Asset and Jump Point Discovery
In Naev, all of a systems assets must be discovered. This includes planets, stations, and jump points. When an asset is in range of your sensors, it is considered known, and information about that asset is added to the players maps.
Detection for Planets and Stations
Planets and stations use the same detection mechanism that ships do, i.e. Electronic Warfare. Normally, planets and stations are rather easy to spot, so in a normal, medium sized system a player may detect all of them simply by flying to the center of the system.
It becomes a different matter when detection is impaired in some way or another. In a nebula system, for example, the player needs to be closer to a planet or station to see it, depending on the level of sensor interference. A station located in an asteroid belt could be hard to spot, because the station would benefit from the asteroid field's hiding bonus just like ships would. Finally, a station may be designed for stealth, making it difficult to detect in any situation.
All real assets have a hide value, defined in dat\asset.xml. Planets generally have a very low value, stations have a considerably higher one.
Detection for Jump Points
What goes for assets also goes for jump points, but in this case even further sophistication is needed. Let us define four kinds of jump points:
- Highway jump points
- Regular jump points
- Hidden jump points
- Exit only jump points
Highway jump points make up the major travel routes through and between faction space. These jump points are equipped with buoys that constantly transmit the jump point's coordinates through the system. As such, highway jump points are always visible, even on entering an unexplored system. In practice this is achieved by giving these types of jump points a very low hide value.
Regular jump points need to be detected just like assets. Their detection value should be somewhat lower than that of stations. Any ship can detect these jump points, but in high interference systems the jump point may be difficult to find.
Hidden jump points are invisible to normal ships. They can be detected either by scanning for them with special equipment, or by entering the system through it. Even with the special equipment, detection should be done at close range, so unless the player knows where to look, he is unlikely to ever find it. This is achieved by giving these jump points very high hide values, such that a ship without powerful sensors would not be able to see it, even a player with prior knowledge of the jump points position would need incredible luck in order to find it. In the future, players may require an active outfit in order to discover these jump points.
Exit only jump points can not be detected or used. They never show up on the system map, not even when the player exits through it.
It should be noted that a jump can have any of these varieties at both ends, independent from each other.
Due to a jump points being a weakness in the fabric of space time, different sensors are needed to detect these. Most ships sensors can only detect highway jump points, and with a little effort, regular jump points. This is only partially implemented and currently a ships jump discovery range is equal to its regular sensors range.
Jump points can be added and removed with the unidiff system, using the same format as ssys.xml.
The following xml tags apply to asset and jump discovery. <hide>0.01</hide> - This tag is the electronic warfare hide value of the asset or jump point. <type>0</type> - This tag determines whether a jump point is exit only or not. 0 is regular and 1 is exit only.