OK, here are my thoughts on hyperspace:
When the Jump-gate tech has been researched the JUMP-GATE imrpovement can be built by workers, this jump-gate will act as a fort, allowing hyperspace-navigation-capable ships to paradroop (jump) to some squares away. Now, for a unit to paradroop from a fort, it is required (already tested) that the improvement has some culture(python).
When the Jump-Engine tech has been researched, ships with jump-engines will become available, but how to make this ships capable of making their own jump-points?, here is my algorithm:
1. A Jump-Engine equiped ship will BUILD a JUMP-POINT improvement.
2. When the JUMP-POINT improvement has been created we give its square some culture(python), allowing your own ships (and allied ones) to jump away same as with a JUMP-GATE improvement.
3. At the end of the turn-set (to allow allies to use your jump-point) or at the beginning of the next turnset, the JUMP-POINT improvement is removed (python).
A few notes on space travel:
We still need warp/jump lanes because of the trade routes, so, I propose that the jump lanes should be kept, but "renamed" as "hyperspace beacons", so they would allow for trade and ships to move through "hyperspace" (instead of using the airport approach).
Warp lanes we should keep aswell, but "renamed" to "space route", these will represent pre-hyperspace well defined space routes.
with these model we address the following problems:
- Trade routes
- Pre-hyperspace routes
- Jump Engine equipped ships
- 48 hours standard jump
The last point represents the fact that (acording to the series) some ships are required to jump out of hyperspace travel trough normal space and jump again. (The time when the ships are out of hyperspace is for example when the raiders attacked the civilian transports).
Military capital ships should have a bigger jump distance than other smaller or civilian ships.
The Jump-Point improvement built by ships should cost 0 so ships can (theoretically) jump on the same turn it is decided to create the jump-point, or set to a minimal cost so this would represent the time needed to gather the required power to form a jump-point (of course, this could lead to disable the ship that created the jump-point from jump).
I'm pretty positive that I can implement this model (even the python stuff), but will take time to implement.
O BTW, either way we choose to go, we need a "Jump Point" and a "Jump Gate" 3D model.
_________________ "No Surrender, No Retreat"
- John J. Sheridan
[...]
Tho' much is taken, much abides; and tho'
We are not now that strength which in old days
Moved earth and heaven, that which we are, we are,--
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.
- Alfred Tennyson (Ulysses)
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