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Star Classes Table |
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Spectral Class |
Star Subtype |
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0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
|
B |
-22 |
-20 |
-18 |
-16 |
-14 |
-10 |
-8 |
-6 |
-4 |
-2 |
|
A |
-18 |
-16 |
-14 |
-12 |
-10 |
-8 |
-6 |
-4 |
-2 |
|
|
F |
-14 |
-12 |
-10 |
-8 |
-6 |
-4 |
-2 |
|
+2 |
+4 |
|
G |
-6 |
-4 |
-2 |
|
+2 |
+4 |
+6 |
+8 |
+10 |
+12 |
|
K |
-2 |
|
+2 |
+4 |
+6 |
+8 |
+10 |
+12 |
+14 |
+16 |
|
M |
+2 |
+4 |
+6 |
+8 |
+10 |
+12 |
+14 |
+16 |
+18 |
+20 |
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A charge station is a space station located in-system. Its purpose is to gather energy from the planets star and store it. When a Jumpship arrives, this energy is transferred to the Jumpship and it can immediately jump again. The total time for using a chain of Charge Stations to jump is one day, with a limit of 7 charge station jumps allowed before you have to have a normal system re-charge.
Charge Stations may be moved by means of Transports. There is a 25% fee when loading and unloading a Charge Station.
Certain jump types require ally status with another unit for them to work. This means either Full Alliance or Military Alliance settings.
Only Normal Jumps and Surgical Strike Jumps are actually used to intentionally launch battles. These are the only Jump types that can be used to reinforce a planet that is under attack (within the 24 hour window).
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The remaining jump types are used to transport Jumpships and Units throughout the galaxy. None intentionally result in league battles. None of these Jump types will work to a planet that is under attack. Exception: Special Jumps will ALWAYS work to a units own Capital planet, under attack, locked down or not.
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Costs vary with size of the Jumpship and the type jump being made. Any Unit loaded on a Combat Jumpship qualify as Attack Units and are subject to increased maintenance costs. Flagship jump costs are the same as Heavy JS. Transport jump costs are the same as Heavy JS. For the full list of Jump costs, please see the Economics section.
Fleet Management Screen Jumpships may be organized into Fleets to allow for easier management. A JS Fleet moves together, recharges together. Through your Fleet Management screen, Fleets may be created, deleted, moved or modified. Fleets may be made up of any combination of Jumpships (Transports included).
See Dynamic Starmap for more information.
FRIENDLY PLANETS A friendly planet is defined as one that you own or one that is owned by one of your allies. Jump movement both to and from a friendly planet has no restrictions. You may come and go whether the planet in question is under attack or not, locked or not. The planet owner or ally cannot unload Units once the lockdown period has expired but they can always go there. All friendly planets within 60 LY may be jumped to.
ENEMY PLANETS An enemy planet is defined as one that is not friendly. Jump movement to an enemy planet will usually result in a battle. If a battle has been initiated on a planet, enemy JS may still come and go through the system, but must jump out to a friendly planet. Thus they may NOT continue deeper into enemy space, using a battle locked planet as a staging point. All enemy planet at 30 LY or less can be jumped to. If there are none within 30 LY the range is extended to find the closest one out to the full 60 LY. This is done for each enemy unit with planets within the 60 LY range.
UNASSIGNED PLANETS Unassigned planets are considered friendly to ALL units, with the exception that Units may never be offloaded to them.
SUBSECTORS - All planets in the Kerensky Cluster, Terra, Strana Mechty, all Inner Sphere and Periphery Capitals are split into a number of sub-sectors. Each of these sectors falls under normal planet rules throughout the league. Jumpships may move between any of the the sub-sectors without cost or loss of charge. The movement of the Jumpships represents the use of Dropships to move around the surface of the planet.
INACTIVE AND VACANT UNIT PLANETS Travel via planets of Inactive Units and Vacant Units are limited to a 15 LY range.
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