First, I have to say, the Pinafore is love.
Second, in response to movement and stuff, here's a thought.
We already know that most forms of handwavium transportation are gravitic in some manner. So... speed based instead of acceleration based... call it surfing the grav-nuetral. Base it on the average gravitational point. In close to one of the planets, it'll be mostly that planet. Further out, it'll be mostly the Sun. You *can* go newtonian if you want to, but that doesn't let you do much better than the average hardtech thrustercraft. Mostly, we use that for things like getting into orbit, and playing nicely with satellites and things. Of course, even so there are variations. The normal fen-craft has a constant max speed regardless of the amount of local gravity, up until you start getting out close to the limit. (You don't want to *use* that max speed when you're too close to a planet, mind, as it's an enormous mass hurtling through space, and you're not *entirely* in its frame of reference as long as you're surfing (much better to keep a fair bit in reserve and be careful about such things)) Some, however, are far faster and more agile in heavy-grav areas (they don't take full speed in too close either, but they get a lot more reserve when it counts most, so they can hotrod a lot better) slowing down precipitously as they pull out of the inner system's grasp. Others actually use a wierd form of kludged semi-warp principles, and are able to go significantly faster when *not* near a grav well. Of course, that means that they can only travel around in the inner system by tweaking together some sort of gravwave exclusion device, and they've pretty much got no chance of hitting orbit from the surface (under their own power) at all.
However, that's only *most* of the transportation systems. There are very few hard and fast rules for wavetech. There are a *few* acceleration-based waved drives, and as far as the rest of fenspace goes, they're really rather strange. On the one hand, someone who actually *has* the understanding of orbital mechanics necessary to exploit them to their fullest can cover looong distances in remarkably short periods of time (especially if the contact point can be handled by dropping off a wavetech vehicle that then engages engines and finishes the last little bit by itself - thus reducing or removing the necessity of deceleration.) On the other hand, well, playing the accelleration game in a velocity universe is a pretty strong example of "fast but not maneuverable".
Second, in response to movement and stuff, here's a thought.
We already know that most forms of handwavium transportation are gravitic in some manner. So... speed based instead of acceleration based... call it surfing the grav-nuetral. Base it on the average gravitational point. In close to one of the planets, it'll be mostly that planet. Further out, it'll be mostly the Sun. You *can* go newtonian if you want to, but that doesn't let you do much better than the average hardtech thrustercraft. Mostly, we use that for things like getting into orbit, and playing nicely with satellites and things. Of course, even so there are variations. The normal fen-craft has a constant max speed regardless of the amount of local gravity, up until you start getting out close to the limit. (You don't want to *use* that max speed when you're too close to a planet, mind, as it's an enormous mass hurtling through space, and you're not *entirely* in its frame of reference as long as you're surfing (much better to keep a fair bit in reserve and be careful about such things)) Some, however, are far faster and more agile in heavy-grav areas (they don't take full speed in too close either, but they get a lot more reserve when it counts most, so they can hotrod a lot better) slowing down precipitously as they pull out of the inner system's grasp. Others actually use a wierd form of kludged semi-warp principles, and are able to go significantly faster when *not* near a grav well. Of course, that means that they can only travel around in the inner system by tweaking together some sort of gravwave exclusion device, and they've pretty much got no chance of hitting orbit from the surface (under their own power) at all.
However, that's only *most* of the transportation systems. There are very few hard and fast rules for wavetech. There are a *few* acceleration-based waved drives, and as far as the rest of fenspace goes, they're really rather strange. On the one hand, someone who actually *has* the understanding of orbital mechanics necessary to exploit them to their fullest can cover looong distances in remarkably short periods of time (especially if the contact point can be handled by dropping off a wavetech vehicle that then engages engines and finishes the last little bit by itself - thus reducing or removing the necessity of deceleration.) On the other hand, well, playing the accelleration game in a velocity universe is a pretty strong example of "fast but not maneuverable".