no hub system:
–––––– Lore and some additional info ––––––
2 shops and 4 gates are necessary.
The hub-exits might be in a neighbouring sector and look like awesome bigger gates to invite larger traders by offering them a trade route.
Their size is 67m or 131m on the inside so that ships with 50/100m can easily fit through without having to worry too much about colliding and also ships especially designed for 2*n sized gates.
Large traders might have 100x the blocks in storage, local shops are willing to take per block-type, thus shops have gates with only an inner diameter of 35m or 67m.
Traders are also recommended to have smaller trade-pods with diameter of 11-15m available for delivering food supplies to "early-warning outposts" which are connected by very cheap 17m gates.
"No-hub systems" are comparable to poor countries on Earth and allow nothing but civilian unarmed trade-ships without FTL or fancy cloaking-equipment to go beyond the main-shop or it's gates because of a lack of military coverage.
System-wide Jump-Inhibitors are in use! Large ships are discouraged by very small gates on all but the main shop.
Because of drug-money, income from slavery and lack of trade offers, some customers are willing to pay good money for uncommon items in low quantities! But don't go too far away from shops or you run into pirates and be made a slave of someone a light more powerful than you are.
hub system:
Non-hub systems are chains which connect two hubs.
They are designed for a minimum of required shops and gates.
They are designed for a minimum of required shops and gates.
- shop gates to 2.shop, to 1.exit-hub and 2.exit-hub
- shop gates to 3.shop, 1.outpost and 2.outpost
- outposts connect back to the shops from which you came
- or alternatively to a previous shop for a 2-way circle of shops through outposts
- alternative use might skip one shop to keep going back to n-2 still requiring only 2 jumps.
- …
- shop gate to 1.shop and 3.outpost (completing the circle)
–––––– Lore and some additional info ––––––
2 shops and 4 gates are necessary.
The hub-exits might be in a neighbouring sector and look like awesome bigger gates to invite larger traders by offering them a trade route.
Their size is 67m or 131m on the inside so that ships with 50/100m can easily fit through without having to worry too much about colliding and also ships especially designed for 2*n sized gates.
Large traders might have 100x the blocks in storage, local shops are willing to take per block-type, thus shops have gates with only an inner diameter of 35m or 67m.
Traders are also recommended to have smaller trade-pods with diameter of 11-15m available for delivering food supplies to "early-warning outposts" which are connected by very cheap 17m gates.
"No-hub systems" are comparable to poor countries on Earth and allow nothing but civilian unarmed trade-ships without FTL or fancy cloaking-equipment to go beyond the main-shop or it's gates because of a lack of military coverage.
System-wide Jump-Inhibitors are in use! Large ships are discouraged by very small gates on all but the main shop.
Because of drug-money, income from slavery and lack of trade offers, some customers are willing to pay good money for uncommon items in low quantities! But don't go too far away from shops or you run into pirates and be made a slave of someone a light more powerful than you are.
Hub systems offer highways through 3D space.
You only need a jump from highway to highway every now and then.
You only need a jump from highway to highway every now and then.
- shop gates to 2.shop, orbitAngle+ and orbitAngle- around the galactic core (target 1.shop)
- shop gates to 3.shop, orbitDistance+ and orbitDistance- to the galactic core (target 2.shop)
- shop gates to 4.shop, 1.shop and 2/4 "no hub system"
- shop gates to 5.shop, 2.shop and 2/4 "no hub system"
- shop gates to 1.shop, 4.shop and 4 "deep space gates"
Notes about backward-connections:
–––––– Lore and some additional info ––––––
Hub systems often belong to civilisation which survived the atomic age and learned to live in peace and prosperity and have a military and police force totalling in quite a few % of their total wealth.
Every such civilisation has learned to look out for possible danger such as a Darth-Vader with his Death-Star or just common pirates which eliminate valuable intelligent life for a small personal gain.
|
Hubs have just enough war equipment to destroy more than someone can gain for looting to discourage those who are only interested in personal gain and to carry out a cooperative action against imminent danger with other hub-systems.
These systems use jump-inhibitors to prevent FTL-Blitzkrieg strategies and encourage the use of their own gate-network, which might be taxed (input blocks to activate the power-supply) because someone has to make profit from maintaining them to pay workers and give corrupt managers huge amounts of free money. But the tax is only paid once for a dozen jumps (uses wireless communication devices), else possible traders will be scared away into outer space which does not inhibit jump drives.
