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anacreon:game:movement [2018/05/17 14:55]
wtvd0 [Jumpfleet mechanics]
anacreon:game:movement [2018/06/12 18:03] (current)
wtvd0
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 ====== Fleets and Fleet Movement ====== ====== Fleets and Fleet Movement ======
-Fleets are groups of ships. They move at the speed of the slowest [[anacreon:​game:​units#​ships|ship]] in the fleet. Fleets are able to move between [[anacreon:​game:​planets]]stop moving when they arrive ​in the orbit of the destination planet ​(fleets ​cannot ​normally move to open space and stop). If a fleet includes transports, the transports can [[anacreon:​game:​transport|carry]] [[anacreon:​game:​resources]] or [[anacreon:​game:​units#​ground_units|ground units]].+Fleets are groups of ships. They move at the speed of the slowest [[anacreon:​game:​units#​ships|ship]] in the fleet. ​(Unit speeds are listed in the [[anacreon:​eras:​era3:​units|unit tables]].) ​Fleets are able to move between [[anacreon:​game:​planets]] ​and stop moving when they arrive ​at the destination planet. Fleets ​cannot ​be ordered ​to stop in open space. If a fleet includes transports, the transports can [[anacreon:​game:​transport|carry]] [[anacreon:​game:​resources]] or [[anacreon:​game:​units#​ground_units|ground units]].
  
-Fleets ​leave orbit and begin moving ​at the end of the [[anacreon:​game:​time#watch]] in which they are given a movement ​[[anacreon:​game:​orders|order]]. You can issue new destination orders ​to moving ​fleets at any time.+===== Fleets ​in Transit ===== 
 +Transit time between planets is calculated from the second that the movement order is issued. Moving fleets that are not orbiting a planet cannot be attacked by other fleets. They can still be attacked by [[anacreon:​game:​units#​jumpmissiles]]. Players can issue new destination orders to moving fleets at any time. 
 +  
 +===== Arrival and Departure at Planets ===== 
 +Fleets appear to be treated as being "in transit"​ and stop being able to use their weapons at the instant that a movement order is issued. However, they appear to remain in orbit of a planet ​and can be fired at by other units until the end of the current watch plus the time that their [[anacreon:​lexicon#​speed]] would take them >1 [[anacreon:​lexicon#​LY]] away from the planet. For jumpships this window of vulnerability is no longer than 1.2 seconds.[[anacreon:​game:​units#Starfrigates]] and [[anacreon:​game:​units#​starcruisers]] take up to 5 [[anacreon:​game:​time#​watch|watches]] to leave orbit. The same is true for fleets ​arriving ​at a planet; a fleet cannot use its weapons until its "in transit"​ status clears, but can be attacked the instant that it is within 1LY of the destination planet.
  
-Fleets ​cannot enter [[anacreon:​game:​nebula#​rift_zones|rift ​zones]], but may be able to pass through the gaps.+===== Movement Restrictions ===== 
 +No type of ship cannot enter [[anacreon:​game:​nebula#​rift_zones|rift ​zone]], but ramjet and jumpship fleets are often able pass through the gaps between rift zone areas.
  
 ===== Starship and Ramjet movement ===== ===== Starship and Ramjet movement =====
- 
-[[anacreon:​game:​units#​starships|Starship]] and [[anacreon:​game:​units#​ramjets|ramjet]] fleets take one or two additional [[anacreon:​game:​time#​watches]] after being ordered off a [[anacreon:​game:​planets|planet]] to leave orbit. They must pass one watch in orbit after arrival before they will accept attack [[anacreon:​game:​orders]]. 
  
 ==== Starship movement ==== ==== Starship movement ====
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 ==== Ramjet movement ==== ==== Ramjet movement ====
-Ramjets cannot leave [[anacreon:​game:​nebula|nebulas]]. They cannot pass between different nebula types (this is a bug). As of [[anacreon:game:​eras:​era3|Era 3]] they are rarely able to move at all (this is a bug).+Ramjets cannot leave [[anacreon:​game:​nebula|nebulas]]. They cannot pass between different nebula types (this is a bug). As of [[anacreon:​eras:​era3|Era 3]] they are rarely able to move at all (this is a bug).
  
 ===== Jumpship movement ===== ===== Jumpship movement =====
-==== Jumpbeacons ​==== +==== Jump beacons ​==== 
-Jumpship fleets (containing 100% jumpships) can only move to planets within 250 [[anacreon:​lexicon#​LY]] of a jumpbeacon. Areas in your empire with an active ​jumpbeacon ​can be seen by selecting a jumpfleet. ​Jumpbeacons ​only exist on [[anacreon:​game:​designation#​jumpship_yards|jumpship yards]] and on the imperial and sector capitals under the [[anacreon:​game:​doctrine#​Fire_&​_Movement|Fire & Movement doctrine]]. The jumpbeacon ​is a property of these designations'​ [[anacreon:​game:​structures#​primary_structures|primary structures]] (the fleet HQ and jumpship yards structures) and can only be removed by [[anacreon:​game:​designation|redesignating]] the planet. ​+Jumpship fleets (containing 100% jumpships) can only move to planets within 250 [[anacreon:​lexicon#​LY]] of a jump beacon. Areas in your empire with an active ​jump beacon ​can be seen by selecting a jumpfleet. ​Jump beacons ​only exist on [[anacreon:​game:​designation#​jumpship_yards|jumpship yards]] and on the imperial and sector capitals under the [[anacreon:​game:​doctrine#​Fire_&​_Movement|Fire & Movement doctrine]]. The jump beacon ​is a property of these designations'​ [[anacreon:​game:​structures#​primary_structures|primary structures]] (the fleet HQ and jumpship yards structures) and can only be removed by [[anacreon:​game:​designation|redesignating]] the planet. ​
 ==== Jumpfleet mechanics ==== ==== Jumpfleet mechanics ====
 If a jumpship fleet ends up outside beacon range (e.g, if a nearby beacon is captured,) it can still jump back into the range of any owned beacon. Jumpfleets can cross space outside of beacon coverage as long as their destination is inside a beacon'​s range. Pure jumpfleets are unable to travel to destinations outside of beacon coverage, but jumpships can be moved outside of beacon coverage by transferring or deploying them into a "mixed fleet" that contains starships or ramjets. If a jumpship fleet ends up outside beacon range (e.g, if a nearby beacon is captured,) it can still jump back into the range of any owned beacon. Jumpfleets can cross space outside of beacon coverage as long as their destination is inside a beacon'​s range. Pure jumpfleets are unable to travel to destinations outside of beacon coverage, but jumpships can be moved outside of beacon coverage by transferring or deploying them into a "mixed fleet" that contains starships or ramjets.
anacreon/game/movement.1526568926.txt.gz · Last modified: 2018/05/17 14:55 by wtvd0