Nareau
Explorer
I'd probably go for a combination of both hyperdrive and jump gates.
From a plot perspective, both have strengths. If you have to get to Farpoint really soon, and the only way to get there is to push your ships engines to the limits, that can provide for some great tension. Or, as Straczynski says about Starfury: "They travel at the speed of plot.”
But jump gates can allow for travel to wildly different locations.
I look at it this way: Trips between moons and planets should take 10 minutes. Planet-to-planet jumps should take about an hour. Star-to-star trips should take between 3 hours and 3 months, depending on the plot. Star-to-star gate-jumps should take about 10 minutes, but be limited to a relatively small network of highly-developed worlds.
I suggest these times because that's how long it seems to take in Star Wars, Star Trek, Stargate SG-1, Babylon 5, etc. Whatever travel system I use would be largely reverse-engineered from those standards.
It might also be fun to set a campaign early on in the era of jump-gate construction. Have only 3 or 4 jump-gates in place, with others being added to the network as planets are able to build them.
Spider
From a plot perspective, both have strengths. If you have to get to Farpoint really soon, and the only way to get there is to push your ships engines to the limits, that can provide for some great tension. Or, as Straczynski says about Starfury: "They travel at the speed of plot.”
But jump gates can allow for travel to wildly different locations.
I look at it this way: Trips between moons and planets should take 10 minutes. Planet-to-planet jumps should take about an hour. Star-to-star trips should take between 3 hours and 3 months, depending on the plot. Star-to-star gate-jumps should take about 10 minutes, but be limited to a relatively small network of highly-developed worlds.
I suggest these times because that's how long it seems to take in Star Wars, Star Trek, Stargate SG-1, Babylon 5, etc. Whatever travel system I use would be largely reverse-engineered from those standards.
It might also be fun to set a campaign early on in the era of jump-gate construction. Have only 3 or 4 jump-gates in place, with others being added to the network as planets are able to build them.
Spider