Pondering a "what-if?" last night - the postulate being that jump space IMTU is so abnormal and disturbing to sentient beings that they must go into coldsleep/stasis/call-it-whatever during the transition and FTL travel in order to retain sanity. This then led to wondering the changes this would impose on an LBB-3 type small-ship setting, much less anything larger scale.
- Low berth/cold sleep would have to be more reliable, obviously. Perhaps make it a triple die roll, with all 1s indicating a critical failure.
- Ships would have an inherent vulnerability period following jump, while the crew was being revived and taking stations. Perhaps ships transit farther than the 100d limit, in order to minimize the increased risk from pirates and such?
- What does this do to aging, and other expectations of travel? Are "regular" travelers physically younger than their chronological age?
- This opens the need for a limited number of robots/synthetics to manage ship systems while the crew is down, as is a frequent movie plot point.
- Similarly, the scenario where a stowaway, berth failure, or other situation leaves someone exposed to the madness of jump space.
- What does this do to things such as "subsidized liners" or other space travel? If your only real "experience" on the ship is the transit to/from a jump point, what makes a high passage stand out over a middle passage and the like?
What other ways would this change the dynamic of things? Just a thought exercise.
- Low berth/cold sleep would have to be more reliable, obviously. Perhaps make it a triple die roll, with all 1s indicating a critical failure.
- Ships would have an inherent vulnerability period following jump, while the crew was being revived and taking stations. Perhaps ships transit farther than the 100d limit, in order to minimize the increased risk from pirates and such?
- What does this do to aging, and other expectations of travel? Are "regular" travelers physically younger than their chronological age?
- This opens the need for a limited number of robots/synthetics to manage ship systems while the crew is down, as is a frequent movie plot point.
- Similarly, the scenario where a stowaway, berth failure, or other situation leaves someone exposed to the madness of jump space.
- What does this do to things such as "subsidized liners" or other space travel? If your only real "experience" on the ship is the transit to/from a jump point, what makes a high passage stand out over a middle passage and the like?
What other ways would this change the dynamic of things? Just a thought exercise.