Movement Phases
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Contents |
[edit] Overview
Movement is split into 200 sub phases also called ticks. During each of these, many things can occur.
[edit] Details
During each tick, the following are checked to see if they can/should occur:
- Ship Transfers
- Warp Movement of ships, fighter wings, and pods
- Docking of pods
- Scanning
- Space Combat
[edit] Special
- Tick 0: Special "fast" Hyperdrive ships (Rebel Falcon and Privateer MCBR) jump before all normal movement. They can then move normally for the remaining 200 phases.
- Tick 0: Ships can be chunneled using Warp Chunneler device.
- Tick 1-50: No space combat will occur. This alllows for safe Boarding attempts without combat.
- Tick 100: Normal Hyderdrive and Jumppoint ships jump. They can't move afterwards. For details on Hyperjumping, click here.
- Travelling through Jump Gates and Wormholes is at the very end of the turn after the movement phases and device action.
[edit] Notes
- Virgo Light Speed: This is just very fast "normal" movement at 400 LY / turn (Similar to using a Gravitonic Accelerator).
[edit] See Also
[edit] Research
- What about the undocking of pods?
- What about the docking/undocking of wings?
- What about towing?
