Small Hyperdrive

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Small Hyperdrive
SmallHyperdriveIcon.png
Part Information
Allows a ship to travel instantaneously to other locations within the same solar system, or travel to other solar systems when used with a Hyper-Jump Relay.
Resources
Value
10,000
Hit Points
4,000
Size
2x2 meters
Mass
4.0 tonnes
Crew Speed
50%
Efficiency
  • Optimal: 5 meters
  • Minimum: 30 meters
Hyperium Capacity
20
Power Information
Power Capacity
16

Allows the ship to instantaneously travel to other destinations within the solar system, to friendly ships with Hyperdrive Beacons, or when assisted by a Hyper-Jump Relay, to other solar systems.

The Small Hyperdrive is a part that allows ships to travel great distances at the cost of Hyperium. Jumps can be performed within the same solar system, or to new solar systems entirely. The total count of drives, combined with the area they cover, greatly affects the jump cost.

A jump within the same solar system is cheaper and instantaneous, and can be performed to any Hyper-Jump Relays or trade stations.

Jumps to other solar sytems cost more Hyperium, and require visiting the relevant jump relay. Upon interacting with the relay, the jump will begin to charge and can be performed when it is completed. It is important to note that each individual drive can contribute only 20 Hyperium to the jump process, meaning multiple drives will be required to make more expensive trips. For example, a jump that requires 39 Hyperium will require 2 jumpdrives, as combined they provide 40 hyperium to the jump process.

Placement

Though Hyperdrives can be placed anywhere on a ship and still be functional, it is important to take Hyperdrive Efficiency into account. This is seen in the form of a 'heat map' when placing drives, or by hovering over the Hyperdrive Efficiency stat bar in build mode. The aim is to paint the ship in as much green as possible with the fewest amount of jump drives, as the more of the ship that is green the higher the jump efficiency. A high jump efficiency rating will drastically decrease the Hyperium cost of both in-system and extra-solar jumps.

Hyperdrives require hyperium to be delivered to them by crew, meaning that a crew connection is required, but it does not have to be efficient. Crew members will stock hyperdrives fully with Hyperium, and then replenish it once a jump is performed.

History

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Incomplete history
Change history is incomplete, some entries might be missing. Help us improve it!
What's missing: no introduction, other changes if any.
Cosmoteer Modern
0.26.2 Resource cost partially changed: now costs 90 coils instead of 30 hypercoils.

Value in Credits remains unchanged.

See Also