Jump Gate

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[edit] Overview

A Jump Gate is an object in a point in space that can transport a ship or wing to another point in space elsewhere on the galactic map if you know the code associated with another gate. Each jump gate has a code assigned to it. When you end your turn at a jump gate and have the code for another jump gate in one of your Command Codes slots (not your friendly code), the ship or (free floating) wing will end its turn at the other gate.
Note that scanning happens during movement, so you will not have any scans of the new area. It is helpful to use a map viewer program (if you have the game map file) to see where you are and what planets are around so that you can set a course. You will be traveling blindly, so hopefully you won't have several minefields detonated on you or run right into an enemy fleet. Fixed: Ships, bases, and wings can now get one last scan after all wormholes have moved, space objects have moved through wormholes/jumpgates, bases have channeled, etc. Host 201

[edit] Detection

You can detect a jump gate if you are close enough. Oddly enough, if you are directly on the jump gate then you will lose your scan of the gate. A jump gate will have a name of "Jump Gate TMO" where TMO is its code.

[edit] Creation

Some races have ships with the Jumpgate Builder device. It requires 10 000 mc and 1000 molybdenum to create. If you have this requirement on the ship and turn on the device, it will be created at the end of movement where you stop for the turn. The device will automatically be turned off so that if you want to create multiple jump gates in a row, you will have to turn it back on.

It is interesting to note that Jump Gate creation occurs before Jump Gate travel. It is therefore possible to build and use a Jump Gate on the same turn, as long as you know the code of an already existing Jump Gate to travel to.

[edit] Destruction

The only way to destroy a jump gate is by using the Anti-Matter Maul superweapon. A ship with such a weapon and has the gate as its kill target will destroy it. The Anti-Matter Maul fires before Jump Gate travel (ie you cannot travel through the gate and destroy your arrival gate).

[edit] Outgoing-Only Jump Gates

A Binary Class Star Port and an upgraded Reigendo Class Stratofortress can both simulate an outgoing-only Jump Gate. This is possible for 10k MC (per turn) and 2k Moly (a one time cost). Additionally, it is possible to interrupt (briefly or not) the cycle and either leave yourself with a normally functioning Jump Gate (and the dangers thereof) or without one entirely.

  • Turn 1
    • Load 10k MC and 1k Moly.
    • Build a Jump Gate (you may travel from a Jump Gate on the turn it is created).
  • Turn 2
    • Load 10k MC and 1k Moly.
    • Target the Jump Gate with the Anti-Matter Maul and build a new Jump Gate.
  • Later Turns
    • Load 10k MC (no Moly)
    • Target the Jump Gate with the Anti-Matter Maul and build a new Jump Gate.

[edit] Research

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