Spindizzy
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[edit] Overview
When activated the Spindizzy can tow entire fleets and even planets (including bases on them) along with it, but will not move minefields, jump gates, or worm holes.
- 500 fuel is required to use the Spindizzy effect in addition to the normal cost to move the Spindizzy ship itself.
[edit] Towing Ships, Pods, Wings
- Spindizzy ignores normal tow restrictions of engines and mass.
- Will "tow" all ships, wings, pods with the Spindizzy ship when enabled.
- When under the effects of a Spindizzy, pods and wings cannot undock from a ship. They will just continue to be swept along with the Spindizzy effect.
- A pod/wing cannot dock with a ship/base unless it is under the effect of the same Spindizzy ship effect.
- All objects under the effect of a Spindizzy device have 0 scan range (like standard tow).
- Ships/wings under the Spindizzy effect will not auto-intercept.
[edit] Limitations
- Ships/wings that want to avoid all Spindizzy effects can use the NSD Command Codes.
- A Spindizzy ship cannot affect another ship with the Spindizzy enabled.
- Spindizzy effect cannot work on ships with gravitional stabilizers. Ships with gravitional stabilizers are:
[edit] Towing Planets
- Will "tow" a planet that you target with the Nav/Tow target and Spindizzy is enabled. If a base is targeted, it shifts the target to the planet that the base is on.
[edit] Limitations
- Spindizzy will not affect the King of the Hill planet.
- The Spindizzy cannot tow a planet within 5 ly of another planet. If this is attempted, then the Spindizzy device will shut down and all tow targets are dropped.
- It cannot activate a Spindizzy effect around a planet that is already within 5 ly of another planet.
- The Spindizzy effect is able to be activated if at range 5 with another planet. Range 4 or less is not allowed. The idea here is to allow the planet to be moved away so that you cannot box planets in and make it so that a rival IMT player cannot move it again.
- If you attempt to move a planet within 5 ly of another planet then the planet will stay at its prior coordinates.
- When a Spindizzy effect encounters another planet while towing a planet, it will stop the Spindizzy ship.
- A planet will not move with the Spindizzy effect if the Spindizzy ship is jumppoint jumped or warp chunneled.
- The Spindizzy device will fail if 20% or more control system damage is present.
- A Spindizzy effect will not take a planet through a jumpgate or wormhole with the Spindizzy ship.
[edit] Tow Contest
- Spindizzy will break all other active tows if those tows are under the effect of the Spindizzy.
- Two Spindizzy ships competing for the ability to tow something will compete using a random value between 0 to 10 + the ship experience.
- If the result of a Spindizzy contest results in 1 of the Spindizzy ships not having any targets then it will shut down the Spindizzy effect to save fuel.
[edit] Interference with other Ship Devices
- A jumppoint cannot be generated from within a Spindizzy effect.
- The Gravitonic Accelerator cannot be enabled at the same time as the Spindizzy. The Spindizzy will win.
- Gravity Rift interferes with the Spindizzy effect within 150 ly.
- If a Spindizzy effect encounters a Gravity Rift, it should shut it down and stop the ship. That happens when either: moving normally, escorting, or intercepting.
[edit] Ships with this Device
| The Interstellar Master Traders | Great Pyramid |
