Author Topic: Subspace Lore  (Read 3810 times)

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Offline Riptide

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I have been working over the years (and never seem to get anywhere) on campaign ideas for Freespace 2. While I have a decent story in my head, I've mostly written down a lot of added lore. For me, having some set 'rules' of how my Freespace universe works helps me keep constraints on my story. While these are by no means canon, I thought some of these topics might be interesting for other modders and mission builders instead of rotting away on my hard drive.

Subspace Node Categorization
Subspace nodes are categorized by scientists by two different principles; Stability which is often listed as A-E and Longevity which is number 1-5.  Typically written with the Numerical Value followed by the Letter Value, they would be listed as a Type 1A or Type 3D Node. Type A’s are extremely stable, meaning any common subspace-drive can traverse these with ease. B’s are slightly less stable and are typically reserved for more robust military grade subspace drives. Civilian vessels, unless specifically authorized by the GTVA, are prohibited from traversing these lanes. Any point shown on a common node map is a type A or B as the GTVA Subspace Agency does not typically list anything below a type B for safety reasons. Type C’s are extremely unstable nodes, which are not suitable for inter-system travel except in the most dire of circumstances. While not mutually exclusive, as the longevity and stability are separate ratings, most Type C’s are very short lived nodes, collapsing completely in years or even hours of their discovery. Type D nodes are collapsed nodes that still have a slight connection through the subspace fabric. These are nodes such as the Epsilon Pegasi - Capella or Delta Serpentis – Sol nodes, where the node has collapsed; however, a connection could be reestablished through the use of devices like the Knossos. Type E nodes are completely collapsed and have no further connection. Scientists categorize these node corpses because their footprints are found all around space, and date back to the beginning of the universe.
Node longevity is rated 1-5, with 1 being the longest lived and 5 being the shortest. Lifespan 1’s are theorized to last a million years or more, 2’s are rated for one thousand years or more, 3’s for over one years or more but most on this scale are thought to be around one hundred years or more. 4’s can exist for up to a year but can collapse in hours and 5’s collapse in anywhere from minutes to mere nano-seconds. 5's tend to be the hardest part of plotting new nodes, due to their frequency and their 'false-positive' readings for a viable node.
Jump Node surveying is one of the most lucrative fields for GTVA scientific graduates; however, the rarity of finding a new, stable, long lasting node is so rare that few job opportunities exist for this once prestigious field.

Helgsman-Whiteside Boundary
A common question asked by new navigators is, “Why does a ship have to stop before a node when it is already in subspace? Can’t it just keep going through?” A ship must stop before a subspace node for several reasons. The first and foremost is known by scientists as the Helgsman-Whiteside Boundary, a bubble within subspace around an inter-system jump node that prohibits ships from passing from subspace into the subspace node channel due to frequency and fluctuation. A ship resonates on a particular level of subspace for intra-system jumps. Inter-system nodes resonate on a higher frequency which would require a ship to change its frequency, hence another subspace portal opened from within subspace. This is why it is difficult to ‘follow’ a ship through subspace without the use of specific equipment (like witnessed at the destruction of the first Lucifer destroyer at the end of the great war) because ships with often be at different frequencies of subspace, even on the same node. Even if a ship were able to be at the same frequency to enter a node from subspace, the Helgsman-Whiteside Boundary prevents travel from one to the next. A natural phenomena of nodes, the Helgsman-Whiteside Boundary ‘pushes back’ exponentially as a ship gets closer to the node; forcing the vessel back into real space.
Once out of subspace, a ship must recharge its jump capacitors to re-engage back into subspace via a node.
Because of this, jump nodes are of high tactical and civic value for the GTVA, and escort of ships to a node remains a common and needed procedure.

*This last one is a little more dependant on my storyline but i figured i'd post it none the less

Capellan Black Hole
As subspace nodes coalesce around points of mass, connecting two points in space, it appears that the Shivans have mastered this process by creating their own nodes from one point in the galaxy to another. By collapsing Capella, and forming a black hole, while simultaneously collapsing a star deep in Shivan controlled space, they were able to make a natural node connection in between the two. Through this node, they would be capable of moving forces directly into GTVA space if not for the collapse of the Capellan connecting nodes.

 
I appreciate the level of detail and consideration you've put into this, but too much formalism, especially in soft sci-fi, can just wind up bogging your story down, either in needless exposition or the need to make everything consistent enough to pass reader inspection. That's not to say what you've got isn't good, but you should be conservative when working it into a story.
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Offline Goober5000

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I think he's fine.  The level of formalism in his post is much less than that used in Blue Planet: WIH, which can often verge on the inscrutable.  Riptide's post reminds me of Mad Bomber's expository posts on SectorGame lo these many years ago.  Riptide, I like your ideas. :yes:

 

Offline Veers

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I personally enjoyed reading it  :yes:
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Offline MatthTheGeek

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Same here, although most of that data (aside from the Capella part, which is up to interpretation) is usually assumed under one form or another.
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Offline Riptide

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Sorry for the long winded nature of it, I think I wrote this after playing the Mass Effect series and reading their incredibly detailed Codex. Figured this would make a good tech room description.

