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.
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 system nearby a sun, planet, or other gravitational
body. In this case there is a probability that your ship will be
destroyed. This probability depends directly on the number of planets
(suns, planets, asteroids, moons, comets ...) present in the system as
follow:
Equations
Piloting Skill = The appropriate piloting skill level that corresponds to the ship type
that is being flown.
NumPlanets = Number of planets, suns, asteroids, moons, and comets in the system
that you emerge at.
Rand = Random number between 0 and (300 + 20 * Piloting Skill).
Ship Destroyed = True if 4(NumPlanets) > rand.
Of course, if your ship
emerges from hyperspace in an empty space square, then you are safe.
Note that travel is also aborted if the pilot leaves the ship or boards
a ship or vehicle within the ship.
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.
When a pilot plots his course to its destination, the ship computer
will automatically avoid any suns 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 blackhole 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.
Important
It is up to the pilot to double-check
that the course also avoids Black Holes as there are no automatic
checks to avoid them. This can be done by observing the gravity wells in the system.
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.

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.
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 #
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:

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.
Travelling 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.
Travelling 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)
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.
Travelling 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.
Travelling 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
onboard 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 onboard (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 when inside a city.
Vehicle Speed: The maximum speed for vehicles is 200 km/h (or less
if the vehicle speed is lower) when inside a city. Vehicles can use their
full speed when outside a city.
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.
Races which cannot travel on oceanic terrain, can do 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.
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.
There are two ways to abort your travel:
- Either you voluntarily press the Abort button;
- 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.
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 off PCs or NPCs
if the following conditions are met:
The entity is not travelling and it is on the ground OR is docked
and the PC is on the crewlist or the NPCs supervisor is on the crewlist.
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.
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