Of course there's no such thing as objective time but that's a whole other bag of worms. The closer to get to C the slower time appears to pass for you vs "objective" time passing for everyone else. Time outside of blinkspace assumes relativity based time dilation. Travel in blinkspace is explicitly instantaneous and is not affected by relativity. Or if there's a blink gate in each system, a couple days. Planet to Planet interstellar would be probably at least 6 months subjective, 5 years relative. Planet to Planet IN SYSTEM would be a couple days, sure. Which is fine for your version of Lancer (after all, GALSIM simulates nigh infinite versions of reality.)! Just not great for answering general questions like the OP's. I'm not sure where you're getting these ideas, but they're pretty much all non-canon. Nearlight travel is a narrative explanation for allowing colonies and star systems that are remote from the core of the setting, so disparities can exist between places and you can have, for instance, slaver states that aren't immediately flattened by Union. Union has exclusive control over the science and operation of blink gates and is a large reason for why it's the dominant faction in Lancer. Maybe they look and work like Mass Relays if you're into it. They're described as massive broad bases with an extremely long spire rising from the base which acts to somehow blink ships. Any blink gate can teleport a ship to the proximity of any other blink gate. It also encompasses the suite of tech that lets people survive that kind of thing: shielding and inertial dampening.īlink gates are orbital megastructures which paracausally allow ships to teleport between them. It's paracausal to some degree, and allows ships to quickly accelerate to almost the speed of light, and decelerate quickly too. Starships often have nearlight drive technology. Nearlight travel is how most ships travel from place to place - especially within star systems and between close star systems in the Cosmopolitan periphery of Union space. Practically speaking, this means that in an emergency, yeah, you can connect any two gates together, but most of the time you just use the established links. Worlds lucky enough to have a gate on the rim might not even have the resources to make arbitrary switches in destination, so for all practical purposes, their gates are permanently connected to another further in that has better connections within its system. Further out, each system might have a single gate, but it gets directed when needed, or possibly runs to a schedule (depending on how plentiful energy is in this system). If you want to do a short hop somewhere in the innermost rings of Union space, there's probably already a gate set up for that particular jump, so just use that. ![]() My personal headcanon consolidating these is that blink gates can connect to any other blink gate, but there's a significant cost in energy and time to retarget a gate that grows relative to the distance between them. ![]() Blinkgates are all connected together, but I personally like them connect 1-1, so you have to hop gates, and there's lines.
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