 
I think I wrote this after playing the Mass Effect series and reading their incredibly detailed Codex. Figured this would make a good tech room description.

Mass Effect will do that to you. The tech room would be a perfect place for that, given that this information has some relevancy to your campaign. The stuff about the Helgsman-Whiteside Boundary is interesting (are those just some random names, btw?). I never thought of that question. I always thought they were two distinctly separate methods of travel.

The Capella black hole thing must be pure speculation, even in-universe, but it doesn't make much sense. The juggernauts they already had was more than enough to crush the GTVA before they had a chance to kill the nodes. Getting 80+ juggernauts in one place just to get more of them quicker is severe overkill. Maybe they EXTREMELY overestimated the GTVA after they killed the Lucifer, but I doubt it. Overall, a good post, but I would leave out the black hole part.

 

Offline Rheyah

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I've done a bit of subspace theorising as well which I'll be putting into my campaign.  I maintain the standard Einstein Rosen bridge interpretation (wormhole, essentially) engaged by subspace motivators.  Freespace reactors are at minimum measured in terawatts and exawatts.  Subspace motivators induce a ring of ultra dense exotic matter (formally known as a Hijawa Condensate) into rapid oscillation producing a local space-time topography which is a variation on an Alcubierre metric but converging on the region of universal space time where gravitons interact immensely strongly with EM fields to produce visible spectrum photons.  The size of the bridge's vortex is simply a result of how large a bubble is required.

Subspace nodes in this case are regions of space where local quantum foam fluctuations resulting from the Big Bang produce regional gravitational instabilities.  These instabilities represent in shortest terms the n-locational gravitational link between two interacting bodies and can occur through both local and stellar levels.  The most stable jump nodes are those between a star and its major planet though in the case of Sol, Jupiter's large number of moons mean that its local interaction points are fundamentally unstable and will collapse on the order of thirty times every minute due to interacting gravitational fields.  Sol's jump node being so predictable and stable (it has changed only four times in known history including its collapse) is a rarity.  Fortunately, modern computer algorithms allow us to predict the change of jump nodes down to the second and thus allow the GTVA to regulate traffic through nodes.  There is only ever one possible solution to the ER bridge between systems and thus all ships which enter it occupy the same space.

This is ultimately through the work of the Knossos research.
« Last Edit: August 07, 2013, 03:50:48 am by Rheyah »

 

Offline The E

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I have to congratulate you on the amount of work you're doing here, but if I may make a suggestion? Cut down a bit on the jargon.

Don't get me wrong, I likes me some technobabble (Hell, I read Hannu Rajaniemi for fun!), but an understandable narrative trumps name-checking any day. Don't use the shortest possible explanation, use the most understandable one, and then figure out how that knowledge informs the way your missions or campaigns are set up.
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Offline Riptide

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The Capella black hole thing must be pure speculation, even in-universe, but it doesn't make much sense. The juggernauts they already had was more than enough to crush the GTVA before they had a chance to kill the nodes. Getting 80+ juggernauts in one place just to get more of them quicker is severe overkill. Maybe they EXTREMELY overestimated the GTVA after they killed the Lucifer, but I doubt it. Overall, a good post, but I would leave out the black hole part.
Megawolf, you make a good point. Without divulging too much of the story, I saw the Shivans as more or less a creature built to be the 'great destroyers'. No overall goal other than to breed, build, and expand. They have expanded throughout most of the Milky Way, and the humans are no more than a kid poking at a bee's nest. They have upset the local hive. There is more behind the Shivans in my story, but that is the basic jist of their mentality. Working off of that storyline, can you give me any good ideas for a reason to collapse Capella? PM me if you'd feel more comfortable.
I've done a bit of subspace theorising as well which I'll be putting into my campaign.  I maintain the standard Einstein Rosen bridge interpretation (wormhole, essentially) engaged by subspace motivators.  Freespace reactors are at minimum measured in terawatts and exawatts.  Subspace motivators induce a ring of ultra dense exotic matter (formally known as a Hijawa Condensate) into rapid oscillation producing a local space-time topography which is a variation on an Alcubierre metric but converging on the region of universal space time where gravitons interact immensely strongly with EM fields to produce visible spectrum photons.  The size of the bridge's vortex is simply a result of how large a bubble is required.

Subspace nodes in this case are regions of space where local quantum foam fluctuations resulting from the Big Bang produce regional gravitational instabilities.  These instabilities represent in shortest terms the n-locational gravitational link between two interacting bodies and can occur through both local and stellar levels.  The most stable jump nodes are those between a star and its major planet though in the case of Sol, Jupiter's large number of moons mean that its local interaction points are fundamentally unstable and will collapse on the order of thirty times every minute due to interacting gravitational fields.  Sol's jump node being so predictable and stable (it has changed only four times in known history including its collapse) is a rarity.  Fortunately, modern computer algorithms allow us to predict the change of jump nodes down to the second and thus allow the GTVA to regulate traffic through nodes.  There is only ever one possible solution to the ER bridge between systems and thus all ships which enter it occupy the same space.

