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hiperespacio [2016/01/05 10:18]
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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) ​ 
hiperespacio.txt · Última modificación: 2017/01/17 22:40 (editor externo)