Traveller is a game not a simulation. Leaving aside flat map vs globe type issues, we know for a fact that Traveller depicts only a small fraction of the stars in Charted Space. There are large numbers of empty hexes that are not, in fact, empty. They almost certainly have red or brown dwarfs, rogue planets, as well as other lesser objects. Traveller has traditionally made a fairly big deal about the difficulty of crossing these spaces, putting a lot of emphasis on "Mains" and the avoidance of rifts, etc.
Currently, Traveller design seems to be of two minds about these spaces. On one hand, Matt has indicated that they are fond of the idea that M-Drives are impractical in deep space. On the other hand, they keep publishing rules for exploring empty hexes and deep space.
So what is the actual design intent for deep space and empty hexes? Is this intended to be specialty vessels only with supplementary engines, whether the Deep Space Maneuvering System (blech
) or reaction drives like Heplar? Are rifts even a real thing if getting fuel in empty hexes is fairly reasonable to do? Obviously, commercial vessels probably wouldn't take the risk, but generally speaking the new empty hex rules heavily undermine existing geography and naval doctrine. If you can refuel your invading fleet in an empty hex or the deep space around a star system, flagging where gas giants and water are on the map is kind of pointless.
How do the existing deep space locations like Chandler Station function? Do they have reaction drive/DSMS tugs to go rescue ships that jumped in too far from the stations? Do only elite navigator crewed or special engine vessels actually visit them?
I like geography so applying geography to space by making deep space/empty hexes essentially off limits except for extreme specialist vessels would be fine with me. Isn't that a thing in GURPS interstellar wars?
I don't favor options that make real space travel in system less likely, so I don't want the M drive limit to cut off 1/3 of the planets. I'd be more in favor of eliminating micro Jumps, frankly.
Anyway, I am curious what folks' thoughts are on the game role of empty hexes and deep space is.
Currently, Traveller design seems to be of two minds about these spaces. On one hand, Matt has indicated that they are fond of the idea that M-Drives are impractical in deep space. On the other hand, they keep publishing rules for exploring empty hexes and deep space.
So what is the actual design intent for deep space and empty hexes? Is this intended to be specialty vessels only with supplementary engines, whether the Deep Space Maneuvering System (blech

How do the existing deep space locations like Chandler Station function? Do they have reaction drive/DSMS tugs to go rescue ships that jumped in too far from the stations? Do only elite navigator crewed or special engine vessels actually visit them?
I like geography so applying geography to space by making deep space/empty hexes essentially off limits except for extreme specialist vessels would be fine with me. Isn't that a thing in GURPS interstellar wars?

I don't favor options that make real space travel in system less likely, so I don't want the M drive limit to cut off 1/3 of the planets. I'd be more in favor of eliminating micro Jumps, frankly.
Anyway, I am curious what folks' thoughts are on the game role of empty hexes and deep space is.