Warp Chunnel: Difference between revisions

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(removed ambiguous phrase: "... shutting down the warp systems during the chunnel.")
(improved clarity of foreign ships chunneling section)
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For ID numbers 1 to 99 place leading zeros in front of the number. I.E.  001, 023, 099.
For ID numbers 1 to 99 place leading zeros in front of the number. I.E.  001, 023, 099.


Chunneling happens as part of the movement phase of the host.  It is the last segment of the movement phase.  So it is possible for starships to move TO the initiator (assuming it can chunnel others) before it chunnels and then move with it.
Chunneling happens as part of the movement phase of the host.  It is the last segment of the movement phase.  So it is possible for starships to move TO the initiator before it chunnels and then move with it.


Cloaked starships moving through a chunnel will remain cloaked.
Cloaked starships moving through a chunnel will remain cloaked.


=== Foreign ships chunneling ===
=== Foreign ships chunneling ===
A ship belonging to a race other than the race of the initiator opening a chunnel at the same point in space as the initiator must have a warp speed of 0, be cloaked, out of fuel or have a friendly code that matches the friendly code of the ship opening the chunnel to enter the chunnel (way point setting does not matter). The chunnel ship's race can enter the chunnel at any warp speed as can cloaked ships or ships with matching friendly code belonging to all races.
Ships belonging to other players must have a warp speed of zero in order to chunnel. There are three exceptions when a foreign ship's warp speed can be above zero: if they are cloaked, if they are out of fuel, or if their friendly code matches that of the ship initiating the chunnel. (Waypoint setting does not matter.) Ships belonging to the player initiating the chunnel can still enter the chunnel at any warp speed.


If fleet of enemy ships that warp onto a planet that is hiding an initiator with its chunnel engaged only the enemy ships with a warp speed of 0 will enter the chunnel. The only ships that can move onto a planet with a warp speed of 0 are ships that are being towed. None of the ships that moved their under their own power will enter the chunnel, but any ships that they are towing will.
If enemy ships arrive at a planet where a Firecloud is initiating a chunnel, only the enemy ships with warp speed of 0 will enter the chunnel. In order to arrive at a planet at warp 0, a ship must be towed, while any ships arriving under their own power will arrive with a higher warp speed. Therefore if enemy ships arrived with some under tow, only those under tow at warp 0 would enter the chunnel.  


A ship may not initialize or be the recipient of a chunnel if ANYSHIP with fuel locks a tow beam on it, the warp speed and waypoint setting of the ship locking the beam does not matter.
A ship may not initialize or be the recipient of a chunnel if another ship (with fuel) locks a tow beam on it. (The waypoint of the towing ship does not matter.)


==See Also==
==See Also==
[http://www.planetsmagazine.com/races/borg/cyborgships/borg-basics-the-firecloud-class-cruiser-and-the-art-of-the-chunnel/ Firecloud Class Cruiser and the Art of the Chunnel]
[http://www.planetsmagazine.com/races/borg/cyborgships/borg-basics-the-firecloud-class-cruiser-and-the-art-of-the-chunnel/ Firecloud Class Cruiser and the Art of the Chunnel]

Revision as of 13:32, 5 July 2017

Overview

Chunneling is the process where a chunnel initiator (usually a Firecloud Class Cruiser) opens a subspace rift which acts as a gateway to another ship which also has the chunneling ability. This allows ships which are at the location of the opening of the rift to teleport to the location of the target ship. All ships at the same location as the rift initiator are transported to the location of the target ship.

Side Effects of chunneling

Any starship completing a chunnel will exit subspace with its shielding disabled for one turn.

How to initiate a chunnel

To open a warp chunnel the initiator needs to have at least 50 KT of fuel, and must change change its friendly code to match the Ship ID number of the chunnel target (ususally another Firecloud). Both ships need to have their warp factor set to zero (0), and the minimum distance must be 100ly. If the warp factors are not set to zero or the either of the ships are under tow, the chunnel will not occur.

For ID numbers 1 to 99 place leading zeros in front of the number. I.E. 001, 023, 099.

Chunneling happens as part of the movement phase of the host. It is the last segment of the movement phase. So it is possible for starships to move TO the initiator before it chunnels and then move with it.

Cloaked starships moving through a chunnel will remain cloaked.

Foreign ships chunneling

Ships belonging to other players must have a warp speed of zero in order to chunnel. There are three exceptions when a foreign ship's warp speed can be above zero: if they are cloaked, if they are out of fuel, or if their friendly code matches that of the ship initiating the chunnel. (Waypoint setting does not matter.) Ships belonging to the player initiating the chunnel can still enter the chunnel at any warp speed.

If enemy ships arrive at a planet where a Firecloud is initiating a chunnel, only the enemy ships with warp speed of 0 will enter the chunnel. In order to arrive at a planet at warp 0, a ship must be towed, while any ships arriving under their own power will arrive with a higher warp speed. Therefore if enemy ships arrived with some under tow, only those under tow at warp 0 would enter the chunnel.

A ship may not initialize or be the recipient of a chunnel if another ship (with fuel) locks a tow beam on it. (The waypoint of the towing ship does not matter.)

See Also

Firecloud Class Cruiser and the Art of the Chunnel