Razorwing wrote:Yeah... the series is a little vague on how the aliens discovered Earth and determined its uninhabited status... especially given their distance from it (the Arks they traveled in were their most advanced and still it took 5000 years to make the journey).
So it all depends on from where did they start and what kind of route and turns they might have needed to take, because while there's a lot of empty space, the milky way still has something like 100+ billions stars in it, so basically its a big sea with loads of tiny islands for one to account for and maneuver around, making travel distances less linear and straightforward to calculate.
Razorwing wrote:The relatively slow FTL speeds that are used in HU has always made little sense to me... especially with the much faster versions available in the 3 Galaxies. It makes a HU game set in space a lot more of a slog to get to new star systems for new adventures than it should...
Different settings, different styles. The standards of FTL tech in AU's Milky Way are different from those of the 3 Galaxies, what fits with one being a community that is part but not the whole of its own galaxy, while the other covers trade, conflict and diplomacy in a slight-transgalatic context. You might say AU is "space age of sail" to 3Gs "space scramble for Africa/cold war" era mix. Things were thought with different tones and directions - what i like actually, otherwise they might as well be the same except for some names.
Razorwing wrote:and makes more conventional invasions much trickier. When it can take weeks, even months or years to get reinforcements to a battle front... well... the war could be long over before reinforcements can arrive even with the most advanced FTL drives available in HU (anything with a FTL Factor 100+ tends to be either experimental or merely theoretical). Of course this is just my pet peeve with the setting (well... the AU part of it).
Depends on one's idea of "conventional" - true, it brings complications to the invaders, but ain't that good when they already have a considerable advantage in technology, numbers and political unification? These limitations make it so alien invaders may be an actual threat for heroes to deal with but still an occasional event, not a near-constant shadow in the horizon and push other kinds of superhero stories a GM might want to tell stories about to the background, what could very easily happen in a 3GS context.
That said there are certainly ways to work around it - mention of rifts use and groups with at least some dimension-hopping familiarity appears repeatedly across the AU books, so jumpgates/stargates and other such things can certainly help out with shortening some distances and be turned in strategic/plot points to be disputed over by several different groups depending on routes possible, ease of access and other details, like with the bajoran wormhole to the Gamma Quadrant, for a great example of a major route made out of the equilavent a fixed permanent rift.