal drive.
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** Subspace interferes with Shivan shield technology, preventing it from working at all while in subspace. Given that the Shivans are ridiculously old with technology to match, as well as an evolved ''sensitivity'' to subspace itself, the fact that they've been unable to circumvent this is rather telling.
** Finally, the usual detail of gravity being a factor is played with; subspace travel works ''because'' of gravity, inter-system nodes go where they go because of the specific relationship of gravity between the two stars in question and subspace itself. In-system jumps, meanwhile, are only possible so long as the entry and exit points are both close enough to the same star's gravity well. It's actually the ''absence'' of gravity that causes a problem; subspace travel won't work in deep space.
* [[EveEVE Online]]'s system is... complex, to say the least. There are multiple methods used, and each is meant for different circumstances:
** The first method players encounter is ''warp drive'' for intra-system travel, which is measured in AUs/second (and considering that one AU is roughly equivalent to eight light-minutes, going at one AU a second is still FTL). Issues include the fact that warp drive is fairly slow, it can be jammed by all sorts of methods (including natural phenomena in Deadspace complexes), and the fact that it can take some time to align for the warp, during which you are vulnerable.
*** ''Acceleration gates'' are used to "slingshot" ships at warp speeds inside Deadspace complexes.
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** The newest addition, naturally-occurring ''wormholes'' are the fastest and longest-range method of FTL in the game (in the backstory, one allowed travel between the Milky Way and New Eden galaxies), but they are also the most unstable and most unpredictable method in the game. In addition, they have a nasty habit of collapsing as you go through them, leaving you stranded in some unknown system unless you have a probe launcher fitted to find a new wormhole. Even then, there's a chance that the new wormhole will take you "deeper into the rabbit hole" instead of back to the New Eden cluster.
* [[Descent]] 2 uses a prototype warp drive that allows you to jump large distances. [http://www.youtube.com/watch?v=KQCLZjyg07M Take a look]
* ''[[Conquest: Frontier Wars]]'' originally just has stationary wormholes to travel between systems, but then they somebody starts making ''artificial'' wormholes and things get a bit complicated.
* ''[[Supreme Commander]]'' makes use of [[Portal Network|Quantum Gate networks]], it is implied that they still must travel at sub-luminal speeds to new systems but once they deploy a quantum gate they can use it to teleport from several miles starships into orbit to the eponymous commanders to planetary surfaces.
* ''Haegemonia: Legions of Iron'' uses naturally-occurring wormholes for interstellar travel. However, it is possible to develop wormhole probes that allow any ship to jump to the probe from any system by creating an instant wormhole.
* The [[Escape Velocity]] games use "hyperspace jumps". It's never explained directly how they work, but for gameplay purposes it takes between 1 and 3 days to get to the next star system depending on how massive your ship is.
* ''[[Galactic Civilizations]]'' uses a mixture of Portal and Jump types : the original, pre-game FTL travel system involved gigantic, connected gates: you enter one gate and exit through the other relatively fast. The problem was that in order to reach your intended destination, you first had to send a gate to it. In normal space, at sub-light speeds. Pain in the ass to say the least : the Drengin had to wait for 50,000 years for the gate they had sent to the Arceans to arrive before they could launch their (failed) invasion. Eventually the Arceans sent a gate right next to Earth, possibly with invasion intents as well since it was 1) only one way and 2) couldn't be shut off should we have turned it on. So we didn't. However, humanity managed to reverse-engineer the device and create a portable version of it : Hyperdrive, which "folds space in front of the ship using it", i.e. a Jump drive.
** The "relatively fast" here means about 5 years. Granted, much faster than sublight travel, but nowhere near instantaneous.
** Unfortunately, after humanity develops the hyperdrive, some idealistic idiot broadcasts the plans to every other race in the galaxy. So instead of humans spreading out into space virtually unopposed, they have to contend with other races (who have long ago mapped out all stars using sublight probes) also seeking to expand their empires.
* Ships in ''[[Space Empires]]'' have no FTL travel. Instead, there's a [[Portal Network]] of naturally occurring warp points. Going further up the tech tree, however, lets you create artificial ones. You can then put a component that both opens and closes warp points into your ships, essentially equipping them with portal drives.
* Used in ''[[Star Raiders]]''; hyperspace is the only way to travel from one galactic sector to another.
* [[Machines]] has faster than light travel...that is fatal to any cell based organisms. Terraforming robots when send out to new planets and sleeper ships with humans where meant to follow.
