Two ways to do it (and a few other approaches too, I expect):Pleb wrote:Not sure how to go about this one. The group can split into 2 or 3 and jump separately, but then getting them to join back together on the other side might be tricky...Gimi wrote:Ok, so it should be based on a risk assessment. For now, if it's possible and because it would be a cool effect, I'm going to ask for parallel jumps.
1) Don't split the group up. Have the main ship group be (e.g.) 3 Asps each with 2 Sidewinder escorts. When it's time to jump, have the group leader set a destination parameter on all three Asps. This gets picked up by a condition, and each Asp jumps independently to the destination, their escorts following through their wormhole. On the other side, they should still be in the same group.
2) Rejoin the group on the other side: give the Asps roles e.g. "himsn-patrol-lead-element" (1) and "himsn-patrol-trail-element" (the rest). If a "trail" Asp is not in a group containing a "lead" Asp then it looks for a nearby "lead" Asp. If it finds one, it joins its group, otherwise it switches its own role to "lead" (on the assumption that the "lead" has just been destroyed) and makes itself group leader. They should regroup fairly quickly in the exit system. If the "trail" sees that the "lead" is in witchspace, it commences its own jump sequence.