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FreeSpace Discussion / Re: Enemies in a campaign
« Last post by TrashMan on July 13, 2025, 06:19:38 am »Again, the way travel works in FS2 can be both good and very bad in terms of mission design and lore. When it takes a minute for any enemy ship from anywhere in the system to jump right on top of you, you have to get creative with how a small force can ever survive.
Well, because Subspace has not many mechanics associated with it, there is a lot you can do with it.
There are literally only three canon rules, established in FS1:
- A jump from system to system requires a node
- A jump through a node requires a specific drive
- Tracking a ship during a subspace jump takes special tech
You're missing a few:
- communications between systems require a communication station. Messages are sent trough the nodes, so nodes are also required.
- jump drives need to be charged, but the time it takes in unspecified and varries. NTF destroyers needed 1 minute. Shivna seem to be able to jump again whenever.
Gravitic influences may affect subspace drives and we know for sure subspace emissions can (Psamtiks jump location being wrong due to Knossos)
We can also assume that jumping in an active asteroid field would be a very bad idea.