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guide:setting_travel_guide [2023/05/01 10:33] whisperguide:setting_travel_guide [2023/05/02 10:48] (current) – [Faster than Light] whisper
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 ====== Setting Travel Guide ====== ====== Setting Travel Guide ======
  
-The //Setting travel guide// is basic outlying guide on how space-travel works in the Calliope Star Cluster. This guide affects //all// craft in setting sans any precursor vessels((Which should never be beyond an NPC status if encountered in Hadals Chasm and should never fall into player hands)). +<blockquote>See the stars they said! It'll be fun they said! Just quick trip to the nearest Gate, they said! Now we're stuck here getting raided by pirates!</blockquote>
  
-This guide is loosely defined by rules decided on by the community and is written by [[user:char]]Any changes to this guide should first be brought up among the community and receive and overwhelming and majority support for changing and the backing of admin/staff as it affects the entire setting. +The //Setting Travel Guide// is a basic outlying guide on how space-travel works in the Calliope Star ClusterThis guide affects //all// craft in setting((Except those NPC-only vessels specifically made by staff to work otherwise)).
  
-===== Basic Rules for FTL =====+===== Faster than Light =====
  
-This is a list of basic rules that focus on FTL travel in the Calliope Star ClusterIt goes without saying that these rules affect NPC nations and forces as well.+Faster than Light (FTLtravel in Project Multiverse comes in many flavors, but all of them are beholden to the rules set by the sector itselfOnly the mightiest powers of the sector have ways around these rules - which they might share, for a fee.
  
-==== Rules for FTL/STL Travel ==== +Basic FTL travel takes, at minimum, two weeks to cross each square on the [[maps:calliope|sector map]]((This includes diagonal movement - a little gift from the staff)). Any attempts to exceed this limit subjects the vessel and its passengers to spatial chaos, potentially leading the ship astray or worse.
-This section covers rules around faster than/slower than light travel.+
  
-=== FTL === +There is one exception that allows vessels to ignore spatial chaos entirelyThe Gate networkbuilt by the [[entity:precursors|Precursors]] and managed by the [[entity:gatekeepers|Gatekeepers]], allow anyone to travel from one Gate to another connected Gate instantly. The Gatekeepers charge fee in their own currencyGate Credits((their ubiquity and high demand have made Gate Credits GCs - the de facto currency of the Calliope Sector)).
-  * 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, exceptionally large((Read: capital ships)), less-advanced species/nations((for reasons of lore a nation can choose to be less developed than other nationsThis should never be something forced on a nation without their consentand the community may not decide to impose such a handicap on any nation without their consent)) all fall in this category. +
-  * 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's atmosphere or while planetside. +
-  * 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 rareand 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 in half. +
-  * 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)).  +
-  * //Ley-Lines// exist for magical based FTL as a method of FTL travel. +
-  * 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) from entering or forcefully pulling them out of FTL. +
-      * Tractor beams are not an exception to this. The only thing that should stop FTL is damage to vessels' power, engines, drives, etc. +
-    * 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 powerdrives, engines, etc. are damaged. +
-    * Shields are interfered with by FTL travel and may not work when in FTL. +
-    * FTL-torpedoes, FTL ramming, etc. is not currently possible for any nation or military; You cannot shoot weapons from outside of FTL into FTL or collide anything into something from outside FTL as a means to stop it.+
  
 +Shards can implement whatever form of FTL travel they like, so long as they follow setting rules.
  
-== Gate Travel == +{{ :guide:ames_space_stretching_around_a_spaceship_as_it_enters_hyperspac_5c77d868-e033-428b-bdd7-a2514b07654e.png?500 |}} 
-This sub-section covers the Usage of [[universe:gates|Gates]].+==== Traveling Beyond the Speed of Light ====
  
-  * 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's perceived space. +
-    * 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's system with their own magic or technology to circumvent this. The only gate method of traveling is the gatekeepers gates. +
-  * 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/fleets may enter a gate. +
-  * 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/transit gate or to within one grid-square from the gate you are traveling towards. +
-    * 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's FTL travel takes, it requires a minimum of five minutes of time to prepare before it can be used. During this time, anyone nearby who has a grasp of FTL travel can determine the direction of the first "hop" and potentially match course.
  
