Which method of FTL movement do you prefer?

Freeform FTL (current)
1 (50%)
Jump Lanes
0 (0%)
1 (50%)
Combination of the Above
0 (0%)
0 (0%)

Total Members Voted: 2

Voting closed: November 12, 2007, 10:59:36 AM

Author Topic: Alternate FTL Movement  (Read 2109 times)

0 Members and 1 Guest are viewing this topic.

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5555
  • Thanked: 299 times
  • Forum Admin
  • Discord Username: icehawke
  • Bronze Supporter Bronze Supporter : Support the forums with a Bronze subscription
    Silver Supporter Silver Supporter : Support the forums with a Silver subscription
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Alternate FTL Movement
« on: November 12, 2007, 10:59:36 AM »
Jump Lanes
Jump lanes are routes through hyperspace that are navigable. To chart a route through hyperspace, a ship must carry Science Instruments. The route that is charted is based on the generation of instruments carried.
Code: [Select]
Science Inst Gen   Route Time Mult
First                  3x
Second                 2x
Third                  1x
Fourth                 1/2x
Fifth                  1/4x

The relative distance calculation is (Distance between stars) x Route Mult / FTL Generation. So two stars that are 10 LY distant, with a route charted with third Generation instruments have an effective distance of 10LY. With second generation FTL engines the effective distance becomes 5LY. Uncharted routes have an automatic 10x multiple and carry a 10% chance that something occurs to the travelling ship.

Code: [Select]
d10 Event
1-2 Ship lost.
3-4 Ship off course 1d10x10 degrees.
5-6 Ship off course 1d10-5LY from planned emergence point.
7-8 Ship off course 1d10x5 degrees.
9-0 Ship off course 1d0-8LY from planned emergence point.

Wormholes are rifts in N-Space. Travel through a wormhole requires FTL engines to protect the ship from the stresses of hyperspace. Wormholes are rated in Capacity, Visibility, and Approaches.

Code: [Select]
Wormhole Class   Capacity           Visibility Approaches
Class A          300 tons/hour         5%        1d2
Class B          500 tons/hour         10%       1d5-1
Class C          800 tons/hour         15%       1d10-4
Class D          1,500 tons/hour       20%       1d10-2
Class E          3,000 tons/hour       25%       1d10
Class F          10,000 tons/hour      30%       1d10+2
Class G          20,000 tons/hour      35%       1d10+5

Capacity determines how much tonnage may be shipped through the wormhole per hour. Any tonnage in excess of this collapses the wormhole for a number of hours determined by the following formula. (Excess tonnage / 10)^2. For example, a 500 ton ship transits a Class A wormhole. The wormhole is collapsed, and no further ships may transit for the next 400 hours (16 days, 16 hours). Outgoing traffic does not affect incoming transits.
Visibility is the chance that passive sensors will detect a wormhole. Scientific instruments triple this number.
Approaches determines how many systems a wormhole may lead to. Calculating an approach requires 1 day + 1 day per existing approach. This is divided by the generation of science instruments.

Wormholes are usually located on the periphery of the system. Roll 1d10x10 + 100 AU. Wormholes have a 20000km event horizon. No permanent structures may be placed within 2 hexes of a wormhole. This event horizon exists on both ends of a wormhole.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »