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- Jun 23, 2013
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Quick environment ideas
HyperDrive(Capital/Station) - Computer/Modules: count bonus system, larger count improves charge speed
- Planet plates could be based on size(bigger planet = more plates), think Pentagonal Hexecontahedrons or Truncated Icosahedron
- A new class of generated structure, "ancient" these are rare and powerful artifacts that contain materials, systems and objects that can't be manufactured but can be bought/sold, several examples below
- Wormhole research facility- a facility with a captive wormhole which can teleport you to another wormhole, a random location, or simply destroy you
- Weapons research facility - Experimental weapon blocks can be found here
- Various caches - Store of various(RNG) rare materials/objects/systems
- Hyper research facilities
- HypePoint/Drive research facility - Experimental JumpPoint/Drive blocks can be found here
- HyperGate facility - A station containing one of the following
- Massive gateway with a huge range, if active can transport you to another HyperGate
- Small (person size)gateway that leads to a small station inside a HyperSector
- Large (ship size)gateway that leads to a HyperSector which may contain stored ship(s)
- HypePoint/Drive research facility - Experimental JumpPoint/Drive blocks can be found here
- Bio-Research facility -
- Stasis cells with various creatures (maybe even space whales)
- Stasis cells with engineered super creatures
- Bio-technology/modules/blocks, anything from medical tech to weapons
- Stasis cells with various creatures (maybe even space whales)
- Current systems(for reference)
- JumpGate(Station) - Computer/Modules: module array must form a continuous loop for ships to travel through
- Gate to Gate only, must be manually linked to destination
- Destination gate doesn't have to link back
- Near instant travel
- 8 system range
- Gate to Gate only, must be manually linked to destination
- JumpDrive(Ship) - Computer/Modules: count bonus system, larger count improves charge speed
- Destination based on ship heading or manually entered nav point (cords)
- Near instant jump (5sec)
- Max range 8 sectors
- Module count controls charge time
- Interdiction works by reducing charge effectiveness
- Must be charged pre-jump
- No post-jump cool down
- Transporter(Ship/Station) - Computer/Modules: no bonus system
- Range of 2 sectors
- Instant travel
- Player/NPC only
- Proposed Systems
- JumpPad(Station) - Computer/Modules: count bonus system, larger count improves charge speed
- Long distance Transporter
- Range of 8 sectors
- Near instant travel
- Player/NPC only
- Drive system must be charged before each transport cycle
- JumpKickGate(Capital) - Computer/Modules: count bonus system, larger count improves charge speed
- JumpDrive slaved to a JumpGate 'loop' with linked 'Launch rail' strip
- Drive must be charged before each "Kick"
- Direction based on the motherships heading (could have a "align to cords" option)
- Distance (1-8 sectors)based on either number of: linked 'launch rails' or (like rotator rails) linked activation modules
To "JumpKick" a ship, charge the linked JumpDrive, then slide the ship to be "kicked" down the 'Launch Rails' and into the gate.
- Allows a ship to enter, traverse, and exit HyperSpace
- Travel takes time
- Can be Interdicted at any time
- Short pre-jump "prep" period after drive activation
- Recharge/cooldown period post-jump
- Range only limited by power supply/storage (Capital Power System used if implemented)
- Travel speed of a sector per second(1:1)
- Heading or cords(requires alignment)
The HyperDrive is for long, continuous FTL travel, each jump is proceeded by a power intensive prep period and followed by a long recharge/cooldown. Unlike the JumpDrive's 8 sector "hard" limit, this drive stays active until the ship runs low on power or is manually deactivated. Interdiction is possible both before as well as during a jump (note: wormholes, black-holes and other natural objects generate natural interdiction fields). Module count improves drive efficiency/decrease power usage and thus inproves range. With a travel speed of one sector per second (1:1) and no range limit the HyperDrive is an excellent choice for long jumps.
HyperSpace is a group of locked sectors(HyperSectors) with special animated backgrounds. After the "prep" period and the ship "jumps", it's teleported into a HyperSector, and a invisible, intangible "GhostCore" object represents the HyperSector's contents in normal space(see Fleet Jump for more). This allows almost anything to travel, be detected and interdicted while maintaining good server performance, as it isn't really moving, normal ship functions/activities can occur during travel.
- HyperPoint(Any?) Computer/Modules: Module array extents(think Power Reactors) control the ships "jump region"
- Slave/Effect system
- When not slaved, HyperSpace Destabilizer(?)
- When slaved to a HyperDrive, module array extents(think Power Reactors bonus system) control "Jump Region"
- When slaved to a JumpGate it increases range
- HyperPoint modules are a new FTL Effect system
- When not slaved, HyperSpace Destabilizer(?)
- Slave/Effect system
Jump Region: This is the region of space around a vessel in which objects will be dragged into HyperSpace with a ship, the HyperDrive doesn't naturally generate a Jump Region making it ideal for independent vessels.
A Fleet Jump is a coordinated jump of several allied vessels and/or fleets, all vessels must either: be equipped with a HyperDrive, or be within the "draft" region of a HyperPoint equipped ship. As such only Capital ships equipped with a HyperPoint systems may initiate a Fleet Jump with standard ships. Once the fleet has jumped into a HyperSector they can interact as normal, this includes standard ships moving about, rail functions, docking/undocking and inter-ship Transporter operation(within the sector).
P.S. I was falling asleep when I finished this post, so I apologize for any errors(s) if you find one tell me!
A Fleet Jump is a coordinated jump of several allied vessels and/or fleets, all vessels must either: be equipped with a HyperDrive, or be within the "draft" region of a HyperPoint equipped ship. As such only Capital ships equipped with a HyperPoint systems may initiate a Fleet Jump with standard ships. Once the fleet has jumped into a HyperSector they can interact as normal, this includes standard ships moving about, rail functions, docking/undocking and inter-ship Transporter operation(within the sector).
P.S. I was falling asleep when I finished this post, so I apologize for any errors(s) if you find one tell me!