-===STL=== +=== Unfriendly Neighbors === 
-  * Ships may be faster or slower than others in STL depending on ship type or class+ 
-  * Ships speeds should be based on size and class+If vessels are travelling in the same direction at FTL speeds, they are visible to one another and can even be interacted with. This includes firing projectiles or other weaponry
-    * This means frigate should always be faster than cruiser and capital ships should be exceptionally slow and cumbersome+ 
-  * STL can be interfered with by things such as webberstractor beams,EMPssolar flaresmagicetcwhich slow a vessel. Though should only be used for RP purposes by GMs and not as a common tech for nations to harry invaders+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 and back into normal space
-  * Ships travelling in STL can cross a system within couple days from its edge to its core+ 
-  * Planets, asteroids/cometssunsblack holesanomaliesetc. All affect STL travel+==== Gate Travel ==== 
-  * Shields may be active while in STL but may slow vessels for purposes of RP. + 
-  * A ship can not //phase// or //teleport// while in STL and no technologies or magics like this should exist.+The [[universe:gates|Gates]] are series of Gate Terminals and Gate Hubs that facilitate near-instantaneous travel from one Gate to the next. To use Gate, you must first travel to it. Once you've arrived, you pay the Gatekeepers their fee((we don't actually manage currency, but it's high enough to be prohibitive and low enough to be achievable)) and then you can jump to another Gate's square or a square immediately adjacent to it
 + 
 +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 ==== 
 +{{ :guide:ames_a_spaceship_exploding_in_front_of_a_nebula_ee4d3c78-8154-4a38-8d66-8dd5330d97bc.png?200|}} 
 +<blockquote>We're //where?!//</blockquote> 
 + 
 +Whether out of desperation or a need to prove themselvessometimes vessels will try to exceed the maximum amount of safe FTL speed. When this happensthey face Spatial Chaos - a phenomenon that affects space and time. For each day they attempt to shave off of their journeythe effects become worse and worse. 
 + 
 +To determine the resultsuse the /roll command on the Discord server's #plot channel. You will do this 3 timesadding the numbers of days that you reduced the FTL limit each timeFor example, if you shaved week (7 days) off of the two week travel time, you would roll the following three times: 
 + 
 +<code>/roll 1d6+7</code> 
 + 
 +Then go through this list in order, using the result of each roll in sequence: 
 + 
 +  * **Deviation**: You arrive (result-2) light years away from your destination. 
 +  * **Dilation**: The vessel's contents, including its passengers, experience (result-2) years pass. 
 +  * **Distortion**: Shields, engines, and other non-critical systems((ie, life support or an equivalent are fine)) take (result-2) hours to come back online
 + 
 +=== 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's rules. 
 + 
 +Assuming a system around the size of Sol((our own IRL solar system)), it would take around week at the fastest STL speed to go from one edge of its gravity well to the other. This means roughly half a week from the center of the system to its outermost edge
 + 
 +==== Class Matters ==== 
 + 
 +Ships take longer to accelerate and navigate as they increase in size. Swift fighters will always outrun massive capital ships during STL travelno 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, planetslarge space debrisand so onduring their travels
 + 
 +Any potent protection technologies, such as shields, slow a ship down by an amount proportional to their protective capabilities. 
 + 
 +Phasing, teleporting, and other elements that allow vessels to ignore matter don't work outside of their ShardsShould two Shards come into conflict, these effects do not work for the duration of any combats that they are in.((if both Shards want to let them work, then it's fine - but the base expectation is that they will not)) 
 + 
 +{{ :guide:ames_a_sailing_ship_flying_through_the_stars_8cd88cb8-e7df-47bc-b664-60edb619b932.png?500 |}}
  
 ==== Nebula Travel and Rolling ==== ==== Nebula Travel and Rolling ====
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   * Passing through a nebula should be viewed and treated/written the same way as a vehicle passing through an exceptional storm; High winds, low visibility, danger, potential damage, increased chance of damage or obstacles, etc.   * Passing through a nebula should be viewed and treated/written the same way as a vehicle passing through an exceptional storm; High winds, low visibility, danger, potential damage, increased chance of damage or obstacles, etc.
   * 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:char]] created this on 2021/08/29 14:16.+  * **Player** [[user:char]] created this on 2021/08/29 14:16. It was updated by [[user:whisper]] on 2023/05/01.
 ==== Usage ==== ==== Usage ====
 This article's content adheres to Project Multiverse's [[rules:setting_contribution|submission and usage rules.]] This article's content adheres to Project Multiverse's [[rules:setting_contribution|submission and usage rules.]]
guide/setting_travel_guide.1682958829.txt.gz · Last modified: 2023/05/01 10:33 by whisper