* ''[[Vega Strike]]'' has two variants: Jump Drive for using [[Portal Network|Jump Points]] between star systems and SPEC-drive (Spatial Partitioned Expansion-Contraction) for fast insystem travel. As to limitations, both need to shut down [[Deflector Shields|shields]] and SPEC is gradually locked by mass and Jump Points' presence.
* ''[[Portal (series)|Portal]]'' and ''[[Portal 2]]'' contain FTL travel by implication; the Handheld Portal Device can create a instantaneous spacetime link between two surfaces at arbitrary distance from one another. While the scale of events in ''[[Portal (series)|Portal]]'' doesn't allow for this to be examined, the second game contains two minor references: first, [[Posthumous Character|recorded messages]] from the [[Cloudcuckoolander]] founder of Aperture Science discuss the possibility of encountering a [[Time Travel|violation of temporal causality]] while using the Portal Gun; second, the final sequence of the game involves an ''extremely'' long-range portal and employs the speed of light delay involved in its creation (but not transit) as a visual storytelling element.
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* Ah, what fools we have been. All this time searching for a way to achieve, when ''[[Big Rigs Over the Road Racing]]'' reveals that all you need is to shift into reverse and never let off the gas peddle.
* ''[[Ascendancy]]'' has only one method of travel: using "starlanes", although only ships equipped with starlane drives may use them. The nodes for entering starlanes are normally blue, but there are also so-called "red links" which are usually longer but take are also much slower. The rule of thumb is, the more starlane drives your ship has, the faster it moves. There is a one-shot device for sending any ship in a given starlane to its destination instantaneously, but there is nothing stopping you from [[Loophole Abuse|building a dedicated ship with a number of these devices onboard]] that it uses to create an insterstellar highway of sorts and a dry-dock in the system to refit it when it runs out. This can be a bit of a [[Game Breaker]], though.
* ''[[Sins of a Solar Empire]]'' has "phase lanes" connecting in-system objects. Nearly all ships are equipped with phase drives, allowing rapid movement between them. Jumping to other systems is only possible close to the star and only after researching a certain technology. Interestingly, there are no set paths between stars, so a ship can travel to any star from any star in a scenario. There may also be naturally-occuring [[Our Wormholes Are Different|wormholes]] linked to other locations the system or in others. Using them also requires research. Additionally, the Vasari are an ancient race whose knowledge of phase space greatly exceeds that of the TEC or the Advent. They may build Phase Stabilizer Nodes, which form a [[Portal Network]] of sorts. Their space stations may also be equipped with modules doing this. Additionally, firing the Kostura Cannon at a planet temporarily adds it to the [[Portal Network]]. The other uses is allowing their [[Space Fighter|Space Fighters]]s to make short-range jumps within the gravity well in order to ambush a target or evade attacks. Certain ships are able to do it on their own. The best use is allowing their missiles a chance to bypass enemy shields by pulsing in and out of phase space. This is not very effective against the TEC, who have the toughest armor, but is a lifesaver against the Advent, who rely mostly on their shields for defense.
** Some ships have abilities that temporarily block a gravity well to all incoming or outgoing traffic. All sides can build stationary inhibitors in orbit of colonies that increases the phase drive charge time for all enemy outgoing ships (except scout frigates) by a factor of 7, turning all escaping ships into sitting ducks. Starbases have a limited version of this ability, additionally damaging all escaping ships.
* ''[[Tachyon the Fringe]]'' uses [[Applied Phlebotinum|tachyon coil generators]] to achieve superluminal travel. There are several versions of these. The most common one is used for in-system TCG gates, allowing [[Space Fighter|Space Fighters]]s and small transport ships to move between sectors in a region. The larger (and purpler) mega-gates allow travel between regions (systems). While most gates are linked to one other gate, there are one-way gates, which are [[All in The Manual|mentioned]] to have been used in the past to settle the Fringe. Notably, the [[La Résistance|Bora]] left Sol Sector using an early one-way mega-gate to settle what is now known as the Bora Region. Capital ships and large freighters and transports can't fit into a TCG gate and are, instead, equipped with hyperdrives, which function using the same principle of "riding" tachyon waves. Similar to ''[[Star Trek]]'' and ''[[Star Wars]]'', the ships appear to rapidly accelerate before vanishing in a burst of light. It's implied, though, that capital ships still navigate by using gates as beacons. Despite the presence of carriers and [[The Battlestar|battlestars]], it's not uncommon for fighters to travel to the battle using gates, while the capital ships use their hyperdrives.
