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 a galactic map navigation interface
* The player selects a destination using the [[Galaxy Map|galaxy map]] navigation interface
* The destination choice is hard-limited by several factors:
* The jump range is hard-limited by several factors:
** The amount of fuel available determines the maximum distance of a trip
** The amount of fuel available determines if a jump is possible
*** 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
** 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
* When inputting a journey, there may be multiple routes available to choose from
* 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 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 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
** 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
** 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
*** The hyperdrive may misjump
** 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
** If the journey consists of more than one jump the hyperdrive automatically begins to charge for the next jump
** The player has to engage the hyperdrive again to continue the journey
** 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:
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 specialized ship modules a residual opening can be analyzed to determine the exit point of the hyperspace jump
* 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
** 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
* 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
**** 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
*** 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
* 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