Hyperspace Lanes: Difference between revisions

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{{trope}}
[[File:Borg_transwarp_network2_2970.jpg|link=Star Trek: Voyager|frame|Get on Intergalactic Route 17 and hang a left on the 1st exit to reach Earth.]]
 
 
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== [[Literature]] ==
* The hyperdrive used by ships in the ''[[VattasVatta's War]]'' series of books allow them to travel to any nearby system they choose, but if they travel to systems marked on their charts as off limits, they run the risk of running into all sorts of unknown hazards. Less scrupulous starship captains occasionally use these off-limits star systems as meeting locations off the beaten path to conduct illegal business.
* The [[Star Wars]] [[Expanded Universe]] is a textbook hyperspace routes example. There are several major trade routes going from one end of the Galaxy to another, smaller but slower routes branching off them to individual systems and little-know routes that are faster than average but have the danger of coming too close to stars or black holes to compensate. When no known routes to a location exist, a series of mini-jumps is required to constantly double-check there are no stars or other dangerous objects in the way. Also, rarely used routes become unusable over time due to stars slowly moving around in space. To make matters more interesting, large portion of the galaxy is unaccessible to hyperdrive due to Hyperspace Disturbance and requires unconventional technology to get to. And yes, several stories point out how the fastest way to get from point A to point B lies anywhere but a direct route.
* [[The Lost Fleet]] uses this, however a more effective Portal Network is set up in important systems and the FTL pathways are almost forgotten about until the events of the series.
* [[The HitchhikersHitchhiker's Guide to Thethe Galaxy]] starts with earth getting demolished to make way for a new hyperspace express route. Of course, it was actually {{spoiler|a plot to destroy the supercomputer designed to come up with the ultimate question.}}
* David Weber's ''[[Honor Harrington (Literature)|Honor Harrington]]'' novels slightly subvert this trope by having Casual Interstellar Travel of the vanilla variety (by hyperspace) for everyone, but featuring a wormhole network that allows for instantaneous travel between its termini, thus radically cutting on a delivery times. Naturally, the heroes' homeworld has the biggest bunch of those holes. Wormholes in the Honorverse don't really form a network, though. Various wormhole termini are usually too far apart for anyone to get from one to another, without hyperdrives that also allow FTL travel. They just supply a few very convenient shortcuts between some places.
** Even in the Vanilla Hyperspace, there are also [[Negative Space Wedgie|Grav Waves]], for lack of a better term, "wrinkles" in hyperspace, that ships can use special energy sails to ride on to cut their travel time down considerably. These waves end up becoming ''de facto'' hyperspace lanes in their own right.
* The [[Trope Codifier]] for genre SF was the Alderson Drive used for interstellar travel in Larry Niven and Jerry Pournelle's 1975 novel [[The Mote in GodsGod's Eye]] (sporadic earlier examples existed, but this was the really influential one). It only works at specific "Alderson Points" in a star system, each of which leads to another specific system. Activating the drive anywhere else just burns up a lot of fuel for nothing. The story is a deconstruction: the Moties only escaped discovery and overrunning the universe because the only point into or out of their system leads within a supergiant star that would destroy unshielded ships on arrival. And this was the only reason the Moties never used their own version of the FTL device; they didn't have the humans' force field technology to survive at the far end of the trip, so explorers never came back.
* In [[Jack Campbell]]'s ''[[The Lost Fleet]]'', this is the slower and less effective form of FTL. Some waystation planets are dying because a new means came in.
* In [[CJC. J. Cherryh]]'s [[Alliance Union (Literature)|Alliance Union]] universe each star system only has a limited number of other star systems which can be reached via hyperspace. Anyone trying to go anywhere else is never seen from again, presumably trapped in hyperspace. Even trying to stop partway between two connected systems is impossible.
 
== [[Live Action TV]] ==
* In ''[[Babylon Five|Babylon 5]]'', most ships traveling in Hyperspace make sure to closely follow the navigational beacons transmitted between the [[Cool Gate|Jump Gates]]. They ''could'' go in any direction they want, and try to take shortcuts, but then they run the very real risk of joining the ranks of ships that have gone off the beacon never to be seen or heard from again. Larger ships, which can create their own jump points, have more sophisticated navigational equipment which allow them to travel more freely.
** Even the larger ships will find themselves in trouble if they lose their navigation systems or engines in combat in hyperspace, drifting helplessly into the void. For this reason, most commanders, if given any real choice, will avoid fighting battles in hyperspace, instead preferring to mass their forces near strategic key points such as jump gates or planets.
* Slipstream in ''[[Andromeda]]'' works like this.
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== [[Video Games]] ==
* ''[[X (Videovideo Gamegame)|X]]-Rebirth'' has "space highways" similar to the trade lanes in ''[[Freelancer]]'', which will let you get around between different planets in a system. Jumpgates are used to get between different systems.
* In ''[[Sins of a Solar Empire]]'', ships can only jump from certain from a planet's gravity well to certain other planets' gravity wells, as well as only being able to jump to other star systems from the star in the system they're in.
* In ''[[Escape Velocity]]'', ships can only jump from a given system to certain other (usually) nearby systems without stopping in other star systems along the way.
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* [[Hyperspace Lanes]] are also used in the Final Frontier mod of ''[[Civilization]] IV'', to justify the construction of roads in outer space.
** They are essential to the gameplay, as ships can only move one or two squares per turn. Unfortunately, this also means they are constant targets for [[Space Pirates]].
* In ''[[Wing Commander (Videovideo Gamegame)|Privateer 2: The Darkening]]'', hyperspace travel consists of jumping from one navpoint to another, with each jumping point a possible ambush site.
* In ''[[Free Space]]'' and ''Freespace 2'' travel between systems is done at jump nodes, essentially the end points of established wormholes that travel between systems.
* This was present in ''[[Master of Orion (Video Game)|Master of Orion]] III''. A ship technically could go "off-road," but doing so took far longer than using the predefined star lanes.
** Which is a little confusing given that the first two games have nothing of the sort. You can go anywhere you want (unless there's a black hole in the way), as long as you've got the range.
* ''[[Infinite Space]]'' - Space travel is restricted to "starlanes", which are apparently a naturally occurring phenomenon.
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== [[Western Animation]] ==
* ''[[Adventures of the Galaxy Rangers (Animation)|Adventures of the Galaxy Rangers]]'' took their cue from ''[[Star Wars]]'' on this one. Humans were still quite new to hyperspace travel, and there were a lot of things that could go seriously wrong (and did in-series) if your calculations were off or your drive was malfunctioning.
* In the first episode of the [[Uncanceled]] ''[[Futurama (Animation)|Futurama]]'' there is a mention of the Panama Wormhole, both as a way to resolve the [[Cliff Hanger]] of the last movie and as a [[Lampshading]] of the [[Channel Hop]]:
{{quote| '''Prof. Farnsworth:''' Of course! That was the Panama Wormhole, Earth's central channel for shipping.<br />
'''Dr. Zoidberg:''' [laughs] How humorous.<br />