Slipstream-lanes can form themselves between Star-Systems or Planets.
The Slipstream-engine should move around 3 systems far (devs plan jump-drive with 8 sectors = 1/2 system afaik), but:
Compared to current days:
Additional ideas:
The Slipstream-engine should move around 3 systems far (devs plan jump-drive with 8 sectors = 1/2 system afaik), but:
- only through slip-streams
- they are one-way (but can have loops to get back)
- you can not reach every sector with them (more for long distance system travel) and thus a form of FTL not competing with jump-drives, hyper-drives or gates (which allow access to all system sectors + void sectors)
Compared to current days:
Slipstream-Drives use High-ways through the wilderness on earth where you have to cross rivers and mountain-chains on specific points (or use slower travel methods).
Gates are the streets, bridges tunnels which allow you to cross trees, rivers and mountains at 50..100 km/h or about 27..67 mph (if I calculated mph correctly)
Jump-Drives are like helicopters which need to land+refuel very often (just forget missing fuel-stations
Hyper-drives are more like long-distance planes (just forget the landing area
With cars: You can specialize on all-terrain(thrust) or being fast(slipstream) or a bit of both.
Gates are the streets, bridges tunnels which allow you to cross trees, rivers and mountains at 50..100 km/h or about 27..67 mph (if I calculated mph correctly)
Jump-Drives are like helicopters which need to land+refuel very often (just forget missing fuel-stations

You can have fast slipstream and sector-accurate not-as-fast jump drives together with thrust shuttles for planetary landing (dedicated trade ships).
Hyper-drives are more like long-distance planes (just forget the landing area

Step 1:
2x2x2 systems create a group with:
Step 2:
Sanity check:
Step 3:
Generate polarity StarSystem polarity. (total polarity = 0)
Step 3:
Create lanes.
Step 4:
Create 1-2 lanes to the lane from step 3.
Step 5:
2x2x2 systems create a group with:
- void (=star-free) system (a good place for possible black holes, wormholes, nebulae, ... if they get added)
- 1:7 chance for void:star system
- 6 star systems
Step 2:
Sanity check:
Disallow touching 2^3-system groups to have more than 1 empty system in the same place (avoids lines of >4 void systems)
If they have at least 1 in the same place as the neighbour, two neighbours in + and - direction of that axis should not have it in the same place (would create boring situations)
Eventually redo the generation step or rotate the 2^3 system group.
If they have at least 1 in the same place as the neighbour, two neighbours in + and - direction of that axis should not have it in the same place (would create boring situations)
Eventually redo the generation step or rotate the 2^3 system group.
Step 3:
Generate polarity StarSystem polarity. (total polarity = 0)
JavaScript:
[axis polarity
x +-0
y +-0
z +-0
]
foreach axis in {x,y,z} do for(system = 0; system < StarSystems.count; system++) do
boolean[] hasPartner = {false, false, ..., false} // 8 falses to avoid possible issues with further stuff.
StarSystems[system][axis] = random polarity
do
system2 = (system + random(1, StarSystems.count) ) %StarSystems.count
while( hasPartner[system2] )
StarSystems[system2][axis] = -StarSystems[system][axis]
hasPartner[system2] = true
Step 3:
Create lanes.
The polarity is a vector pointing to one another star system around it - calculation example:
2x high-lanes are the equivalent to a high-way and you can optimize your gate-network with them.
3x hyper-lanes are rare and you should consider building a gate-hub (where multiple gate-lines join together).
4x jump-lanes are very rare and valuable.
Math.floor( angle xz / Max.Angle ) * 8 = {{-1, -1}, {-1, -0}, {-1, +1}, {-0, +1}, {+1, +1}, {+1, +0}, {+1, -1}, {+0, -1}}
If the system is an void sector, skip it and connect to a system behind2x high-lanes are the equivalent to a high-way and you can optimize your gate-network with them.
3x hyper-lanes are rare and you should consider building a gate-hub (where multiple gate-lines join together).
4x jump-lanes are very rare and valuable.
If you can use them without crushing your gate-network design, you got very lucky.
But be careful with pirates and interdiction fields. You may end in the middle of no-where and require about 10 minutes to get to the other end of them without another backup FTL technology.
But be careful with pirates and interdiction fields. You may end in the middle of no-where and require about 10 minutes to get to the other end of them without another backup FTL technology.
Step 4:
Create 1-2 lanes to the lane from step 3.
With 1, the direction should be the direction the original lane is compared to the rounded-down (Math.floor) one.
With 2, as above, but rotated 45° once clockwise, once counter-clockwise.
With 2, as above, but rotated 45° once clockwise, once counter-clockwise.
Step 5:
Make sure each star is connected to the same network, else create connections between nearby slipstream lanes.
Additional ideas:
You can enter it in front of a sun-damage sectors on the bottom side (polarity-vector points top) and will spawn after (relative to vector of origin) a star if you exit the slipstream. Flying around the star gives you time to recharge this slip-stream drive.
This fixed positions also give you the opportunity to spawn next to a gate after leaving or being able to enter after exiting a gate.
This should create a very curved path without exact direction. Gates could help jumping over a gap (if system A->B are not connected directly over slipstream you would have to go A->C->D->E->B)
Maybe gates should allow you to directly enter the slipstream if there is a gate in range of a star and the gate you are.
Maybe they should even allow you to enter a route which lets you per autopilot automatically enter another gate on the destination sun (only over slip-stream distances your ship supports)
This fixed positions also give you the opportunity to spawn next to a gate after leaving or being able to enter after exiting a gate.
This should create a very curved path without exact direction. Gates could help jumping over a gap (if system A->B are not connected directly over slipstream you would have to go A->C->D->E->B)
Maybe gates should allow you to directly enter the slipstream if there is a gate in range of a star and the gate you are.
Maybe they should even allow you to enter a route which lets you per autopilot automatically enter another gate on the destination sun (only over slip-stream distances your ship supports)
(both without spawning your ship in "real" space)
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