Jumppoint Generator
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[edit] Overview
The Jumppoint Generator allows a ship to carry other ships, wings, and pods with it during a hyperjump [Amoeba: does NOT seem to carry pods]. There is no limit to the number of ships that can travel with the jumppoint generator, and the device uses no extra fuel other than the normal cost of the hyperjump. Allied ships can also go along for the ride.
Ships that enter a jump point may not hyperjump again in the same turn using their own engines. (Host 196)
Most likely this will prevent "Chain-Jumping", but has to be tested, as the phrase 'using their own engines' is a bit confusing.
After a jumppoint jump, only the Centaurs can continue moving. (Host 211)
There are two modes of operation. The first mode of operation, which is the default, will carry all ships, wings, and pods which are at the same point in space as the jumppoint generator. The second mode of operation is enabled by setting the command code "JOE" (Jump Only Escorting), and will carry only ships and fighter wings which have been set to escort the jumppoint generator. This second mode of operation is usually preferred, since it allows the player to specify exactly which ships will go along for the ride.
[edit] Common Mistakes
Launching a fleet via a jumppoint can be a complicated operation. These are some common mistakes that players make when trying to use a jumppoint generator. It might be wise to go through a checklist to make sure all ships in the fleet have been given proper orders.
- The jumppoint generator device needs to be turned on
- The hyperdrive of the ship with the jumppoint generator needs to be turned on.
- All ships in the fleet should have the same speed set (probably 0 to be safe). Since hyperjumps usually occur half-way through the Host run, a jumppoint generator has a chance to move through normal space before making a hyperjump. It will leave your other ships behind if you don't set its speed to 0, or set the other ships to escort the ship at an equal speed.
- The correct mode of operation needs to be set, either by setting or clearing the "JOE" command code
- If using JOE, other ships and wings (undocked only) in the fleet need to be set to escort the jumppoint generator ship
- Cloak gravitonic minefields and turn off Gravity Well Generators.
[edit] Special
- Gravity stabilized ships cannot use a jumppoint.
[edit] Ships with this Device
| The United Enforcement Authority | Pax Class Jumpship |
