Movement - sixfive3025/innersphereonline GitHub Wiki
It's common for jump ships to transfer cargo for faster transit. A drop ship would detach after arriving, rendezvous with a new jump ship, and then keep moving. A single "jump ship pool" governs movements for all of the player’s units, regardless of location. Using the assumption that at any given point the ships needed are in position and able to make a jump, so internally you can move a unit several times, which depletes a pool for that turn. The assumption being that there are no friendly charged jump ships in a given place to make an additional rendezvous and jump.
The Jump Pool
The pool is based on technology and control over key (shipyard) systems. Since new jump ship production is hugely limited in this era, the numbers are based more on keeping existing ships available and better coordinating them. Of course the capture of systems with shipyards would be pivotal for a war effort.
Movement in Enemy Territory
Unlike a player’s territory, in which movement is limited only by the jump ship pool, a player can only jump into enemy territory within a one-jump range of the player’s systems (the exception is for covert missions, below). The movement happens as single normal jump, but the player must then choose a mission type. While this mission is ongoing, jumpships assets are considered tied up (so “easier’/quicker missions are faster than full-tilt invasions). Once the mission has started, the player’s assets are committed, and the player is unable to manually withdraw (though orders can be given to the troops to ensure they withdraw if things prove difficult).
Covert Movement in Enemy Territory
Players have the option to send their forces on covert missions, which can penetrate more deeply into enemy territory. A player must select an Elite house unit, or can elect to send a Mercenary force. Movement must be done in a slow, methodical fashion, which means that additional assets are tied up in such an endeavor (I.E. the cost of movement to the jump ship pool is greater). The number of possible objectives is limited as well. Players gain the “transit” mission objective in which the force moves into an enemy system but does not disembark. Lesser systems are easier to access but are less important. Regional Capitals and National Capitals are each harder to infiltrate. The military actions are somewhat more limited in scope than regular Movement in Enemy Territory (above)
Movement into enemy territory can only consist of a single . Jumping into enemy territory will set you back, and you won't be able to jump back if you just jumped in. It won't deplete your pool by virtue of being there, but the use of your pool is more limited