To make it more interesting, hubs have illegal goods and break some direct links to offenders – the player have to evade broken links by going around them.
Sometimes about 3-4 of these systems contain a gate because the hubs are at –extreme example–:
- Looping backward is 2x as fast as looping forward.
- This is to avoid a back-link in 2.shop and make 1.shop accessible through 3.shop.
- It also cuts the ring in half at 2/3 rather than 1/2 reducing number of jumps by up to 50% and keeping consistency with 1.shop-3.shop behaviour.
- Systems with a lot of gates will use jump-inhibitors to prevent big military ships jumping right into their treasury safes, looting it and jumping out before the military can do it's job.
- To allow visitors and a quick access to non-inhibited FTL, some smaller gates connect to outer space.
- If a station is under attack, all gates should disable outward travelling by reducing capacitor energy with overdrive-pulse-weapons with energy-draining effect while still powering the gate for arriving police-forces.
- Small satellites orbiting points above/below, infront/behind and right/left of stations and gates in a wiggling pattern using the rail system could be used to fire stop-pulse-beams at aggressors while diving in and out of weapon range to allow the military to handle the treat before it excapes.
–––––– Lore and some additional info ––––––
Hub systems often belong to civilisation which survived the atomic age and learned to live in peace and prosperity and have a military and police force totalling in quite a few % of their total wealth.
Every such civilisation has learned to look out for possible danger such as a Darth-Vader with his Death-Star or just common pirates which eliminate valuable intelligent life for a small personal gain.
|
Hubs have just enough war equipment to destroy more than someone can gain for looting to discourage those who are only interested in personal gain and to carry out a cooperative action against imminent danger with other hub-systems.
These systems use jump-inhibitors to prevent FTL-Blitzkrieg strategies and encourage the use of their own gate-network, which might be taxed (input blocks to activate the power-supply) because someone has to make profit from maintaining them to pay workers and give corrupt managers huge amounts of free money. But the tax is only paid once for a dozen jumps (uses wireless communication devices), else possible traders will be scared away into outer space which does not inhibit jump drives.
To make it more interesting, hubs have illegal goods and break some direct links to offenders – the player have to evade broken links by going around them.
- Per default, each orbit around the galactic core is a 2-way gate network.
- But there is one such orbital ring for a diameter of 8x8 systems at least.
- On this ring, Hubs are placed, but not necessarily on every max_gate_distance. Some can have gate-relays between 2 Hubs (this becomes more common further away from the galactic core)
- Hubs are highways around and away/to the galactic core. They have a vertical link too, although this one is shorter and more sparse.
- Every system on the XZ-plane (x orbit | z distance | y height) is connected to at least one orbital-ring.
- The orbital ring can be broken every 3-7 Hubs for 1-3 *hub_distance if one of the inner/outer or upper/lower orbital rings connects the broken partners with a straight line 3-7 hubs long itself.
- The "spiral links" outward can be shifted every 3-7 Hubs.
- 1/3 Hubs must contain an up/down link
- 1/3 Hubs must contain an inner/outer link
- Outer orbits with double the distance have half the hub-positions on an orbit occupied.
- The other hub-positions might become "non-hub systems" which connect 2 hubs which are not in a straight line with the "non-hub system they are connected to".
- Broken links may be evaded by "using non-hub systems".
Sometimes about 3-4 of these systems contain a gate because the hubs are at –extreme example–:
2.2.2 in [7.7.7 - 0.0.0] = 2.2.2
6.6.6 in [7.7.15 - 0.0.8] = 6.6.6+0.0.7 = 6.6.13
This is 6.6.13 - 2.2.2 = 4.4.11 Systems away - A diagonal distance of 13> sqrt(153) >12.
This would be too far if gates can only span 8*8=(xx+yy+zz) – the Pythagorean theorem.
6.6.6 in [7.7.15 - 0.0.8] = 6.6.6+0.0.7 = 6.6.13
This is 6.6.13 - 2.2.2 = 4.4.11 Systems away - A diagonal distance of 13> sqrt(153) >12.
This would be too far if gates can only span 8*8=(xx+yy+zz) – the Pythagorean theorem.