Hyperspace routes are the only available means for system to system transportation. Each route is a vector list of connections to systems or to other routes. It also has a direction and a travel time. When two routes connect they create a node, this node can be used as a waypoint for various purposes. Interdictions can be defined on a route, but the actual placement will be in deep space. Finding new routes or blind jumping is handled as exploration. Routes are used for trade and travel between systems and can be interdicted. If fleets travel along a hyperspace route, the time it takes to reach the destination is lessened, however these routes can be blockaded/moderated by different factions. Hyperspace routes are simply ways of traveling through hyperspace that is guaranteed to be 100% safe (i.e. not flying into a star on the way) and the travel without hyperspace routes is discussed below.
<@JediIgor> hmm
<@EvilleJedi> palps kept the deep core routes REALLY secret
<@EvilleJedi> thats how he invaded coruscant twice :-p
<@JediIgor> So if we were making a hypothetical game, how could we put in hyperspace routes ? :) <@EvilleJedi> you put in the known routes
<@EvilleJedi> and then you put in 'probable route'
<@EvilleJedi> like a web
<@JediIgor> A probable route.. the stuff calculated by a navicomputer?
<@EvilleJedi> some of them will be too dangerous, some will work
<@EvilleJedi> then the player sends probes
<@EvilleJedi> each route will need X probes depending on its danger level before a safe route is found
<@JediIgor> and what about discovering brand new probable routes?
<@EvilleJedi> think of the entire game map as being a web
<@EvilleJedi> where every system connects to every adjacent system
<@JediIgor> But is each planet a node, or are there nodes w/o planets?
<@EvilleJedi> and every known node is represented
<@EvilleJedi> yes
<@EvilleJedi> those would be the trunkways
<@EvilleJedi> like the corellian run and stuff
<@JediIgor> What's that now?
<@EvilleJedi> you know the big hyperspace route
<@JediIgor> Yeah, I' ve seen those <@EvilleJedi> well there will be nodes on those to branch off to planets
<@EvilleJedi> so you have this web
<@EvilleJedi> and each segment will have a difficult value
<@EvilleJedi> values of 0 will be known to everyone
<@EvilleJedi> values of 1 will be known to military and pirates
<@EvilleJedi> values of 2 will be known to super top secret military
<Hobo> What is all this for?
<@EvilleJedi> values
of 3 are undiscovered
<@EvilleJedi> values of 4 are impossible or something
<@JediIgor> I see
<@EvilleJedi> lots of 4's a few 3's fewer 2's a few 1's and 0's
<@JediIgor> So 0s are pretty much the trade routes on the galaxy maps?
<@EvilleJedi> the undiscovered and impossible ones will be open for explortion and will take a amount of time and resources to use
<@EvilleJedi> correct
<@EvilleJedi> also like lets say you are the rebs
<@EvilleJedi> you only get access to level zero and one at first
<@EvilleJedi> you can explore 2,3,4 but you dont know which ones they are until you complete the exploration
<@EvilleJedi> the imps get 0,1,2
<@EvilleJedi> at first
<InsaneShadow> The rebs should have a couple 2's, due to defecting imps, no? :)
<@EvilleJedi> each unknown route will have a difficulty rating that you have to beat
<@EvilleJedi> true
<@EvilleJedi> maybe in their starting sector
<@JediIgor> 2s sound more like something only palpy would know
<@EvilleJedi> but you could have more classes
<@JediIgor> Like floating point values for it ? :O
<InsaneShadow> hmmm... yeah
<@EvilleJedi> nah just more levels
<@EvilleJedi> like 0-10
<@JediIgor> but
<@EvilleJedi> like deep core routes would be a 7 or something
<@JediIgor> they can see ALL the probable routes ??
<@EvilleJedi> well they don't show up on the map
<InsaneShadow> *nod eville* they don't show up, you have to just guess
<@EvilleJedi> but when you start at a system and hit 'explore' you can pick which direction to explore
<@JediIgor> and how many directions are there? lol
<@EvilleJedi> its a web
<@EvilleJedi> so only adjacent systems
<@EvilleJedi> or nodes
<@JediIgor> but what about hidden nodes?
<@EvilleJedi> they get discovered just like segments
<@EvilleJedi> you could have a segment lead you to an unknown node
<@EvilleJedi> you could also make it so really high ones like deep core routes need to have continous exploration to keep accurate
<@EvilleJedi> like if you don't use them they could become dangerous
<@JediIgor> ah, like a decay rate! i like that
<@EvilleJedi> like 0,1 never decay
<@EvilleJedi> 2 decays, a 3 becomes a 2 when discovered
<@JediIgor> 2 decays?
<@EvilleJedi> also this means that when you have to retreat you may have more options then the visible routes, and your enemy would be suprised that you didn't hit their interdictor
<@JediIgor> Ahh, or you put an interdictor on the enemys hidden routes and they get screwed:D
<@JediIgor> like
<@EvilleJedi> right, but only if you have the routes
<InsaneShadow> it all depends on who has the better data :)
<@JediIgor> you didnt know that the enemy knew what you thought that they didnt know :D
<@EvilleJedi> exactly
<@JediIgor> thats eville! :D
<Hobo> lol
<@EvilleJedi> the undiscoved routes would never be very long though, since most of the good lanes are already taken, but the deepcore, unknown regions and wild space could have nice vig routes if you put the time into exploration
<@EvilleJedi> nice big
<@JediIgor> interesting
<@JediIgor> You feel like writing down some of this stuff to the reb2 wiki ? :P
<InsaneShadow> deep core shuoldn't be *that* long, there's too many stars etc so close together, cuts down on straight-line jumps.
<@JediIgor> I'm thinking deep core would have a lot of nodes
<@JediIgor> or something
<@JediIgor> Kind of like trench warfare

