Tom Kalbfus said:
The problem with actual 3-d maps is certain objects are in front of others, the purpose of Traveller maps is to provide information about each system within each hex and also show the relation of each system relative to other systems. I could not draw a 3-d map and show much more than a dot, a slightly larger dot for the systems that are closer to the viewer's perspective, and a small dot for those systems that are further away, I could not display UWPs on such a map, nor could I display the World size or whether they had water either, such information would clutter the 3-d map and obscure the 3-d positional relationships A list of distances is the best way I can think of, the reason there is only 12 is because if I had too many systems, the table would become too large to read, or the hexes would have to become too small to legibly read in one glance.
You are quite right, from the maps I have drawn with 50 or 100 systems in them (or thousands!) they're just a great big mess. I've tried 2 main techniques:
1) Just 3D space with "free" coordinates, usually with a precision of 0.1 parsecs, and use 3D distance algorithm to get distances.
2) Use 3D hexes (which was an enlightening rabbit hole to go down itself), so you can "count hexes" like in 2D to get distances. The problem here is that you'd end up with some hexes occluded i.e. underneath others. You could try "forbidding" stacked systems but then why bother with 3D... I tried offsetting things slightly but to be honest trying to look at the map and figuring out how things connected, or where rifts were, was giving me nosebleeds.
You can assume there are a lot of systems that aren't included in this table, a 8 parsec cube is 26 light years across, The space within a 21 light year radius of Earth contains 100 systems. The chance of system presence in each cube I used was 1 in 36, so if you rolled a 2d6 and got 12 that would indicate the presence of a system in that cube. Normally on a flat traveller map the standard presence is 1 out of two hexes, about 50% of hexes in a subsector would have systems in it, but that is in a 2-d plane, it 3-d, there are more possibilities, you need a lower system presence chance in order to still have rifts, if you kept it to 1 in 2, a starship could basically travel in any direction it liked.
You have to reduce density yes, but your density is very sparse, when compared to actual space near the sun. Density there is about 1/10 systems per cubic parsec. As for not representing every system on the map... that's not something I would compromise on (and thus made a lot of pretty pictures but useless maps).
In 3D one "problem" is that you have more options when you jump. In 2D space, the number of jump destinations increases with the square of the jump number. in 2D space, it increases with the cube. One "solution" is to reduce jump numbers (the other being to call it a feature and not a bug). In most iterrations of my 3D maps, I said J1 and J2 is all there is (sometimes had J3). Mains and clusters are much rarer in 3D, even with quite high densities (1/8, 1/6), so carrying enough fuel for 2 jumps and jumping into an empty hex is a thing that will happen much more often.