Forums » Suggestions
Subspace Grid (Single exit per sector)
This is another out-of-box thinking, please try to understand its consequences before flaming. After observing the improvement that was the single exit in ion storms, I realized that it should be universal.
* EACH SECTOR SHOULD HAVE ONLY ONE PASSAGE TO SUBSPACE *
* Exception: Wormholes sectors have 2 "jump points". One is the wormhole leading to another system, the other is the sector's only passage to system's subspace grid. *
Explanation: Just like the ion storms became, every sector have only one "exit". And only one entrance at same spot, within a sphere 2km around sectors coordinates (0,0,0).
Why?
-Creates more choke points. Concentrate long-range traffic.
-Seems more logical than the 3km rule, that works for roids as small as a centurion, but not for much larger capital ships as connies...
-Explains why we have a static, flat map. It is a representation of subspace grid related to local system. Planets, roids and subspace holes move in sync. I.e. even if a planet moves in orbit, the nearby holes will move with it.
-Permits real border/sector control in Deneb, as territorial strategic expansion. Controlling a sector is placing turrets around the only local subspace passage. Or Golliath Cannons for WHs.
--Allows creating a "subspace fence" with turrets that disrupt system jumps (like an ion storm) and a real borderline, possible to protect
----
Questions? Comments? Improvements? Trolling?
* EACH SECTOR SHOULD HAVE ONLY ONE PASSAGE TO SUBSPACE *
* Exception: Wormholes sectors have 2 "jump points". One is the wormhole leading to another system, the other is the sector's only passage to system's subspace grid. *
Explanation: Just like the ion storms became, every sector have only one "exit". And only one entrance at same spot, within a sphere 2km around sectors coordinates (0,0,0).
Why?
-Creates more choke points. Concentrate long-range traffic.
-Seems more logical than the 3km rule, that works for roids as small as a centurion, but not for much larger capital ships as connies...
-Explains why we have a static, flat map. It is a representation of subspace grid related to local system. Planets, roids and subspace holes move in sync. I.e. even if a planet moves in orbit, the nearby holes will move with it.
-Permits real border/sector control in Deneb, as territorial strategic expansion. Controlling a sector is placing turrets around the only local subspace passage. Or Golliath Cannons for WHs.
--Allows creating a "subspace fence" with turrets that disrupt system jumps (like an ion storm) and a real borderline, possible to protect
----
Questions? Comments? Improvements? Trolling?
No.
Hmm, interesting. Not sure it wouldn't take up too much dev-time to fix though. But I see some nasty potential!
way too much complex, shrink the game to a unique sector and call it latos H2 : ]
@RR: explain
@Whytee: took less than one day to implement in ion storm
@BT: No, BT, read again. Makes more simple. And keeps room for expansion...
This change would integrate the existing VO elements (sectors, ion storms, wormholes, jump points) into a more consistent paradigm.
RP:
Subspace is like a cubic grid that when flatted out looks like these 2D navigations maps you're used to. Our jump engines are able to explore this subspace 'portals' to jump from one spot to somewhere else, so we don't need FTL neither ultra-fast propulsion to navigate in space.
NavComs are able to make the Jump Drives cross this grid precisely. Unless there are disturbs, like planets or big roids orbits forcing the grid to rearrange itself, what results in an ion Storm where your ship will fall into, so many pilots prefer to manually plot around those.
There are wormholes everywhere, and in a few sectors there are two wormholes nearby. This indicates an inter-grid connection, i.e., one wormhole that leads to another star system.
@Whytee: took less than one day to implement in ion storm
@BT: No, BT, read again. Makes more simple. And keeps room for expansion...
This change would integrate the existing VO elements (sectors, ion storms, wormholes, jump points) into a more consistent paradigm.
RP:
Subspace is like a cubic grid that when flatted out looks like these 2D navigations maps you're used to. Our jump engines are able to explore this subspace 'portals' to jump from one spot to somewhere else, so we don't need FTL neither ultra-fast propulsion to navigate in space.
