Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Author Topic: Jump Point Stabilizers  (Read 986 times)

SafariJohn

  • Admiral
  • *****
  • Posts: 3010
    • View Profile
Jump Point Stabilizers
« on: June 12, 2018, 03:52:49 PM »

Isn't is remarkable how convenient so many jump points are? It's like the Domain created them. Well, why not? Jump points could use some more visual prominence and a bit of flavor wouldn't hurt anything.

A ring is right out, so what else could work... how about several "stabilizers" that orbit the jump point? Nothing too big or flashy, but their spacing, distance, and shape could easily be arranged to draw the viewer's eye to the jump point. Perfect!


Extra fancy ideas:
Spoiler
Say six stabilizers make up a fully functional array. This creates a standard jump point that can be traversed from either side. Their only failing is that the Sector lacks the scientific and technical know-how to create new arrays.

If any of the stabilizers are missing, the jump point's cohesion is reduced. While jumping into hyperspace is unaffected, the hyperspace end of it becomes a nascent jump point, requiring a Transverse Jump to navigate.

Finally, if there are less than three stabilizers left, the jump point becomes unusable. If left for a few decades the destabilization will become irreversible. All is not lost, however, as new stabilizers can be built and the array recalibrated to be good as new.
[close]
Logged