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Difference between revisions of "Jump Devices"
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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− | !Name!!Field Size!!Delay!! | + | !Name!!Field Size!!Delay!!Power!!Cargo Space!!Hit Points!!Price |
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− | |[[Jump Drive Module Series II|Jump Drive Module Series II]]||0|| | + | |[[Jump Drive Module Series II|Jump Drive Module Series II]]||0||60||3,600,000||900||60,000||550,000 |
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− | |[[Jump Drive Module Series III|Jump Drive Module Series III]]||0|| | + | |[[Jump Drive Module Series III|Jump Drive Module Series III]]||0||60||7,000,000||900||80,000||550,000 |
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− | |[[Jump Drive Module Series IV|Jump Drive Module Series IV]]||300|| | + | |[[Jump Drive Module Series IV|Jump Drive Module Series IV]]||300||200||7,000,000||1,200||100,000||550,000 |
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{{Equipment navigation}} | {{Equipment navigation}} | ||
[[Category: Jump Drives]] | [[Category: Jump Drives]] | ||
[[Category: Ship Equipment]] | [[Category: Ship Equipment]] |
Revision as of 04:16, 23 October 2012
Jump drives allow for instantaneous interstellar (or intrastellar) travel from any point to any other point in the Sirius sector. A Hyperspace Survey Module is used to retrieve, store, and encode jump coordinates into an alphanumeric sting decoded by jump drives. The precision of the jump is determined by the Hyperspace Survey Module. A "blind" jump may also be initiated, whether the coordinates are entered incorrectly (often unintentionally) or not at all (usually intentionally). There are different tiers of Jump Drive, which affect fuel use, cargo use, power use, and charge time. Jump drives use a variety of fuels with different consumption for each, where MOX is used the least and Deuterium and Helium-3 are used the most.
Most of the jump drives in Sirius jump only the vessel equipped with them. They take less time to charge and a few use less fuel per second while charging as well.
Much less common are jump drives designed to pull other close by (usually 300 meters) into a wormhole with the jumping ship. They are usually only seen in large military or trading fleets due to their very large fuel use, requiring more cargo space than a 5k transport (except for MOX, which uses at least 4807). They also take nearly four minutes to charge.
Jump Drives
Name | Field Size | Delay | Power | Cargo Space | Hit Points | Price |
---|---|---|---|---|---|---|
Jump Drive Module Series II | 0 | 60 | 3,600,000 | 900 | 60,000 | 550,000 |
Jump Drive Module Series III | 0 | 60 | 7,000,000 | 900 | 80,000 | 550,000 |
Jump Drive Module Series IV | 300 | 200 | 7,000,000 | 1,200 | 100,000 | 550,000 |
Weaponry: | Light Fighter Guns, Heavy Fighter Guns, Elite Fighter Guns, Light Turrets, Bomber Guns, CODENAMES, Missiles & Torpedoes |
Weaponry: | Transport Turrets, Gunboat Turrets, Cruiser Turrets, Battlecruiser Turrets, Battleship Turrets |
Class: | Guns ~ Class 1, Class 2, Class 3, Class 4, Class 6, Class 8, Class 9
Turrets ~ Class 1, Class 2, Class 3, Class 4, Class 5, Class 6, Class 7, Class 8, Class 9, Class 10 |
Equipment: | Armor, Cargo Pods, Cloaking Devices, Countermeasures, Cruise Disruptors, Engines, IDs, Mines, Scanners, Shields, Thrusters |