NavComs are able to make the Jump Drives cross this grid precisely. Unless there are disturbs, like planets or big roids orbits forcing the grid to rearrange itself, what results in an ion Storm where your ship will fall into, so many pilots prefer to manually plot around those.
There are wormholes everywhere, and in a few sectors there are two wormholes nearby. This indicates an inter-grid connection, i.e., one wormhole that leads to another star system.
no |nō|
adjective
1 not any : there is no excuse | no two plants are alike.
2 used to indicate that something is quite the opposite of what is being specified : it was no easy task persuading her | Toby is no fool.
3 hardly any : you'll be back in no time.
4 used in notices or slogans forbidding or rejecting something specified : “No Smoking” signs | no nukes.
exclamation
used to give a negative response : “Is anything wrong?” “No.”
• expressing disagreement or contradiction : “This is boring.” “No, it's not!”
• expressing agreement with or affirmation of a negative statement : they would never cause a fuss, oh no.
• expressing shock or disappointment at something one has heard or discovered : oh no, look at this!
adverb [with comparative ]
not at all; to no extent : they were no more able to perform the task than I was.
noun ( pl. noes |noʊz|)
a negative answer or decision, as in voting : he was unable to change his automatic yes to a no.
PHRASES
no can do informal I am unable to do it.
the noes have it the negative votes are in the majority.
no less see less .
no longer not now as formerly : they no longer live here.
no more see more .
no place nowhere.
no sooner —— than see soon .
not take no for an answer persist in spite of refusals.
no two ways about it used to convey that there can be no doubt about something.
no way informal under no circumstances; not at all : You think she's alone? No way.
or no or not : she'd have ridden there, winter or no.
—— or no —— regardless of the specified thing : recession or no recession there is always going to be a shortage of good people.
ORIGIN Old English nō, nā (adverb), from ne [not] + ō, ā [ever.] The determiner arose in Middle English (originally before words beginning with any consonant except h-), reduced from non, from Old English nān (see none 1 ).
adjective
1 not any : there is no excuse | no two plants are alike.
2 used to indicate that something is quite the opposite of what is being specified : it was no easy task persuading her | Toby is no fool.
3 hardly any : you'll be back in no time.
4 used in notices or slogans forbidding or rejecting something specified : “No Smoking” signs | no nukes.
exclamation
used to give a negative response : “Is anything wrong?” “No.”
• expressing disagreement or contradiction : “This is boring.” “No, it's not!”
• expressing agreement with or affirmation of a negative statement : they would never cause a fuss, oh no.
• expressing shock or disappointment at something one has heard or discovered : oh no, look at this!
adverb [with comparative ]
not at all; to no extent : they were no more able to perform the task than I was.
noun ( pl. noes |noʊz|)
a negative answer or decision, as in voting : he was unable to change his automatic yes to a no.
PHRASES
no can do informal I am unable to do it.
the noes have it the negative votes are in the majority.
no less see less .
no longer not now as formerly : they no longer live here.
no more see more .
no place nowhere.
no sooner —— than see soon .
not take no for an answer persist in spite of refusals.
no two ways about it used to convey that there can be no doubt about something.
no way informal under no circumstances; not at all : You think she's alone? No way.
or no or not : she'd have ridden there, winter or no.
—— or no —— regardless of the specified thing : recession or no recession there is always going to be a shortage of good people.
ORIGIN Old English nō, nā (adverb), from ne [not] + ō, ā [ever.] The determiner arose in Middle English (originally before words beginning with any consonant except h-), reduced from non, from Old English nān (see none 1 ).
-1 because I don't like boxes.
I don't like it. It would make flying places too mechanical. I don't like games where you are confined to streets and pathways. I like open world games where you can walk on the grass and kill anybody who tries to stop you (preferably with their own keep-off-grass signs). It's bad enough that we have to plot our course on the nav-map. Having to fly to specific points as well would be too much.
-1. Good consequences, poor way of getting there. I agree with Pizzasgood.
I can see where this would kinda make sense but over all I dont like it. Seems like you want to force the chaos of the universe into a neat little box.
It would also kind of take away the uniqueness of ion storms. I'm all for some places having fixed exits to provide choke points, just not the majority of places.