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Difference between revisions of "Jump Gate"

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(moved some Jump Gate Construction Module related stuff and tried to update.)
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'''Jump Gates''' are constructions that allow [[interstellar travel]] between two distinct [[jump point]]s. Jump Gates work by permanently stabilizing space-time at a jump point, negating the need for Ships to use their own [[jump drive]] or a [[Jump_Tender|jump tender]].  
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'''Jump Gates''' (JG) are constructions that allow [[interstellar travel]] between two distinct [[jump point]]s. Jump Gates work by permanently stabilizing space-time at a jump point, negating the need for Ships to use their own [[jump drive]] or [[Jump_Tender|jump tender]]. They can be constructed by Ship equipped with an appropriate construction module.
  
Ship equipped with an appropriate construction module can construct a gate over the jump point. Once constructed Jump Gate, can be used by any empire and ships of any tonnage whether military, commercial vessels and [[Commercial Shipping|civilian shipping lines]].  
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==Overview==
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A jump gate will permanently link distant system and can be used by any ship whether it is your own, neutral, or hostile. It is advisable to ensure one can adequately defend a jump point before constructing a jump gate on it which will allow any ship to travel freely through the jump point.
  
Star gate technology is the backbone of many interstellar empires. Therefore there is a possibility that newly discovered [[system]]s may have the occasional jump gate. Of course, there is no way for the player to tell if this is an ancient jump gate or one created by a more recent [[NPR|civilization]].
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:'''Tip''': Once Constructed Jump gates cannot be destroyed or deconstructed by players under normal circumstances. Currently, the only way to remove a jump gate from the game is to use [[SpaceMaster Mode|Spacemaster (SM) mode]].
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Jump gates extend the reach of your [[Commercial Shipping]]. The technology has been the backbone of many interstellar empires. Therefore there is a possibility that newly discovered [[system]]s may have the occasional jump gate, such gates can be found with active sensors even on an undiscovered Jump Point, and indicated by a red box. Of course, there is no way for the player to tell if this is an ancient jump gate or one created by a more recent [[NPR|civilization]].  
  
 
==Construction==
 
==Construction==
Jump gates are constructed by ships with a "Jump Gate Construction Module" included in their design. From a conventional start, a player will first acquire the "Jump Gate Construction Module - 180" and the "Small Jump Gate Construction Module." The "Jump Gate Construction Module - 180" will take 180 days game time to complete construction of a jump gate. The "Small Jump Gate Construction Module" has the benefit of being smaller in tonnage (HS), but will take 360 days game time to complete construction of a jump gate. Through research additional jump gate construction modules can be acquired that further reduce the amount of time required to build a jump gate.
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In order to build a jump gate, a ship with a [[Jump Gate Construction Module]] in its design should first be built. Then, the "Build Jump Gate" order may be given to the task group the ship is attached to when it has a jump point selected as its destination.
  
In order to build a jump gate, a ship with a "Jump Gate Construction Module" in its design should first be built. Then, the "Build Jump Gate" order may be given to the task group the ship is attached to when it has a jump point selected as its destination.
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:'''Tip:''' When a jump gate is constructed it is only done on one side of a jump point. This will allow one way trips to the connected system through the jump gate. However, a return trip will require a jump gate built on the opposite side of the jump point, a jump tender, or a jump capable ship.
  
:'''Tip:''' When a jump gate is constructed it is only done on one side of a jump point. This will allow one way trips to the connected system through the jump gate. However, a return trip will require a jump gate built on the opposite side of the jump point, a jump tender, or a jump capable ship.
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Note, the effect of Construction Modules do not stack, only one ship can construct a gate on a point at a time, and only one Jump Gate can be built on a Jump Point ever. The only way to build a Jump Gate faster, is to research and use the faster Jump Gate Construction module, or employ naval officer with the "Factory Production Bonus" ability in command of the construction ship.
  
 
==Using Jump Gates==
 
==Using Jump Gates==
 
Once construction of a jump gate has been completed, a task group with the jump point the jump gate has been built at selected as its destination, may be given a "standard transit" order. This will cause the task group to approach the jump point and jump through the jump gate to the connected system.
 
Once construction of a jump gate has been completed, a task group with the jump point the jump gate has been built at selected as its destination, may be given a "standard transit" order. This will cause the task group to approach the jump point and jump through the jump gate to the connected system.
  
:'''Tip:''' A jump gate can be used by any ship whether it is your own, neutral, or hostile. It is advisable to ensure one can adequately defend a jump point before constructing a jump gate on it which will allow any ship to travel freely through the jump point.
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Note, ship traversing through a Jump Gate, will suffer the usual [[jump shock]] effect.
 
 
==Deconstruction/Destruction==
 
Jump gates cannot be destroyed or deconstructed by players under normal circumstances. Currently, the only way to remove a jump gate from the game is to use [[SpaceMaster Mode|Spacemaster (SM) mode]].
 
 
 
 
 
  
'''Version:''' v6.10
 
 
[[Category:Content]]
 
[[Category:Content]]

Revision as of 02:32, 18 February 2016

Jump Gates (JG) are constructions that allow interstellar travel between two distinct jump points. Jump Gates work by permanently stabilizing space-time at a jump point, negating the need for Ships to use their own jump drive or jump tender. They can be constructed by Ship equipped with an appropriate construction module.

Overview

A jump gate will permanently link distant system and can be used by any ship whether it is your own, neutral, or hostile. It is advisable to ensure one can adequately defend a jump point before constructing a jump gate on it which will allow any ship to travel freely through the jump point.

Tip: Once Constructed Jump gates cannot be destroyed or deconstructed by players under normal circumstances. Currently, the only way to remove a jump gate from the game is to use Spacemaster (SM) mode.

Jump gates extend the reach of your Commercial Shipping. The technology has been the backbone of many interstellar empires. Therefore there is a possibility that newly discovered systems may have the occasional jump gate, such gates can be found with active sensors even on an undiscovered Jump Point, and indicated by a red box. Of course, there is no way for the player to tell if this is an ancient jump gate or one created by a more recent civilization.

Construction

In order to build a jump gate, a ship with a Jump Gate Construction Module in its design should first be built. Then, the "Build Jump Gate" order may be given to the task group the ship is attached to when it has a jump point selected as its destination.

Tip: When a jump gate is constructed it is only done on one side of a jump point. This will allow one way trips to the connected system through the jump gate. However, a return trip will require a jump gate built on the opposite side of the jump point, a jump tender, or a jump capable ship.

Note, the effect of Construction Modules do not stack, only one ship can construct a gate on a point at a time, and only one Jump Gate can be built on a Jump Point ever. The only way to build a Jump Gate faster, is to research and use the faster Jump Gate Construction module, or employ naval officer with the "Factory Production Bonus" ability in command of the construction ship.

Using Jump Gates

Once construction of a jump gate has been completed, a task group with the jump point the jump gate has been built at selected as its destination, may be given a "standard transit" order. This will cause the task group to approach the jump point and jump through the jump gate to the connected system.

Note, ship traversing through a Jump Gate, will suffer the usual jump shock effect.