Post by Head Fur Shalafi on Oct 7, 2007 2:21:07 GMT -5
After much contemplating and tinkering with theorized map movement I think I have a plan for the jump-gates and hyperspace. Use two maps (this also alleviates some headaches for the campaign I was having. ) picture two maps one above each other.
There would be two maps... one would be the standard map we all have known to love.
The second map would be a hyperspace map.
They would be the exact size so the hex numbers align right with each other... ie 2516 on the normal map would coincide with 2516 on the hyperspace map.
Ships in hyperspace designate their location by putting an H in front of their hex number... ie 2516 would be on the normal map ... H2516 would be on the hyperspace map.
Differences:
There is no combat in hyperspace. (it's beyond current technology... the only races that could fight in hyperspace have left our galaxy or have been wiped out... aka the Vorlons and the Shadows)
[glow=blue,2,300]Building of any kind is impossible in Hyperspace. (this includes sensor buoys) it's just too chaotic for ships to be able to ferry supplies to and from. [/glow]
There is no stacking limit in hyperspace. it's a bizarre place...
ships can move 1 or 2 hexes per impulse... yes you can move 6 hexes per turn this way. (yes I know this will present some headaches for the ref)
Now the difficult part, getting to and from hyperspace.
There's two ways to go back and forth from hyperspace, either have Jump Engines on your ship or you would have to use a jump-gate.
in either method it takes one impulse to "shift" between maps. This can be done one of 3 ways.
1. Plotted movement
2. As a retreat from combat
3. As a PI movement.
as a plotted move.. you would just plot it... carries out as normal.
[glow=blue,2,300]Anytime a jumpgate is used all ships within a 2 hex radius from the gate automatically detect the number and nation of the ships traveling through it. (no hull sizes though) this can be used to trigger a PI movement[/glow]
as a retreat you could attempt to run to the corresponding hyperspace hex (ie 2516 to H2516) but if you try to run this way there is a -2 penalty for your disengage.
As a PI if you detect a ship in hyperspace or a friendly vessel in the corresponding normal space hex detects a ship you could shift between normal and hyperspace a PI movement.
example 1: (complex one)
you have a FF and a CL in 2516 and a DN in H2516, all are on PI. The FF and CL in 2516 detect an enemy ship in 2517, since the FF CL and DN are in the same corresponding hex (2516 and H2516) the DN can shift to normal space for it's PI (if the FF and CL either were not in 2516 or were not on a PI the DN in H2516 could not have PI'd to normal space)
ie lurking in hyperspace to ambush some poor sucker
example 2: if you're in hyperspace and detect a ship while you're doing a PI (and are capable of shifting) you can shift to normal space as your PI move for the turn.
OK here's the big limitations.
Jump engines can ONLY be equipped on
DN, CA, and XclassCL hulls (I will make a list of the XCL hulls so there is no confusion)
Ships can NOT be retrofitted for jump engines, they must be built with them from the start or added while it is still being built. (ie before it's finished, this must be CLEARLY noted on production orders AND in the separate note section !!)
Costs are as follows
DN sized 60
CA/ XCL 40
Ships without jump engines MUST use a JUMP-GATE to move between normal and hyperspace. If you want to move between and you don't have Jump-engines tough...
Jump-gate locations will be placed on both maps for easy reference. by the black hole symbol
Jump-gates can be destroyed under the following requirements:
1.The player (allied players count as one player for these purposes) must be the only person in the hex.
2. There must be at least
1 DN or 2CA's to destroy the jump-gate.
3. It must be plotted and it takes 1 full turn to destroy. it also must start on impulse 1. If it is interrupted (even by combat to fight off an attacker) it must be replotted from scratch.
(yes it's very hard to actually destroy a jump-gate)
Jump-gates may also be turned off and on.
whoever the "owning" player is (each player will start with one jump-gate near their homeworld... the owning player is determined by who was the last to have a ship in the hex at the end of the turn... players may pass through and not seize ownership of the jump-gate if they choose... ie allies can pass through the gate and not take control of it just by passing through)
the owning player plots for a full turn (must start on imp 1) to turn off the jumpgate... at the end of impulse 3 it is turned off... it is fully functional until it is completely off... if an enemy ship takes control of the gate the shutdown sequence can be disrupted (ie if they take control they can keep the shutdown going or stop the sequence)
Turning the gate back on uses the same procedures in reverse.. ie takes a full turn starting on imp 1 only.... is completely off until the end of imp 3.. can be disrupted etc ect....
Units at an active (ie turned on ) jump-gate hex can see the corresponding hex on the other map (ie hyperspace to normal space etc) normally ships would not see each other between maps at all.
There will be a generic Science vessel that all nations can build that will have a jump-engine equipped... it'll be lightly armed and sluggish but will have a jump-engine so people will not have to buy already expensive CA's or DN's just to scout around in hyperspace. (looking at about 120 EP for a scout vessel)
It IS possible to find things in hyperspace although it will be a rare occurrence.