* Ships in the ''[[X (video game)|X]]-Universe'' games can mount Jump Drives, to teleport universe. However, the Jump Drive is only capable of jumping to the [[Portal Network|Jump Gates]].
 
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* Originally, the starslip drive in ''[[Starslip]]'' worked as a jump drive that shifted the ship into a nearly-identical [[Alternate Universe]] where it was ''already'' at the desired location. Eventually {{spoiler|it was discovered that one can, with sufficient slips, wind up in a substantially different timeline; this was the ''[[Starslip Crisis]]'' that gave the comic its original name.}}
** After narrowly escaping the destruction of the universe, the crew of the Fuseli end up in another one where the starslip drive has just been outlawed and replaced by the stellar superlinear propulsion ([[Fun with Acronyms|STARSLIP]] for short)) drive, which exploits the fact that there's no shorter distance between two places than a straight line, by finding an even ''straighter'' line. This functions as a Warp Drive, rather than a Jump Drive.
* The aliens in ''[[The Inexplicable Adventures of Bob]]'' have specifically stated that they do ''not'' have FTL. The Nemesites are extremely long-lived and ''do'' have ubiquitous relativistic-speed travel. Their empire's capital orbits a brown dwarf star "near" Earth's solar system--hencesystem—hence, our solar system sees a lot of traffic. There are at least two inhabited worlds in our system besides Earth; Butane, an undetected world in the Kuiper Belt colonized by a prehuman Earth civilization (the [[Dinosaurs Are Dragons|dragons]]), and Fleen, an asteroid inhabited by [[Space Police|Officer Zodboink's]] people (whether or not their race is native to Fleen has not yet been revealed).
* [[MSF High]]: Biowarp engines provide this.
* The ''[[Freefall]]'' universe has FTL travel, although the author admits to being uncomfortable about including it in an otherwise fairly [[Mohs Scale of Sci Fi Hardness|hard]] series. According to [http://home.comcast.net/~ccdesan/Freefall/Freefall_Backstory.html the manual], "The starships in Freefall make pockets of lower space time density, increasing the rate at which they go through time." Thus, they move very fast in real time but at a normal rate in subjective time, necessitating [[Human Popsicle|cold sleep]] for the passengers and most of the crew. When live cargo and/or timeliness are not at stake, they simply accelerate a cargo vessel to a decent fraction of light speed and fling it at the target system.
* ''[[Spacetrawler]]'' offers one of the most ridiculous [[Techno Babble]] explanations for FTL travel ever. Spaceships travel at [http://spacetrawler.com/2011/06/21/spacetrawler-148/ Greased Light Speed], "which is attained when you slip between light particles and go much faster than them". Friction between light particles cancels out time dilation. Also, the Mirrhgoots are on the verge of perfecting Greased Dark Light Speed, which promises to be even faster. It works on the principle of riding the darkness inside the light particles (since light particles are about 97% darkness).
{{quote| '''[[The Rant|Christopher Baldwin]]:''' Hahahaha! Man, that was a fun stupid idea to write.}}
* In ''[[Westward (webcomic)|Westward]]'', the [[Vehicle Title|eponymous]] [[Cool Starship]] travels through Escherspace (named after [[M. C. Escher|Maurits Cornelius Escher]]), which functions as a variety of Jump Drive. It is a [[Black Box]] technology that no-one quite understands, except for the mysterious alien Phobos. As a result, some characters [[Clarke's Third Law|prefer to think of it as a kind of magic]].
** While an Escherspace jump itself is nearly instantaneous, many weeks of travel using conventional engines are still required as part of every trip, to ensure that the ship is at a safe distance from any massive astronomical body -- ifbody—if used carelessly, Escherspace jumps can release enough energy to alter the orbits of nearby planets.
** During a jump, everyone aboard must take shelter in special "normalization booths"; the author has stated that this "creates a good separation between travel that's normal — adhering to the laws of physics — and travel that's abnormal, unnatural, and dangerous."
 
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== Web Original ==
* The Jump Drive and Jump Gates enable this in [[Nexus Gate]].
* One of the central tenets of the ''[[Orions Arm|Orion's Arm]]'' setting is the absence of FTL -- exceptFTL—except for [[Our Wormholes Are Different|wormholes]]. These are big, expensive, must be deployed to the desired desination at speeds much slower than light before they can be used, and need to be traversed carefully lest the traveller be crushed by g-forces. A lot of the time it's just easier to go the long way.
