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  #11  
Old December 11th, 2001, 01:48 AM
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Default Re: To Suicide_Junkie...

Try using the [ CODE ] UBB tags, they're supposed to keep your formatting.

Also, where in the hyperspace systems would the warp points be located?
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  #12  
Old December 11th, 2001, 06:47 AM
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Default Re: To Suicide_Junkie...

I dounloaded the map as well, but i can't figure out what to do exactly, how it works differently other than a bunch of central systems to confuse me with. however, i think that a couple stacked Groups in the center would be good, 3 stacks, 3-3-4 systems each so it wouldn't be as daunting and would give the idea that they weren't stacked until the player explored more.
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  #13  
Old December 11th, 2001, 07:41 AM
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Default Re: To Suicide_Junkie...

The Warp points could have somewhat random placement in the hyperspace hub, there's no specific reason why they should remain on the edges.

If I had more time I would make a template - but these gosh darn exams (which I should be preparing for...) are getting in the way!
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  #14  
Old December 11th, 2001, 05:06 PM
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Ah, OK.

The point of my FTL map is to model Trek/B5/Wars FTL propulsion.
Thusly, ships must travel to the edge of a starsystem before they can "warp", or go FTL in whatever manner. Also, hyperspace essentially compresses the 13x13 square starsystems (and empty spaces (10 LY across?)) into single-squares of hyperspace. You travel exactly 10LY per movement point, or 100x the speed of light for each movement point.

One at warp, you will find yourself in hyperspace, with a B5-style hyperspace background (red nebula). Every square in hyperspace corresponds exactly to one square on the galaxy map. So, if you can see an unexplored system that is three squares right and ten squares down from your homeworld, you can go FTL, move three to the right, ten down. At this point, you will find a "de-FTL" warppoint, which you can use to slow down and enter the unexplored system.

There are still normal warppoints, which can be seen as wormholes through normal space, but the galaxy is not connected, and some FTL travel is required. Also, note that hyperspace is impossible to blockade, since there is a random movement effect. This prevents any defenses from remaining on a warppoint indefinitely, since they will be dragged away every turn.

APPEND: Try looking at an the map as an ancient race.
You'll get a very cool 3D effect, where the central hyperspace systems appear to be above or below the others. This may help in visualizing the map.

[ 11 December 2001: Message edited by: suicide_junkie ]

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  #15  
Old December 11th, 2001, 06:54 PM
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Default Re: To Suicide_Junkie...

I like the idea of random movement - it makes for good balance. The hyperspace hub idea is not really to simulate FTL like your map, just another type of map that has its own little strategy quirks...
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