The Outer Rim Security
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Last Updated: Year 23 Day 278
Movement

The combine utilizes a delayed real-time system so that players all over the globe can respond to things without fear of death because they were not online. As a result of this, movement in the combine tends to take awhile to get from point A to point B. This section will further explain how all the various type of movement works.

Note

If you are under arrest, unconscious or dead, then you have no access to cockpits and cannot move.

Note

All movement XP gains are currently set to 200% of the normal value.

Used by ships with hyperdrive to move from one system to another (or deep space). Ships travelling in hyperspace do not appear on any map or scanners, nor will the scanners of the ship in hyperspace detect anything. Docking into a ship that is in hyperspace is not possible.

Note

Aborting hyperspace travel is very risky and should only be used in an emergency

Note

Unassigning entities will cause all travel to abort, even hyperspace travel

Aborting hyperspace travel is possible at anytime. However, it is possible that your ship will emerge from hyperspace in a nearby gravitational body. The probability that your ship will be damaged or destroyed.

Equations

NumSuns = Number of suns and blackholes present at aborting location

Ship Damaged = True if rand(1, 20*20) <= NumSuns


Damage for Fighters and Gunboats = Immediate destruction

Damage for all other classes = 30-50% of max hull, 15-35% of max ionic, 25-60% of max shields, if hull reaches 0 immediate destruction

If the ship aborts into a sun or blackhole, the pilot is always killed.

If your ship emerges from hyperspace in an empty space square, then you are safe.

Hyperspace travel (and all other travel) is aborted if the pilot leaves the ship or boards a ship or vehicle within the ship. An astromech droid in the cockpit room of the ship, with relevant piloting skills will allow the ship to continue while the pilot is aboard the other entity. If the pilot has not returned to the ship by the time travel has finished, the pilot will not receive any XP for the journey.

After hyperspace has been aborted, there is a 60 minute cooldown before the hyperdrive can be used again. Each level in the relevant piloting skill will reduce the cooldown duration by 5% per level.

While in hyperspace, if a ship trajectory crosses a system or space square with an active Interdictor (or any ship with gravity generators turned on), then the ship will be pulled out of hyperspace and its travel will be aborted.

Inside a system (sun, planets) or in open space.

Can be found: Stations and Ships (wrecks are counted as ships). Ships can move within the system (using sublight drive) and dock onboard any other ship or station providing the docking conditions are met.

Docking conditions: A docking bay with enough volume and weight capacity for the target. Plus permission to come onboard (being on the ships/stations crew list or belonging to the same faction or character).

Time to dock/undock: Instantaneous.

Note
Stations cannot dock aboard a ship.
Note
Unassigning entities will cause all travel to abort.

Travel within the system can be aborted at anytime, it is instant, and you will stop at the square you are currently in. Travel is also aborted if the pilot leaves the ship or boards a ship or vehicle within the ship.

the system map of a travelling ship

When a pilot plots his course to its destination, the ship computer will automatically avoid any suns and black holes in the way. However, a pilot can decide to override the computer decision and set the destination right into the sun or right into a Black Hole. If a ship arrives on a sun or Black Hole, its fate will depend upon its class. Fighters and gunboats on a sun or black hole are destroyed, along with whatever they contain.

All ships except fighters and gunboats sustain hull damage (30% to 50%), ionic damage (15% to 35%), and shield loss (25% to 60%) and are moved one square to the left, away from the sun (if the sun or black hole is at X-coordinates 0, then the ship is moved 1 square to the right). The pilot is killed if he is in control of the ship (piloted mode).

Note

Damage is dealt based on the percentage of the current stats, not the max value

Various events are logged and available to the ship cockpit (damage), all passengers in the ship (status of who died) and owner (to learn why he lost a ship).

Note

When plotting your sublight course, your ship computer will automatically avoid suns and black holes.

Important

Your ship computer will not warn you when setting a destination directly onto a system square which contains a black hole.

2.2.1/ Planetary Gravity Wells

All planetary and celestial bodies (except comets) generate gravity wells that prevent ships from entering hyperspace. The equation determining the size of the gravity well is round(PlanetSize / 6). Only ships that have a hyperdrive, with accompanying navi-comp, can view gravity wells on the system travel map. Let's take a look at an example system, Sullust.

a system map showing the sizes of planetary gravity wells

The sun of Sullust generates a gravity well of radius 5, this well totally overlaps the gravity well of the planet Losval, which generates it's own gravity well of radius 2. The planet Araron generates a well of range 1. The moon of Sullust, Sulon, generates a gravity well of 0, so it only affects it's own square.

