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Jump Devices
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This page has been retired but kept for historical or other reasons, The information on this page may be incorrect, out of date or just not relevant to this version of Discovery. It should not be taken as canon nor any authority on the current version of Discovery. It is kept simply to show some history of the Discovery Mod:
See also:
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- Disclaimer: All values apply to the main Discovery Freelancer RP 24/7 Server. Other servers may have adjusted values. Use this page with caution when dealing with other servers.
NOTE RECENT POSSIBLY TEMPORARY CHANGES Discovery 4.89.1 - Patch 8
Jump drives also use Jump Drive Batteries now.
In order to increase player/faction interaction, jumpdrives have been limited to jumps of a maximum of four systems. This change takes effect upon server restart. This will affect all Jumpdrive models.
Jump drives allow for instantaneous travel from any point to any other point in the Sirius sector (including within the same system). A Survey Module is used to retrieve, store, and encode jump coordinates into an alphanumeric string, which can then be decoded by jump drives. The precision of the jump is determined by the Hyperspace Survey Module used to encode the coordinates.
There are different tiers of Jump Drives and Survey Modules, which effects fuel, cargo and power usages, as well as charge time. Jump drives use a variety of fuels with different consumption for each, making MOX the most efficient and Deuterium/Helium-3 the least efficient per unit storage.
Most of the jump drives jump only the vessel equipped with them, however jump drives exist that are designed to pull others 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 huge fuel consumption. They also take much more time to charge.
Jump Mechanics
There are several "Core Mechanics" to using a Jump Drive, as briefly outlined above: Fuel - necessary for actually jumping, and then the core mechanics themselves:
Each of which is explained in greater detail below:
Fuel
Before you go Surveying, or before you make a jump (but after you have your Module installed), you will need enough Fuel in order to begin work.
The amount of Fuel required varies based upon the particular module you are attempting to use, and the type of fuel found in your hold.
Available fuels (in their order of efficiency) are: MOX and Thorium MOX, H-Fuel and Oil, Deuterium and Helium-3. For a complete list of requirements, please refer to the table below.
A point to keep in mind when using your Jump Drive in particular is that after it is done charging, it will continue to use fuel until you perform the jump. This means if you run out of fuel before issuing the "Jump" command, you will be unable to jump AND will have no fuel left to begin again.
Surveying Locations
- Usage: /survey
After using /survey, your craft will begin surveying, and your progress will be updated in the chat menu. You can freely move around while surveying - it will not interfere with the progress being made.
Surveying a location requires a Hyperspace Survey Module. To begin the survey, you must have over the minimum Power requirement, and have a Hyperspace Survey Module installed.
It is highly suggested that you bring along another ship that will supply you with fuel for the survey, preferably a transport, as for some ships, including the Corvo - they do not carry sufficient fuel alone to complete a survey.
After the survey has begun, the Survey Module will consume fuel (at the rate given below) for a variable length of time (also found in a table below).
Once it has finished its surveying, you will be presented with an alphanumeric string, representing your current coordinates that you can use when performing a jump.
Survey Modules | ||||||
---|---|---|---|---|---|---|
Name | Accuracy (M) | Survey Time |
Power Output Required |
Cargo Space |
Hit Points |
Price |
Hyperspace Survey Module Mk1 | 90,000 | 100 | 100,000 | 800 | 50,000 | $550,000 |
Hyperspace Survey Module Mk2 | 30,000 | 100 | 100,000 | 600 | 100,000 | $550,000 |
Hyperspace Survey Module Mk3 | 25,000 | 1,000 | 100,000 | 400 | 150,000 | $550,000 |
Fuel Consumption (Units per second) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | MOX | Thorium MOX | Oil | H-Fuel | Deuterium | Helium-3 | ||||||
Hyperspace Survey Module Mk1 | 6 | (600) | 6 | (600) | 7 | (700) | 7 | (700) | 8 | (800) | 8 | (800) |
Hyperspace Survey Module Mk2 | 6 | (600) | 6 | (600) | 7 | (700) | 7 | (700) | 8 | (800) | 8 | (800) |
Hyperspace Survey Module Mk3 | 6 | (6000) | 6 | (6000) | 7 | (7000) | 7 | (7000) | 8 | (8000) | 8 | (8000) |
Notes on use:
- Numbers in parenthesis show the minimum amount needed to complete an operation, and is NOT the advised amount. Attempting to utilize this amount will typically fail, and so you ought to begin with several seconds more fuel at the very least.
- MOX and Thorium MOX are perishable, meaning extra units are necessary to allow for decay.
Charging
- Usage: /charge and /setcoords <coords>
- e.g: /setcoords B3GB32A-...., then /charge (or vice-versa)
Using /setcoords you can set up the coordinates to jump to (e.g. /setcoords B3GB32A-....), at any time either before, or during charging for your jump. If you do not set your coordinates prior to initiating your charge, it will warn you that no coordinates are set, but still initiate charging.
Jumping
- Usage: /jump
Using /jump will jump your ship to your currently set coordinates (using /setcoords). If no coordinates are set (or you have set coordinates incorrectly), it will instead execute a "blind jump".
Ideally, your jump will cause you to appear at the approximate location of your initial survey - with the accuracy of the Survey Module having a direct effect on the proximity of the jump coordinates vs. the initial survey coordinates. However, if you have appeared after a blind jump, the game will generate random coordinates in a random sector, which while unlikely to kill you (due to the proportionality of space: gravitational bodies), very well might. However, this means that "Blind Jumps" to people who have no coordinates can still serve a tactical value, as gives the holder of a Jump Drive Module Series III a 30-second timeframe in which they need to stay alive before escaping safely. Of course, they also require 7,000,000 power to do so (as well as fuel), making it a very risky and potentially expensive "escape button".
Don't forget that for every second after your charge is complete before you initiate the jump, the Jump Drive will continue to drain fuel, and should you run out of fuel before you initiate the jump order, your jump will fail.
Jump Drives | ||||||
---|---|---|---|---|---|---|
Name | Field Size |
Charge Time |
Power Used |
Cargo Space |
Hit Points |
Price |
Jump Drive Module Series II | 0 | 60 | 2,000,000 | 0 | 60,000 | $550,000 |
Jump Drive Module Series III | 0 | 30 | 7,000,000 | 0 | 80,000 | $550,000 |
Jump Drive Module Series IV | 500 | 200 | 3,600,000 | 0 | 100,000 | $550,000 |
Fuel Consumption (Units per second) | ||
---|---|---|
Name | Jump Drive Batteries | |
Jump Drive Module Series II | 7 | (420) |
Jump Drive Module Series III | 15 | (450) |
Jump Drive Module Series IV | ? | (450) |
Notes on use:
- Numbers in parenthesis show the minimum amount needed to complete an operation, and is NOT the advised amount. Attempting to utilize this amount will typically fail, and so you ought to begin with several seconds more fuel at the very least.
Guidelines on Use
Currently "jump trading" (especially with barges) can be a quick way to make a profit, however there are Impending changes coming, so any guidelines on use may change very soon.
As no warning is given to people within the system you are jumping to, hypothetically a jump drive could be used to jump ships offensively into a system. As coordinates are necessary for a jump and the minimum time required for a successful survey is over a minute and a half (as well as needing to be set up in a ship with a large enough hold for all of the fuel etc), this means that it is incredibly hard to use defensively, but does not preclude its use in an elaborate trap.
See Also
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 |