** The main reason ''[[Orions Arm|Orion's Arm]]'', a [[Mohs Scale of Science Fiction Hardness|hard sci-fi setting]], includes wormholes is that they're an [[Acceptable Break From Reality]] -- you—you can't really have the interstellar civilizations the setting is built around without ''some'' form of faster-than-light infrastructure, so the writers went with the most realistic alternative they could find. Because modern science has yet to demonstrate that wormholes are impossible, ''OA'' considers them fair game. It is assumed in ''OA'' that they do not violate causality (although this is largely an arbitrary rule).
* ''[[Tech Infantry]]'' gets around the speed-of-light limit via a hyperspace system inspired by those seen in [[Babylon 5]] and [[Honor Harrington]].
* In ''[[The Pentagon War]]'', "hyper holes" provide an FTL portal network. They are created by aiming two ''very'' expensive bombs directly at one other from two different star systems, and detonating them simultaneously -- asimultaneously—a difficult feat even for a whole government to pull off. At the time of the story, only 5 pairs of linked hyper holes exist.
* The technology is present in the [[Registry of Time]] universe, although not as fast as some other examples. In one story it takes 20 years to reach a destination.
 
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* In the ''[[Animaniacs]]'' finale "Star Warners", the Bicentennial Falcon flies past a sign that says LIGHT SPEED STRICTLY ENFORCED.
* Starfire in ''[[Teen Titans (animation)|Teen Titans]]'' is apparently capable of achieving faster-than-light speeds ''by herself'', if her planet-hopping in "Transformation" is anything to go by. Of course, in the first episode aired (third in production order), she and Robin are just finishing a conversation on this subject as they enter the living room.
{{quote| '''Starfire:''' ...and ''that'' is the secret to traveling faster than light!}}
*** Then again, this is the [[DC Universe]], so that little tidbit isn't exactly very secret.
* In ''[[Adventures of the Galaxy Rangers]]'', two aliens give humanity access to a FTL device called the Hyperdrive in exchange for our help in vanquishing the series' [[Big Bad]], the Queen of the Crown.
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== Real Life ==
* Quantum mechanics does allow for a "faster than light" connection between two particles in quantum entanglement. Unfortunately it is not actually possible to send information (let alone matter) FTL with this method, since it's impossible for an observer to determine whether an entangled particle state is due to the particle partner's involvement or by the simple act of observing the particle. It's a simple matter of probabilities.
** [https://web.archive.org/web/20121115150321/http://news.discovery.com/tech/teleportation-quantum-mechanics.html Scientists have recently been able to (sort of) send information using quantum entanglement at FTL speeds.] Getting any information out of the process still requires a normal slower than light connection between the sender and receiver.
** Also, at a quantum mechanical level, time is just another physical dimension: it is conceivable for a atomic or smaller scale object to travel in any direction along the temporal axis (as with "[http://www.wikipedia.org/wiki/virtual_particles virtual particles]")and even spontaneously appear somehere, or some''when'' else.
* During the writing of his novel ''[[Contact (Literature)|Contact]]'', Carl Sagan reportedly asked a fellow scientist (none other than [[wikipedia:Kip Thorne|Kip Thorne]], a leading expert in relativistic astrophysics) if FTL travel would be possible without breaking the laws of physics, as he didn't want to do it in his novel. The scientist sat down and wrote a few equations which became the basics of the [[Portal Network|wormhole network]] seen in the book and film. Sagan himself was optimistic about this and thought that a [[Sufficiently Advanced Alien|sufficently advanced civilization]] could build and maintain a network of these wormholes.
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* The Alcubierre drive is a semi-serious proposal for a system of FTL travel that involves propelling a bubble of warped space at FTL speeds. The ship itself remains stationary in the center of the bubble. ''Star Trek'''s Warp Drive is based on this idea. Of course, actually building such a drive system is well beyond the realm of present-day science, if it is possible at all. The fact that it would take several orders of magnitude more energy than exists in the mass-energy equivalent of the entire universe to move a small spaceship across the Milky Way galaxy doesn't help, either.
** The "warp drive" has been definitely ruled out as a "practical" FTL drive in 2009. A physicist named Stefano Finazzi and several colleagues published a paper showing that when particles in the interstellar medium intersect with the bubble of moving spacetime at FTL velocities, Hawking radiation will turn the temperature up to 10^32 Kelvin, which is hotter than the 2x10^12 K at which protons and neutrons break down into a quark-gluon plasma.