Important

Entering hyperspace within a gravity well will result in ship damage.

2.2.2/ Gravity Well Generators

Note

Gravity well generators are not currently implemented.

At a great expense of time, credits and personnel, craft can be researched, or refitted with a gravity well generator and projectors that will create an artificial gravity well around the craft that prevents all nearby ships from fleeing into hyperspace. The pilot of the craft must be on board for the generators to function. The radius of the field is:

Equations
Number of Gravity Well Projectors + 1

Taking the Imperial Interdictor Cruiser as an example, this has 4 projectors and thus a radius of 5. Due to gravity wells being displayed in a circular shape this equates to a 9x9 box with the corners missing and a single square sticking out at each compass point. Like so:

a system map showing the range of the gravity well generators of four Interdictor's

We see here four Interdictor Cruisers present in a system, even here there are still gravity free areas via which ships can escape. Whilst activated gravity well projectors inflict a 25% penalty to sublight speed and manoeuvrability to the ships they are mounted on. Shields on the ship can also not recharge whilst the generators are on due to the amounts of power required by the generators. Any craft with a gravity well generator and projectors will be vastly more expensive, and take far longer to build, than other craft of a similar size and capability due to the complexity of the systems.

Gravity well generators now take 8 hours to power up. Powering them off is still instantaneous.

Important

Entering hyperspace within an interdictor field will result in ship damage.

Traveling in a ship from Space Layer to Atmosphere Layer.

  • Only ships with repulsors can achieve it.
  • The action takes 1 hour to complete and earns you 5 XP.
  • Ships will not have access to any scanner info during action, but will be seen on the space scanner map until completion of travel.
  • The pilot can decide on which square he wants to land.

Traveling in a ship from Atmosphere Layer to Space Layer.

  • Only ships can achieve it.
  • The action takes 1 hour to complete and earns you 5 XP.
  • Ships will not have access to any scanner info during action, but will be seen on the atmosphere scanner map until completion of travel.
  • Can be initiated from anywhere in the atmosphere (if ship is not moving).
  • The ship will appear on the space square at the planets coordinates.
Note
Escape pods cannot ascend from the atmosphere to orbit.

Can be found: Ships and Vehicles (speeders)

the surface of a planet

Ships and vehicles can move within the atmosphere and dock onboard any other ship or vehicle providing the docking conditions are met.

Docking conditions: A docking bay with enough volume and weight capacity for the target. Plus permission to come onboard (being on the ships/facilities crew list or belonging to the same faction or character).

Time to dock/undock: Instantaneous.

Ships and vehicles fitted with repulsors can move within the atmosphere level.

Equations

Ship/Vehicle Speed: Max speed for ships = 10 *(sublight speed) km/h.

Travel within the atmosphere can be aborted at anytime, it is instant, and you will stop at the square you are currently in. Travel is also aborted if the pilot leaves or boards a ship or vehicle within the ship/vehicle.

Traveling in a ship or vehicle from Atmosphere Layer to City/Terrain Layer.

  • The ground can be either a terrain square or a city.
  • All ships and vehicles in the atmosphere can achieve it.
  • The action takes 1 hour to complete and earns you 5 XP.
  • The pilot of the vessels may select the landing coordinates.
  • Ships and vehicles will not have access to any scanner info during action, but will be seen on the atmosphere scanner map until completion of travel.

Traveling in a ship or vehicle from City/Terrain Layer to Atmosphere Layer.

  • All ships and vehicles on the ground can achieve it.
  • The action takes 1 hour to complete and earns you 5 XP.
  • The ship/vehicle must not be moving on the ground to ascend.
  • It will appear on the atmosphere map at the coordinates of the city/terrain it was in previously.
  • Ships and vehicles will not have access to any scanner info during action, but will be seen on the terrain/city scanner map until completion of travel.
Note

Escape pods cannot ascend from the ground to the atmosphere layer.

Can be found: Ships with repulsors, Vehicles and Characters.

Ships and vehicles can move within the city/terrain square and dock on-board any other facilities, ships, or vehicles providing the docking conditions are met.

Note: facilities have only a condition on volume capacities, not weight. (Weight matters not).

