guide:setting_travel_guide
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====== Setting Travel Guide ====== | ====== Setting Travel Guide ====== | ||
- | The //Setting travel guide// is a basic outlying guide on how space-travel works in the Calliope Star Cluster. This guide affects | + | < |
- | This guide is loosely defined by rules decided | + | The //Setting Travel Guide// |
- | ===== Basic Rules for FTL ===== | + | ===== Faster than Light ===== |
- | This is a list of basic rules that focus on FTL travel in the Calliope Star Cluster. It goes without saying that these rules affect NPC nations and forces as well. | + | Faster than Light (FTL) travel in Project Multiverse comes in many flavors, but all of them are beholden to the rules set by the sector itself. Only the mightiest powers of the sector have ways around |
- | ==== Rules for FTL/STL Travel ==== | + | Basic FTL travel |
- | This section covers rules around faster than/slower than light travel. | + | |
- | === FTL === | + | There is one exception that allows vessels |
- | * All ships of any nation, faction, group, etc. All travel at roughly the same //maximum// speeds while in FTL. | + | |
- | * Ships can go slower than the max speed in FTL. Civilian, non-military, | + | |
- | * Ships may enter FTL in groups or individually. | + | |
- | * Ships may not enter FTL in the core of any system and should be on its edge before doing so((ships close to a star or planet will/should be unable to enter FTL due to interferences ranging from gravity and radiation to even magical interferences.)) | + | |
- | * Ships may not enter FTL while in a planet' | + | |
- | * Ships FTL in a straight line. Course correcting requires leaving FTL. | + | |
- | * The average time to pass through a grid square on the [[maps:calliope|map]] is //minimum// one week at standard speeds. | + | |
- | * The fastest method of travel in the Calliope Star Sector is to use [[universe:gates|Gates]]; Through either a transit gate or terminal gate hub. | + | |
- | * Certain ship types may exceed the maximum starship speeds and be faster than other ships in FTL but should be extremely rare, and should not be overly large or overpowered. These ships should be considered scouts, blockade runners, special diplomat vessels, etc. | + | |
- | * Special ships in the statement above go marginally, but not exceptionally faster than basic ships and at best cut travel | + | |
- | * Time may dialate or move slower in FTL depending on the type of FTL. | + | |
- | * FTL can be magical or tech-based. | + | |
- | * FTL signatures are unique based on nation and type of FTL((Such as tech or magic based)). | + | |
- | * // | + | |
- | * Interdiction only exists as a form of RP((Such as something pulling a plot-ship out of FTL in a thread.)). No nation or entity may have means of stopping ship(s) | + | |
- | * Tractor beams are not an exception | + | |
- | * Weapons may be fired at other ships when more than one ship is in FTL together. | + | |
- | * Damage to a ship may pull it out of FTL if its power, drives, engines, etc. are damaged. | + | |
- | * Shields are interfered with by FTL travel | + | |
- | * FTL-torpedoes, FTL ramming, etc. is not currently possible for any nation or military; You cannot shoot weapons from outside | + | |
+ | Shards can implement whatever form of FTL travel they like, so long as they follow setting rules. | ||
- | == Gate Travel | + | {{ : |
- | This sub-section covers | + | ==== Traveling Beyond |
- | * Gates are only allowed to exist //outside// of systems. | + | === Engaging Hyperdrives === |
- | * There are two types of gates. | + | |
- | *Gate //Hubs// which act like major network terminals and can connect to all the gates in that hubs network, and are the only means to connect to other hubs and travel from subsector to subsector. | + | |
- | *Terminal gates, which act like space train stations that connect to other Terminal gates, or any of the smaller transit gates in its network which act like smaller train stations that only connect to that Terminal. | + | |
- | * Gates may not exist within any nation' | + | |
- | * Nations may unite against any nation or force that attempts to seize, monopolize, or blockade a gate or hub . | + | |
- | * No //special// gates may be made in any nation' | + | |
- | * Gate-travel is near-instantaneous relative to most forms of FTL. Hours or days may pass to travel what otherwise could have taken weeks or months. All the while a ship may pass tens if not hundreds of lightyears. | + | |
- | * Gates are nearly indestructible and may only be //damaged// temporarily. | + | |
- | * There is no vessel too large to enter a gate. | + | |
- | * Multiple ships/ | + | |
- | * Gate travel works both ways, and there is no way to intercept or block gate travel. | + | |
- | * Gates may deposit ship(s) either to the terminal/ | + | |
- | * Gates may not be used to transport into any nations space or any destination other than to or within one grid square of another gate. | + | |