This is ultimately through the work of the Knossos research.
Wow! Ok, I thought I went in depth, this is awesome. If you don't mind, I may have to borrow some things on this; however, I would have to argue with one point. According to your theory, ships in subspace are in the same space/dimension. This, to me, is completely contradictory to the lore put forth in Freespace 1. First off, with intergalactic travel being common, you'd have to worry about collisions going through nodes. Besides that, more importantly, in FS1 they state that it was pretty much a godsend to find a way to track and follow the Lucifer through subspace; leading me to believe that each ship takes a different frequency or lane through a subspace node.
I think I wrote this after playing the Mass Effect series and reading their incredibly detailed Codex. Figured this would make a good tech room description.

Mass Effect will do that to you. The tech room would be a perfect place for that, given that this information has some relevancy to your campaign. The stuff about the Helgsman-Whiteside Boundary is interesting (are those just some random names, btw?). I never thought of that question. I always thought they were two distinctly separate methods of travel.
Well, the Helgsman-Whiteside Boundry has somewhat of a semblance with the FS universe. The name Helgsman was just made up (honestly it was a placeholder until I came up with something better), but Whiteside was published in the Freespace Reference Bible by Volition in reference to Professor Whiteside who postulated and discovered Subspace Nodes.

 

Offline Riptide

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I have to congratulate you on the amount of work you're doing here, but if I may make a suggestion? Cut down a bit on the jargon.

Don't get me wrong, I likes me some technobabble (Hell, I read Hannu Rajaniemi for fun!), but an understandable narrative trumps name-checking any day. Don't use the shortest possible explanation, use the most understandable one, and then figure out how that knowledge informs the way your missions or campaigns are set up.
I totally get where you are coming from. These comments were just a lore dump that I had been working on for myself. I have a very logical mind, so I have to explain everything (at least to myself) so I can write a story around those constraints, especially when a lot of it will have to do with the nature of subspace travel.

 
With the comparisons to Mass Effect being brought in, I have to ask: did anyone actually feel the codex was well-respected in the game? Because reading the ME1 codex is a pretty good way to get mildly pissed off by the in-game events, especially the later games' space cutscenes, which is exactly what you want to avoid.
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Offline Riptide

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With the comparisons to Mass Effect being brought in, I have to ask: did anyone actually feel the codex was well-respected in the game? Because reading the ME1 codex is a pretty good way to get mildly pissed off by the in-game events, especially the later games' space cutscenes, which is exactly what you want to avoid.
The ME1 and 2 Codex were a time killer for me. I got sucked in for hours reading those damn things.

 

Offline An4ximandros

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You know what could really use some fanon in FS? The bloody fighter physics! :P

Homeworld had something about this, so it could serve as an inspiration.

The explanation about the Standard-Node subspace transition is pretty cool, though a bit too detailed for my taste.

 

Offline Mongoose

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Clearly the fighters experience friction from the ubiquitous luminiferous aether.

 
I saw the Shivans as more or less a creature built to be the 'great destroyers'. No overall goal other than to breed, build, and expand...

...and retreat. We know that part of the Ancient's empire is now T-V space. I don't know if Altair IV was their homeworld or just a colony, but the Shivans did occupy this region of space. They might have pursued the Ancients back to their homeworld or wherever they had their last stand (the cutscenes tell that they are different), but they had ample time to expand into T-V space afterwards.

Working off of that storyline, can you give me any good ideas for a reason to collapse Capella?

Unless Volition/Interplay has a storyline or other explaination, I'd defer that to someone like Drew Karpyshyn. However, some of my theories would include:
1. They needed to harvest a lot of energy really fast (faster than mining gas or getting solar radiation).
2. They wanted to show the Terrans & Vasudans that they were so much powerful and they needed to "settle down". What I mean is that maybe the Shivans only try to destroy civilizations that are aggressive and territorial, like the Ancients and the Terrans/Vasudans in the T-V war. If we don't start a major war with another species or ourselves, the Shivans would ignore us.
3. The Shivan Armada group is different and isolated from the Lucifer group, so they don't know what happened in FS1. They believe that Capella is our homeworld. The way they wipe out a homeworld is through a supernova (one of the Ancient cutscenes seems to show this). They didn't think that we would evacuate our homeworld or knock out the nodes. This would also explain the technology jump from FS1 shivans to FS2 shivans.

Also, I would say that the Capellan star (the wiki says it's a binary, what happened to the other star?) is too small to form a black hole after a supernova, natural or artificial.

 

Offline AdmiralRalwood

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the Capellan star (the wiki says it's a binary, what happened to the other star?)
Capella is actually four stars; its portrayal in Freespace 2 is... not even close to realistic, and subject to almost as much annoyance as fighter physics.
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Offline Cobra

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Binary systems give Snipes the creeps. Imagine the amount he'd **** in his pants if it was more than that. :P
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