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Hyperspace is the method of travel between start systems at superluminal speeds. Only ships fitted with a hyperspace jump-capable [[Frameshift Drive]] are able initiate a hyperspace jump on ther own.
Hyperspace is the method of travel between star systems at superluminal speeds. Only ships fitted with a hyperspace jump-capable [[Frameshift Drive]] are able initiate a hyperspace jump on ther own.


'''''Please Note: The following is taken directly from the Design Decision Forum and will need to be checked and amended as elements are implemented into current gameplay.'''''
'''''Please Note: The following is taken directly from the Design Decision Forum and will need to be checked and amended as elements are implemented into current gameplay.'''''

Revision as of 14:06, 24 November 2014

Hyperspace is the method of travel between star systems at superluminal speeds. Only ships fitted with a hyperspace jump-capable Frameshift Drive are able initiate a hyperspace jump on ther own.

Please Note: The following is taken directly from the Design Decision Forum and will need to be checked and amended as elements are implemented into current gameplay.

Before the player can initiate a hyperspace jump they must set the final destination of the journey:

  • The player selects a destination using a galactic map navigation interface
  • The destination choice is hard-limited by several factors:
    • The amount of fuel available determines the maximum distance of a trip
      • Ships have an internal fuel capacity – additional fuel can be carried as cargo and transferred to the ship’s tank
    • The basic jump range of the ship’s hyperdrive, determines the distance of each step of the trip
      • Different hyperdrives have different capabilities
        • Jump range
        • Fuel efficiency
        • Charge time
      • Hyperdrives can be replaced with better models to increase capabilities
    • Jump locations available to their star map determine the route of the trip
  • The player may also have access to additional information that could inform their decisions:
    • Activity heat maps for trade, piracy, conflicts etc.
    • Hyperspace tracking/prediction devices to monitor local ship activity
  • A hyperspace journey may comprise of a number of jumps depending on the distance travelled
  • When inputting a journey, there may be multiple routes available to choose from
  • Once a destination has been inputted the hyperdrive can be engaged

Once a journey has been set, the player can engage the hyperdrive:

  • When the hyperdrive is engaged it begins to draw power from the ship’s power plant until it is fully charged:
    • The hyperdrive cannot be initiated if its power draw would make the total power draw of the ship exceed the ship’s power plant capacity
      • The player can disable power safeguards to enable the plant to run at over 100%, suffering fatigue damage in the process
      • The player can turn off other powered systems to free up capacity for the hyperdrive
    • The hyperdrive cannot be initiated when the ship is too close to a celestial body or large man-made structure; the ship must use in-system travel to reach a minimum jump distance
    • To create a safe transit the hyperdrive must perform real-time changes based on ship’s power draw; changes to the ship’s total power draw (up or down) slow the charge rate by a percentage value for a duration
      • The percentage value and duration is based on the quality of the hyperdrive
    • The hyperdrive is sensitive to interference caused by incoming attacks; when an attack impacts on the hull or shields, the hyperdrive’s charge rate is slowed by a percentage value for a duration
      • This effect cannot stack with itself
      • The percentage value and duration is based on the quality of the hyperdrive
    • Special exotic modules can be fitted to ships which when activated interfere with a targeted hyperdrive in range, slowing down charge rates by a percentage value whilst active
      • This effect cannot stack with itself
      • The percentage value and duration is based on the quality of the module versus the quality of the hyperdrive
    • A hyperdrive module that has suffered damage may suffer a malfunction when initiated
      • The charge rate may be impaired
        • The percentage value and duration is based on the severity of the malfunction
      • The hyperdrive may misfire, becoming inoperable for a short duration whilst it runs diagnostics, after which it can be initiated again
      • The charging process may generate extra heat
      • The hyperdrive may misjump
    • Whilst charging the hyperdrive generates heat
  • Once the hyperdrive is fully charged it activates:
    • The appropriate amount of fuel is removed
    • The drive discharges all power
    • The ship enters hyperspace
    • Time-based effects (charging shields etc.) continue as normal during a hyperspace transition
    • A residual opening is left, which dissipates over a duration (up to minutes)
  • After a delay (a few seconds) the ship exits hyperspace at the destination area
    • If the journey consists of more than one jump the hyperdrive automatically begins to charge for the next jump
    • The player can cancel/pause the journey at this point
  • Certain types of hyperdrive can use fuel upgrades, and modules are available to allow normal hyperdrives to use them
    • Fuel upgrades are carried as cargo units and can be committed to a hyperdrive jump whilst a route is being plotted
    • Fuel upgrades increase the capabilities of the hyperdrive for a single jump
    • Fuel upgrades produce dangerous waste as cargo units

