 Time for another little article highlighting features in the Unstable Space Beta. Capsule jumping, at least between systems has been changed considerably. The original EoC cut scene has been transformed into a completely playable simulation, integral to the strategy of the reimagined Middle States.
Many changes have come with this new capsule jump sim. First, navigation has changed. You no longer use the Hat controls to pilot through an Lpoint. Instead you approach the lpoint, then hit tab to activate your navigator, Lori. She will then give you a choice of routes she can plot. This brings up the next change.
Capsule jumps have varying degrees of difficulty/stability. Detection and plotting of routes through more unstable routes will require better active sensors. If your sensors are insufficient you will not even see the route. If you can sense them, Lori will give you estimates of the degree of difficulty to navigate through them, based on their stability. The jumps will be defined, in order of increasing difficulty, thusly: Weak, Unstable, Dangerous, Deadly.
After telling Lori which route you wish to take, the Lpoint will become active. Then you simply fly into the lpoint. Once you enter capsule space you will begin the simulation. The ship must be piloted through the capsule 'tunnel' with out hitting the sides, or the 'energy' stream in the center of the tunnel. If either are hit, the ship is dropped out of capsule space, and will receive some damage. The amount of damage taken depends on the difficulty of the route. Standard routes will cause little damage when failed, but a Deadly level route would very possibly destroy the players ship, or some of his weaker/previously damaged wingmen. If the player successfully navigates the capsule tunnel he will be deposited in the destination system. If the player doesn't successfully navigate the tunnel, he may or may not be deposited in the target system, depending on how far along the tunnel he made it.
Additionally, navigation of the route must be done quickly, before the capsule bubble surrounding the ship loses energy and collapses. Generally there is plenty of time to pass through a standard route, but routes of increasing instability will usually cause the bubble to collapse sooner. A timer will count down, just below the target reticule, as the player pass through the jump tunnel, notifying them of how much time before the bubble collapses and ejects them back into normal space.
Whether or not the jump is successful a certain amount of fuel will be used. This fuel is used when activating the capsule space bubble. How much will be used cannot be determined exactly, but will be estimated by the computer. Of course, more unstable routes require more energy to activate the capsule bubble, and hence use more fuel.
Of note, currently the Capsule jump simulation only works for interstellar routes. Intrastellar jumps will still use the old PS jump cut scene. That could be changed in the future, if someone wishes to hand mad all the routes and cut out the old navigation via pog.
All routing in the Middle States, ship traffic etc. is done via the standard jump routes, as found in the original Torn Stars. No commercial traffic uses any of the unstable jumps. However, the player, criminals, explorers and prospectors can and will use them. Some routes will provide risky shortcuts between systems. Some will provide tariff free routes. Others will lead into unexplored systems and back into normal lanes thereafter. Some will open into unexplored, mineral rich systems waiting to be exploited. And some will even lead a player deep into unknown space. Be careful though, because without fuel to get back, you will be trapped forever in a lonely, uninhabited system.
This may not have covered all the changes, but if it didn't, or you have any questions, feel free to ask. |