+ | Gravity wells and anomalies prevent ships from crossing their affected areas; to do otherwise is to destroy or severely damage your vessel. Solar systems extend their gravity wells a few light minutes beyond the orbit of their most distant planetary body((or where one might go if it had one)). These areas cannot be created artificially. | ||
+ | Faster than light travel is always performed in a straight line. Ships may need to make multiple stops as they avoid dangers, changing course each time. | ||
- | + | Regardless of the form that a Shard' | |
- | ===STL=== | + | === Unfriendly Neighbors |
- | * Ships may be faster or slower than others | + | |
- | * Ships speeds should | + | If vessels are travelling |
- | * This means a frigate should always be faster than a cruiser | + | |
- | * STL can be interfered with by things such as webbers, tractor beams,EMPs, solar flares, magic, etc. which slow a vessel. | + | If a vessel is damaged to the point that its FTL systems, whatever they may be, are no longer functional, then it immediately drops out of FTL speeds |
- | * Ships travelling in STL can cross a system | + | |
- | * Planets, asteroids/comets, suns, black holes, anomalies, etc. All affect STL travel. | + | ==== Gate Travel ==== |
- | * Shields may be active while in STL but may slow vessels | + | |
- | * A ship can not //phase// or // | + | The [[universe: |
+ | |||
+ | Access to the Gates is fiercely protected; any force attempting to monopolize one or more Gates through military action or other interference rarely survives for long. The Gatekeepers are very happy to issue bounties for anyone involved in the practice. Even pirates and raiders give the Gates several light minutes of safe territory before engaging in their activities. | ||
+ | |||
+ | ==== Spatial Chaos ==== | ||
+ | {{ : | ||
+ | < | ||
+ | |||
+ | Whether out of desperation or a need to prove themselves, sometimes vessels will try to exceed the maximum amount of safe FTL speed. When this happens, they face Spatial Chaos - a phenomenon that affects space and time. For each day they attempt to shave off of their journey, the effects become worse and worse. | ||
+ | |||
+ | To determine the results, use the /roll command on the Discord server' | ||
+ | |||
+ | < | ||
+ | |||
+ | Then go through this list in order, using the result of each roll in sequence: | ||
+ | |||
+ | * **Deviation**: | ||
+ | * **Dilation**: | ||
+ | * **Distortion**: | ||
+ | |||
+ | === Unlucky 7's === | ||
+ | |||
+ | After the Spatial Chaos roll, if the result((the total of the d6 roll and the days reduced from the journey)) is all 7's the ship is destroyed during transit. The passengers may survive, but it's on the players to decide what to do next. | ||
+ | |||
+ | ===== Slower than Light ===== | ||
+ | |||
+ | As with FTL travel, Shards are welcome to utilize whatever forms of STL travel they like, so long as they don't interfere with the setting' | ||
+ | |||
+ | Assuming | ||
+ | |||
+ | ==== Class Matters ==== | ||
+ | |||
+ | Ships take longer to accelerate and navigate as they increase in size. Swift fighters will always outrun massive capital ships during STL travel, no matter how many engines the larger ships might have. We want to avoid keeping track of actual speeds, so the rule is the larger something is, the slower it travels and the less maneuverable it is. | ||
+ | |||
+ | There are no exceptions to this((unless Staff introduces one for plot purposes)). | ||
+ | |||
+ | ==== Navigating ==== | ||
+ | |||
+ | Vessels must avoid asteroids, | ||
+ | |||
+ | Any potent protection technologies, | ||
+ | |||
+ | Phasing, teleporting, | ||
+ | |||
+ | {{ : | ||
==== Nebula Travel and Rolling ==== | ==== Nebula Travel and Rolling ==== | ||
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* Passing through a nebula should be viewed and treated/ | * Passing through a nebula should be viewed and treated/ | ||
* Ships in a nebula are not easily discovered from outside unless in large fleets. Or until just about to exit a nebula. | * Ships in a nebula are not easily discovered from outside unless in large fleets. Or until just about to exit a nebula. | ||
- | * LArge cosmic megafauna, ghost vessels((Such as literal ghost vessels or mystery ships)), and many types of dangers not found outside of nebula exist in these places. | + | * Large cosmic megafauna, ghost vessels((Such as literal ghost vessels or mystery ships)), and many types of dangers not found outside of nebula exist in these places. |
=== Hadals Chasm === | === Hadals Chasm === | ||
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===== OOC ===== | ===== OOC ===== | ||
- | * **Player** [[user: | + | * **Player** [[user: |
==== Usage ==== | ==== Usage ==== | ||
This article' | This article' |
guide/setting_travel_guide.1682958829.txt.gz · Last modified: 2023/05/01 10:33 by whisper