3D

By [unnamed sender] ·

TML message #6293From bundle 515

[Forwarded to [email removed], came to traveller-request alone.
Also, improved subject line. -- JamesP]

3D Traveller systems are difficult for a number of reasons.  First, the
jump routes are exceedingly hard to represent.  In 2D systems crossing
a sector boundary is simply shown by a line leading to the next sub-sector
or sector.  In 3D systems you end up with lines hanging.

Plotting movement is also a hassle when crossing boundaries.  Unless all
stars are plotted on the same X,Y,Z grid you will have to devise a system
for determining distance when the coordinates do not match exactly.

Another difficulty arises from the number of stars routinely plotted for
a sub-sector.  Stars in the area around Sol occur with a frequency of
1 every 10 cubic parsecs.  Sol is in a relatively thinly populated area.
As you move to the center of the spiral arms the stars get much closer
together.  The most dense seems to be in galactic cores where stars can
bunch up to several per cubic light year.  My own work with the Gliese
catalog places about 130 stars in 80 or so systems in a 10 x 10 x 10
parsec cube with Sol at the center.  Ships need to jump quite a ways to
reach the next star.

Finally, (at last the end) I suspect Traveller 2300 limited the distance
of travel to keep players from going anywhere on the map at any time.
Unlimited travel distances tend to "shrink" the map even if the ships are
slow.