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My go at a 3D Traveller Sector map

Very nice. I tried something similar about 20 years ago, using a list of the nearest stars, and a 486 computer my employer had junked. My maps were nowhere near as pretty as yours, one reason I never used them. I still have one lying around somewhere.
 
That's pretty slick! We were just discussing using Astrosynthesis to do the same. Do all of the distances match up to the 2d? That's the hard math part!
 
TI 3 Soccer ball layout

There's an optional layout for the Twilight Imperium 3 boardgame that is basically all of the hexes of the game taking the shape of an unfolded soccer ball to represent 3D space. 3 layers, a single central hex, a small middle layer and the larger outer layer. A bit complex at first, but my buds and I got the hang of it and prefer the game this way now. I thought maybe something like this could be useful in Traveller.

http://boardgamegeek.com/filepage/71355/ti-iii-3d-play-mat-for-up-to-6-players

http://boardgamegeek.com/image/954831/twilight-imperium-third-edition-shattered-empire
 
No, that is assumed in the J1 range drives. Arbitrary but there you go.

Not much anyone can do really, it's just an unavoidable consequence of the jump drive rules and the Traveller space hex mapping system. Most Traveller players never notice.

Simon Hibbs
 
Alternate Jump Space

I've been toying with a weird view of jump space. Instead of an open 2d mapping of space each sector (or cluster) is mapped on an icosahedral map. The result is a 'closed' sector (at least as far as jump drives are concerned.) The stars are generally nearby in normal space but their 3d positions don't matter. The map portrays their positions in jump space. So normally a ship can't leave the cluster anymore than a ground car can leave its planet.

Each cluster can have one or gateway hexes (usually with a world present.) In these hexes a ship's jump drive can send it to another cluster. This may require a certain level of jump drive.

The gateway hexes can link clusters that are very far apart in space. A cluster near the galactic core could be adjacent to one in the galactic halo. That lets the characters access wildly different areas of space without spending years in transit though they certainly can spend years traveling.

The advantage is none of this really changes the basic assumptions of Traveller (communication at speed of travel.)
 
I've been toying with a weird view of jump space. Instead of an open 2d mapping of space each sector (or cluster) is mapped on an icosahedral map. The result is a 'closed' sector (at least as far as jump drives are concerned.) The stars are generally nearby in normal space but their 3d positions don't matter. The map portrays their positions in jump space. So normally a ship can't leave the cluster anymore than a ground car can leave its planet.

Each cluster can have one or gateway hexes (usually with a world present.) In these hexes a ship's jump drive can send it to another cluster. This may require a certain level of jump drive.

The gateway hexes can link clusters that are very far apart in space. A cluster near the galactic core could be adjacent to one in the galactic halo. That lets the characters access wildly different areas of space without spending years in transit though they certainly can spend years traveling.

The advantage is none of this really changes the basic assumptions of Traveller (communication at speed of travel.)

Actually, because of the discontinuity of J-Space and N-Space, it's possible that some systems might be only a few light weeks apart, but several times that by jump, allowing for dedicated radio comm "bridges", and depending upon how one defines a "system", it's possible that one might even have systems only a few light days apart (and thus within N-space reach).

Keep in mind: Neptune's a mere 250 Light Minutes out from Sol, and the Ooort is 41-80 Light-weeks (0.8-1.5 LY). Many star systems have far companions in the 1-10 L-Wk range. The cost of going "slow" 10 LW would be a peak of about 75PSL, for about 13.33 weeks, plus acceleration. 6G ships could do it in about 16 weeks - 4 months, or 24% fuel at CT-HG rates.

It's a wicked way to have some interesting topologies in a non-correspondent system. (It's also an idea stolen from a Starfire story/campaign... the two systems were nowhere close on the warp-line maps, but were very close, a few light weeks, in N-space, so the aggressive xenophobes observed that they were not alone, and snuck up upon the major race... it's from an early issue of Nexus Magazine.)


Also, if one has the T5 Icosahedral world maps, one can "nest" them easily enough, especially if one prints them with the same size hexes on overhead transparencies; the triangles make it easier to line it up the "inner map" under the outer map for any given triangle pair.
 
They Came From N-Space

Actually, because of the discontinuity of J-Space and N-Space, it's possible that some systems might be only a few light weeks apart, but several times that by jump, allowing for dedicated radio comm "bridges", and depending upon how one defines a "system", it's possible that one might even have systems only a few light days apart (and thus within N-space reach).

I like that. You could have 'low tech' raiders come out of nowhere on 'ancient fusion rockets' hit a culture that has jump drives and then retreat back into deep space beyond the reach of their jump drives. "Can't we pursue?" "Nope, our m-drives are superior but our ships only have power for a couple of weeks. It'd be a one way suicide mission at best."

Anyone know where to get some icosahedral map blanks in various sizes?
 
Robbo, I'm trying to visualize your concept. By icosahedral map, do you mean something akin to the CT world maps? Once mapped, are they then 'folded up' into geometric solids, or do they remain 'flat'? Where would the gateway hexes be? Or would they vary depending on the relationships between clusters?

Inquiring minds want to know.
 
I like that. You could have 'low tech' raiders come out of nowhere on 'ancient fusion rockets' hit a culture that has jump drives and then retreat back into deep space beyond the reach of their jump drives.

The only problem with that is the "culture" being raided would, for some reason, have to intentionally blind themselves. Otherwise, they'd see the raiders coming LONG before they arrived... ;)
 
I think the 3 layer map template for showing stars on, above, and below the galactic plane could also be used to map star clusters. Just add more levels to it so the entire cluster can be mapped.

Sorry, I don't remember where I saw the 3 layer map template.
 
interesting. very nice.

I'd split the maximums for Jump number ranges, however. ie; a J1, up to 1.5 parsec, you need that J2 to get 1.51-1.99. really, this would put a J-2's range to 1.51-2.5. better IMO for the gritty details, otherwise, just buy a j1, push it to 1.99999 and you'd have 'drop points' where the economic edge of a J1 stops, with others ferrying in and out system, because "why pay for a 2?".
you could allow "overclocking" to get a little more at high risk/more frequent maintenance required, but giving that much more range to everything as a gimme seems to 'exploitable'.
 
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