Hyperspace: Difference between revisions
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updating some of the list with how it works in game rather then what was discussed through ddf |
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Before the player can initiate a hyperspace jump they must set the final destination of the journey: | Before the player can initiate a hyperspace jump they must set the final destination of the journey: | ||
* The player selects a destination using | * The player selects a destination using the [[Galaxy Map|galaxy map]] navigation interface | ||
* The | * The jump range is hard-limited by several factors: | ||
** The amount of fuel available determines | ** The amount of fuel available determines if a jump is possible | ||
** The basic jump range of the ship’s hyperdrive, determines the distance of each step of the trip | ** The basic jump range of the ship’s hyperdrive, determines the distance of each step of the trip | ||
*** Different hyperdrives have different capabilities | *** Different hyperdrives have different capabilities | ||
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**** Fuel efficiency | **** Fuel efficiency | ||
**** Charge time | **** Charge time | ||
**** Mass | |||
*** Hyperdrives can be replaced with better models to increase capabilities | *** Hyperdrives can be replaced with better models to increase capabilities | ||
** Jump locations available to their star map determine the route of the trip | ** Jump locations available to their star map determine the route of the trip | ||
** The total mass effects the jump range, this can be effected by: | |||
*** The mass of the modules | |||
*** Cargo | |||
*** Fuel | |||
* The player may also have access to additional information that could inform their decisions: | * The player may also have access to additional information that could inform their decisions: | ||
** Activity heat maps for trade, piracy, conflicts etc. | ** Activity heat maps for trade, piracy, conflicts etc. | ||
** Hyperspace tracking/prediction devices to monitor local ship activity | ** Hyperspace tracking/prediction devices to monitor local ship activity | ||
* A hyperspace journey may comprise of a number of jumps depending on the distance travelled | * A hyperspace journey may comprise of a number of jumps depending on the distance travelled | ||
* | * Changing between economic and fastest filter as well as cargo mass effects the route planner | ||
* Once a destination has been inputted the hyperdrive can be engaged | * Once a destination has been inputted the hyperdrive can be engaged | ||
Once a journey has been set, the player can engage the hyperdrive: | 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: | * 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 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 turn off other powered systems to free up capacity for the hyperdrive | *** 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 | ** 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 | ||
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*** This effect cannot stack with itself | *** This effect cannot stack with itself | ||
*** The percentage value and duration is based on the quality of the hyperdrive | *** The percentage value and duration is based on the quality of the hyperdrive | ||
** A hyperdrive module that has suffered damage may suffer a malfunction when initiated | ** A hyperdrive module that has suffered damage may suffer a malfunction when initiated | ||
*** The charge rate may be impaired | *** The charge rate may be impaired | ||
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*** The hyperdrive may misfire, becoming inoperable for a short duration whilst it runs diagnostics, after which it can be initiated again | *** 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 charging process may generate extra heat | ||
** Whilst charging the hyperdrive generates heat | ** Whilst charging the hyperdrive generates heat | ||
* Once the hyperdrive is fully charged it activates: | * Once the hyperdrive is fully charged it activates: | ||
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** A residual opening is left, which dissipates over a duration (up to minutes) | ** 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 | * After a delay (a few seconds) the ship exits hyperspace at the destination area | ||
** The player has to engage the hyperdrive again to continue the journey | |||
** The player | |||
There are actions that players can take which directly interact with hyperspace jumps: | 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 | * 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 | ||
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** For each additional slaved ship the chance of a malfunction causing a misjump is lowered | ** 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 | ** 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 | * Using a [[Frame Shift Wake Scanner]] a residual opening can be analyzed to determine the exit point of the hyperspace jump | ||
** This analysis takes an amount of time | ** 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 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 | ** It must fully complete before the residual opening dissipates to give a result | ||
* Ships can target a residual opening and attempt to “tailgate” after the ship that jumped | * 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 tailgater must be in close proximity to the residual opening and activate the hyperdrive | ||
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*** There is a significant reduction in charge time for tailgating | *** There is a significant reduction in charge time for tailgating | ||
*** Fuel is expended for the jump as normal | *** Fuel is expended for the jump as normal | ||
*** The tailgater suffers an amount of hull/module damage during the jump based on how close the residual opening is to dissipating | *** 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 | *** 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 | * Special ship modules exist that when active can give brief forewarning of ships about to arrive nearby at a location | ||