December 3, 2008, 10:00 am
While the first post discussed generalities and the second post discussed travel and distances within stellar systems, this third post about travel and in-game distances will describes the structures associated with other, “special” objects which can be found in one of the universe’s layers - namely black holes, nebulae and supergates.
Continue reading ‘Travel and distances (3/5) : special objects’ »
November 29, 2008, 10:00 am
In the previous post about travel and distances, we discussed the generalities about travel in the Legacy Worlds universe. This new post in the series describes the structure of stellar systems and the travel rules that apply.
Stellar systems have two “levels” of structure. First there is a general structure, common to all stellar systems; this level includes the Oort cloud and the locations of the various “orbits”. The second level is specific to what can be found at a given orbit: life-supporting planet, planetary remains, gas giant, asteroid belt or, well, nothingness.
Continue reading ‘Travel and distances (2/5) : stellar systems’ »
November 25, 2008, 10:00 am
Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel.
It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here earlier. Continue reading ‘Travel and distances (1/5) : basics’ »
February 20, 2008, 10:07 am
Space-time drilling is a technology allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates (it doesn’t allow players to jump to a different protection level tho).
While this very powerful technology has quite a few inconvenients (it costs a lot and presents a variety of risks), it gives an alliance the ability to attack an alliance located on another layer without having to go through potentially dozens of supergates, which can be quite a lengthy process and could alert the target before it’s too late if the fleets are detected on their way.
Continue reading ‘Space-time drilling’ »