Tom Kalbfus
Mongoose

This is the beginnings of my 3d subsector.
What do you think so far?
I'm going to name the systems and generate stats and post them later here, but for now, this is the map I made.
Yes, I use an system occurance of 12 in a 2d6 roll for system presence, that means for any given cubic parsec, there is a 1 in 36 chance of a system being in a given cube of space, My subsector is a 10 parsec cube. I had my computer roll the 2d6 1000 times on a spreadsheet, and the result is the map you see.Reynard said:Nah. Normal formula for determining distance for 3D locations should suffice. Big difference between a flat hexagonal map and a 3D map if both use parsecs will be much greater distances between systems.
If I drew my map with 200 star systems, don't you think that would look a bit crowded? With my rolling, the chance of a star system in a cubic parsec is 1 in 36, this produces an average of about 27.777 star systems, and when I'm trying to detail complete star systems, not just main worlds, this seems like quite enough. I plan of detailing only one subsector, that would be quite enough work for me.DanDare2050 said:I like the work you have put in this. Do you find the jump distances get a bit far apart with the frequency you have chosen? I also have gone 3d with 10x10x10 sub sectors although I use a flat map mechanism for ease of play without a digital device (I picked the idea up from an old space board game called Godsfire). However choice of display is not as important as the question of density and jump distances. I found that a 1,000 cubic parsecs needs about 200 star systems to work well with jump 1 and jump 2 distances and to be somewhat in keeping with stellar densities in the Orion Arm of our galaxy.
Is my map really that hard to understand? Seems simple enough if you show only one subsector at a time, if you don't get ambitious and stay local, then a 3d subsector can hold as many star systems as a 2d subsector in Classic Traveller. As for jump drives, you can redefine the jump drives as such.Reynard said:I'm sure the majority of Traveller fans have a hard time conceiving the physicality of three dimensional mapping compared to a flat hexagon map. Even a square grid map makes FTL travel with a discrete movement system difficult since only four locations around any point are accessible to a jump one flight. Adding a third dimension to that only makes mapping worst (but possible). Not sure what the actual decision making was for the design of 2300AD but it was obvious the staff on GDW wanted a hard science map of the real space around sol and it was apparent there would be no jump style FTL so there came the analog stutterwarp. This calls to mind using the Traveller alternate warp drive for 3D travel. Another possibility would be mapping systems in increments of light years rather than parsecs when using jump drive better matching distance to the limits of jump without actually crowding a sector or subsector by experimenting with density. Still again, 3D systems definitely call for complex paper or digital book keeping.
This is why Traveller K.I.S.S. is such a blessing.
Reynard said:I'm sure the majority of Traveller fans have a hard time conceiving the physicality of three dimensional mapping compared to a flat hexagon map. Even a square grid map makes FTL travel with a discrete movement system difficult since only four locations around any point are accessible to a jump one flight. Adding a third dimension to that only makes mapping worst (but possible). Not sure what the actual decision making was for the design of 2300AD but it was obvious the staff on GDW wanted a hard science map of the real space around sol and it was apparent there would be no jump style FTL so there came the analog stutterwarp. This calls to mind using the Traveller alternate warp drive for 3D travel. Another possibility would be mapping systems in increments of light years rather than parsecs when using jump drive better matching distance to the limits of jump without actually crowding a sector or subsector by experimenting with density. Still again, 3D systems definitely call for complex paper or digital book keeping.
This is why Traveller K.I.S.S. is such a blessing.
DanDare2050 said:( I can't get the image to display, anyone know what I'm doing wrong with the image code? URL is https://rpggeek.com/image/2821121/traveller-classic )
D'oh! Thanks, yes. I had given the URL of the page that shows the image, not the image itself.dragoner said:You have to go to the address (I used properties).