Space
Travel
Pre-release Data - Quicksilver
Space Travel in MOO3: Star Drives and System Drives
Naturally,
ships will be able to move between stars in Master of Orion III. The
various methods they can use and basic technologies applied for doing
so are described below:
Star
Lanes and Wormholes
For
the purposes of interstellar travel, each solar system is a "point."
Between most (but not all) nearby solar systems, determined by the
computer during setup, connect-the-dot-style lines called "Star
Lanes" will exist. Between a few (but not many) distant solar systems,
determined by the computer during setup, lines called "Wormholes"
will exist.
Movement
is allowed between any two solar systems in Master of Orion III
(possibly within some technologically defined limitations that is
as yet to be determined). It is slowest where there are no Star
Lanes or Wormholes to travel and fastest through Wormholes.
Star
Drives and System Drives
There
are two basic engine types that a ship can be constructed with:
Star Drives and System Drives. Star Drives are used exclusively
to move a ship between solar systems along Star Lanes and via Wormholes;
they are not meant for Deep Space Travel. System Drives are primarily
used to move a ship within a solar system (and in particular during
combat) and through Deep Space, but can also use Star Lanes after
Star Gate technology is acquired.
Amplifiers
At
a solar system where Star Lanes exists, each Star Lane will have
an entry/exit point in its appropriate relative location along the
outer edge of that solar system. At these points, "Amplifiers" can
be constructed that speed travel along that Star Lane. (Think of
an amplifier as a "sling shot.")
Amplifiers
are unidirectional. They only facilitate travel toward the opposite
end of the Star Lane. Amplifiers can only facilitate movement via
Star Lanes and only for ships equipped with Star Drives. Ships using
System Drives to move between stars cannot use Amplifiers. Amplifiers
allow regular ships using them to "exit wide" (a considerable operational
advantage, see below). Amplifiers are a common Antaran technology,
so any Amplifier can be used by every civilization.
Star
Gates
Star
Gates are an advanced technology which allow ships without Star
Drives to use their System Drives to enter a Space Lane. While still
considerably slower than Star Drives, movement with System Drives
along Space Lanes will be noticeably faster than System Drive movement
through Deep Space.
The
Twin "Dials" for Ship Movement
[Note:
the following is explained in board wargaming vernacular. This is
not the methodology that will be in Master of Orion III, it's just
easier to explain this concept in those terms.]
There
are two variable "dials" that affect ship movement: the quality
of the Star Lane (these can be improved on a ñ4 to +4 scale) and
the quality of the Amplifier (which can be improved on a 1-5 scale;
that's a 0 to 4 scale for all you engineers out there). These two
aspects of ship movement are in addition to the two fixed aspects
of distance and time.
Speed
The
speed that a ship travels between stars generally equals the number/technology
of its Star Drives plus the boost it receives from the Amplifier
it moves though along Star Lane (represented by a lowering of movement
cost).
Cost
Where
"speed" can be thought of as "movement points" that ships spend
each turn, moving through different types of space "terrain" are
represented by varying the costs to move through them. For the sake
of this discussion, imagine there are "hexes" covering the strategic
map with a scale of about 2.2 parsecs per hex. Now, let's analyze
the "movement allowance" of a ship and the "terrain costs" it pays
from that movement allowance to travel through each of the various
"hexes" on the map.
Traversing
Multiple Star Lanes in a Single Turn
When
a ship is on a journey that takes it along multiple Star Lanes,
it must spend some time maneuvering around/through the solar systems
where these Star Lanes connect. That is, it must expend a certain
number of movement points in order to cross from the point where
it exited a Star Lane to reach the point where the next Star Lane
it wants to travel begins.
This
number is equal to one "engine level" (that is, 100 movement points
if the ship is moving via Space Drives, or 25 movement points if
it is moving via Star Gate + System Drives). If a ship has insufficient
movement points to make this Star Lane transition, its remaining
movement points are lost and it ceases that turn's movement at that
solar system (but see below).
If
it has sufficient points remaining to do so, a ship may continue
moving through the entry point of the next Star Lane it wishes to
enter this turn. Otherwise, it must stop in that system and resumes
its journey on the next turn with no movement point cost required
before entering the next Star Lane. That is, all ships at all times
are assumed to be ready to enter any Star Lane at that the solar
system where it is located for no movement point cost.
Examples
- A ship has
"Level 3" Star Drives. [No, we're not settled on "Level 3" as
the vernacular. Chances are each level of Star and System Drive
will also have an appropriate name.] That means that it has a
base "movement allowance" for interstellar travel of (3 x 100
=) 300 "movement points" per turn. That ship travels along a Level
0 (i.e., discovered/natural/unimproved) Star Lane. The "movement
point cost" for each "hex" of travel along a Level 0 Star Lane
is 100 movement points per hex. If the star being traveled to
was five hexes distant, it would take the better part of two turns
to there (i.e., that ship must expend 100 x 5, or 500 movement
points).
- That same
ship moves along a Level 1 Star Lane. The movement point cost
for each hex is reduced due to the improvement of the Star Lane
from 100 movement points per hex to 85 movement points per hex
along that five-hex distance. Now that ship must only expend (85
x 5 =) 425 movement points to get there, so the travel time will
only be a little over one turn.
