2.1 Movement Rules
You have to move before you can do anything else in space combat
(like shoot or blow stuff up). There are two primary movement
systems in InterStellar Arsenal, with a number of variations on each
theme. These are designed to simulate each of the primary types of
propulsion systems found in science fiction, as well as the specific
background universe of the game.
2.2 Standard or Vector Movement
The first type of movement is Standard or Vector drive, used by the
majority of ships in the game background. This method follows the
basic laws of physics, including the idea that once a vessel is in
motion, it will continue in motion. For reasons of playability we
have simplified the movement rules from what they could be, but the
basic elements remain. If your ship applies thrust in a direction,
it will continue in that direction until a different force acts upon
it (ie. Your captain decides to execute apply thrust to turn towards
a different heading, or another ship uses an anchor beam to slow your
momentum.
2.3 Gravatic Movement
The second primary system of movement is Gravatic, meaning that ships
use the force of gravity as propulsion for their ships. This is
commonly seen in sci-fi media, and often seems to be a violation of
the laws of physics as we currently understand them. In InterStellar
Arsenal, we have used the premise that gravity will one day be used
to "pull" or "push" ships through space and thus offer an alternative
to vector systems and a more advanced methodology of space travel.
This is in stark contrast to the Standard mode of movement because
gravatic movement is effectively more maneuverable and ships using
these types of drive have an agility advantage.
2.4 Other Drives
There are a few other types of propulsion system encountered, but
each more or less falls under the two primary categories and the
exceptions will be noted as needed. One example would be a
primitive "Chemical" method of propulsion used by less advanced
planetary civilizations.
2.5 FTL and Interstellar Travel
Travel between stars tends to be one of the biggest scientific
obstacles to space combat, so we have adapted some of the best
answers of science fiction. InterStellar Arsenal has three primary
methods for traversing the distance between stars.
2.5a OverLight Drives/HyperSpace
These systems use powerful "Converter Drives" to allow ships to slip
into a quasi-space known by the familiar term "Hyperspace". Called
OverLight Drives to demonstrate their ability to appear to travel at
faster-than-light speeds, these are the most expensive and
complicated answer to interstellar travel. However, they are also
the most flexible and safest and thus are used by the majority of
races in the InterStellar Arsenal game universe.
2.5b StellarTransit Gates (STG's)
These are artificially created jumpgates that allow ships to travel
instantaneously between star systems. While expensive to build and
maintain, they are more cost-effective than equipping ships with
OverLight drives, but are easy targets in military campaigns and for
terrorist strikes. In the Galactic Chronicles universe, only the
Sarlicons make extensive use of this type of system.
2.5c Natural Waypoints (WormHoles)
Difficult to map, and sometimes randomly appearing and disappearing,
these are the naturally occurring areas of terrain that allow ships
to make "jumps" between star systems much like StellarTransit Gates.
They are typically only well-mapped in systems that have a long
history of inhabitation.
2.6 Other Movement Modes/Orders
a. Standard Running
This is the ship's main method of travel, using either Vector or
Gravatic drive. The basic rules generally assume this type of
movement, unless one of the following modes is implemented.
b. Silent Running
Space is a very large place, but military spacecraft also generate
massive amounts of heat and other emissions as part of their
signature. Thus, this mode is an effort to minimize the signs that
allow the enemy to pinpoint their location. While absolute stealth
is not possible, it is conceivable to try to broadcast as little
about your vessel's position as possible.
c. Full Military Power
This is the equivalent of "Red Alert" with all weapons systems armed
and the engines at maximum. Once a battle is joined, this is usually
the mode that all ships involved in the fracas quickly transition
to.
d. Maximum Thrust
This is "Full Speed Ahead". In many cases a ship can make a little
more velocity by taxing the engines, albeit with high potential for
damaging the engines in the long term. This is best used for only
short periods of time, allowing a cool down and maintenance period to
counteract the damaging effects.
e. Going OverLight (FTL) in a Battle
Engaging the OverLight engines isn't like dusting crops back home…
er… Well it can be extremely dangerous to employ the FTL drive in the
midst of a battle, but sometimes there is no other choice. Each
battle or scenario details the inherent risks involved with making a
jump during ship to ship combat.