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Jump Devices (Very WIP)

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Jump Devices

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 sting, 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 Drive, which affect fuel, cargo and power use, as well as 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 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 explained above:

Fuel

Stuff goes here.

Surveying Locations

The command to begin a survey is /survey by default.

Surveying a location requires a Hyperspace Survey Module. To begin the survey, you must have over the minimum Power requirement, and have a Hypserspace Survey Module installed.

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...

Jumping

Stuff goes here.

A "blind" jump may also be initiated, whether the coordinates are entered incorrectly (often unintentionally) or not at all (usually intentionally). Note of the fuel requirements even after prepared.

Guidelines on Use

More stuff here.

Statistics

Jump Drives

Name Field
Size
Charge
Time
Power
Used
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 30 7,000,000 900 80,000 $550,000
Jump Drive Module Series IV 300 200 7,000,000 1,200 100,000 $550,000

Survey Modules

Name Accuracy Survey
Time
Power
Used
Cargo
Space
Hit
Points
Price
Hyperspace Survey Module Mk1 5 100 100,000 800 50,000 $550,000
Hyperspace Survey Module Mk2 20 100 100,000 600 100,000 $550,000
Hyperspace Survey Module Mk3 30 1,000 100,000 400 150,000 $550,000

Fuel Consumption (Units per second)

Name MOX Oil H-fuel Deuterium Helium-3
Jump Drive Module Series II 6 (360) 7 (420) 7 (420) 8 (480) 8 (480)
Jump Drive Module Series III 12 (360) 14 (420) 14 (420) 16 (480) 16 (480)
Jump Drive Module Series IV 12 (2400) 14 (2800) 14 (2800) 16 (3200) 16 (3200)
Hyperspace Survey Module Mk1 6 (600) 7 (700) 7 (700) 8 (800) 8 (800)
Hyperspace Survey Module Mk2 6 (600) 7 (700) 7 (700) 8 (800) 8 (800)
Hyperspace Survey Module Mk3 6 (6000) 7 (7000) 7 (7000) 8 (8000) 8 (8000)

Numbers in parenthesis show the minimum amount needed to complete an operation. MOX is perishable so you need some extra units to allow for decay. Remember that the jump drive still consumes fuel even after it is fully loaded until you give the jump-command. Therefore it might be wise to take some extra fuel along.

Disclaimer: These fuel consumption numbers, charge times, survey times and power used numbers apply to the main Discovery Freelancer RP 24/7 Server. Other servers might have adjusted these values.

See Also

http://discoverygc.com/forums/showthread.php?tid=77431