- That same
ship moves along that same Level 1 Star Lane but enters it via
a Level 4 Amplifier that reduces costs for one-way travel along
that Star Lane by 40%. Now, that ship is spending (85 x .6 =)
51 movement points per hex along that five-hex distance. This
ship must expend (51 x 5 =) 255 movement points to get there,
so it can get there in a single turn.
- That same
ship goes through a Wormhole that is 62 hexes long. It will spend
a variable 4 to 10 movement points per hex (determined upon entry
into the Wormhole). If the variable cost were ë7' for this passage,
the cost to travel it would be 434 movement points. That ship
would, therefore, cover 62 hexes in distance in about a turn and
a half!
- A ship with
no Star Drives and Level 6 System Drives moves four hexes through
Deep Space (remember, Star Drives "don't do" Deep Space). Since
each Level of System Drive generates 25 movement points in Deep
Space, it will arrive in exactly eight turns with no movement
points to spare.
"Narrow"
and "Wide" Entry and Exits
In
addition to the movement points generated and spent in interstellar
travel, there is the important tactical matter of "narrow" and "wide"
entry and exit when moving along a Star Lane. Wide entry or exit
offers an advantage because ships don't have to travel to or from
the specific point at a solar system to enter/exit that Space Lane.
This can be important for bypassing hostile forces that might be
deployed at that point.
- Ships using
System Drives or those using Star Drives without an Amplifier
must enter and exit narrow.
- Ships using
Star Drives with an Amplifier must enter narrow but may exit wide.
- [Super-secret
item deleted]
Designers
Note: "Exiting narrow" means you have to engage enemy
forces guarding that Space Lane's entry point into the system
before you can start heading out to the planets there and
picking them off. It implies nothing about the tactical combat
situation of that "frontier battle." Only the operational
situation (i.e., you have to get through the "wall" before
you can start sacking the system). So, there will be little
room for operational (pre-battle) maneuver, but the tactical
battlefield is still wide open.
"Exiting
wide" means you can skirt past those defenders and go right
for the planets. HOWEVER, if you lose and have to leave that
system (i.e., pull off an "enter narrow" through that Space
Lane), the defenders at that bypassed point may still be waiting
for you and will have a field day ripping you to shreds as
you "run the gauntlet."
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Interdictors
Interdictors
act like anti-amplifiers (i.e., "anti-slingshots") to non-friendly
fleets, effectively lowering the Space Lane level by 1 per level
of Interdictor.
Interdictors
also force ships using Amplifiers of a level or more less than the
level of the Interdictor to exit narrow.
Improving
and Downgrading Space Lanes
At
the beginning of the game, all existing and potential Space Lanes
are determined. Most will begin at Level 0. Those near Orion will
begin at Level 1. All others represent potential Star Lane construction
possibilities and begin at Level -4. These represent Lanes that
require varying degrees of improvement to bring up to normal travel
standards.
The
improvement or degradation of a Space Lane is a System-level project,
and is accomplished by spending AUs.
Actual
prices are actually to be determined, but here's some numbers to
so the various costs' relations.
Space
Lane Improvement/Downgrade Costs
Improving
|
To
Level
|
Downgrading
|
n/a
|
-4
|
400
|
200
|
-3
|
350
|
300
|
-2
|
300
|
400
|
-1
|
300
|
500
|
0
|
300
|
600
|
1
|
300
|
800
|
2
|
250
|
1000
|
3
|
250
|
1250
|
4
|
n/a
|
Movement
Points Per Turn for Interstellar Travel
Star
Drives = 100 per level; cannot perform Deep Space travel.
System
Drives = 25 per level; Deep Space only until Star Gate technology
is discovered.
Amplifier
Boost (reduces Space Lane costs)
Level
1 = -10%
Level
2 = -20%
Level
3 = -30%
Level
4 = -40%
Level
5 = -50%
Space
Lane Costs
Level
4 = Unusable ñ must use Deep Space movement (totally undeveloped
or completely blocked)
Level
3 = 175 mp/hex
Level
2 = 150 mp/hex
Level
1 = 125 mp/hex
Level
0 = 100 mp/hex (i.e., the basic discovered, unimproved, unhindered
or "natural" state)
Level
1 = 85 mp/hex
Level
2 = 70 mp/hex
Level
3 = 55 mp/hex
Level
4 = 40 mp/hex
Wormhole
Costs (Space Drive only)
*Reduced
to 255, 210, 165, and 120 if "off-road space travel" technology
[no, that's not what we're going to call it] level 1, 2, 3, or 4
(respectively) is build into the ship. If a Star Lane has deteriorated
and off-road movement improved to the point where it's faster to
travel at the off-road rate along a Star Lane, ships will do so.
Additional
Terrain Effects
Nebula:
All Space Lanes function at one level lower. In combat at a system
in a nebula, no regular shields are used. A racial pick (probably
a fairly expensive one) will be offered to start in a nebula,
in which case the above penalties do not apply to that civilization
for the duration of the game.
Dark
Matter: All Amplifier boosts are halved.
Interdictor:
Incoming Space Lane functions at one level lower per level of
Interdictor for non-friendly ships only.
Yes,
we know all of the terminology is "vanilla." We also know that we
haven't explained the "science" behind why all this stuff works
the way it does. We're going to "reverse engineer" all that. That
is, first, we're going to make it work right in the game, then we'll
rationalize why it's that way.
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