The (Distant) Future of the Map; Beyond the Galaxy #7214
Replies: 7 comments 18 replies
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I don't think adding a ton of galaxies would really help, let alone adding the Laniakea Supercluster (seriously, that's over 100k galaxies). I would prefer it if ES became a deeper game, working with the single galaxy (and its satellites) that we have, rather than stretching it across such a vast expanse that it becomes thin or broadly populated with samey feeling civilizations and stories. |
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Well, before we get to adding the rest of the cluster, I'd like to see the map density increased a bit. It's always kind of bugged me that each hyperlink crosses something in the order of several thousand light years per jump. Being able to go from one end of the galaxy to the other in roughly 20 days (not counting wormholes) just seems way too fast/small to me. Ideally, I'd like that dropped to about the point where each hyperlink is covering about 500-1000 light years; giving us about 40-50 jumps to cross from one edge to the other. That's more than enough space to get another dozen or so races in here at the very least, probably closer to twenty if we hold to the idea that at least some of them should be small 1-5 system races. I'd like to see a small federation somewhere over in the Eastern side; maybe a couple overlords with one or more vassal civilizations; some other variations. But yeah, the important part is that all these races are there to provide the world-building material for the stories. If they don't help the stories move along, then there's not really a point to having them. That being said, having a few extra-galactic areas (such as potentially Andromeda and the Pleides) would be good. |
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If the density is decreased, would that mean just squashing human space... and in which case is consideration given to the real locations of stars (e.g. Polaris... I don't know if many/all systems are based on real stars?) Or adding extra systems in-between? Changing human space game-mechanics-wise (e.g. adding many new systems in-between the ones we know) has big implications for the feel of the game. Here's a radical idea... What if: sometime after the war, a new hyperdrive technology were discovered (I know, big and messy implications) that enabled reaching myriad systems in-between the ones we can currently reach? And... somehow breaking up the old links.... it'd need work. I don't think we have a 'lore' reason yet why we can reach some systems but not others (aside from 'these ones have links'): there's some scope to play around with there. Amongst other questions is the question of habitable planets... most accessible systems have vaguely-habitable planets. For a very different feel, imagine Endless Sky where every hyperlink is now fifty jumps through fifty uninhabited systems. It would be fun for some of us...! And greatly change how galaxy-wide a sub-story can comfortably be. As to "where do we put" the addition of alien species for now: I haven't followed other discussions, but it looks to me like there's a lot of galaxy left to go yet, if we expand out in all directions as far as human (and moreso wanderer/coalition) space does. |
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I've also arrived to the same conclusion as most people here. That was EXACTLY my thinking, namely that the distances between linked systems is in the order of thousands of light years. The question is how, exactly, to add density without breaking everything? And perhaps I can contribute some ideas for discussion. |
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I noticed this while posting on another topic, lots of good thoughts and ideas bouncing around. Last time I played around with the code I actually ended up in the opposite direction.. making hyperspace travel much faster. I was trying to solve a few dislikes I had and came to the conclusion that interstellar travel would have to take hours, not days and that having "a day" as the smallest unit of game time was no good. I wanted to put an end to escorts travelling "time free" So now long links take longer to jump, fast ships travel the link faster and the clock ticks continuously throughout. The problem comes in the balancing of time passing. Last figure I tried was 8 mins real time to a game day. This means that if you're in system mining, flying around or fighting etc then after 8 minutes it's tomorrow, it's more play time than it sounds but this I would like to be longer. Using this time scale a shuttle can travel from Epsilon Leonis to Sol in 37 hours, a Flivver can do it in 19 hours. These I would prefer to be longer. The problem is these things are opposing, if I change the gametime/realtime ratio then as I make one longer the other becomes shorter. The only way to satisfy both desires is to actually make jumping take more realtime and I've already increased that, at some point it becomes a lot of sitting around waiting for ships to complete the jump! I like it generally, it brings a lot to the table, if you get a rush job then the natural choice becomes the smaller faster ship, a large slow ship just can't get there in time, unlike the standard where all ships complete a travel plan in the same game time. It means that ships can now actually fulfill a design purpose, the Bounder being a fast courier actually gets there faster (well, once it's top speed is corrected..) It also means that calling in escorts from other systems takes game time, exactly the same time it would take you to jump there (assuming identical ship of course) plus the small, fast ships arrive much earlier than the large slow ships. You also can't cheat the time quite as much on a timed mission, if you jump ahead with a fast flagship you'll just have to wait at the far end for the slow ship carrying the mission cargo, all while the clock ticks. All ships have to make the deadline, not just the flagship. |
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@vitalchip Finer time subdivision sounds good, but it may take time for this idea to mature. The one day per jump rule is something some players rely on to judge the difficulty of a time-limited mission. |
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Have to say I never found 'rush jobs' to be tricky, certainly they're not so easy if you want to take several of them as the combination of different directions/landings/jumps do tend to make some of them tight. The general formula is that you get 2x jump days. The real issue I have with it is that any ship at all can do a rush job, no need to have a fast ship. That's a missed trick for me. If I had a mission to take passengers to a destination within 24 hours then I could do it in an Arrow or a Flivver but a Shuttle or a Bulk Cargo ship would be too slow, it feeds into ships being made for a purpose and providing the job pays well enough gives the player a chance to have a use for different ships. I'm not even suggesting this is a direction that should be investigated, it simply won't happen, this is just for my own 'version' The regular game hands everything to the player on a plate, they need to work for virtually nothing and there are exploits and loophoiles all over the place. I just enjoy closing them off and having to work for the rewards. |
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So there is a lot of discussion of the future of how to change or update the map, especially as we find more and more people (myself included) working on race PRs, and others suggesting some other map changes such as adding more uninhabited regions, we begin to run into a bit of an interesting question:
Where the hell do we put all this?
Some people (notably Azure) have tried to make adjustments to the galaxy map to increase the real-estate available. Though the efforts are definitely appreciated, I think I'd rather see the Milky Way eventually be "finished". What happens after that? Well, we have easily modifiable galaxies, let's use it!
I'd like to propose that, once the space in the Milky Way is fully occupied (at least to a reasonable extent). The Laniakea supercluster (the cluster the Milky Way belongs to) houses thousands of separate galaxies; why not use them? Andromeda is the biggest example, obviously, but there are many dwarf galaxies or star clusters that could be utilized. In this way, we avoid any major issues with the existing galaxy map (such as having to move anything in the Milky Way), while also giving the game a grander scope.
Of course, there are some issues, especially in regards with the act of world traversal. Though I think this will simply become a problem in general as the game gets larger and larger. Wormholes would be a necessity, obviously, except for the very rare bridge of star clusters between galaxies (quite unlikely, but not impossible, given the sheer amount of space within the supercluster).
This is all very far away, but I don't think there's any harm in discussing it all ahead of time. If nothing else, I hope this discussion leads to some more alternative ideas to just "rework the map".
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