How does paradox-free FTL travel affect the details of my story or gameplay?
It is understood that a way to prevent causality violation and time-travel while still having faster-than-light travel is to introduce a specific reference frame. This is explained in detail in this answer, in Hinson's Relativity and FTL Travel §9.5.4, and others.
To summarize, all FTL transits occur on a track that can be identified as an x axis of a specific reference frame. All such transit tracks are parallel to each other, regardless of any reference frame of the port of call, the ship's pilot, etc.
This is easy to draw in an s-t diagram, but the ramifications are not immediately obvious. What does this mean to the logistics and plot elements of my story, or the time-and-motion of elements in a role-playing game?
Not the least of the issues is that even trying to discuss it is perilous, as the very concept of velocity doesn't make sense, and just what time is it at each port anyway? So how can I describe the transit time of ships, how much time does that take from each point of view, and what other effects do I need to know about?
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