Unlike Vegastrike, in the WC universe, jump points are NOT visible to the naked eye. The graphical representations are HUD projections; --or should be--; but the VS engine cannot properly represent the fact.
In the original Privateer game, you needed to buy quadrant maps in order to travel to other quadrants. If you didn't buy the maps, you could not browse them in the nav map.
Secondly, there were "hidden jump points" (not "hidden" in any physical sense, but simply off-the-maps); and until someone entered their coordinates into your ship's computer, you would not see the jump points at all.
Furthermore, we at Parallel Universe would like to incorporate all the rest of the huge WC universe, but we need means by which to lock portions of it out until the player can unlock them by completing certain missions.
All that this would require, really, is bit array in the save file, with one bit representing each system... --well, how about Hexadecimally coded, so it stays officially "text"? If the bit is off, the system is invisible. When the bit is turned on via python, the system (and all jump points leading to it) become visible.
If not the feature itself, pointers about what files to work and stuff would be appreciated. We got a couple of good coders now at the PU forum.