These multiple jumps for a journey can go via dark systems, rogue bodies surrounded by lightless, dust-filled space, which will:

  • Support all sorts of interesting encounters in their own right
  • Become useful physical star map locations to discover
  • Allow multiple routes to a destination
  • Allow players to meet each other far from civilization

There are actions that players can take which directly interact with hyperspace jumps:

  • Players that have become Allies (an explicit in game selection of a "friends" flag) can slave their ships together and jump as a single entity
    • All ships involved must fully charge their hyperdrive before the jump is initiated
    • If any of the ships suffers a misjump, all ships misjump together
    • Each slave jumping ship must remain within a set range to at least one other slave ship
      • If this distance link is broken, the jump is aborted for all slaved ships
    • For each additional slaved ship the chance of a malfunction causing a misjump is lowered
    • Ally groups enable the strongest match-making rules, prioritizing the integrity of the group over match ups with other players if it would result in splitting the allies group
  • Using specialized ship modules a residual opening can be analyzed to determine the exit point of the hyperspace jump
    • This analysis takes an amount of time
    • It takes at least as long as the time window for tailgating (so you can’t do both)
    • It must fully complete before the residual opening dissipates to give a result
    • Analysis of a miss jump gives the original target as the result, with a probability of a misjump based on how quickly the analysis was started after the jump occured
  • Ships can target a residual opening and attempt to “tailgate” after the ship that jumped
    • The tailgater must be in close proximity to the residual opening and activate the hyperdrive
      • The time window for tailgating is a fraction of residual opening’s total existence time
      • There is a significant reduction in charge time for tailgating
      • Fuel is expended for the jump as normal
        • If the tailgater does not have enough fuel to reach the destination they misjump
      • If the actual jump range is greater than the tailgater’s hyperdrive capability they misjump
      • The closer the residual opening is to dissipating when the tailgate jump is initiated the greater the chance of a misjump
      • The tailgater suffers an amount of hull/module damage during the jump based on how close the residual opening is to dissipating
      • If successful, the tailgater appears very close to arrival point of the tailgated vessel
  • Special ship modules exist that when active can give brief forewarning of ships about to arrive nearby at a location
  • Specialised munitions can be obtained which disrupt residual openings, preventing tailgating and analysis

Misjumps have their own set of rules:

  • Misjumps can result from a number of scenarios
    • A hyperdrive malfunction can result in a misjump
    • A galactic map malfunction can result in a misjump
    • Activating the hyperdrive inside certain space phenomena can result in a misjump
    • Attempting to tail-gate another ship’s jump can result in a misjump
  • A misjump transports the ship to a new destination
    • This distance between the new destination and the target destination is a random value based on the distance travelled (the longer the jump, the greater the misjump range potential)
    • The misjump destination may be the outer limits of an inhabited system, or a dark system
      • Such systems may not yet be in the player’s galactic map
    • Very rarely, a misjump can result in turning up somewhere else
  • After a misjump, the hyperdrive automatically runs a diagnostics test for a duration before it can be charged again
  • There is no way to force a misjump other than directly sabotaging the hyperdrive module to guarantee a malfunction