Original Post
Okay, here's part two of the space movement / travel system for the RPG / empire hybrid I've talked about. Sorry it's long, but I'd appreciate whatever you can comment on: Basics In the beginning, when you have a shuttle or fighter, you're restricted to a small part of a solar system. The game world expands when you get the ability to travel quickly through a single system. Then you go interstellar. By then, you've bought the skills to travel through wormholes, got enough cash to pay exorbitant jumpgate tolls, or have the moxy to deal with microverse travel. First, A Word About The Galaxy For those who don't know, it's monster plagued, ruins filled, with empires struggling to rise from the ashes. "Islands" of linked star clusters connected by jumpgate "bridges" form civilized space, and the rest is wild. "Islands" are created by a web of points called cosmodetic nodes (after geodetics, or geodesy). Cosmodetics are the backstory explanation for what you may have seen in games like I-War or Escape Velocity: A pattern of connected stars you have to jump through. (More below) Jumpgates - Rob You Blind, Keep You Safe Jumpgates cap wormholes and make them safe. For this service governments charge anywhere from 5k to 20k in tolls, the average being 10k. One gate can link one star, many stars, or even points in deep space. Whereas cosmodetics connect nearby stars, jumpgates leap hundreds of light years to connect places within a single "island." Gameplay-wise, jumpgates are supposed to ease you into the middle phase of the game. As you go form shuttle / fighter to better ships, this gives a a way of getting around an island quickly, without the normal jump dangers. Gateways are expensive in order to create a strategic money sink as the you move to different mission or trade areas. Missions can earn you "tokens" to pass, NPCs you meet can help you alter the price, you can forge corporate registries, or you can hack their way through a gate after docking with it. Wormholes - For The Truly Adventurous Wild wormholes, which cross anywhere from a few hundred kilometers to hundreds of light years, present a "free" way to travel the galaxy. All a pilot has to do is survive the gravitational twists and turns and they emerge instantly on the other side. Scanning a wormhole or sending a probe reveals the number of skill checks required and potential risks. Probes can tell what's on the other side, and are more likley to uncover hidden risks, such as the chance that the wormhole is unstable, constricted, or has a space-time topology which will cause stat loss or status effects (like dementia or quantum level nerve damage). You gain money for mapping wormholes, especially for finding components of the Mobius Strip, a nearly half a million light year pre-collapse ring around the galaxy. You can also "mine" rare particles by passing through them with special equipment. Jump Travel About 50% of the stars in the galaxy are connected by cosmodetics, the rest are "hinterland". A jumpdrive with a cosmodetic tunneler add-on gets you to the connected parts, and a (more expensive) freejump add-on lets you go anywhere. The advantage of cosmodetics is that the trip costs the same in fuel and time no matter the distance. The drawback is that you have to follow the lines of the web they form. Freejumping allows you to go where you like and find hidden locations, but is limited by a lightyear range of between 2 and 50 LY per jump. Pre-Jump Gameplay Ships jump by dropping into a pocket universe. You can jump at any cosmodetic (often found around L4 or L5 points) if tunneling, or at the system's edge if free jumping. Jumps elsewhere risks a misjump and damage to the drive. Ships jump by priming their drive with exotic fuel. This gives you a view of how rough the ride will be, and allows you to abort (wasting the fuel, though). Different islands offer different challenges, and if known are so labeled on the map. In The Bubble - Monsters, Explosions, And Danger Once you jump, it's nothing but you, your ship and any crew. You can't get out except by rare engineering miracle, taking a jump-drive equipped ship or using an escape pod. The latter two randomly place you along the route. Here you face three major dangers: Particle Incursions, Equipment Failure, and Crew Mutiny / Mayhem. Particle Incursions The bubble you ride in isn't 100% sealed. Ships are exposed to primordial particles from the big bang, anomalies, ancient wormholes, and even Sieger (monster) attacks. A particle incursion is dispelled by having an engineer study it and "cast" a field which removes it. They come in three flavors: Light, medium and severe.
- Lights cause a minor status effect like KO or immobilization or minor damage at a single point. You get a long delay before they occur.
- Mediums cover anything from a point to a room with an effect, such as radiation, paranoia-inducing effects or gravity inversion.
- Severes can cover anything from a point to an entire ship section, can migrate, and have the shortest warning time.
- A thermal point is discovered to be forming in a cargo bay, giving you the choice of moving things and allowing some fire damage, erecting a force field, devising an emitter which "casts" cold by slowing molecules, or trying to dispel it.
- A crewmember goes missing, and a wormhole is discovered in her quarters. It leads to a planet, possibly filled with xenomorphs and will dissipate in 3 days. You can risk a rescue, or seal it.