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Hyperspace Lanes: Difference between revisions

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{{trope}}
[[File:Borg_transwarp_network2_2970Borg 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.]]
 
 
So, you have [[Faster-Than-Light Travel]], and you want to travel to Rigel, but first you have to stop through Tau Ceti, even though you don't have any business there, and stopping there makes the journey longer. Why is this? Whether due to some law of physics or some artificial regulation, you have to follow the [['''Hyperspace Lanes]]'''.
 
[['''Hyperspace Lanes]]''' allow space to have choke points and pace the story in space since you have to make stops along the way between jumps anyway. These lanes typically connect the only closest systems to each other. Not as silly as might be expected, as the stars of a galaxy are always in motion and even the tiny pull of distant stars may bring a ship seriously off course at great distances. Having a few lanes for which the movement and gravity of nearby stars is extremely well mapped out might be a lot safer than just blazing straight through a star cluster whose gravitational effects are only reasonably well estimated. In some cases it is possible to go off the lanes, but doing so is often very hazardous (Perhaps [[Hyperspace Is a Scary Place]]).
 
Related to, but rarely overlaps with [[Portal Network]], typically only if any given gate is limited in terms of potential destinations. [[Sub-Trope]] of [[Faster-Than-Light Travel]].
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** The Polaris tunneling organ in the third game (Nova) allows players to enter hyperspace without having to stop the ship, a multi-jump organ can allow players to make 10 or less jumps for the time and energy of one.
* In ''[[Freelancer]]'', there are Trade Lanes within the systems. You can enter a Lane at any one of the Trade Lane Rings that are spaced along it, and you can cross an entire system in seconds this way.
* [[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 (video game)|Privateer 2: The Darkening]]'', hyperspace travel consists of jumping from one navpoint to another, with each jumping point a possible ambush site.
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* ''[[EVE Online]]'' uses jump gates to travel between systems. In addition, Titans (large, capital-level ships) can create their own jump gates.
* ''[[Sword of the Stars]]'' has humans reliant on fixed "nodespace" routes for interstellar travel and the Zuul can "rip" temporary nodespace routes.
* The first ''[[Star Control]]'' strategy mode has colonies as nodes in a jump graph -- andgraph—and you can's know for sure whether and where each node is connected until you visit it.
* ''[[Vega Strike]]'' has jump points network. Another form of FTL travel is relatively slow and thus limited to in-system use.
* ''[[Ascendancy]]'' has "starlanes" -- normal—normal blue links usually taking a few turns to ride and red links that require improved drives to navigate in a reasonable time. There's also expendable devices blocking a starlane or speeding up everyone in it.
* ''[[Haegemonia]]: Legions of Iron'' has naturally-occuring [[Our Wormholes Are Different|wormholes]] leading to fixed points in other systems. Interstellar travel is restricted to these, except for the final missions, where the humans manage to modify Darzok wormhole-blocking technology to allow a fleet to jump directly to a beacon that can be placed in any system. This can, essentially, allow you to avoid the entire enemy line of defense and go straight for the HQ.
* Similar to the above example, ''[[Conquest: Frontier Wars]]'' has static wormholes connecting systems. The [[Energy Being|Celareons]] have the technology to make temporary wormholes to any system. The first mention of this is when they use it to {{spoiler|save Captain Thomas Blackwell's corvette from falling into a black hole}}. This is the main reason why the [[Bee People|Mantis]] are attacking them: they want the technology. And some Celareons are willing to deal with the Mantis in the hope that the bugs will leave them alone after this.
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