Each square on the grid is identified by a set of coordinates, listed as horizontal coordinate-by-vertical coordinate and with 00x00 located in the upper left-hand corner of the map. Each line unit along the grid is located approximately ten thousand kilometers from the lines immediately adjacent to it (and consequently each square measures out an area of approximately one hundred million square kilometers within the system). A system needs to have one jump point located in it for every jump tunnel indicated on the system's Sector map and two additional jump points for any indicated "in-system" jump within that system.Ī nav map is essentially a square grid measuring 100 line units along each side.
![wing commander privateer map wing commander privateer map](https://www.wcnews.com/newestshots/full/geminigold49.jpg)
![wing commander privateer map wing commander privateer map](http://www.wcnews.com/maps/loaf-full.png)
The first step in creating a nav map is to reference the Sector map that contains the system in order to ascertain the number of jump tunnels that connect to it, and to determine where those tunnels lead. 4.3 Placement of Bases and Asteroid Fields around Bases.4.2 Determining the Types of Bases Present.it could have been produced by a die roll). A system creator does have the option to make decisions about the elements of their system arbitrarily, so long as that decision follows the general guidelines of the procedure (i.e. For purposes of this discussion, it will be assumed that the system creator will be performing the indicated rolls.
#Wing commander privateer map series#
The process for setting each of these elements involves a series of die rolls. Nav maps have the advantage of being relatively fast and easy to construct by focusing mainly on the "important" areas of the system, which are assumed to be relatively close to one another.Ĭreating a nav map involves a short procedure that sets (in this order) the locations of jump points, nav points and ambush points, as well as the number, type and location of bases within the system. Wing Commander: Privateer utilizes this method of generating system maps. This kind of system plot is what's known as a nav map. The other option is to fill in only crucial details about the system, such as the locations of any major bases and/or jump points.
#Wing commander privateer map full#
For creators who want to go this route, a full star system creation procedure is provided in the next sub-Chapter. They may choose to create a full working model of the system in question, which is a lot of work but produces something that is close to being physically realistic. It should therefore be quite obvious that in any adventure where specific information about one of these systems is required, it will be necessary for that system to be mapped out.Ī cartographer (referred in this discussion as a "creator") has two choices when it comes to mapping out a star system.
![wing commander privateer map wing commander privateer map](https://cdn.wcnews.com/newershots/full/charybdis.png)
![wing commander privateer map wing commander privateer map](https://www.wcnews.com/shots/movie/full/au6.jpg)
In every other case, all that is known about the system is its name and what systems it connects to via its jump tunnels. The composition of a few systems has been set in the novels, set in the games, or (in the case of the Sol system) is fairly well known in real life. Despite the fact that twelve full Sectors have been officially mapped in the Wing Commander Universe (not counting the map of the Landreich Sector built by members of the Wing Commander CIC community), not a lot is known about the contents of the various individual star systems.