Docking conditions: A docking bay with enough volume and weight capacity for the target. Plus permission to come on-board (being on the ships crew list or belonging to the same faction or character).

Time to dock/undock: Instantaneous.

Vision range of a character:

  • In a room: the room
  • In a City/Terrain: range = perception skill + 1 (in squares)

Ship Speed: The maximum speed for vehicles is equal to 10 *(sublight speed) km/h but limited to a maximum 200 km/h.

Vehicle Speed: The maximum speed for vehicles is 200 km/h (or less if the vehicle speed is lower).

Character, NPC, and Droid Speed: Characters, NPCs, and Droids may move at a speed between 4 and 24km/h. (4 *(Speed Skill + 1))

Aborting Ground Movement: Travel on the ground can be aborted at anytime, it is instant, and you will stop at the square you are currently in. Travel is also aborted if the pilot leaves or boards a ship or vehicle within the ship/vehicle.

Note

The maximum speed of a squadron or of a party will aways be equal to the speed of its slowest member.

a highly developed city

Races which cannot travel on aquatic terrain, can do so with the use of the Amphibian Survival Set:

Note

All of the above items MUST be used, together, for you to be able to travel on oceanic terrain.

Races which cannot travel by flight, can do so with the use of any jetpack:

When building a city that has an area entirely enclosed by facilities (such as walls), players may make use of the Gate facility to allow transit from the enclosed area to the outer area. Gates may be accessed normally as any other facility, but behave specially when set "Open to All".

Gates set "Open to All" will allow ground travel pathing as if the facility did not exist. Essentially, players, NPCs, vehicles, or other entities making use of ground travel that is normally impeded by the existence of a facility will be able to walk over the Gate as if it did not exist.

Aborting travel while on top of a Gate will move the entity one step backward in their travel path.

Ships, vehicles and characters can travel between city squares using cross terrain. In order to cross terrain, the ship, vehicle or character must be within the border region. You may only cross terrain to the adjacent terrain tile as you are on the border of.

Crossing terrain takes a minimum of 30 minutes. On foot, crossing terrain will take a maximum of 4 hours. In a vehicle, crossing terrain will take a maximum of 4 hours.

There are two ways to abort your travel:

  1. Either you voluntarily press the Abort button;
  2. Either you leave your ship/vehicle or board another entity inside your ship/vehicle.
Important

If you abort your travel by leaving your entity or boarding another entity, you will not get any XP for your aborted travel.

When piloting a ship or vehicle, multiple travel segments can be queued together using the travel planner.

The travel planner is able to plan the following travel:

  • Hyperspace jumps to other systems and deep space.
  • Sublight, atmosphere and ground travel
  • Plan movement out of gravity wells (to the closest non gravity well square)
  • Ascend from the ground to atmosphere, and from the atmosphere to orbit
  • Descend from orbit to the atmosphere, and from the atmosphere to the ground
  • Plan cross terrain travel

When there are multiple different routes to a destination, it will attempt to take the fastest route:

  • Travelling to different cities via continuous cross terrain travel at the ground layer
  • Travelling to different cities via ascending to atmosphere and using atmosphere travel
  • Travelling to different cities via ascending to orbit and descending
  • Escaping a gravity well by flying to the closest square

If a character aborts any travel, the travel planner will be cancelled.

When engaging the travel planner, the travel planner will never abort any travel (even if the ship or vehicle is travelling to the wrong location).

If the character is not aboard the ship or vehicle (including boarding docked ships/vehicles) when a travel segment finishes, the travel planner will be cancelled.

Tip
Changing the destination system while in hyperspace will not abort your travel. It will cause the travel planner to jump back into hyperspace when the first hyperspace finishes. It is possible to force a desired hyperspace system exit location by changing your travel plan while in hyperspace.
Tip
Plotting a hyperspace jump by selecting a different system will default to showing the hyperspace exit point as the system coordinates. However, plotting a jump by manually entering coordinates will NOT default to the hyperspace exit point unless (View) is clicked.
Note
Clicking an inventory link to plan travel will not show the hyperspace exit point; the destination is automatically set to the provided location.

Once a travel segment has completed, the travel planner will apply a skippable delay before automatically starting the next travel segment. The length of the delay is calculated from the last time the travel plan was updated (or the last time a delay was skipped).

