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Old September 27th, 2001, 11:39 PM
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Default Re: Newbie/demo question

quote:
within a system, each warp point is equi-distant from each other and simply links the edges of star systems together. The 'perk' of such a layout is that no single warp point is better than another. So, the free roaming nature of the universe that I want to model is preserved.
That is especially true for my map. The warp points are all at the edge of the system, so you take whichever is closest to your present position. Once you have "gone to warp", you travel one galaxy-map square using 1 movement point. It then takes 1MP to return to normal speed at your destination.

While you are in FTL space, you can wander the galaxy map as you please, the only restriction is that you cannot stop in an "empty" space between the star systems.
You can in effect, sneak around enemy held systems, as long as your enemy dosen't have an FTL interceptor force on patrol.

EDIT: Reading the entire thread, I cannot see why my map does not suit your needs.
quote:
If I wanted warp lines to represent trade routes, I'd like for them to take X number of turns based upon distance and possibly drive types.
...
Such empty systems would represent the space between worlds and allow for 'deep space' combat. Multiple nodes would lengthen the journey
Using my map, you get:
- FTL around the edge of a system to get to the far side. (2mp)
- Multi-turn travel times entirely FTL.
- Go from any system to any other system directly, though it may take a while.
- FTL space cannot be blockaded, and completely protecting a system from FTL attacks in nearly impossible. (Random movement ability in hyperspace disrupts blockades)
- Ships can be lost in hyperspace: with random movement of 2, a ship with 1MP is helpless and must wait to drift past a starsystem.


[This message has been edited by suicide_junkie (edited 27 September 2001).]
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