Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: Decimator on April 12, 2010, 09:23:22 AM

Title: Jump blindness
Post by: Decimator on April 12, 2010, 09:23:22 AM
I'm wanting to update the wiki since it doesn't have the answer to some questions I had last night, so here are a few questions I need a solid answer to:

How long are ships blind after jumping through via standard transit and squadron transit?
Can I do a squadron transit through a jump gate without using a jump ship?
What exactly is blind after a transit?  Active sensors, fire controls, or both?
Title: Re: Jump blindness
Post by: Beersatron on April 12, 2010, 09:54:20 AM
Quote from: "Decimator"
I'm wanting to update the wiki since it doesn't have the answer to some questions I had last night, so here are a few questions I need a solid answer to:

How long are ships blind after jumping through via standard transit and squadron transit?
Can I do a squadron transit through a jump gate without using a jump ship?
What exactly is blind after a transit?  Active sensors, fire controls, or both?

1. I think there is a minimum time limit and then after that it is depended on the grade/training of the TG up to a maximum time limit (so they are not always stuck blind).

2. afaik, yes, since there is no Jump Engine Squadron Size limit on a gate.

3. Both. Each ship has a separate Sensor and FC timer/state. So a ship could have Sensors before FC or vice-cersa and some ships could have them before others.
Title: Re: Jump blindness
Post by: Steve Walmsley on April 13, 2010, 01:00:57 PM
Quote from: "Decimator"
I'm wanting to update the wiki since it doesn't have the answer to some questions I had last night, so here are a few questions I need a solid answer to:

How long are ships blind after jumping through via standard transit and squadron transit?
Can I do a squadron transit through a jump gate without using a jump ship?
What exactly is blind after a transit?  Active sensors, fire controls, or both?
The psuedo code is as follows:

Code: [Select]
   Bonus = 1 - (Int(Sqr(GradePoints) - 10) / 100)
   
    If Squadron Transit then
        Delay = (10 + Random Number(20)) * Bonus
    Else
        Delay = (120 + Random Number(60)) * Bonus
    End
Which means that a squadron transit will cause blindness for 11-30 seconds and a regular or jump gate transit will cause blindness for 121-180 seconds. This affects both fire control and active sensors. The delay is reduced by the grade bonus of each ship.

Steve