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hiperespacio [2016/01/05 10:18] zaroca |
hiperespacio [2017/01/17 22:40] |
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- | ====== Hiperespacio ====== | ||
- | El [[Hiperespacio]] es una región con más dimensiones que el espacio normal en donde es posible viajar a velocidades superlumínicas con un coste mucho menor en energía. Para acceder a esta región es necesario que la nave lleve equipado un motor de distorsión capaz de iniciar el salto al [[hiperespacio]]. | ||
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- | Los saltos al [[hiperespacio]] están basados en las propiedades de la mecánica cuántica. Antes de que pueda realizarse un salto debe fijarse el destino y emplear cierta cantidad de energía. La cantidad de energía dependerá de la masa de la nave que se dispone a saltar, la distancia destino y las especificaciones del [[motor de distorsión]] de la nave. | ||
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- | **Atención**: Los datos a continuación han sido tomados directamente del foro de decisiones de diseño y no ha podido comprobarse en muchos casos de su estado en el juego actual: | ||
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- | * Antes de iniciar el salto, el jugador debe fijar el destino del viaje. | ||
- | * El jugador selecciona un destino usando el mapa de galaxia o el panel de la izquierda | ||
- | * Ítem de lista desordenada | ||
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- | Before the player can initiate a hyperspace jump they must set the final destination of the journey: | ||
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- | The player selects a destination using the galaxy map navigation interface | ||
- | The jump range is hard-limited by several factors: | ||
- | 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 | ||
- | Different hyperdrives have different capabilities | ||
- | Jump range | ||
- | Fuel efficiency | ||
- | Charge time | ||
- | Mass | ||
- | Hyperdrives can be replaced with better models to increase capabilities | ||
- | Jump locations available to their star map determine the route of the trip | ||
- | The total mass affects the jump range, this can be affected by: | ||
- | The mass of the modules | ||
- | Cargo | ||
- | Fuel | ||
- | 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 (not currently implemented) | ||
- | 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 affects the route planner | ||
- | Once a destination has been inputted the hyperdrive can be engaged | ||
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- | Once a journey has been set, the player can engage the hyperdrive: | ||
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- | 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 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 (as implemented ship must not be mass locked) | ||
- | 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 | ||
- | 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 | ||
- | 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 | ||
- | The player has to engage the hyperdrive again to continue the journey | ||
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- | There are actions that players can take which directly interact with hyperspace jumps: | ||
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- | 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 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 | ||
- | 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 | ||
- | 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 | ||
- | 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 (not implemented) |