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Everspace 2 features several modes of travel for the player to use, both within a skirmish and as a means of reaching the next firefight.
Short-Distance Travel[ | ]
Default Movement[ | ]
Without any travel modes engaged, the player ship moves forward at a maximum base speed of 75-105 meters per second (m/s); in addition, it is fully capable of strafing (left/right movement), hovering (up/down movement), reversing, pitching (up/down aim), yawing (left/right aim), and rolling.
Boosted Movement[ | ]
Engaging the ship's booster increases its movement speed by a factor of 2.00 or greater for a short duration, based on boost energy capacity and consumption rate, while retaining lateral motion and rotation capabilities.
Mobility Devices[ | ]
Three of seven support devices are usable as a mode of travel.
- Energized Boost - The ship rockets forward at great speed for a fixed duration or until the boost is manually cancelled. The ship retains the ability to strafe, hover, pitch, yaw and roll during the boost.
- Teleporter - The ship instantly warps 600-850 meters forward with every activation.
- Fusion Hook - The ship latches onto terrain and pulls itself forward at extreme speed until the tether point moves past the front of the ship or the tether is manually severed. Strafe, hover, pitch, yaw and roll functionality are unaffected and can be used to adjust the ship's trajectory.
Cruise Drive[ | ]
Holding the Interact input with a clear path in front of the ship charges and activates Cruise Drive travel, sending the ship forward indefinitely with similar speed and mobility to default Energized Boost movement. Though this is the fastest non-device means of travel within a location, it cannot be activated while hostiles are within 2000 meters by default, and getting too close to an obstacle or taking damage from any source will pull the ship out of Cruise Drive.
Long-Distance Travel[ | ]
Supralight Travel[ | ]
Channeling the Jump Drive for approx. 2.5 seconds while there are no jump suppressors active will send the ship into supralight, allowing for travel between known locations in the same system and the discovery of supralight events and jobs. Strafing, hovering, and reversing are disabled in supralight; as well, rolling is restricted to a maximum of about 15 degrees away from the system's horizontal plane.
Jump Gates and Wormholes[ | ]
Standard travel from one system to another is accomplished by activating jump gates or going through wormholes at specific locations. These connection points unlock gradually as the player progresses through the main missions.
Spatial Bypass (Fast Travel)[ | ]
Completing the main mission Picking Up the Pieces unlocks the ability to construct Spatial Bypasses at key locations within most systems. Built Spatial Bypasses can be used to teleport to the location of any other Spatial Bypass, freeing up time that would otherwise be spent navigating supralight and passing through jump gates.
Spatial Bypasses can be built at the following locations:
- Rhodia II (Ceto) - obtained for free upon unlocking the Spatial Bypass perk
- Prescott Starbase (Union)
- Torn Station (Union)
- Gas Field (Zharkov)
- Bri Bioplant (Khaït Nebula)
- Drake Research Station (Drake)
- Kheimon (Khione)
To construct as part of the Rips in Space side mission, a spatial bypass requires several resources:
- 10x Clygon
- 10x Solar Particles
- 5x Dark Energy
- 1x Proton Capacitor
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