I know it's a lot and I'm sure I didn't explain some things as clearly as they should so break out the red pens
There would be two maps... one would be the standard map we all have known to love.
The second map would be a hyperspace map.
They would be the exact size so the hex numbers align right with each other... ie 2516 on the normal map would coincide with 2516 on the hyperspace map.
Ships in hyperspace designate their location by putting an H in front of their hex number... ie 2516 would be on the normal map ... H2516 would be on the hyperspace map.
Differences:
There is no combat in hyperspace. (it's beyond current technology... the only races that could fight in hyperspace have left our galaxy or have been wiped out... aka the Vorlons and the Shadows)
[glow=blue,2,300]Building of any kind is impossible in Hyperspace. (this includes sensor buoys) it's just too chaotic for ships to be able to ferry supplies to and from. [/glow]
There is no stacking limit in hyperspace. it's a bizarre place...
ships can move 1 or 2 hexes per impulse... yes you can move 6 hexes per turn this way. (yes I know this will present some headaches for the ref)
Now the difficult part, getting to and from hyperspace.
There's two ways to go back and forth from hyperspace, either have Jump Engines on your ship or you would have to use a jump-gate.
in either method it takes one impulse to "shift" between maps. This can be done one of 3 ways.
1. Plotted movement
2. As a retreat from combat
3. As a PI movement.
as a plotted move.. you would just plot it... carries out as normal.
[glow=blue,2,300]Anytime a jumpgate is used all ships within a 2 hex radius from the gate automatically detect the number and nation of the ships traveling through it. (no hull sizes though) this can be used to trigger a PI movement[/glow]
as a retreat you could attempt to run to the corresponding hyperspace hex (ie 2516 to H2516) but if you try to run this way there is a -2 penalty for your disengage.
As a PI if you detect a ship in hyperspace or a friendly vessel in the corresponding normal space hex detects a ship you could shift between normal and hyperspace a PI movement.
example 1: (complex one)
you have a FF and a CL in 2516 and a DN in H2516, all are on PI. The FF and CL in 2516 detect an enemy ship in 2517, since the FF CL and DN are in the same corresponding hex (2516 and H2516) the DN can shift to normal space for it's PI (if the FF and CL either were not in 2516 or were not on a PI the DN in H2516 could not have PI'd to normal space)
ie lurking in hyperspace to ambush some poor sucker
example 2: if you're in hyperspace and detect a ship while you're doing a PI (and are capable of shifting) you can shift to normal space as your PI move for the turn.
OK here's the big limitations.
Jump engines can ONLY be equipped on
DN, CA, and XclassCL hulls (I will make a list of the XCL hulls so there is no confusion)
Ships can NOT be retrofitted for jump engines, they must be built with them from the start or added while it is still being built. (ie before it's finished, this must be CLEARLY noted on production orders AND in the separate note section !!)
Costs are as follows
DN sized 60
CA/ XCL 40
Ships without jump engines MUST use a JUMP-GATE to move between normal and hyperspace. If you want to move between and you don't have Jump-engines tough...
Jump-gate locations will be placed on both maps for easy reference. by the black hole symbol
Jump-gates can be destroyed under the following requirements:
1.The player (allied players count as one player for these purposes) must be the only person in the hex.
2. There must be at least
1 DN or 2CA's to destroy the jump-gate.
3. It must be plotted and it takes 1 full turn to destroy. it also must start on impulse 1. If it is interrupted (even by combat to fight off an attacker) it must be replotted from scratch.
(yes it's very hard to actually destroy a jump-gate)
Jump-gates may also be turned off and on.
whoever the "owning" player is (each player will start with one jump-gate near their homeworld... the owning player is determined by who was the last to have a ship in the hex at the end of the turn... players may pass through and not seize ownership of the jump-gate if they choose... ie allies can pass through the gate and not take control of it just by passing through)
the owning player plots for a full turn (must start on imp 1) to turn off the jumpgate... at the end of impulse 3 it is turned off... it is fully functional until it is completely off... if an enemy ship takes control of the gate the shutdown sequence can be disrupted (ie if they take control they can keep the shutdown going or stop the sequence)
Turning the gate back on uses the same procedures in reverse.. ie takes a full turn starting on imp 1 only.... is completely off until the end of imp 3.. can be disrupted etc ect....
Units at an active (ie turned on ) jump-gate hex can see the corresponding hex on the other map (ie hyperspace to normal space etc) normally ships would not see each other between maps at all.
There will be a generic Science vessel that all nations can build that will have a jump-engine equipped... it'll be lightly armed and sluggish but will have a jump-engine so people will not have to buy already expensive CA's or DN's just to scout around in hyperspace. (looking at about 120 EP for a scout vessel)
It IS possible to find things in hyperspace although it will be a rare occurrence.
I know it's a lot and I'm sure I didn't explain some things as clearly as they should so break out the red pens