Order Move

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Orden mover.png

The command to move fleet indicates to the fleet a location to which it has to move. This location can be in another system or in another subsector of the same system. The fleet must have jump capability to change systems.

All orders are created from the future state of the fleet. If a fleet is in the subsector [0,0] and has orders to move to the subsector [0,15], when accessing the screen to move (or any other order) we will see that the position that shows us is the one you will have when you finish your orders. For example, our fleet will be in position [0,15], so when ordering the fleet to move to [0,25] we will see that it shows the travel path and time between [0,15] and [0.25].

All fleet orders may include a move order. When creating a new order, if the destination is in a position other than the future position of the fleet, the order will be programmed including the time of travel to the location where it has to process the order. Example: If our fleet is in [0,0] and we ordered the fleet to build a space station in [0,40], the order to construct the station will include the command to move first to [0.40].

Speed ​​and range

The fleets have a subluminal velocity, and if they have jump capability, warp speed and range. The subluminal velocity determines the time to travel within the system. The warp speed determines the jump time between the system. The range determines which is the maximum distance you can cover in a single jump. A long range can avoid costly detours.

Path of entry to the system

When a fleet wants to jump to another system it initiates a hyperspace jump state. During that time the fleet folds the space and remains stopped in the place. Once this status is complete, the system change is instantaneous. A cancellation of orders while a jump occurs simply leaves the fleet where it was.

When a fleet enters a system it does so by reaching its border. The nature of the hyperspace jump prevents jumping near objects with a large mass. The boundary of the system is therefore the point of arrival of an incoming fleet. Once the frontier is reached, the fleet can move within the system at its subluminal speed.

Interception of moving fleets

It is not possible to intercept a fleet that is in motion if more than 5 minutes have passed since the beginning. Generally, fleets are intercepted when they reach a subsector.

It is possible to intercept a leaping fleet at any time prior to the jump.

Hyperspace jump

To move between one system and another, a fleet must have the ability to perform hyperspace jumps. For this, all its ships must equip some warp drive. The system will automatically calculate the shortest route between two systems when creating an order in another system.

The fleet will remain in the position in the "preparing jump" state until the time necessary to complete it has finished. Once the time is over, the fleet will make the jump immediately. It is possible to cancel the orders at any time making the fleet stay in the same place where it was.

Emergency jump

While a fleet is preparing a jump, a button will be activated on the fleet screen that will allow it to make an emergency jump. This is a desperate action that allows the fleet to make the jump immediately without having to wait for the jump time to end at the risk of losing ships or even the entire fleet. Generally it will be used to avoid being annihilated by an enemy fleet that is about to reach us.