Physical Realities of Intergalactic Interactions

Just a couple notes here on overall things that would be common knowledge to folks who’d grown up in a spacer existence.

The universe is HUGE, and there are many more planets, asteroids, moons, and stars than those listed on any map. One of the big reasons to have an astrogation computer is to make sure that you don’t bump into any of those at hyperspace speeds. Without one, you just don’t make that kind of a jump… or if you do, you end up in a star. Many of the “runs” listed on the main map are areas known to be clear of debris/random planetoids, making them safer routes for travel. There have been rumors of experiments with gravity-creating devices that could forcibly pull someone out of hyperspace, but these are unconfirmed and debate is high among scientists over whether such a thing is even physically possible. If you want to explore a region for an unlabeled planet, that’s totally something you can do (with a series of _______ checks). And who knows, you may even find something of value, or a location for a home base/hideout.

There are interplanetary networks. However, most of them need to be updated with relays, so the farther away a physical system is, the harder/longer it takes to interact with it. Nebulas, planetary magnetics, and any number of other factors just get in the way and can corrupt data. For slicers, this means that it’s much easier to break into a system you’re sitting in front of than it is to hack one on that starship at the other end of the planet, and that it’s almost impossible to even get a good data stream from a planet a few solar systems away (let alone break into their systems). A lot of this also has to do with the strength of your transmitter (and the transmitter of the place you’re slicing into), and most ships only have communications arrays that’ll go out at most a single light year.

Of course, if you were to gain physical access to an Imperial relay station, you’d have a GREATLY boosted signal capacity… but these are generally very heavily guarded, and it is a crime for an uninvited ship to dock at one.

Also, there’s a separate school of slicers who focus on astrogation slicing. These are often employees of the Empire, who will hack the astrogation coordinates of a ship they’re chasing, so that they can jump to the same place he jumps to and continue the chase.

The Holo-Net
This is the galaxy’s equivalent of the Internet, made possible through the Imperial relay stations. It’s mostly for communications and entertainment, as much of the content needs to be locally cached at a relay station, then accessed by users in that region, occasionally synching with the source.

These are put out by major studios, and can be purchased via the Holo-Net like a pay-per-view service. There are large theaters that will play these, too, but the direct-to-ship market accounts for over half of the sales for most Holo-Vids.

Storm Troopers & Clones
It is generally known that most storm troopers are clones. To those old enough to remember, they are not as accurate or skilled as the clone troopers of the Clone Wars, but are much greater in numbers. In general, those “in the know” know that basic clone stormtroopers never rise above “Private” in rank, instead being passed over by non-clone soldiers. (For behind-the-scenes info, it’s actually a result of a different cloning process, which you can read about here… though don’t go meta-gaming. Spaarti cylinders are NOT something that most folks in the galaxy know about).

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Physical Realities of Intergalactic Interactions

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