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.
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.
Aborting hyperspace travel is very risky and should only be used in an emergency
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.
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 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 in hyperspace while the pilot is aboard another ship.
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.
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).
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).
When plotting your sublight course, your ship computer will automatically avoid suns.
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.
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:
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.
Entering hyperspace within an interdictor field will result in ship damage.
Traveling in a ship from Space Layer to Atmosphere Layer.
Traveling in a ship from Atmosphere Layer to Space Layer.
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.
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.
Traveling in a ship or vehicle from City/Terrain Layer to Atmosphere Layer.
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:
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.
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:
All of the above items MUST be used, together, for you to be able to travel on oceanic terrain.
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.
There are two ways to abort your travel:
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:
When there are multiple different routes to a destination, it will attempt to take the fastest route:
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.
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.
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:
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 entity must be located on the surface of a planet.
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.
This may kick out a creature, NPC, droid, or PC.
This feature is intended as an OOC tool to allow players to regain access to their entities that are full, and it may not be used for IC purposes. This means that loading an entity until it is full and kicking off passengers until a character on board is forced into a position where they can be arrested is not an acceptable use of the feature. Kicking a passenger out of a single-room entity into a position where they can be arrested is also unacceptable. However, using the external kick feature in order to free up room on an entity in order to board it and arrest a passenger is acceptable.
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:
Additionally, you must be in either the cockpit or entrance room in order to launch an escape pod.
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.