** [https://web.archive.org/web/20130921015946/http://worldsciencefestival.com/videos/is_warp_drive_possible This video] by Lawrence Krauss provides a nice enough layman's explanation on what it means to build a real-world warp drive, even outside of Alcubierre's own flavour of it.
** That could be worked around, say, by deflecting said particles with another exotic spacetime geometry, shields or whatever. One of the variations on it, by van den Broek, requires the mass-energy equivalent of a few grams. However, the concept itself was proven to be impractical by Krasnikov when he demonstrated the surface of the warp bubble to be causally disconnected from its interior (effectively cutting the crew off from controlling, creating or even stopping the ship). Further theoretical exercises (Clark, Hiscock and Larson) have shown that there exists formation of event-horizon-like structures along the warp bubble - analogous to a Mach cone - and since, in 2+ 1 spacetimes, the vacuum stress-energy of a quantized massless field diverges on the horizon as it forms, it is strongly suggested that the same phenomenon would occur in 3+ 1. The Alcubierre drive, as a concept for potential technology, is ''long'' dead. Similarly-spirited alternatives may not be, however.
** Actually, both of the points made above were brought up years ago, along with another one. The initial bubble theorized by Alcubierre would produce no thrust on its own, and most thrusters would be hard pressed to get the ball rolling (pardon the pun), never mind getting it to stop. The ideal shape is that of a drop, but that presents its own problems.
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** It's important to notice the fact that, of the few clear predictions that Heim theory DOES give (most of it is extremely obfuscated), like the mass of certain particles, most are wrong by several standard deviations. Make that planetoid a large moon.
* When the space shuttle Columbia tragically burned up during atmospheric re-entry, a caption at the bottom of one CNN report briefly read: "Shuttle traveling nearly 18 times speed of light." (It was a mistake, of course; the caption was meant to read "nearly 18 times speed of ''sound''.") Much gallows humor ensued, e.g., "No wonder the Shuttle broke apart, they had a warp core breach!"
* Ladies and gentlemen, in what is likely the biggest crime in the history of science, [https://web.archive.org/web/20131026114308/http://www.telegraph.co.uk/science/8782895/CERN-scientists-break-the-speed-of-light.html "CERN scientists 'have broken the speed of light'"]. As the scientists themselves readily admit, a lot more testing will be needed to confirm this claim, but suffice it to say that in the unlikely event that the discovery ''is'' independently confirmed, it will [[Science Marches On|completely revolutionize physics]], open up [[Subspace Ansible|a world of future technological possibilities]], [[Arson, Murder, and Jaywalking|and cause this page to require a moderate re-write]].
** This may or may not be the first time this has happened. Similar results were recorded at Fermilab some years before, but because the neutrinos' speed was only a small fraction higher than light it was ultimately written off as being within the less advanced equipment of the day's margin of error.
** Critics of the results have suggested a plausible explanation which only serves to support the Theory of Relativity. The GPS satellites used to time the experiment were slightly off due to the fact that they orbit Earth pretty fast. The claim is that the CERN scientists failed to account for this difference when making their calculations, and that adding the difference shows the neutrinos were slower than light after all. However, the scientists at CERN claim that they did account for this, and insist that so far they've found no systematic error that could explain their results.
** Turns out there was a [http://www.rttnews.com/1829817/cern-says-faulty-oscillator-optical-fiber-connector-may-explain-neutrino-timing.aspx loose cable]. Nevermind, everybody! However, until there are test results after correction of this glitch we can not be sure. New tests will start in May of 2012.
* Phase and group velocities for electromagnetic or quantum mechanical waves are ''sometimes'' higher than light speed. However, this still does not allow for the transmission of actual ''information'' faster than the speed of light.
** You can think of that as a shadow play right in front of a light focus: since the shape of the shadow is larger than the object casting the shadow, if it's moving fast enough, a point in the shadow will appear to be moving faster. That's independent of the time it takes the shadow to react to the object moving.
* Ultimately, one can only hope that [[Science Marches On]].
* And finally, if you're a UFO fan, remember that aliens seem to have found a way to bypass the speed of light. [[wikipedia:2006 Ochr(27)O'Hare International Airport UFO sighting|If this is real, then so's FTL travel!]]
 
{{reflist}}
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[[Category:Faster Than Light Index]]
[[Category:Truth in Television]]
[[Category:Faster-Than-Light Travel{{PAGENAME}}]]
[[Category:Necessary Weasel]]