Time since last update Delay Length (Ships) Delay Length (Vehicles)
< 2 hours 2 minutes 2 minutes
< 4 hours 15 minutes 15 minutes
< 6 hours 30 minutes 15 minutes
< 24 hours 60 minutes 30 minutes
> 24 hours 120 minutes 30 minutes

The travel planner delay is skippable: while the delay is active, you can skip it and continue immediately from the travel planner controls page.

The delay applied to vehicles is shorter than the delay applied to ships.

Example
When in a ship on the ground, set the target destination to planet orbit.
The ship will immediately start ascending to the atmosphere.
When the ship reaches the atmosphere, a 2 minute travel planner delay will apply.
After the 2 minute delay is skipped or expires, the ship will continue travelling to orbit automatically.
Example
When in a AT-AT on the ground, set the target destination to a different city.
The AT-AT will ground travel to the terrain edge. (A delay is applied after ground travel finishes).
The AT-AT will then cross terrain to the next city square. (A delay is applied here until the destination is reached).
Repeat until the destination is reached.
Example
When in a ship on the ground, set the target destination to be a city on the other side of the planet.
The ship will ascend to atmosphere. (A delay of 2 minutes is here)
The ship will ascend to orbit. (A delay of 15 minutes is applied here)
The ship will descend to atmosphere above the target city. (A delay of 15 minutes is applied here)
The ship will descend to ground into the city.
Example
When in a ship on the ground, set the target destination to be a city on another planet in another system
The ship will ascend to atmosphere. (A delay is applied when this completes).
The ship will ascend to orbit. (A delay is applied here).
The ship will sublight to a location outside a gravity well where it can jump to hyperspace. (A delay is applied here).
The ship will jump to hyperspace to the destination system.
Once it reaches the destination system, the ship will sublight to the planet orbit. (A delay is applied here).
The ship will descend to the atmosphere. (A delay is applied here).
The ship will descend to the ground.

Once inside a ship, vehicle, station or facility, characters are in a room.

They may move from 1 room to another instantaneously.

Moving out of a facility is also instantaneous.

Moving out of a station in space is not possible.

To move out of a ship or vehicle, the following conditions must be met:

  • The ship/vehicle is on a terrain or city grid, NOT above a facility, not moving. The character will appear at the same square.
  • The ship/vehicle is inside a facility/station/ship/vehicle: the character will appear in a room of the ship/vehicle/station/facility. This can be done at any time.

Pilots of entities may kick any passengers off their entity from inside the cockpit for any reason, using the internal kick option. To do so, the containing entity must be:

  • On the surface of a planet, or on the ground within a city.
  • Docked within a ship, vehicle, station or facility.
  • Adjacent to an open-to-all station.

Anyone with access to an entity that is full may also kick out a random passenger from outside of the ship in order to regain access to it, using the external kick option.

Escape Pods allow crew members of a ship (or space station) to abandon the ship (or space station) in the event that it comes into harm. Escape Pods can then be piloted towards a planet of the pilots choice. However, once the Escape Pod starts to land, it can no longer take off, meaning you cannot move in the atmosphere layer (except descend to the ground) or the ground layer. Accessing pods is only possible when either of the following conditions are met:

  • Either the Pilot or Commander allows it from the cockpit. (In the Actions section)
  • The Ship or Space Station has been reduced to 50% of either its Ionic or Hull statistic.

Additionally, you must be in either the cockpit or entrance room in order to launch an escape pod.

Note

A ship or space station, when constructed, comes with a fully loaded escape pod bay

Escape Pods can be re-added to the ship or space station through the use of the repair feature.

Certain items and Force skills provide a bonus to movement speed.

When using an active jetpack, a character or NPC will travel at 70 KPH along the ground.

When using a Jetpack, characters and NPCs can travel over facilities on the ground as if they were in a vehicle or ship equipped with repulsors. When the jetpack deactivates after a set time, any entity still located on top of a facility will be placed on a random free square around that facility, and will take damage. The amount of damage taken is determined by the following equation:

Equations

(R - (Str * 1.75) - (Dodge * .75) - (Dex * .5))


R = Random (20, 50)
Str = The entity's Strength skill
Dodge = The entity's Dodge skill
Dex = The entity's Dexterity skill

Force sensitive characters using the Force Speed skill gain a bonus to their speed based on the following equation:
Equations
Bonus = (Skill * 10) KPH