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**[[start|Inicio]]** **Historia y trasfondo** * [[linea_temporal|Línea temporal]] * [[facciones_mayores|Facciones mayores]] * [[Imperio]] * [[Federación]] * [[Alianza]] * [[independientes]] * [[Federacion de pilotos]] * [[Powerplay]] **Naves** * [[Naves]] * [[Fabricantes]] * [[Equipamiento]] * [[Armamento]] **Roles** * [[Combate]] * [[Exploración]] * [[Comercio]] * [[CQC]] **Comercio y fabricación** * [[Comercio]] * [[Mercancías]] * [[Materiales]] **La galaxia** * [[Burbuja habitable|Burbuja habitada]] * [[Vía Láctea]] * [[Exploración]] * [[Tipos estelares]] * [[Cuerpos celestes]] **La comunidad** * [[P+R (FAQ)]] * [[Créditos]] * [[Links]]

hiperespacio

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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]]. 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. **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: * 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 Before the player can initiate a hyperspace jump they must set the final destination of the journey: 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 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 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 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 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.1451985517.txt.gz · Última modificación: 2017/01/17 22:36 (editor externo)